diff --git a/Tesselate Skbox/Assets/Scenes.meta b/Tesselate Skbox/Assets/Scenes.meta new file mode 100644 index 00000000..e484533c --- /dev/null +++ b/Tesselate Skbox/Assets/Scenes.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9f31e45be24c05b408b33c6c3ffbab6b +folderAsset: yes +timeCreated: 1447824569 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/Scenes/SkyboxTest.unity b/Tesselate Skbox/Assets/Scenes/SkyboxTest.unity new file mode 100644 index 00000000..e12b381a Binary files /dev/null and b/Tesselate Skbox/Assets/Scenes/SkyboxTest.unity differ diff --git a/Tesselate Skbox/Assets/Scenes/SkyboxTest.unity.meta b/Tesselate Skbox/Assets/Scenes/SkyboxTest.unity.meta new file mode 100644 index 00000000..6950de2b --- /dev/null +++ b/Tesselate Skbox/Assets/Scenes/SkyboxTest.unity.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4a2f7cbb05adf9b499042331b877a9be +timeCreated: 1447824564 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/Scripts.meta b/Tesselate Skbox/Assets/Scripts.meta new file mode 100644 index 00000000..181e1399 --- /dev/null +++ b/Tesselate Skbox/Assets/Scripts.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 8faa706342a096e4da5409de1dcb38a4 +folderAsset: yes +timeCreated: 1447825256 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/Scripts/Track1.cs b/Tesselate Skbox/Assets/Scripts/Track1.cs new file mode 100644 index 00000000..ca3ae0e6 --- /dev/null +++ b/Tesselate Skbox/Assets/Scripts/Track1.cs @@ -0,0 +1,16 @@ +using UnityEngine; +using System.Collections; + +public class Track1 : MonoBehaviour { + + // Use this for initialization + void Start () { + iTween.MoveTo(gameObject, iTween.Hash("path", iTweenPath.GetPath("Track1"), 180)); + + } + + // Update is called once per frame + void Update () { + + } +} diff --git a/Tesselate Skbox/Assets/Scripts/Track1.cs.meta b/Tesselate Skbox/Assets/Scripts/Track1.cs.meta new file mode 100644 index 00000000..d54b1f71 --- /dev/null +++ b/Tesselate Skbox/Assets/Scripts/Track1.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c267184f7fa9fec48ace3fe05a159d78 +timeCreated: 1447824750 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/Scripts/Track2.cs b/Tesselate Skbox/Assets/Scripts/Track2.cs new file mode 100644 index 00000000..3c8e9a99 --- /dev/null +++ b/Tesselate Skbox/Assets/Scripts/Track2.cs @@ -0,0 +1,16 @@ +using UnityEngine; +using System.Collections; + +public class Track2 : MonoBehaviour { + + // Use this for initialization + void Start () { + iTween.MoveTo(gameObject, iTween.Hash("path", iTweenPath.GetPath("Track2"), 180)); + + } + + // Update is called once per frame + void Update () { + + } +} diff --git a/Tesselate Skbox/Assets/Scripts/Track2.cs.meta b/Tesselate Skbox/Assets/Scripts/Track2.cs.meta new file mode 100644 index 00000000..d3b9b27b --- /dev/null +++ b/Tesselate Skbox/Assets/Scripts/Track2.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6d6c2fdddce526c49b15e978aa446dd7 +timeCreated: 1447825189 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/Skyboxes.meta b/Tesselate Skbox/Assets/Skyboxes.meta new file mode 100644 index 00000000..a67398fb --- /dev/null +++ b/Tesselate Skbox/Assets/Skyboxes.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9455cc9ce42b7ab4fbeb2f629ae91772 +folderAsset: yes +timeCreated: 1447823910 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/Skyboxes/PurpleNebula.meta b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula.meta new file mode 100644 index 00000000..4b1b836f --- /dev/null +++ b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 54beea3e8f8921a4a80bea86b2fca715 +folderAsset: yes +timeCreated: 1447823910 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/PurpleNebula.mat b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/PurpleNebula.mat new file mode 100644 index 00000000..227ff932 Binary files /dev/null and b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/PurpleNebula.mat differ diff --git a/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/PurpleNebula.mat.meta b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/PurpleNebula.mat.meta new file mode 100644 index 00000000..40000992 --- /dev/null +++ b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/PurpleNebula.mat.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 88ec9a13802800449aaf825aff3aadc7 +NativeFormatImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures.meta b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures.meta new file mode 100644 index 00000000..323d2c84 --- /dev/null +++ b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b5689c587edde7d4fb20ede634e0ad0f +folderAsset: yes +timeCreated: 1447823910 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Back_MauveSpaceBox.png b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Back_MauveSpaceBox.png new file mode 100644 index 00000000..c8d8d499 Binary files /dev/null and b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Back_MauveSpaceBox.png differ diff --git a/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Back_MauveSpaceBox.png.meta b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Back_MauveSpaceBox.png.meta new file mode 100644 index 00000000..1fcefaaa --- /dev/null +++ b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Back_MauveSpaceBox.png.meta @@ -0,0 +1,53 @@ +fileFormatVersion: 2 +guid: befb6152e755b4840a883d54cf3884bf +TextureImporter: + fileIDToRecycleName: {} + serializedVersion: 2 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + linearTexture: 0 + correctGamma: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: .25 + normalMapFilter: 0 + isReadable: 0 + grayScaleToAlpha: 0 + generateCubemap: 0 + cubemapConvolution: 0 + cubemapConvolutionSteps: 8 + cubemapConvolutionExponent: 1.5 + seamlessCubemap: 0 + textureFormat: -1 + maxTextureSize: 2048 + textureSettings: + filterMode: -1 + aniso: -1 + mipBias: -1 + wrapMode: 1 + nPOTScale: 1 + lightmap: 0 + rGBM: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: .5, y: .5} + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spritePixelsToUnits: 100 + alphaIsTransparency: 0 + textureType: -1 + buildTargetSettings: [] + spriteSheet: + sprites: [] + spritePackingTag: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Down_MauveSpaceBox.png b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Down_MauveSpaceBox.png new file mode 100644 index 00000000..81c9cfa5 Binary files /dev/null and b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Down_MauveSpaceBox.png differ diff --git a/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Down_MauveSpaceBox.png.meta b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Down_MauveSpaceBox.png.meta new file mode 100644 index 00000000..c414859a --- /dev/null +++ b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Down_MauveSpaceBox.png.meta @@ -0,0 +1,53 @@ +fileFormatVersion: 2 +guid: 28c86d5886982bd4d8c2d86aa5ef6d64 +TextureImporter: + fileIDToRecycleName: {} + serializedVersion: 2 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + linearTexture: 0 + correctGamma: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: .25 + normalMapFilter: 0 + isReadable: 0 + grayScaleToAlpha: 0 + generateCubemap: 0 + cubemapConvolution: 0 + cubemapConvolutionSteps: 8 + cubemapConvolutionExponent: 1.5 + seamlessCubemap: 0 + textureFormat: -1 + maxTextureSize: 2048 + textureSettings: + filterMode: -1 + aniso: -1 + mipBias: -1 + wrapMode: 1 + nPOTScale: 1 + lightmap: 0 + rGBM: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: .5, y: .5} + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spritePixelsToUnits: 100 + alphaIsTransparency: 0 + textureType: -1 + buildTargetSettings: [] + spriteSheet: + sprites: [] + spritePackingTag: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Front_MauveSpaceBox.png b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Front_MauveSpaceBox.png new file mode 100644 index 00000000..90310d7f Binary files /dev/null and b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Front_MauveSpaceBox.png differ diff --git a/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Front_MauveSpaceBox.png.meta b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Front_MauveSpaceBox.png.meta new file mode 100644 index 00000000..d6358595 --- /dev/null +++ b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Front_MauveSpaceBox.png.meta @@ -0,0 +1,53 @@ +fileFormatVersion: 2 +guid: 8060643f30c69ea4eb995bc51d272a06 +TextureImporter: + fileIDToRecycleName: {} + serializedVersion: 2 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + linearTexture: 0 + correctGamma: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: .25 + normalMapFilter: 0 + isReadable: 0 + grayScaleToAlpha: 0 + generateCubemap: 0 + cubemapConvolution: 0 + cubemapConvolutionSteps: 8 + cubemapConvolutionExponent: 1.5 + seamlessCubemap: 0 + textureFormat: -1 + maxTextureSize: 2048 + textureSettings: + filterMode: -1 + aniso: -1 + mipBias: -1 + wrapMode: 1 + nPOTScale: 1 + lightmap: 0 + rGBM: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: .5, y: .5} + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spritePixelsToUnits: 100 + alphaIsTransparency: 0 + textureType: -1 + buildTargetSettings: [] + spriteSheet: + sprites: [] + spritePackingTag: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Left_MauveSpaceBox.png b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Left_MauveSpaceBox.png new file mode 100644 index 00000000..dd18630f Binary files /dev/null and b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Left_MauveSpaceBox.png differ diff --git a/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Left_MauveSpaceBox.png.meta b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Left_MauveSpaceBox.png.meta new file mode 100644 index 00000000..3fba912f --- /dev/null +++ b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Left_MauveSpaceBox.png.meta @@ -0,0 +1,53 @@ +fileFormatVersion: 2 +guid: 4d6173fe58253a8438f2343ac6ed6879 +TextureImporter: + fileIDToRecycleName: {} + serializedVersion: 2 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + linearTexture: 0 + correctGamma: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: .25 + normalMapFilter: 0 + isReadable: 0 + grayScaleToAlpha: 0 + generateCubemap: 0 + cubemapConvolution: 0 + cubemapConvolutionSteps: 8 + cubemapConvolutionExponent: 1.5 + seamlessCubemap: 0 + textureFormat: -1 + maxTextureSize: 2048 + textureSettings: + filterMode: -1 + aniso: -1 + mipBias: -1 + wrapMode: 1 + nPOTScale: 1 + lightmap: 0 + rGBM: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: .5, y: .5} + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spritePixelsToUnits: 100 + alphaIsTransparency: 0 + textureType: -1 + buildTargetSettings: [] + spriteSheet: + sprites: [] + spritePackingTag: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Right_MauveSpaceBox.png b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Right_MauveSpaceBox.png new file mode 100644 index 00000000..913e9236 Binary files /dev/null and b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Right_MauveSpaceBox.png differ diff --git a/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Right_MauveSpaceBox.png.meta b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Right_MauveSpaceBox.png.meta new file mode 100644 index 00000000..dbec0ad8 --- /dev/null +++ b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Right_MauveSpaceBox.png.meta @@ -0,0 +1,53 @@ +fileFormatVersion: 2 +guid: 81862d0f326a87f4ba4ffa279cee770e +TextureImporter: + fileIDToRecycleName: {} + serializedVersion: 2 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + linearTexture: 0 + correctGamma: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: .25 + normalMapFilter: 0 + isReadable: 0 + grayScaleToAlpha: 0 + generateCubemap: 0 + cubemapConvolution: 0 + cubemapConvolutionSteps: 8 + cubemapConvolutionExponent: 1.5 + seamlessCubemap: 0 + textureFormat: -1 + maxTextureSize: 2048 + textureSettings: + filterMode: -1 + aniso: -1 + mipBias: -1 + wrapMode: 1 + nPOTScale: 1 + lightmap: 0 + rGBM: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: .5, y: .5} + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spritePixelsToUnits: 100 + alphaIsTransparency: 0 + textureType: -1 + buildTargetSettings: [] + spriteSheet: + sprites: [] + spritePackingTag: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Up_MauveSpaceBox.png b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Up_MauveSpaceBox.png new file mode 100644 index 00000000..2ddd7a69 Binary files /dev/null and b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Up_MauveSpaceBox.png differ diff --git a/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Up_MauveSpaceBox.png.meta b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Up_MauveSpaceBox.png.meta new file mode 100644 index 00000000..e266672f --- /dev/null +++ b/Tesselate Skbox/Assets/Skyboxes/PurpleNebula/Textures/Up_MauveSpaceBox.png.meta @@ -0,0 +1,53 @@ +fileFormatVersion: 2 +guid: 5190d7a34f644a74facf81158264318b +TextureImporter: + fileIDToRecycleName: {} + serializedVersion: 2 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + linearTexture: 0 + correctGamma: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: .25 + normalMapFilter: 0 + isReadable: 0 + grayScaleToAlpha: 0 + generateCubemap: 0 + cubemapConvolution: 0 + cubemapConvolutionSteps: 8 + cubemapConvolutionExponent: 1.5 + seamlessCubemap: 0 + textureFormat: -1 + maxTextureSize: 2048 + textureSettings: + filterMode: -1 + aniso: -1 + mipBias: -1 + wrapMode: 1 + nPOTScale: 1 + lightmap: 0 + rGBM: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: .5, y: .5} + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spritePixelsToUnits: 100 + alphaIsTransparency: 0 + textureType: -1 + buildTargetSettings: [] + spriteSheet: + sprites: [] + spritePackingTag: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/TheTrack1.cs b/Tesselate Skbox/Assets/TheTrack1.cs new file mode 100644 index 00000000..4c6c4689 --- /dev/null +++ b/Tesselate Skbox/Assets/TheTrack1.cs @@ -0,0 +1,15 @@ +using UnityEngine; +using System.Collections; + +public class TheTrack1 : MonoBehaviour { + + // Use this for initialization + void Start () { + iTween.MoveTo(gameObject, iTween.Hash("path", iTweenPath.GetPath("TheTrack1"), "time", 180)); + } + + // Update is called once per frame + void Update () { + + } +} diff --git a/Tesselate Skbox/Assets/TheTrack1.cs.meta b/Tesselate Skbox/Assets/TheTrack1.cs.meta new file mode 100644 index 00000000..5d0b974d --- /dev/null +++ b/Tesselate Skbox/Assets/TheTrack1.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: dfb71bd619266e447ba9d672404ee705 +timeCreated: 1447825598 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/TheTrack2.cs b/Tesselate Skbox/Assets/TheTrack2.cs new file mode 100644 index 00000000..e92dd84d --- /dev/null +++ b/Tesselate Skbox/Assets/TheTrack2.cs @@ -0,0 +1,15 @@ +using UnityEngine; +using System.Collections; + +public class TheTrack2 : MonoBehaviour { + + // Use this for initialization + void Start () { + iTween.MoveTo(gameObject, iTween.Hash("path", iTweenPath.GetPath("TheTrack2"), "time", 180)); + } + + // Update is called once per frame + void Update () { + + } +} diff --git a/Tesselate Skbox/Assets/TheTrack2.cs.meta b/Tesselate Skbox/Assets/TheTrack2.cs.meta new file mode 100644 index 00000000..96f371ed --- /dev/null +++ b/Tesselate Skbox/Assets/TheTrack2.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ad5e50a9ce0a0c244b57d0e5e3414dae +timeCreated: 1447825606 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/iTweenEditor.meta b/Tesselate Skbox/Assets/iTweenEditor.meta new file mode 100644 index 00000000..3371a60f --- /dev/null +++ b/Tesselate Skbox/Assets/iTweenEditor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f7da3e74a73df8243ba8cbd7f71a974b +folderAsset: yes +timeCreated: 1447824469 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/iTweenEditor/Editor.meta b/Tesselate Skbox/Assets/iTweenEditor/Editor.meta new file mode 100644 index 00000000..87ab34d7 --- /dev/null +++ b/Tesselate Skbox/Assets/iTweenEditor/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: e824886ca6f7c40a4a622b6a82c50c9c +folderAsset: yes +timeCreated: 1447824469 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/iTweenEditor/Editor/iTweenEventDataEditor.cs b/Tesselate Skbox/Assets/iTweenEditor/Editor/iTweenEventDataEditor.cs new file mode 100644 index 00000000..d442241e --- /dev/null +++ b/Tesselate Skbox/Assets/iTweenEditor/Editor/iTweenEventDataEditor.cs @@ -0,0 +1,352 @@ +// Copyright (c) 2009-2012 David Koontz +// Please direct any bugs/comments/suggestions to david@koontzfamily.org +// +// Thanks to Gabriel Gheorghiu (gabison@gmail.com) for his code submission +// that lead to the integration with the iTween visual path editor. +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in +// all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +// THE SOFTWARE. + +using UnityEditor; +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using System.IO; +using System.Runtime.Serialization.Formatters.Binary; +using System.Text; +using System.Linq; + +[CustomEditor(typeof(iTweenEvent))] +public class iTweenEventDataEditor : Editor { + List trueFalseOptions = new List() {"True", "False"}; + Dictionary values; + Dictionary propertiesEnabled = new Dictionary(); + iTweenEvent.TweenType previousType; + + [MenuItem("Component/iTween/iTweenEvent")] + static void AddiTweenEvent () { + if(Selection.activeGameObject != null) { + Selection.activeGameObject.AddComponent(typeof(iTweenEvent)); + } + } + + [MenuItem("Component/iTween/Prepare Visual Editor for Javascript Usage")] + static void CopyFilesForJavascriptUsage() { + if(Directory.Exists(Application.dataPath + "/iTweenEditor/Helper Classes")) { + if(!Directory.Exists(Application.dataPath + "/Plugins")) { + Directory.CreateDirectory(Application.dataPath + "/Plugins"); + } + + if(!Directory.Exists(Application.dataPath + "/Plugins/iTweenEditor")) { + Directory.CreateDirectory(Application.dataPath + "/Plugins/iTweenEditor"); + } + FileUtil.MoveFileOrDirectory(Application.dataPath + "/iTweenEditor/Helper Classes", Application.dataPath + "/Plugins/iTweenEditor/Helper Classes"); + FileUtil.MoveFileOrDirectory(Application.dataPath + "/iTweenEditor/iTweenEvent.cs", Application.dataPath + "/Plugins/iTweenEvent.cs"); + FileUtil.MoveFileOrDirectory(Application.dataPath + "/iTweenEditor/iTween.cs", Application.dataPath + "/Plugins/iTween.cs"); + FileUtil.MoveFileOrDirectory(Application.dataPath + "/iTweenEditor/iTweenPath.cs", Application.dataPath + "/Plugins/iTweenPath.cs"); + + AssetDatabase.Refresh(); + } + else { + EditorUtility.DisplayDialog("Can't move files", "Your files have already been moved", "Ok"); + } + } + + [MenuItem("Component/iTween/Donate to support the Visual Editor")] + static void Donate() { + Application.OpenURL("https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WD3GQ6HHD257C"); + } + + public void OnEnable() { + var evt = (iTweenEvent)target; + foreach(var key in EventParamMappings.mappings[evt.type].Keys) { + propertiesEnabled[key] = false; + } + previousType = evt.type; + + if(!Directory.Exists(Application.dataPath + "/Gizmos")) { + Directory.CreateDirectory(Application.dataPath + "/Gizmos"); + } + + if(!File.Exists(Application.dataPath + "/Gizmos/iTweenIcon.tif")) { + FileUtil.CopyFileOrDirectory(Application.dataPath + "/iTweenEditor/Gizmos/iTweenIcon.tif", Application.dataPath + "/Gizmos/iTweenIcon.tif"); + } + } + + public override void OnInspectorGUI() { + var evt = (iTweenEvent)target; + values = evt.Values; + var keys = values.Keys.ToArray(); + + foreach(var key in keys) { + propertiesEnabled[key] = true; + if(typeof(Vector3OrTransform) == EventParamMappings.mappings[evt.type][key]) { + var val = new Vector3OrTransform(); + + if(null == values[key] || typeof(Transform) == values[key].GetType()) { + if(null == values[key]) { + val.transform = null; + } + else { + val.transform = (Transform)values[key]; + } + val.selected = Vector3OrTransform.transformSelected; + } + else if(typeof(Vector3) == values[key].GetType()) { + val.vector = (Vector3)values[key]; + val.selected = Vector3OrTransform.vector3Selected; + } + + values[key] = val; + } + if(typeof(Vector3OrTransformArray) == EventParamMappings.mappings[evt.type][key]) { + var val = new Vector3OrTransformArray(); + + if(null == values[key] || typeof(Transform[]) == values[key].GetType()) { + if(null == values[key]) { + val.transformArray = null; + } + else { + val.transformArray = (Transform[])values[key]; + } + val.selected = Vector3OrTransformArray.transformSelected; + } + else if(typeof(Vector3[]) == values[key].GetType()) { + val.vectorArray = (Vector3[])values[key]; + val.selected = Vector3OrTransformArray.vector3Selected; + } + else if(typeof(string) == values[key].GetType()) { + val.pathName = (string)values[key]; + val.selected = Vector3OrTransformArray.iTweenPathSelected; + } + + values[key] = val; + } + } + + GUILayout.Label(string.Format("iTween Event Editor v{0}", iTweenEvent.VERSION)); + EditorGUILayout.Separator(); + + GUILayout.BeginHorizontal(); + GUILayout.Label("Name"); + evt.tweenName = EditorGUILayout.TextField(evt.tweenName); + GUILayout.EndHorizontal(); + + GUILayout.BeginHorizontal(); + evt.showIconInInspector = GUILayout.Toggle(evt.showIconInInspector, " Show Icon In Scene"); + GUILayout.EndHorizontal(); + + GUILayout.BeginHorizontal(); + evt.playAutomatically = GUILayout.Toggle(evt.playAutomatically, " Play Automatically"); + GUILayout.EndHorizontal(); + + GUILayout.BeginHorizontal(); + GUILayout.Label("Initial Start Delay (delay begins once the iTweenEvent is played)"); + evt.delay = EditorGUILayout.FloatField(evt.delay); + GUILayout.EndHorizontal(); + + EditorGUILayout.Separator(); + + GUILayout.BeginHorizontal(); + GUILayout.Label("Event Type"); + evt.type = (iTweenEvent.TweenType)EditorGUILayout.EnumPopup(evt.type); + GUILayout.EndHorizontal(); + + if(evt.type != previousType) { + foreach(var key in EventParamMappings.mappings[evt.type].Keys) { + propertiesEnabled[key] = false; + } + evt.Values = new Dictionary(); + previousType = evt.type; + return; + } + + var properties = EventParamMappings.mappings[evt.type]; + foreach(var pair in properties) { + var key = pair.Key; + + GUILayout.BeginHorizontal(); + + if(EditorGUILayout.BeginToggleGroup(key, propertiesEnabled[key])) { + propertiesEnabled[key] = true; + + GUILayout.BeginVertical(); + + if(typeof(string) == pair.Value) { + values[key] = EditorGUILayout.TextField(values.ContainsKey(key) ? (string)values[key] : ""); + } + else if(typeof(float) == pair.Value) { + values[key] = EditorGUILayout.FloatField(values.ContainsKey(key) ? (float)values[key] : 0); + } + else if(typeof(int) == pair.Value) { + values[key] = EditorGUILayout.IntField(values.ContainsKey(key) ? (int)values[key] : 0); + } + else if(typeof(bool) == pair.Value) { + GUILayout.BeginHorizontal(); + var currentValueString = (values.ContainsKey(key) ? (bool)values[key] : false).ToString(); + currentValueString = currentValueString.Substring(0, 1).ToUpper() + currentValueString.Substring(1); + var index = EditorGUILayout.Popup(trueFalseOptions.IndexOf(currentValueString), trueFalseOptions.ToArray()); + GUILayout.EndHorizontal(); + values[key] = bool.Parse(trueFalseOptions[index]); + } + else if(typeof(GameObject) == pair.Value) { + values[key] = EditorGUILayout.ObjectField(values.ContainsKey(key) ? (GameObject)values[key] : null, typeof(GameObject), true); + } + else if(typeof(Vector3) == pair.Value) { + values[key] = EditorGUILayout.Vector3Field("", values.ContainsKey(key) ? (Vector3)values[key] : Vector3.zero); + } + else if(typeof(Vector3OrTransform) == pair.Value) { + if(!values.ContainsKey(key)) { + values[key] = new Vector3OrTransform(); + } + var val = (Vector3OrTransform)values[key]; + + val.selected = GUILayout.SelectionGrid(val.selected, Vector3OrTransform.choices, 2); + + if(Vector3OrTransform.vector3Selected == val.selected) { + val.vector = EditorGUILayout.Vector3Field("", val.vector); + } + else { + val.transform = (Transform)EditorGUILayout.ObjectField(val.transform, typeof(Transform), true); + } + values[key] = val; + } + else if(typeof(Vector3OrTransformArray) == pair.Value) { + if(!values.ContainsKey(key)) { + values[key] = new Vector3OrTransformArray(); + } + var val = (Vector3OrTransformArray)values[key]; + val.selected = GUILayout.SelectionGrid(val.selected, Vector3OrTransformArray.choices, Vector3OrTransformArray.choices.Length); + + if(Vector3OrTransformArray.vector3Selected == val.selected) { + if(null == val.vectorArray) { + val.vectorArray = new Vector3[0]; + } + var elements = val.vectorArray.Length; + GUILayout.BeginHorizontal(); + GUILayout.Label("Number of points"); + elements = EditorGUILayout.IntField(elements); + GUILayout.EndHorizontal(); + if(elements != val.vectorArray.Length) { + var resizedArray = new Vector3[elements]; + val.vectorArray.CopyTo(resizedArray, 0); + val.vectorArray = resizedArray; + } + for(var i = 0; i < val.vectorArray.Length; ++i) { + val.vectorArray[i] = EditorGUILayout.Vector3Field("", val.vectorArray[i]); + } + } + else if(Vector3OrTransformArray.transformSelected == val.selected) { + if(null == val.transformArray) { + val.transformArray = new Transform[0]; + } + var elements = val.transformArray.Length; + GUILayout.BeginHorizontal(); + GUILayout.Label("Number of points"); + elements = EditorGUILayout.IntField(elements); + GUILayout.EndHorizontal(); + if(elements != val.transformArray.Length) { + var resizedArray = new Transform[elements]; + val.transformArray.CopyTo(resizedArray, 0); + val.transformArray = resizedArray; + } + for(var i = 0; i < val.transformArray.Length; ++i) { + val.transformArray[i] = (Transform)EditorGUILayout.ObjectField(val.transformArray[i], typeof(Transform), true); + } + } + else if(Vector3OrTransformArray.iTweenPathSelected == val.selected) { + var index = 0; + var paths = (GameObject.FindObjectsOfType(typeof(iTweenPath)) as iTweenPath[]); + if(0 == paths.Length) { + val.pathName = ""; + GUILayout.Label("No paths are defined"); + } + else { + for(var i = 0; i < paths.Length; ++i) { + if(paths[i].pathName == val.pathName) { + index = i; + } + } + index = EditorGUILayout.Popup(index, (GameObject.FindObjectsOfType(typeof(iTweenPath)) as iTweenPath[]).Select(path => path.pathName).ToArray()); + + val.pathName = paths[index].pathName; + } + } + values[key] = val; + } + else if(typeof(iTween.LoopType) == pair.Value) { + values[key] = EditorGUILayout.EnumPopup(values.ContainsKey(key) ? (iTween.LoopType)values[key] : iTween.LoopType.none); + } + else if(typeof(iTween.EaseType) == pair.Value) { + values[key] = EditorGUILayout.EnumPopup(values.ContainsKey(key) ? (iTween.EaseType)values[key] : iTween.EaseType.linear); + } + else if(typeof(AudioSource) == pair.Value) { + values[key] = (AudioSource)EditorGUILayout.ObjectField(values.ContainsKey(key) ? (AudioSource)values[key] : null, typeof(AudioSource), true); + } + else if(typeof(AudioClip) == pair.Value) { + values[key] = (AudioClip)EditorGUILayout.ObjectField(values.ContainsKey(key) ? (AudioClip)values[key] : null, typeof(AudioClip), true); + } + else if(typeof(Color) == pair.Value) { + values[key] = EditorGUILayout.ColorField(values.ContainsKey(key) ? (Color)values[key] : Color.white); + } + else if(typeof(Space) == pair.Value) { + values[key] = EditorGUILayout.EnumPopup(values.ContainsKey(key) ? (Space)values[key] : Space.Self); + } + + GUILayout.EndVertical(); + } + else { + propertiesEnabled[key] = false; + values.Remove(key); + } + + EditorGUILayout.EndToggleGroup(); + GUILayout.EndHorizontal(); + EditorGUILayout.Separator(); + } + + keys = values.Keys.ToArray(); + + foreach(var key in keys) { + if(values[key] != null && values[key].GetType() == typeof(Vector3OrTransform)) { + var val = (Vector3OrTransform)values[key]; + if(Vector3OrTransform.vector3Selected == val.selected) { + values[key] = val.vector; + } + else { + values[key] = val.transform; + } + } + else if(values[key] != null && values[key].GetType() == typeof(Vector3OrTransformArray)) { + var val = (Vector3OrTransformArray)values[key]; + if(Vector3OrTransformArray.vector3Selected == val.selected) { + values[key] = val.vectorArray; + } + else if(Vector3OrTransformArray.transformSelected == val.selected) { + values[key] = val.transformArray; + } + else if(Vector3OrTransformArray.iTweenPathSelected == val.selected) { + values[key] = val.pathName; + } + } + } + + evt.Values = values; + previousType = evt.type; + } +} \ No newline at end of file diff --git a/Tesselate Skbox/Assets/iTweenEditor/Editor/iTweenEventDataEditor.cs.meta b/Tesselate Skbox/Assets/iTweenEditor/Editor/iTweenEventDataEditor.cs.meta new file mode 100644 index 00000000..7548d555 --- /dev/null +++ b/Tesselate Skbox/Assets/iTweenEditor/Editor/iTweenEventDataEditor.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: a0fbd16cf167148268ecb856d017aee7 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/iTweenEditor/Editor/iTweenPathEditor.cs b/Tesselate Skbox/Assets/iTweenEditor/Editor/iTweenPathEditor.cs new file mode 100644 index 00000000..bf1d3858 --- /dev/null +++ b/Tesselate Skbox/Assets/iTweenEditor/Editor/iTweenPathEditor.cs @@ -0,0 +1,97 @@ +//by Bob Berkebile : Pixelplacement : http://www.pixelplacement.com + +using UnityEngine; +using UnityEditor; +using System.Collections; + +[CustomEditor(typeof(iTweenPath))] +public class iTweenPathEditor : Editor +{ + iTweenPath _target; + GUIStyle style = new GUIStyle(); + public static int count = 0; + + void OnEnable(){ + //i like bold handle labels since I'm getting old: + style.fontStyle = FontStyle.Bold; + style.normal.textColor = Color.white; + _target = (iTweenPath)target; + + //lock in a default path name: + if(!_target.initialized){ + _target.initialized = true; + _target.pathName = "New Path " + ++count; + _target.initialName = _target.pathName; + } + } + + public override void OnInspectorGUI(){ + //path name: + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Path Name"); + _target.pathName = EditorGUILayout.TextField(_target.pathName); + EditorGUILayout.EndHorizontal(); + + if(_target.pathName == ""){ + _target.pathName = _target.initialName; + } + + //path color: + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Path Color"); + _target.pathColor = EditorGUILayout.ColorField(_target.pathColor); + EditorGUILayout.EndHorizontal(); + + //exploration segment count control: + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Node Count"); + _target.nodeCount = Mathf.Clamp(EditorGUILayout.IntSlider(_target.nodeCount, 0, 10), 2,100); + EditorGUILayout.EndHorizontal(); + + //add node? + if(_target.nodeCount > _target.nodes.Count){ + for (int i = 0; i < _target.nodeCount - _target.nodes.Count; i++) { + _target.nodes.Add(Vector3.zero); + } + } + + //remove node? + if(_target.nodeCount < _target.nodes.Count){ + if(EditorUtility.DisplayDialog("Remove path node?","Shortening the node list will permantently destory parts of your path. This operation cannot be undone.", "OK", "Cancel")){ + int removeCount = _target.nodes.Count - _target.nodeCount; + _target.nodes.RemoveRange(_target.nodes.Count-removeCount,removeCount); + }else{ + _target.nodeCount = _target.nodes.Count; + } + } + + //node display: + EditorGUI.indentLevel = 4; + for (int i = 0; i < _target.nodes.Count; i++) { + _target.nodes[i] = EditorGUILayout.Vector3Field("Node " + (i+1), _target.nodes[i]); + } + + //update and redraw: + if(GUI.changed){ + EditorUtility.SetDirty(_target); + } + } + + void OnSceneGUI(){ + if(_target.enabled) { // dkoontz + if(_target.nodes.Count > 0){ + //allow path adjustment undo: + Undo.SetSnapshotTarget(_target,"Adjust iTween Path"); + + //path begin and end labels: + Handles.Label(_target.nodes[0], "'" + _target.pathName + "' Begin", style); + Handles.Label(_target.nodes[_target.nodes.Count-1], "'" + _target.pathName + "' End", style); + + //node handle display: + for (int i = 0; i < _target.nodes.Count; i++) { + _target.nodes[i] = Handles.PositionHandle(_target.nodes[i], Quaternion.identity); + } + } + } // dkoontz + } +} \ No newline at end of file diff --git a/Tesselate Skbox/Assets/iTweenEditor/Editor/iTweenPathEditor.cs.meta b/Tesselate Skbox/Assets/iTweenEditor/Editor/iTweenPathEditor.cs.meta new file mode 100644 index 00000000..d004a25e --- /dev/null +++ b/Tesselate Skbox/Assets/iTweenEditor/Editor/iTweenPathEditor.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 766f29702ce4e4a1584e5147c88629a2 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/iTweenEditor/Examples.meta b/Tesselate Skbox/Assets/iTweenEditor/Examples.meta new file mode 100644 index 00000000..cfaee10a --- /dev/null +++ b/Tesselate Skbox/Assets/iTweenEditor/Examples.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f3bb37550d4444b87ad7543d746b1c95 +folderAsset: yes +timeCreated: 1447824469 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/iTweenEditor/Examples/Path Test.unity b/Tesselate Skbox/Assets/iTweenEditor/Examples/Path Test.unity new file mode 100644 index 00000000..ed0872be Binary files /dev/null and b/Tesselate Skbox/Assets/iTweenEditor/Examples/Path Test.unity differ diff --git a/Tesselate Skbox/Assets/iTweenEditor/Examples/Path Test.unity.meta b/Tesselate Skbox/Assets/iTweenEditor/Examples/Path Test.unity.meta new file mode 100644 index 00000000..7fc07537 --- /dev/null +++ b/Tesselate Skbox/Assets/iTweenEditor/Examples/Path Test.unity.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 2cd963efa0be1416c93438361364da95 +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/iTweenEditor/Examples/StartAndStopATween.unity b/Tesselate Skbox/Assets/iTweenEditor/Examples/StartAndStopATween.unity new file mode 100644 index 00000000..f14f7a36 Binary files /dev/null and b/Tesselate Skbox/Assets/iTweenEditor/Examples/StartAndStopATween.unity differ diff --git a/Tesselate Skbox/Assets/iTweenEditor/Examples/StartAndStopATween.unity.meta b/Tesselate Skbox/Assets/iTweenEditor/Examples/StartAndStopATween.unity.meta new file mode 100644 index 00000000..530a7a30 --- /dev/null +++ b/Tesselate Skbox/Assets/iTweenEditor/Examples/StartAndStopATween.unity.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: fee89e7023b014869aee949adecdc426 +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/iTweenEditor/Examples/StartAndStopTween.cs b/Tesselate Skbox/Assets/iTweenEditor/Examples/StartAndStopTween.cs new file mode 100644 index 00000000..4fd7e29e --- /dev/null +++ b/Tesselate Skbox/Assets/iTweenEditor/Examples/StartAndStopTween.cs @@ -0,0 +1,27 @@ +using UnityEngine; +using System.Collections.Generic; +using System.Collections; +using System.Linq; + +public class StartAndStopTween : MonoBehaviour { + + public GameObject target; + + void OnGUI() { + if(GUILayout.Button("Start Bounce")) { + iTweenEvent.GetEvent(target, "Bounce").Play(); + } + + if(GUILayout.Button("Stop Bounce")) { + iTweenEvent.GetEvent(target, "Bounce").Stop(); + } + + if(GUILayout.Button("Start Color Fade")) { + iTweenEvent.GetEvent(target, "Color Fade").Play(); + } + + if(GUILayout.Button("Stop Color Fade")) { + iTweenEvent.GetEvent(target, "Color Fade").Stop(); + } + } +} \ No newline at end of file diff --git a/Tesselate Skbox/Assets/iTweenEditor/Examples/StartAndStopTween.cs.meta b/Tesselate Skbox/Assets/iTweenEditor/Examples/StartAndStopTween.cs.meta new file mode 100644 index 00000000..815a85dd --- /dev/null +++ b/Tesselate Skbox/Assets/iTweenEditor/Examples/StartAndStopTween.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 6bf45a0ab38a1458999f7d05487b4d52 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/iTweenEditor/Gizmos.meta b/Tesselate Skbox/Assets/iTweenEditor/Gizmos.meta new file mode 100644 index 00000000..51a6938e --- /dev/null +++ b/Tesselate Skbox/Assets/iTweenEditor/Gizmos.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 797ae283e17aa4827a330e531ef47b73 +folderAsset: yes +timeCreated: 1447824469 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/iTweenEditor/Gizmos/iTweenIcon.tif b/Tesselate Skbox/Assets/iTweenEditor/Gizmos/iTweenIcon.tif new file mode 100644 index 00000000..51d5972f Binary files /dev/null and b/Tesselate Skbox/Assets/iTweenEditor/Gizmos/iTweenIcon.tif differ diff --git a/Tesselate Skbox/Assets/iTweenEditor/Gizmos/iTweenIcon.tif.meta b/Tesselate Skbox/Assets/iTweenEditor/Gizmos/iTweenIcon.tif.meta new file mode 100644 index 00000000..f55f3375 --- /dev/null +++ b/Tesselate Skbox/Assets/iTweenEditor/Gizmos/iTweenIcon.tif.meta @@ -0,0 +1,54 @@ +fileFormatVersion: 2 +guid: be10fc2a1b44c42ab8d6af8637b7bb96 +TextureImporter: + fileIDToRecycleName: {} + serializedVersion: 2 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + linearTexture: 0 + correctGamma: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: .25 + normalMapFilter: 0 + isReadable: 0 + grayScaleToAlpha: 0 + generateCubemap: 0 + cubemapConvolution: 0 + cubemapConvolutionSteps: 8 + cubemapConvolutionExponent: 1.5 + seamlessCubemap: 0 + textureFormat: -1 + maxTextureSize: 1024 + textureSettings: + filterMode: -1 + aniso: -1 + mipBias: -1 + wrapMode: -1 + nPOTScale: 1 + lightmap: 0 + rGBM: 0 + compressionQuality: 50 + allowsAlphaSplitting: 0 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: .5, y: .5} + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spritePixelsToUnits: 100 + alphaIsTransparency: 0 + textureType: -1 + buildTargetSettings: [] + spriteSheet: + sprites: [] + spritePackingTag: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/iTweenEditor/Helper Classes.meta b/Tesselate Skbox/Assets/iTweenEditor/Helper Classes.meta new file mode 100644 index 00000000..63acd4f5 --- /dev/null +++ b/Tesselate Skbox/Assets/iTweenEditor/Helper Classes.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 99aae065ca13f46398c1f65ebc52f413 +folderAsset: yes +timeCreated: 1447824469 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/iTweenEditor/Helper Classes/EventParamMappings.cs b/Tesselate Skbox/Assets/iTweenEditor/Helper Classes/EventParamMappings.cs new file mode 100644 index 00000000..c7990dfd --- /dev/null +++ b/Tesselate Skbox/Assets/iTweenEditor/Helper Classes/EventParamMappings.cs @@ -0,0 +1,742 @@ +// Copyright (c) 2009 David Koontz +// Please direct any bugs/comments/suggestions to david@koontzfamily.org +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in +// all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +// THE SOFTWARE. + +using System; +using System.Collections.Generic; +using UnityEngine; + +public class EventParamMappings { + + public static Dictionary> mappings = new Dictionary>(); + + static EventParamMappings() { + // AUDIO FROM + mappings.Add(iTweenEvent.TweenType.AudioFrom, new Dictionary()); + mappings[iTweenEvent.TweenType.AudioFrom]["audiosource"] = typeof(AudioSource); + mappings[iTweenEvent.TweenType.AudioFrom]["volume"] = typeof(float); + mappings[iTweenEvent.TweenType.AudioFrom]["pitch"] = typeof(float); + mappings[iTweenEvent.TweenType.AudioFrom]["time"] = typeof(float); + mappings[iTweenEvent.TweenType.AudioFrom]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.AudioFrom]["easetype"] = typeof(iTween.EaseType); + mappings[iTweenEvent.TweenType.AudioFrom]["looptype"] = typeof(iTween.LoopType); + mappings[iTweenEvent.TweenType.AudioFrom]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.AudioFrom]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.AudioFrom]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.AudioFrom]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.AudioFrom]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.AudioFrom]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.AudioFrom]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.AudioFrom]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.AudioFrom]["oncompleteparams"] = typeof(string); + mappings[iTweenEvent.TweenType.AudioFrom]["ignoretimescale"] = typeof(bool); + + // AUDIO TO + mappings.Add(iTweenEvent.TweenType.AudioTo, new Dictionary()); + mappings[iTweenEvent.TweenType.AudioTo]["audiosource"] = typeof(AudioSource); + mappings[iTweenEvent.TweenType.AudioTo]["volume"] = typeof(float); + mappings[iTweenEvent.TweenType.AudioTo]["pitch"] = typeof(float); + mappings[iTweenEvent.TweenType.AudioTo]["time"] = typeof(float); + mappings[iTweenEvent.TweenType.AudioTo]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.AudioTo]["easetype"] = typeof(iTween.EaseType); + mappings[iTweenEvent.TweenType.AudioTo]["looptype"] = typeof(iTween.LoopType); + mappings[iTweenEvent.TweenType.AudioTo]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.AudioTo]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.AudioTo]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.AudioTo]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.AudioTo]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.AudioTo]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.AudioTo]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.AudioTo]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.AudioTo]["oncompleteparams"] = typeof(string); + mappings[iTweenEvent.TweenType.AudioTo]["ignoretimescale"] = typeof(bool); + + // AUDIO UPDATE + mappings.Add(iTweenEvent.TweenType.AudioUpdate, new Dictionary()); + mappings[iTweenEvent.TweenType.AudioUpdate]["audiosource"] = typeof(AudioSource); + mappings[iTweenEvent.TweenType.AudioUpdate]["volume"] = typeof(float); + mappings[iTweenEvent.TweenType.AudioUpdate]["pitch"] = typeof(float); + mappings[iTweenEvent.TweenType.AudioUpdate]["time"] = typeof(float); + + // CAMERA FADE FROM + mappings.Add(iTweenEvent.TweenType.CameraFadeFrom, new Dictionary()); + mappings[iTweenEvent.TweenType.CameraFadeFrom]["amount"] = typeof(float); + mappings[iTweenEvent.TweenType.CameraFadeFrom]["time"] = typeof(float); + mappings[iTweenEvent.TweenType.CameraFadeFrom]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.CameraFadeFrom]["easetype"] = typeof(iTween.EaseType); + mappings[iTweenEvent.TweenType.CameraFadeFrom]["looptype"] = typeof(iTween.LoopType); + mappings[iTweenEvent.TweenType.CameraFadeFrom]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.CameraFadeFrom]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.CameraFadeFrom]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.CameraFadeFrom]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.CameraFadeFrom]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.CameraFadeFrom]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.CameraFadeFrom]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.CameraFadeFrom]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.CameraFadeFrom]["oncompleteparams"] = typeof(string); + mappings[iTweenEvent.TweenType.CameraFadeFrom]["ignoretimescale"] = typeof(bool); + + // CAMERA FADE TO + mappings.Add(iTweenEvent.TweenType.CameraFadeTo, new Dictionary()); + mappings[iTweenEvent.TweenType.CameraFadeTo]["amount"] = typeof(float); + mappings[iTweenEvent.TweenType.CameraFadeTo]["time"] = typeof(float); + mappings[iTweenEvent.TweenType.CameraFadeTo]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.CameraFadeTo]["easetype"] = typeof(iTween.EaseType); + mappings[iTweenEvent.TweenType.CameraFadeTo]["looptype"] = typeof(iTween.LoopType); + mappings[iTweenEvent.TweenType.CameraFadeTo]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.CameraFadeTo]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.CameraFadeTo]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.CameraFadeTo]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.CameraFadeTo]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.CameraFadeTo]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.CameraFadeTo]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.CameraFadeTo]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.CameraFadeTo]["oncompleteparams"] = typeof(string); + mappings[iTweenEvent.TweenType.CameraFadeTo]["ignoretimescale"] = typeof(bool); + + // COLOR FROM + mappings.Add(iTweenEvent.TweenType.ColorFrom, new Dictionary()); + mappings[iTweenEvent.TweenType.ColorFrom]["color"] = typeof(Color); + mappings[iTweenEvent.TweenType.ColorFrom]["r"] = typeof(float); + mappings[iTweenEvent.TweenType.ColorFrom]["g"] = typeof(float); + mappings[iTweenEvent.TweenType.ColorFrom]["b"] = typeof(float); + mappings[iTweenEvent.TweenType.ColorFrom]["a"] = typeof(float); + mappings[iTweenEvent.TweenType.ColorFrom]["namedcolorvalue"] = typeof(string); + mappings[iTweenEvent.TweenType.ColorFrom]["includechildren"] = typeof(bool); + mappings[iTweenEvent.TweenType.ColorFrom]["time"] = typeof(float); + mappings[iTweenEvent.TweenType.ColorFrom]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.ColorFrom]["easetype"] = typeof(iTween.EaseType); + mappings[iTweenEvent.TweenType.ColorFrom]["looptype"] = typeof(iTween.LoopType); + mappings[iTweenEvent.TweenType.ColorFrom]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.ColorFrom]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.ColorFrom]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.ColorFrom]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.ColorFrom]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.ColorFrom]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.ColorFrom]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.ColorFrom]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.ColorFrom]["oncompleteparams"] = typeof(string); + mappings[iTweenEvent.TweenType.ColorFrom]["ignoretimescale"] = typeof(bool); + + // COLOR TO + mappings.Add(iTweenEvent.TweenType.ColorTo, new Dictionary()); + mappings[iTweenEvent.TweenType.ColorTo]["color"] = typeof(Color); + mappings[iTweenEvent.TweenType.ColorTo]["r"] = typeof(float); + mappings[iTweenEvent.TweenType.ColorTo]["g"] = typeof(float); + mappings[iTweenEvent.TweenType.ColorTo]["b"] = typeof(float); + mappings[iTweenEvent.TweenType.ColorTo]["a"] = typeof(float); + mappings[iTweenEvent.TweenType.ColorTo]["namedcolorvalue"] = typeof(string); + mappings[iTweenEvent.TweenType.ColorTo]["includechildren"] = typeof(bool); + mappings[iTweenEvent.TweenType.ColorTo]["time"] = typeof(float); + mappings[iTweenEvent.TweenType.ColorTo]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.ColorTo]["easetype"] = typeof(iTween.EaseType); + mappings[iTweenEvent.TweenType.ColorTo]["looptype"] = typeof(iTween.LoopType); + mappings[iTweenEvent.TweenType.ColorTo]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.ColorTo]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.ColorTo]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.ColorTo]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.ColorTo]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.ColorTo]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.ColorTo]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.ColorTo]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.ColorTo]["oncompleteparams"] = typeof(string); + mappings[iTweenEvent.TweenType.ColorTo]["ignoretimescale"] = typeof(bool); + + // COLOR UPDATE + mappings.Add(iTweenEvent.TweenType.ColorUpdate, new Dictionary()); + mappings[iTweenEvent.TweenType.ColorUpdate]["color"] = typeof(Color); + mappings[iTweenEvent.TweenType.ColorUpdate]["r"] = typeof(float); + mappings[iTweenEvent.TweenType.ColorUpdate]["g"] = typeof(float); + mappings[iTweenEvent.TweenType.ColorUpdate]["b"] = typeof(float); + mappings[iTweenEvent.TweenType.ColorUpdate]["a"] = typeof(float); + mappings[iTweenEvent.TweenType.ColorUpdate]["namedcolorvalue"] = typeof(string); + mappings[iTweenEvent.TweenType.ColorUpdate]["includechildren"] = typeof(bool); + mappings[iTweenEvent.TweenType.ColorUpdate]["time"] = typeof(float); + + // FADE FROM + mappings.Add(iTweenEvent.TweenType.FadeFrom, new Dictionary()); + mappings[iTweenEvent.TweenType.FadeFrom]["alpha"] = typeof(float); + mappings[iTweenEvent.TweenType.FadeFrom]["amount"] = typeof(float); + mappings[iTweenEvent.TweenType.FadeFrom]["includechildren"] = typeof(bool); + mappings[iTweenEvent.TweenType.FadeFrom]["time"] = typeof(float); + mappings[iTweenEvent.TweenType.FadeFrom]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.FadeFrom]["easetype"] = typeof(iTween.EaseType); + mappings[iTweenEvent.TweenType.FadeFrom]["looptype"] = typeof(iTween.LoopType); + mappings[iTweenEvent.TweenType.FadeFrom]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.FadeFrom]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.FadeFrom]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.FadeFrom]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.FadeFrom]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.FadeFrom]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.FadeFrom]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.FadeFrom]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.FadeFrom]["oncompleteparams"] = typeof(string); + mappings[iTweenEvent.TweenType.FadeFrom]["ignoretimescale"] = typeof(bool); + + // FADE TO + mappings.Add(iTweenEvent.TweenType.FadeTo, new Dictionary()); + mappings[iTweenEvent.TweenType.FadeTo]["alpha"] = typeof(float); + mappings[iTweenEvent.TweenType.FadeTo]["amount"] = typeof(float); + mappings[iTweenEvent.TweenType.FadeTo]["includechildren"] = typeof(bool); + mappings[iTweenEvent.TweenType.FadeTo]["time"] = typeof(float); + mappings[iTweenEvent.TweenType.FadeTo]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.FadeTo]["easetype"] = typeof(iTween.EaseType); + mappings[iTweenEvent.TweenType.FadeTo]["looptype"] = typeof(iTween.LoopType); + mappings[iTweenEvent.TweenType.FadeTo]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.FadeTo]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.FadeTo]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.FadeTo]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.FadeTo]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.FadeTo]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.FadeTo]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.FadeTo]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.FadeTo]["oncompleteparams"] = typeof(string); + mappings[iTweenEvent.TweenType.FadeTo]["ignoretimescale"] = typeof(bool); + + // FADE UPDATE + mappings.Add(iTweenEvent.TweenType.FadeUpdate, new Dictionary()); + mappings[iTweenEvent.TweenType.FadeUpdate]["alpha"] = typeof(float); + mappings[iTweenEvent.TweenType.FadeUpdate]["includechildren"] = typeof(bool); + mappings[iTweenEvent.TweenType.FadeUpdate]["time"] = typeof(float); + + // LOOK FROM + mappings.Add(iTweenEvent.TweenType.LookFrom, new Dictionary()); + mappings[iTweenEvent.TweenType.LookFrom]["looktarget"] = typeof(Vector3OrTransform); + mappings[iTweenEvent.TweenType.LookFrom]["axis"] = typeof(string); + mappings[iTweenEvent.TweenType.LookFrom]["time"] = typeof(float); + mappings[iTweenEvent.TweenType.LookFrom]["speed"] = typeof(float); + mappings[iTweenEvent.TweenType.LookFrom]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.LookFrom]["easetype"] = typeof(iTween.EaseType); + mappings[iTweenEvent.TweenType.LookFrom]["looptype"] = typeof(iTween.LoopType); + mappings[iTweenEvent.TweenType.LookFrom]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.LookFrom]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.LookFrom]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.LookFrom]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.LookFrom]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.LookFrom]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.LookFrom]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.LookFrom]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.LookFrom]["oncompleteparams"] = typeof(string); + mappings[iTweenEvent.TweenType.LookFrom]["ignoretimescale"] = typeof(bool); + + // LOOK TO + mappings.Add(iTweenEvent.TweenType.LookTo, new Dictionary()); + mappings[iTweenEvent.TweenType.LookTo]["looktarget"] = typeof(Vector3OrTransform); + mappings[iTweenEvent.TweenType.LookTo]["axis"] = typeof(string); + mappings[iTweenEvent.TweenType.LookTo]["time"] = typeof(float); + mappings[iTweenEvent.TweenType.LookTo]["speed"] = typeof(float); + mappings[iTweenEvent.TweenType.LookTo]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.LookTo]["easetype"] = typeof(iTween.EaseType); + mappings[iTweenEvent.TweenType.LookTo]["looptype"] = typeof(iTween.LoopType); + mappings[iTweenEvent.TweenType.LookTo]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.LookTo]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.LookTo]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.LookTo]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.LookTo]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.LookTo]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.LookTo]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.LookTo]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.LookTo]["oncompleteparams"] = typeof(string); + mappings[iTweenEvent.TweenType.LookTo]["ignoretimescale"] = typeof(bool); + + // LOOK UPDATE + mappings.Add(iTweenEvent.TweenType.LookUpdate, new Dictionary()); + mappings[iTweenEvent.TweenType.LookUpdate]["looktarget"] = typeof(Vector3OrTransform); + mappings[iTweenEvent.TweenType.LookUpdate]["axis"] = typeof(string); + mappings[iTweenEvent.TweenType.LookUpdate]["time"] = typeof(float); + + // MOVE ADD + mappings.Add(iTweenEvent.TweenType.MoveAdd, new Dictionary()); + mappings[iTweenEvent.TweenType.MoveAdd]["amount"] = typeof(Vector3); + mappings[iTweenEvent.TweenType.MoveAdd]["x"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveAdd]["y"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveAdd]["z"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveAdd]["orienttopath"] = typeof(bool); + mappings[iTweenEvent.TweenType.MoveAdd]["looktarget"] = typeof(Vector3OrTransform); + mappings[iTweenEvent.TweenType.MoveAdd]["looktime"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveAdd]["axis"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveAdd]["space"] = typeof(Space); + mappings[iTweenEvent.TweenType.MoveAdd]["time"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveAdd]["speed"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveAdd]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveAdd]["easetype"] = typeof(iTween.EaseType); + mappings[iTweenEvent.TweenType.MoveAdd]["looptype"] = typeof(iTween.LoopType); + mappings[iTweenEvent.TweenType.MoveAdd]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveAdd]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.MoveAdd]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveAdd]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveAdd]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.MoveAdd]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveAdd]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveAdd]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.MoveAdd]["oncompleteparams"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveAdd]["ignoretimescale"] = typeof(bool); + + // MOVE BY + mappings.Add(iTweenEvent.TweenType.MoveBy, new Dictionary()); + mappings[iTweenEvent.TweenType.MoveBy]["time"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveBy]["speed"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveBy]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveBy]["amount"] = typeof(Vector3); + mappings[iTweenEvent.TweenType.MoveBy]["x"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveBy]["y"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveBy]["z"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveBy]["orienttopath"] = typeof(bool); + mappings[iTweenEvent.TweenType.MoveBy]["looktarget"] = typeof(Vector3OrTransform); + mappings[iTweenEvent.TweenType.MoveBy]["looktime"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveBy]["axis"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveBy]["space"] = typeof(Space); + mappings[iTweenEvent.TweenType.MoveBy]["easetype"] = typeof(iTween.EaseType); + mappings[iTweenEvent.TweenType.MoveBy]["looptype"] = typeof(iTween.LoopType); + mappings[iTweenEvent.TweenType.MoveBy]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveBy]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.MoveBy]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveBy]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveBy]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.MoveBy]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveBy]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveBy]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.MoveBy]["oncompleteparams"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveBy]["ignoretimescale"] = typeof(bool); + + // MOVE FROM + mappings.Add(iTweenEvent.TweenType.MoveFrom, new Dictionary()); + mappings[iTweenEvent.TweenType.MoveFrom]["position"] = typeof(Vector3OrTransform); + mappings[iTweenEvent.TweenType.MoveFrom]["path"] = typeof(Vector3OrTransformArray); + mappings[iTweenEvent.TweenType.MoveFrom]["movetopath"] = typeof(bool); + mappings[iTweenEvent.TweenType.MoveFrom]["x"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveFrom]["y"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveFrom]["z"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveFrom]["orienttopath"] = typeof(bool); + mappings[iTweenEvent.TweenType.MoveFrom]["looktarget"] = typeof(Vector3OrTransform); + mappings[iTweenEvent.TweenType.MoveFrom]["looktime"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveFrom]["lookahead"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveFrom]["axis"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveFrom]["islocal"] = typeof(bool); + mappings[iTweenEvent.TweenType.MoveFrom]["time"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveFrom]["speed"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveFrom]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveFrom]["easetype"] = typeof(iTween.EaseType); + mappings[iTweenEvent.TweenType.MoveFrom]["looptype"] = typeof(iTween.LoopType); + mappings[iTweenEvent.TweenType.MoveFrom]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveFrom]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.MoveFrom]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveFrom]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveFrom]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.MoveFrom]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveFrom]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveFrom]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.MoveFrom]["oncompleteparams"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveFrom]["ignoretimescale"] = typeof(bool); + + // MOVE TO + mappings.Add(iTweenEvent.TweenType.MoveTo, new Dictionary()); + mappings[iTweenEvent.TweenType.MoveTo]["position"] = typeof(Vector3OrTransform); + mappings[iTweenEvent.TweenType.MoveTo]["path"] = typeof(Vector3OrTransformArray); + mappings[iTweenEvent.TweenType.MoveTo]["movetopath"] = typeof(bool); + mappings[iTweenEvent.TweenType.MoveTo]["x"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveTo]["y"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveTo]["z"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveTo]["orienttopath"] = typeof(bool); + mappings[iTweenEvent.TweenType.MoveTo]["looktarget"] = typeof(Vector3OrTransform); + mappings[iTweenEvent.TweenType.MoveTo]["looktime"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveTo]["lookahead"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveTo]["axis"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveTo]["islocal"] = typeof(bool); + mappings[iTweenEvent.TweenType.MoveTo]["time"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveTo]["speed"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveTo]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveTo]["easetype"] = typeof(iTween.EaseType); + mappings[iTweenEvent.TweenType.MoveTo]["looptype"] = typeof(iTween.LoopType); + mappings[iTweenEvent.TweenType.MoveTo]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveTo]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.MoveTo]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveTo]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveTo]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.MoveTo]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveTo]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveTo]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.MoveTo]["oncompleteparams"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveTo]["ignoretimescale"] = typeof(bool); + + // MOVE UPDATE + mappings.Add(iTweenEvent.TweenType.MoveUpdate, new Dictionary()); + mappings[iTweenEvent.TweenType.MoveUpdate]["position"] = typeof(Vector3OrTransform); + mappings[iTweenEvent.TweenType.MoveUpdate]["x"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveUpdate]["y"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveUpdate]["z"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveUpdate]["orienttopath"] = typeof(bool); + mappings[iTweenEvent.TweenType.MoveUpdate]["looktarget"] = typeof(Vector3OrTransform); + mappings[iTweenEvent.TweenType.MoveUpdate]["looktime"] = typeof(float); + mappings[iTweenEvent.TweenType.MoveUpdate]["axis"] = typeof(string); + mappings[iTweenEvent.TweenType.MoveUpdate]["islocal"] = typeof(bool); + mappings[iTweenEvent.TweenType.MoveUpdate]["time"] = typeof(float); + + // PUNCH POSITION + mappings.Add(iTweenEvent.TweenType.PunchPosition, new Dictionary()); + mappings[iTweenEvent.TweenType.PunchPosition]["position"] = typeof(Vector3OrTransform); + mappings[iTweenEvent.TweenType.PunchPosition]["amount"] = typeof(Vector3); + mappings[iTweenEvent.TweenType.PunchPosition]["x"] = typeof(float); + mappings[iTweenEvent.TweenType.PunchPosition]["y"] = typeof(float); + mappings[iTweenEvent.TweenType.PunchPosition]["z"] = typeof(float); + mappings[iTweenEvent.TweenType.PunchPosition]["space"] = typeof(Space); + mappings[iTweenEvent.TweenType.PunchPosition]["looktarget"] = typeof(Vector3OrTransform); + mappings[iTweenEvent.TweenType.PunchPosition]["looktime"] = typeof(float); + mappings[iTweenEvent.TweenType.PunchPosition]["axis"] = typeof(string); + mappings[iTweenEvent.TweenType.PunchPosition]["time"] = typeof(float); + mappings[iTweenEvent.TweenType.PunchPosition]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.PunchPosition]["looptype"] = typeof(iTween.LoopType); + mappings[iTweenEvent.TweenType.PunchPosition]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.PunchPosition]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.PunchPosition]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.PunchPosition]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.PunchPosition]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.PunchPosition]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.PunchPosition]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.PunchPosition]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.PunchPosition]["oncompleteparams"] = typeof(string); + mappings[iTweenEvent.TweenType.PunchPosition]["ignoretimescale"] = typeof(bool); + + // PUNCH ROTATION + mappings.Add(iTweenEvent.TweenType.PunchRotation, new Dictionary()); + mappings[iTweenEvent.TweenType.PunchRotation]["position"] = typeof(Vector3OrTransform); + mappings[iTweenEvent.TweenType.PunchRotation]["amount"] = typeof(Vector3); + mappings[iTweenEvent.TweenType.PunchRotation]["x"] = typeof(float); + mappings[iTweenEvent.TweenType.PunchRotation]["y"] = typeof(float); + mappings[iTweenEvent.TweenType.PunchRotation]["z"] = typeof(float); + mappings[iTweenEvent.TweenType.PunchRotation]["space"] = typeof(Space); + mappings[iTweenEvent.TweenType.PunchRotation]["time"] = typeof(float); + mappings[iTweenEvent.TweenType.PunchRotation]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.PunchRotation]["looptype"] = typeof(iTween.LoopType); + mappings[iTweenEvent.TweenType.PunchRotation]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.PunchRotation]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.PunchRotation]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.PunchRotation]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.PunchRotation]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.PunchRotation]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.PunchRotation]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.PunchRotation]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.PunchRotation]["oncompleteparams"] = typeof(string); + mappings[iTweenEvent.TweenType.PunchRotation]["ignoretimescale"] = typeof(bool); + + // PUNCH SCALE + mappings.Add(iTweenEvent.TweenType.PunchScale, new Dictionary()); + mappings[iTweenEvent.TweenType.PunchScale]["position"] = typeof(Vector3OrTransform); + mappings[iTweenEvent.TweenType.PunchScale]["amount"] = typeof(Vector3); + mappings[iTweenEvent.TweenType.PunchScale]["x"] = typeof(float); + mappings[iTweenEvent.TweenType.PunchScale]["y"] = typeof(float); + mappings[iTweenEvent.TweenType.PunchScale]["z"] = typeof(float); + mappings[iTweenEvent.TweenType.PunchScale]["time"] = typeof(float); + mappings[iTweenEvent.TweenType.PunchScale]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.PunchScale]["looptype"] = typeof(iTween.LoopType); + mappings[iTweenEvent.TweenType.PunchScale]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.PunchScale]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.PunchScale]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.PunchScale]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.PunchScale]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.PunchScale]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.PunchScale]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.PunchScale]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.PunchScale]["oncompleteparams"] = typeof(string); + mappings[iTweenEvent.TweenType.PunchScale]["ignoretimescale"] = typeof(bool); + + // ROTATE ADD + mappings.Add(iTweenEvent.TweenType.RotateAdd, new Dictionary()); + mappings[iTweenEvent.TweenType.RotateAdd]["amount"] = typeof(Vector3); + mappings[iTweenEvent.TweenType.RotateAdd]["x"] = typeof(float); + mappings[iTweenEvent.TweenType.RotateAdd]["y"] = typeof(float); + mappings[iTweenEvent.TweenType.RotateAdd]["z"] = typeof(float); + mappings[iTweenEvent.TweenType.RotateAdd]["space"] = typeof(Space); + mappings[iTweenEvent.TweenType.RotateAdd]["time"] = typeof(float); + mappings[iTweenEvent.TweenType.RotateAdd]["speed"] = typeof(float); + mappings[iTweenEvent.TweenType.RotateAdd]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.RotateAdd]["easetype"] = typeof(iTween.EaseType); + mappings[iTweenEvent.TweenType.RotateAdd]["looptype"] = typeof(iTween.LoopType); + mappings[iTweenEvent.TweenType.RotateAdd]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.RotateAdd]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.RotateAdd]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.RotateAdd]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.RotateAdd]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.RotateAdd]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.RotateAdd]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.RotateAdd]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.RotateAdd]["oncompleteparams"] = typeof(string); + mappings[iTweenEvent.TweenType.RotateAdd]["ignoretimescale"] = typeof(bool); + + // ROTATE BY + mappings.Add(iTweenEvent.TweenType.RotateBy, new Dictionary()); + mappings[iTweenEvent.TweenType.RotateBy]["amount"] = typeof(Vector3); + mappings[iTweenEvent.TweenType.RotateBy]["x"] = typeof(float); + mappings[iTweenEvent.TweenType.RotateBy]["y"] = typeof(float); + mappings[iTweenEvent.TweenType.RotateBy]["z"] = typeof(float); + mappings[iTweenEvent.TweenType.RotateBy]["space"] = typeof(Space); + mappings[iTweenEvent.TweenType.RotateBy]["time"] = typeof(float); + mappings[iTweenEvent.TweenType.RotateBy]["speed"] = typeof(float); + mappings[iTweenEvent.TweenType.RotateBy]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.RotateBy]["easetype"] = typeof(iTween.EaseType); + mappings[iTweenEvent.TweenType.RotateBy]["looptype"] = typeof(iTween.LoopType); + mappings[iTweenEvent.TweenType.RotateBy]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.RotateBy]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.RotateBy]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.RotateBy]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.RotateBy]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.RotateBy]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.RotateBy]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.RotateBy]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.RotateBy]["oncompleteparams"] = typeof(string); + mappings[iTweenEvent.TweenType.RotateBy]["ignoretimescale"] = typeof(bool); + + // ROTATE FROM + mappings.Add(iTweenEvent.TweenType.RotateFrom, new Dictionary()); + mappings[iTweenEvent.TweenType.RotateFrom]["rotation"] = typeof(Vector3OrTransform); + mappings[iTweenEvent.TweenType.RotateFrom]["x"] = typeof(float); + mappings[iTweenEvent.TweenType.RotateFrom]["y"] = typeof(float); + mappings[iTweenEvent.TweenType.RotateFrom]["z"] = typeof(float); + mappings[iTweenEvent.TweenType.RotateFrom]["islocal"] = typeof(bool); + mappings[iTweenEvent.TweenType.RotateFrom]["time"] = typeof(float); + mappings[iTweenEvent.TweenType.RotateFrom]["speed"] = typeof(float); + mappings[iTweenEvent.TweenType.RotateFrom]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.RotateFrom]["easetype"] = typeof(iTween.EaseType); + mappings[iTweenEvent.TweenType.RotateFrom]["looptype"] = typeof(iTween.LoopType); + mappings[iTweenEvent.TweenType.RotateFrom]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.RotateFrom]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.RotateFrom]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.RotateFrom]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.RotateFrom]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.RotateFrom]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.RotateFrom]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.RotateFrom]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.RotateFrom]["oncompleteparams"] = typeof(string); + mappings[iTweenEvent.TweenType.RotateFrom]["ignoretimescale"] = typeof(bool); + + // ROTATE TO + mappings.Add(iTweenEvent.TweenType.RotateTo, new Dictionary()); + mappings[iTweenEvent.TweenType.RotateTo]["rotation"] = typeof(Vector3OrTransform); + mappings[iTweenEvent.TweenType.RotateTo]["x"] = typeof(float); + mappings[iTweenEvent.TweenType.RotateTo]["y"] = typeof(float); + mappings[iTweenEvent.TweenType.RotateTo]["z"] = typeof(float); + mappings[iTweenEvent.TweenType.RotateTo]["islocal"] = typeof(bool); + mappings[iTweenEvent.TweenType.RotateTo]["time"] = typeof(float); + mappings[iTweenEvent.TweenType.RotateTo]["speed"] = typeof(float); + mappings[iTweenEvent.TweenType.RotateTo]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.RotateTo]["easetype"] = typeof(iTween.EaseType); + mappings[iTweenEvent.TweenType.RotateTo]["looptype"] = typeof(iTween.LoopType); + mappings[iTweenEvent.TweenType.RotateTo]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.RotateTo]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.RotateTo]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.RotateTo]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.RotateTo]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.RotateTo]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.RotateTo]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.RotateTo]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.RotateTo]["oncompleteparams"] = typeof(string); + mappings[iTweenEvent.TweenType.RotateTo]["ignoretimescale"] = typeof(bool); + + // ROTATE UPDATE + mappings.Add(iTweenEvent.TweenType.RotateUpdate, new Dictionary()); + mappings[iTweenEvent.TweenType.RotateUpdate]["rotation"] = typeof(Vector3OrTransform); + mappings[iTweenEvent.TweenType.RotateUpdate]["x"] = typeof(float); + mappings[iTweenEvent.TweenType.RotateUpdate]["y"] = typeof(float); + mappings[iTweenEvent.TweenType.RotateUpdate]["z"] = typeof(float); + mappings[iTweenEvent.TweenType.RotateUpdate]["islocal"] = typeof(bool); + mappings[iTweenEvent.TweenType.RotateUpdate]["time"] = typeof(float); + + // SCALE ADD + mappings.Add(iTweenEvent.TweenType.ScaleAdd, new Dictionary()); + mappings[iTweenEvent.TweenType.ScaleAdd]["amount"] = typeof(Vector3); + mappings[iTweenEvent.TweenType.ScaleAdd]["x"] = typeof(float); + mappings[iTweenEvent.TweenType.ScaleAdd]["y"] = typeof(float); + mappings[iTweenEvent.TweenType.ScaleAdd]["z"] = typeof(float); + mappings[iTweenEvent.TweenType.ScaleAdd]["time"] = typeof(float); + mappings[iTweenEvent.TweenType.ScaleAdd]["speed"] = typeof(float); + mappings[iTweenEvent.TweenType.ScaleAdd]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.ScaleAdd]["easetype"] = typeof(iTween.EaseType); + mappings[iTweenEvent.TweenType.ScaleAdd]["looptype"] = typeof(iTween.LoopType); + mappings[iTweenEvent.TweenType.ScaleAdd]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.ScaleAdd]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.ScaleAdd]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.ScaleAdd]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.ScaleAdd]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.ScaleAdd]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.ScaleAdd]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.ScaleAdd]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.ScaleAdd]["oncompleteparams"] = typeof(string); + mappings[iTweenEvent.TweenType.ScaleAdd]["ignoretimescale"] = typeof(bool); + + // SCALE BY + mappings.Add(iTweenEvent.TweenType.ScaleBy, new Dictionary()); + mappings[iTweenEvent.TweenType.ScaleBy]["amount"] = typeof(Vector3); + mappings[iTweenEvent.TweenType.ScaleBy]["x"] = typeof(float); + mappings[iTweenEvent.TweenType.ScaleBy]["y"] = typeof(float); + mappings[iTweenEvent.TweenType.ScaleBy]["z"] = typeof(float); + mappings[iTweenEvent.TweenType.ScaleBy]["time"] = typeof(float); + mappings[iTweenEvent.TweenType.ScaleBy]["speed"] = typeof(float); + mappings[iTweenEvent.TweenType.ScaleBy]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.ScaleBy]["easetype"] = typeof(iTween.EaseType); + mappings[iTweenEvent.TweenType.ScaleBy]["looptype"] = typeof(iTween.LoopType); + mappings[iTweenEvent.TweenType.ScaleBy]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.ScaleBy]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.ScaleBy]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.ScaleBy]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.ScaleBy]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.ScaleBy]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.ScaleBy]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.ScaleBy]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.ScaleBy]["oncompleteparams"] = typeof(string); + mappings[iTweenEvent.TweenType.ScaleBy]["ignoretimescale"] = typeof(bool); + + // SCALE FROM + mappings.Add(iTweenEvent.TweenType.ScaleFrom, new Dictionary()); + mappings[iTweenEvent.TweenType.ScaleFrom]["scale"] = typeof(Vector3OrTransform); + mappings[iTweenEvent.TweenType.ScaleFrom]["x"] = typeof(float); + mappings[iTweenEvent.TweenType.ScaleFrom]["y"] = typeof(float); + mappings[iTweenEvent.TweenType.ScaleFrom]["z"] = typeof(float); + mappings[iTweenEvent.TweenType.ScaleFrom]["time"] = typeof(float); + mappings[iTweenEvent.TweenType.ScaleFrom]["speed"] = typeof(float); + mappings[iTweenEvent.TweenType.ScaleFrom]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.ScaleFrom]["easetype"] = typeof(iTween.EaseType); + mappings[iTweenEvent.TweenType.ScaleFrom]["looptype"] = typeof(iTween.LoopType); + mappings[iTweenEvent.TweenType.ScaleFrom]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.ScaleFrom]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.ScaleFrom]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.ScaleFrom]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.ScaleFrom]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.ScaleFrom]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.ScaleFrom]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.ScaleFrom]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.ScaleFrom]["oncompleteparams"] = typeof(string); + mappings[iTweenEvent.TweenType.ScaleFrom]["ignoretimescale"] = typeof(bool); + + // SCALE TO + mappings.Add(iTweenEvent.TweenType.ScaleTo, new Dictionary()); + mappings[iTweenEvent.TweenType.ScaleTo]["scale"] = typeof(Vector3OrTransform); + mappings[iTweenEvent.TweenType.ScaleTo]["x"] = typeof(float); + mappings[iTweenEvent.TweenType.ScaleTo]["y"] = typeof(float); + mappings[iTweenEvent.TweenType.ScaleTo]["z"] = typeof(float); + mappings[iTweenEvent.TweenType.ScaleTo]["time"] = typeof(float); + mappings[iTweenEvent.TweenType.ScaleTo]["speed"] = typeof(float); + mappings[iTweenEvent.TweenType.ScaleTo]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.ScaleTo]["easetype"] = typeof(iTween.EaseType); + mappings[iTweenEvent.TweenType.ScaleTo]["looptype"] = typeof(iTween.LoopType); + mappings[iTweenEvent.TweenType.ScaleTo]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.ScaleTo]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.ScaleTo]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.ScaleTo]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.ScaleTo]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.ScaleTo]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.ScaleTo]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.ScaleTo]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.ScaleTo]["oncompleteparams"] = typeof(string); + mappings[iTweenEvent.TweenType.ScaleTo]["ignoretimescale"] = typeof(bool); + + // SCALE UPDATE + mappings.Add(iTweenEvent.TweenType.ScaleUpdate, new Dictionary()); + mappings[iTweenEvent.TweenType.ScaleUpdate]["scale"] = typeof(Vector3OrTransform); + mappings[iTweenEvent.TweenType.ScaleUpdate]["x"] = typeof(float); + mappings[iTweenEvent.TweenType.ScaleUpdate]["y"] = typeof(float); + mappings[iTweenEvent.TweenType.ScaleUpdate]["z"] = typeof(float); + mappings[iTweenEvent.TweenType.ScaleUpdate]["time"] = typeof(float); + + // SHAKE POSITION + mappings.Add(iTweenEvent.TweenType.ShakePosition, new Dictionary()); + mappings[iTweenEvent.TweenType.ShakePosition]["amount"] = typeof(Vector3); + mappings[iTweenEvent.TweenType.ShakePosition]["x"] = typeof(float); + mappings[iTweenEvent.TweenType.ShakePosition]["y"] = typeof(float); + mappings[iTweenEvent.TweenType.ShakePosition]["z"] = typeof(float); + mappings[iTweenEvent.TweenType.ShakePosition]["space"] = typeof(Space); + mappings[iTweenEvent.TweenType.ShakePosition]["orienttopath"] = typeof(bool); + mappings[iTweenEvent.TweenType.ShakePosition]["looktarget"] = typeof(Vector3OrTransform); + mappings[iTweenEvent.TweenType.ShakePosition]["looktime"] = typeof(float); + mappings[iTweenEvent.TweenType.ShakePosition]["axis"] = typeof(string); + mappings[iTweenEvent.TweenType.ShakePosition]["time"] = typeof(float); + mappings[iTweenEvent.TweenType.ShakePosition]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.ShakePosition]["looptype"] = typeof(iTween.LoopType); + mappings[iTweenEvent.TweenType.ShakePosition]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.ShakePosition]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.ShakePosition]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.ShakePosition]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.ShakePosition]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.ShakePosition]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.ShakePosition]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.ShakePosition]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.ShakePosition]["oncompleteparams"] = typeof(string); + mappings[iTweenEvent.TweenType.ShakePosition]["ignoretimescale"] = typeof(bool); + + // SHAKE ROTATION + mappings.Add(iTweenEvent.TweenType.ShakeRotation, new Dictionary()); + mappings[iTweenEvent.TweenType.ShakeRotation]["amount"] = typeof(Vector3); + mappings[iTweenEvent.TweenType.ShakeRotation]["x"] = typeof(float); + mappings[iTweenEvent.TweenType.ShakeRotation]["y"] = typeof(float); + mappings[iTweenEvent.TweenType.ShakeRotation]["z"] = typeof(float); + mappings[iTweenEvent.TweenType.ShakeRotation]["space"] = typeof(Space); + mappings[iTweenEvent.TweenType.ShakeRotation]["time"] = typeof(float); + mappings[iTweenEvent.TweenType.ShakeRotation]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.ShakeRotation]["looptype"] = typeof(iTween.LoopType); + mappings[iTweenEvent.TweenType.ShakeRotation]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.ShakeRotation]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.ShakeRotation]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.ShakeRotation]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.ShakeRotation]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.ShakeRotation]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.ShakeRotation]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.ShakeRotation]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.ShakeRotation]["oncompleteparams"] = typeof(string); + mappings[iTweenEvent.TweenType.ShakeRotation]["ignoretimescale"] = typeof(bool); + + // SHAKE SCALE + mappings.Add(iTweenEvent.TweenType.ShakeScale, new Dictionary()); + mappings[iTweenEvent.TweenType.ShakeScale]["amount"] = typeof(Vector3); + mappings[iTweenEvent.TweenType.ShakeScale]["x"] = typeof(float); + mappings[iTweenEvent.TweenType.ShakeScale]["y"] = typeof(float); + mappings[iTweenEvent.TweenType.ShakeScale]["z"] = typeof(float); + mappings[iTweenEvent.TweenType.ShakeScale]["time"] = typeof(float); + mappings[iTweenEvent.TweenType.ShakeScale]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.ShakeScale]["looptype"] = typeof(iTween.LoopType); + mappings[iTweenEvent.TweenType.ShakeScale]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.ShakeScale]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.ShakeScale]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.ShakeScale]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.ShakeScale]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.ShakeScale]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.ShakeScale]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.ShakeScale]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.ShakeScale]["oncompleteparams"] = typeof(string); + mappings[iTweenEvent.TweenType.ShakeScale]["ignoretimescale"] = typeof(bool); + + // STAB + mappings.Add(iTweenEvent.TweenType.Stab, new Dictionary()); + mappings[iTweenEvent.TweenType.Stab]["audioclip"] = typeof(AudioClip); + mappings[iTweenEvent.TweenType.Stab]["audiosource"] = typeof(AudioSource); + mappings[iTweenEvent.TweenType.Stab]["volume"] = typeof(float); + mappings[iTweenEvent.TweenType.Stab]["pitch"] = typeof(float); + mappings[iTweenEvent.TweenType.Stab]["delay"] = typeof(float); + mappings[iTweenEvent.TweenType.Stab]["onstart"] = typeof(string); + mappings[iTweenEvent.TweenType.Stab]["onstarttarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.Stab]["onstartparams"] = typeof(string); + mappings[iTweenEvent.TweenType.Stab]["onupdate"] = typeof(string); + mappings[iTweenEvent.TweenType.Stab]["onupdatetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.Stab]["onupdateparams"] = typeof(string); + mappings[iTweenEvent.TweenType.Stab]["oncomplete"] = typeof(string); + mappings[iTweenEvent.TweenType.Stab]["oncompletetarget"] = typeof(GameObject); + mappings[iTweenEvent.TweenType.Stab]["oncompleteparams"] = typeof(string); + + + } +} \ No newline at end of file diff --git a/Tesselate Skbox/Assets/iTweenEditor/Helper Classes/EventParamMappings.cs.meta b/Tesselate Skbox/Assets/iTweenEditor/Helper Classes/EventParamMappings.cs.meta new file mode 100644 index 00000000..3149338b --- /dev/null +++ b/Tesselate Skbox/Assets/iTweenEditor/Helper Classes/EventParamMappings.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 3d2e08407829a435b84ff5ac7f8b3aef +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/iTweenEditor/Helper Classes/Vector3OrTransform.cs b/Tesselate Skbox/Assets/iTweenEditor/Helper Classes/Vector3OrTransform.cs new file mode 100644 index 00000000..aec12b2a --- /dev/null +++ b/Tesselate Skbox/Assets/iTweenEditor/Helper Classes/Vector3OrTransform.cs @@ -0,0 +1,31 @@ +// Copyright (c) 2009 David Koontz +// Please direct any bugs/comments/suggestions to david@koontzfamily.org +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in +// all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +// THE SOFTWARE. + +using UnityEngine; + +public class Vector3OrTransform { + public static readonly string[] choices = {"Vector3", "Transform"}; + public static readonly int vector3Selected = 0; + public static readonly int transformSelected = 1; + public int selected = 0; + public Vector3 vector; + public Transform transform; +} \ No newline at end of file diff --git a/Tesselate Skbox/Assets/iTweenEditor/Helper Classes/Vector3OrTransform.cs.meta b/Tesselate Skbox/Assets/iTweenEditor/Helper Classes/Vector3OrTransform.cs.meta new file mode 100644 index 00000000..cd0a7172 --- /dev/null +++ b/Tesselate Skbox/Assets/iTweenEditor/Helper Classes/Vector3OrTransform.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 8a32d65a6a0c443f79048586c9648b05 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/iTweenEditor/Helper Classes/Vector3OrTransformArray.cs b/Tesselate Skbox/Assets/iTweenEditor/Helper Classes/Vector3OrTransformArray.cs new file mode 100644 index 00000000..bea352ae --- /dev/null +++ b/Tesselate Skbox/Assets/iTweenEditor/Helper Classes/Vector3OrTransformArray.cs @@ -0,0 +1,34 @@ +// Copyright (c) 2009 David Koontz +// Please direct any bugs/comments/suggestions to david@koontzfamily.org +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in +// all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +// THE SOFTWARE. + +using UnityEngine; + +public class Vector3OrTransformArray { + public static readonly string[] choices = {"Vector3", "Transform", "Path"}; + public static readonly int vector3Selected = 0; + public static readonly int transformSelected = 1; + public static readonly int iTweenPathSelected = 2; + + public int selected = 0; + public Vector3[] vectorArray; + public Transform[] transformArray; + public string pathName; +} \ No newline at end of file diff --git a/Tesselate Skbox/Assets/iTweenEditor/Helper Classes/Vector3OrTransformArray.cs.meta b/Tesselate Skbox/Assets/iTweenEditor/Helper Classes/Vector3OrTransformArray.cs.meta new file mode 100644 index 00000000..bb191faa --- /dev/null +++ b/Tesselate Skbox/Assets/iTweenEditor/Helper Classes/Vector3OrTransformArray.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 469ffe30a4f3a43d99d202b74660b1e5 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/iTweenEditor/README.txt b/Tesselate Skbox/Assets/iTweenEditor/README.txt new file mode 100644 index 00000000..5e7a58d5 --- /dev/null +++ b/Tesselate Skbox/Assets/iTweenEditor/README.txt @@ -0,0 +1,47 @@ +iTween Visual Editor version 0.6.1 + +After installation, if you have a Javascript based project it is highly recommended that you run the "Component/iTween/Prepare Visual Editor for Javascript Usage" command. This will copy files into your Plugins directory which is necessary for the visual editor events to be called from Javascript. C# based projects require no further configuration. + +Release History =============== + +0.6.1 ==== + +Added Stop method to iTweenEvent. Improved display of boolean values. + +0.6.0 ==== + +Fixed warnings resulting from API changes in Unity 3.4. Fixed error where bool fields could pass the wrong value. Updated bundled iTween version to 2.0.45.1. Made initial delay field always show, even when 'Play Automatically' was not selected. + +0.5.2 ==== + +Fixed a problem with Vector3 or Transform paths introduced when implemented path support. + +0.5.1 ==== + +Added iTween menu item to move files into the correct position for Javascript based projects. +Fixed bug with delay of 0 seconds still pausing slightly before beginning tween. +Changed visual path editor selection list to use global listing instead of just paths attached to the same GameObject. + +0.5 ====== + +Added integration for the iTween Path Editor. +This work was based on code contributed by Gabriel Gheorghiu (gabison@gmail.com). + +0.4 ====== + +Minor bug fix release. iTweenEvents now show an icon in the scene view. + +0.3 ====== + +Major bug fixed where iTweenEvent settings would be reset. +Name field was added to the iTweenEvent so you can distinguish them. +Added static method on the iTweenEvent class named GetEvent. + +0.2 ====== + +Added support for the path parameter of MoveTo and MoveFrom. +Callbacks changed to take a single string parameter. + +0.1 ====== + +Initial release. \ No newline at end of file diff --git a/Tesselate Skbox/Assets/iTweenEditor/README.txt.meta b/Tesselate Skbox/Assets/iTweenEditor/README.txt.meta new file mode 100644 index 00000000..77127fca --- /dev/null +++ b/Tesselate Skbox/Assets/iTweenEditor/README.txt.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 17799b66b509c40a78360036fcfbc8bc +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/iTweenEditor/iTween.cs b/Tesselate Skbox/Assets/iTweenEditor/iTween.cs new file mode 100644 index 00000000..8e2edb57 --- /dev/null +++ b/Tesselate Skbox/Assets/iTweenEditor/iTween.cs @@ -0,0 +1,7489 @@ +// Copyright (c) 2011 Bob Berkebile (pixelplacment) +// Please direct any bugs/comments/suggestions to http://pixelplacement.com +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in +// all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +// THE SOFTWARE. + +/* +TERMS OF USE - EASING EQUATIONS +Open source under the BSD License. +Copyright (c)2001 Robert Penner +All rights reserved. +Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: +Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. +Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. +Neither the name of the author nor the names of contributors may be used to endorse or promote products derived from this software without specific prior written permission. +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +*/ + +#region Namespaces +using System; +using System.Collections; +using System.Reflection; +using UnityEngine; +#endregion + +/// +/// Version: 2.0.45 +/// Author: Bob Berkebile (http://pixelplacement.com) +/// Support: http://itween.pixelplacement.com +/// +public class iTween : MonoBehaviour{ + + #region Variables + + //repository of all living iTweens: + public static ArrayList tweens = new ArrayList(); + + //camera fade object: + private static GameObject cameraFade; + + //status members (made public for visual troubleshooting in the inspector): + public string id, type, method; + public iTween.EaseType easeType; + public float time, delay; + public LoopType loopType; + public bool isRunning,isPaused; + /* GFX47 MOD START */ + public string _name; + /* GFX47 MOD END */ + + //private members: + private float runningTime, percentage; + private float delayStarted; //probably not neccesary that this be protected but it shuts Unity's compiler up about this being "never used" + private bool kinematic, isLocal, loop, reverse, wasPaused, physics; + private Hashtable tweenArguments; + private Space space; + private delegate float EasingFunction(float start, float end, float value); + private delegate void ApplyTween(); + private EasingFunction ease; + private ApplyTween apply; + private AudioSource audioSource; + private Vector3[] vector3s; + private Vector2[] vector2s; + private Color[,] colors; + private float[] floats; + private Rect[] rects; + private CRSpline path; + private Vector3 preUpdate; + private Vector3 postUpdate; + private NamedValueColor namedcolorvalue; + + private float lastRealTime; // Added by PressPlay + private bool useRealTime; // Added by PressPlay + + /// + /// The type of easing to use based on Robert Penner's open source easing equations (http://www.robertpenner.com/easing_terms_of_use.html). + /// + public enum EaseType{ + easeInQuad, + easeOutQuad, + easeInOutQuad, + easeInCubic, + easeOutCubic, + easeInOutCubic, + easeInQuart, + easeOutQuart, + easeInOutQuart, + easeInQuint, + easeOutQuint, + easeInOutQuint, + easeInSine, + easeOutSine, + easeInOutSine, + easeInExpo, + easeOutExpo, + easeInOutExpo, + easeInCirc, + easeOutCirc, + easeInOutCirc, + linear, + spring, + /* GFX47 MOD START */ + //bounce, + easeInBounce, + easeOutBounce, + easeInOutBounce, + /* GFX47 MOD END */ + easeInBack, + easeOutBack, + easeInOutBack, + /* GFX47 MOD START */ + //elastic, + easeInElastic, + easeOutElastic, + easeInOutElastic, + /* GFX47 MOD END */ + punch + } + + /// + /// The type of loop (if any) to use. + /// + public enum LoopType{ + /// + /// Do not loop. + /// + none, + /// + /// Rewind and replay. + /// + loop, + /// + /// Ping pong the animation back and forth. + /// + pingPong + } + + /// + /// Many shaders use more than one color. Use can have iTween's Color methods operate on them by name. + /// + public enum NamedValueColor{ + /// + /// The main color of a material. Used by default and not required for Color methods to work in iTween. + /// + _Color, + /// + /// The specular color of a material (used in specular/glossy/vertexlit shaders). + /// + _SpecColor, + /// + /// The emissive color of a material (used in vertexlit shaders). + /// + _Emission, + /// + /// The reflection color of the material (used in reflective shaders). + /// + _ReflectColor + } + + #endregion + + #region Defaults + + /// + /// A collection of baseline presets that iTween needs and utilizes if certain parameters are not provided. + /// + public static class Defaults{ + //general defaults: + public static float time = 1f; + public static float delay = 0f; + public static NamedValueColor namedColorValue = NamedValueColor._Color; + public static LoopType loopType = LoopType.none; + public static EaseType easeType = iTween.EaseType.easeOutExpo; + public static float lookSpeed = 3f; + public static bool isLocal = false; + public static Space space = Space.Self; + public static bool orientToPath = false; + public static Color color = Color.white; + //update defaults: + public static float updateTimePercentage = .05f; + public static float updateTime = 1f*updateTimePercentage; + //cameraFade defaults: + public static int cameraFadeDepth = 999999; + //path look ahead amount: + public static float lookAhead = .05f; + public static bool useRealTime = false; // Added by PressPlay + //look direction: + public static Vector3 up = Vector3.up; + } + + #endregion + + #region #1 Static Registers + + /// + /// Sets up a GameObject to avoid hiccups when an initial iTween is added. It's advisable to run this on every object you intend to run iTween on in its Start or Awake. + /// + /// + /// A to be the target to be initialized for iTween. + /// + public static void Init(GameObject target){ + MoveBy(target,Vector3.zero,0); + } + + /// + /// Instantly changes the amount(transparency) of a camera fade and then returns it back over time with MINIMUM customization options. + /// + /// + /// A or for how transparent the Texture2D that the camera fade uses is. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void CameraFadeFrom(float amount, float time){ + if(cameraFade){ + CameraFadeFrom(Hash("amount",amount,"time",time)); + }else{ + Debug.LogError("iTween Error: You must first add a camera fade object with CameraFadeAdd() before atttempting to use camera fading."); + } + } + + /// + /// Instantly changes the amount(transparency) of a camera fade and then returns it back over time with FULL customization options. + /// + /// + /// A or for how transparent the Texture2D that the camera fade uses is. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void CameraFadeFrom(Hashtable args){ + //establish iTween: + if(cameraFade){ + ColorFrom(cameraFade,args); + }else{ + Debug.LogError("iTween Error: You must first add a camera fade object with CameraFadeAdd() before atttempting to use camera fading."); + } + } + + /// + /// Changes the amount(transparency) of a camera fade over time with MINIMUM customization options. + /// + /// + /// A or for how transparent the Texture2D that the camera fade uses is. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void CameraFadeTo(float amount, float time){ + if(cameraFade){ + CameraFadeTo(Hash("amount",amount,"time",time)); + }else{ + Debug.LogError("iTween Error: You must first add a camera fade object with CameraFadeAdd() before atttempting to use camera fading."); + } + } + + /// + /// Changes the amount(transparency) of a camera fade over time with FULL customization options. + /// + /// + /// A or for how transparent the Texture2D that the camera fade uses is. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void CameraFadeTo(Hashtable args){ + /* + CameraFadeAdd(Defaults.cameraFadeDepth); + + //rescale cameraFade just in case screen size has changed to ensure it takes up the full screen: + cameraFade.guiTexture.pixelInset=new Rect(0,0,Screen.width,Screen.height); + */ + + if(cameraFade){ + //establish iTween: + ColorTo(cameraFade,args); + }else{ + Debug.LogError("iTween Error: You must first add a camera fade object with CameraFadeAdd() before atttempting to use camera fading."); + } + } + + /// + /// Returns a value to an 'oncallback' method interpolated between the supplied 'from' and 'to' values for application as desired. Requires an 'onupdate' callback that accepts the same type as the supplied 'from' and 'to' properties. + /// + /// + /// A or or or or or for the starting value. + /// + /// + /// A or or or or or for the ending value. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed (only works with Vector2, Vector3, and Floats) + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void ValueTo(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + if (!args.Contains("onupdate") || !args.Contains("from") || !args.Contains("to")) { + Debug.LogError("iTween Error: ValueTo() requires an 'onupdate' callback function and a 'from' and 'to' property. The supplied 'onupdate' callback must accept a single argument that is the same type as the supplied 'from' and 'to' properties!"); + return; + }else{ + //establish iTween: + args["type"]="value"; + + if (args["from"].GetType() == typeof(Vector2)) { + args["method"]="vector2"; + }else if (args["from"].GetType() == typeof(Vector3)) { + args["method"]="vector3"; + }else if (args["from"].GetType() == typeof(Rect)) { + args["method"]="rect"; + }else if (args["from"].GetType() == typeof(Single)) { + args["method"]="float"; + }else if (args["from"].GetType() == typeof(Color)) { + args["method"]="color"; + }else{ + Debug.LogError("iTween Error: ValueTo() only works with interpolating Vector3s, Vector2s, floats, ints, Rects and Colors!"); + return; + } + + //set a default easeType of linear if none is supplied since eased color interpolation is nearly unrecognizable: + if (!args.Contains("easetype")) { + args.Add("easetype",EaseType.linear); + } + + Launch(target,args); + } + } + + /// + /// Changes a GameObject's alpha value instantly then returns it to the provided alpha over time with MINIMUM customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation. Identical to using ColorFrom and using the "a" parameter. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the final alpha value of the animation. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void FadeFrom(GameObject target, float alpha, float time){ + FadeFrom(target,Hash("alpha",alpha,"time",time)); + } + + /// + /// Changes a GameObject's alpha value instantly then returns it to the provided alpha over time with FULL customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation. Identical to using ColorFrom and using the "a" parameter. + /// + /// + /// A or for the initial alpha value of the animation. + /// + /// + /// A or for the initial alpha value of the animation. + /// + /// + /// A for whether or not to include children of this GameObject. True by default. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void FadeFrom(GameObject target, Hashtable args){ + ColorFrom(target,args); + } + + /// + /// Changes a GameObject's alpha value over time with MINIMUM customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation. Identical to using ColorTo and using the "a" parameter. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the final alpha value of the animation. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void FadeTo(GameObject target, float alpha, float time){ + FadeTo(target,Hash("alpha",alpha,"time",time)); + } + + /// + /// Changes a GameObject's alpha value over time with FULL customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation. Identical to using ColorTo and using the "a" parameter. + /// + /// + /// A or for the final alpha value of the animation. + /// + /// + /// A or for the final alpha value of the animation. + /// + /// + /// A for whether or not to include children of this GameObject. True by default. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void FadeTo(GameObject target, Hashtable args){ + ColorTo(target,args); + } + + /// + /// Changes a GameObject's color values instantly then returns them to the provided properties over time with MINIMUM customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A to change the GameObject's color to. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void ColorFrom(GameObject target, Color color, float time){ + ColorFrom(target,Hash("color",color,"time",time)); + } + + /// + /// Changes a GameObject's color values instantly then returns them to the provided properties over time with FULL customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation. + /// + /// + /// A to change the GameObject's color to. + /// + /// + /// A or for the individual setting of the color red. + /// + /// + /// A or for the individual setting of the color green. + /// + /// + /// A or for the individual setting of the color green. + /// + /// + /// A or for the individual setting of the alpha. + /// + /// + /// A or for the individual setting of the alpha. + /// + /// + /// A for whether or not to include children of this GameObject. True by default. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void ColorFrom(GameObject target, Hashtable args){ + Color fromColor = new Color(); + Color tempColor = new Color(); + + //clean args: + args = iTween.CleanArgs(args); + + //handle children: + if(!args.Contains("includechildren") || (bool)args["includechildren"]){ + foreach(Transform child in target.transform){ + Hashtable argsCopy = (Hashtable)args.Clone(); + argsCopy["ischild"]=true; + ColorFrom(child.gameObject,argsCopy); + } + } + + //set a default easeType of linear if none is supplied since eased color interpolation is nearly unrecognizable: + if (!args.Contains("easetype")) { + args.Add("easetype",EaseType.linear); + } + + //set tempColor and base fromColor: + if(target.GetComponent(typeof(GUITexture))){ + tempColor=fromColor=target.GetComponent().color; + }else if(target.GetComponent(typeof(GUIText))){ + tempColor=fromColor=target.GetComponent().material.color; + }else if(target.GetComponent()){ + tempColor=fromColor=target.GetComponent().material.color; + }else if(target.GetComponent()){ + tempColor=fromColor=target.GetComponent().color; + } + + //set augmented fromColor: + if(args.Contains("color")){ + fromColor=(Color)args["color"]; + }else{ + if (args.Contains("r")) { + fromColor.r=(float)args["r"]; + } + if (args.Contains("g")) { + fromColor.g=(float)args["g"]; + } + if (args.Contains("b")) { + fromColor.b=(float)args["b"]; + } + if (args.Contains("a")) { + fromColor.a=(float)args["a"]; + } + } + + //alpha or amount? + if(args.Contains("amount")){ + fromColor.a=(float)args["amount"]; + args.Remove("amount"); + }else if(args.Contains("alpha")){ + fromColor.a=(float)args["alpha"]; + args.Remove("alpha"); + } + + //apply fromColor: + if(target.GetComponent(typeof(GUITexture))){ + target.GetComponent().color=fromColor; + }else if(target.GetComponent(typeof(GUIText))){ + target.GetComponent().material.color=fromColor; + }else if(target.GetComponent()){ + target.GetComponent().material.color=fromColor; + }else if(target.GetComponent()){ + target.GetComponent().color=fromColor; + } + + //set new color arg: + args["color"]=tempColor; + + //establish iTween: + args["type"]="color"; + args["method"]="to"; + Launch(target,args); + } + + /// + /// Changes a GameObject's color values over time with MINIMUM customization options. If a GUIText or GUITexture component is attached, they will become the target of the animation. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A to change the GameObject's color to. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void ColorTo(GameObject target, Color color, float time){ + ColorTo(target,Hash("color",color,"time",time)); + } + + /// + /// Changes a GameObject's color values over time with FULL customization options. If a GUIText or GUITexture component is attached, they will become the target of the animation. + /// + /// + /// A to change the GameObject's color to. + /// + /// + /// A or for the individual setting of the color red. + /// + /// + /// A or for the individual setting of the color green. + /// + /// + /// A or for the individual setting of the color green. + /// + /// + /// A or for the individual setting of the alpha. + /// + /// + /// A or for the individual setting of the alpha. + /// + /// + /// A for whether or not to include children of this GameObject. True by default. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void ColorTo(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //handle children: + if(!args.Contains("includechildren") || (bool)args["includechildren"]){ + foreach(Transform child in target.transform){ + Hashtable argsCopy = (Hashtable)args.Clone(); + argsCopy["ischild"]=true; + ColorTo(child.gameObject,argsCopy); + } + } + + //set a default easeType of linear if none is supplied since eased color interpolation is nearly unrecognizable: + if (!args.Contains("easetype")) { + args.Add("easetype",EaseType.linear); + } + + //establish iTween: + args["type"]="color"; + args["method"]="to"; + Launch(target,args); + } + + /// + /// Instantly changes an AudioSource's volume and pitch then returns it to it's starting volume and pitch over time with MINIMUM customization options. Default AudioSource attached to GameObject will be used (if one exists) if not supplied. + /// + /// + /// A to be the target of the animation which holds the AudioSource to be changed. + /// + /// for the target level of volume. + /// A + /// + /// for the target pitch. + /// A + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void AudioFrom(GameObject target, float volume, float pitch, float time){ + AudioFrom(target,Hash("volume",volume,"pitch",pitch,"time",time)); + } + + /// + /// Instantly changes an AudioSource's volume and pitch then returns it to it's starting volume and pitch over time with FULL customization options. Default AudioSource attached to GameObject will be used (if one exists) if not supplied. + /// + /// + /// A for which AudioSource to use. + /// + /// + /// A or for the target level of volume. + /// + /// + /// A or for the target pitch. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void AudioFrom(GameObject target, Hashtable args){ + Vector2 tempAudioProperties; + Vector2 fromAudioProperties; + AudioSource tempAudioSource; + + //clean args: + args = iTween.CleanArgs(args); + + //set tempAudioSource: + if(args.Contains("audiosource")){ + tempAudioSource=(AudioSource)args["audiosource"]; + }else{ + if(target.GetComponent(typeof(AudioSource))){ + tempAudioSource=target.GetComponent(); + }else{ + //throw error if no AudioSource is available: + Debug.LogError("iTween Error: AudioFrom requires an AudioSource."); + return; + } + } + + //set tempAudioProperties: + tempAudioProperties.x=fromAudioProperties.x=tempAudioSource.volume; + tempAudioProperties.y=fromAudioProperties.y=tempAudioSource.pitch; + + //set augmented fromAudioProperties: + if(args.Contains("volume")){ + fromAudioProperties.x=(float)args["volume"]; + } + if(args.Contains("pitch")){ + fromAudioProperties.y=(float)args["pitch"]; + } + + //apply fromAudioProperties: + tempAudioSource.volume=fromAudioProperties.x; + tempAudioSource.pitch=fromAudioProperties.y; + + //set new volume and pitch args: + args["volume"]=tempAudioProperties.x; + args["pitch"]=tempAudioProperties.y; + + //set a default easeType of linear if none is supplied since eased audio interpolation is nearly unrecognizable: + if (!args.Contains("easetype")) { + args.Add("easetype",EaseType.linear); + } + + //establish iTween: + args["type"]="audio"; + args["method"]="to"; + Launch(target,args); + } + + /// + /// Fades volume and pitch of an AudioSource with MINIMUM customization options. Default AudioSource attached to GameObject will be used (if one exists) if not supplied. + /// + /// + /// A to be the target of the animation which holds the AudioSource to be changed. + /// + /// for the target level of volume. + /// A + /// + /// for the target pitch. + /// A + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void AudioTo(GameObject target, float volume, float pitch, float time){ + AudioTo(target,Hash("volume",volume,"pitch",pitch,"time",time)); + } + + /// + /// Fades volume and pitch of an AudioSource with FULL customization options. Default AudioSource attached to GameObject will be used (if one exists) if not supplied. + /// + /// + /// A for which AudioSource to use. + /// + /// + /// A or for the target level of volume. + /// + /// + /// A or for the target pitch. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void AudioTo(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //set a default easeType of linear if none is supplied since eased audio interpolation is nearly unrecognizable: + if (!args.Contains("easetype")) { + args.Add("easetype",EaseType.linear); + } + + //establish iTween: + args["type"]="audio"; + args["method"]="to"; + Launch(target,args); + } + + /// + /// Plays an AudioClip once based on supplied volume and pitch and following any delay with MINIMUM customization options. AudioSource is optional as iTween will provide one. + /// + /// + /// A to be the target of the animation which holds the AudioSource to be utilized. + /// + /// + /// A for a reference to the AudioClip to be played. + /// + /// + /// A for the time in seconds the action will wait before beginning. + /// + public static void Stab(GameObject target, AudioClip audioclip, float delay){ + Stab(target,Hash("audioclip",audioclip,"delay",delay)); + } + + /// + /// Plays an AudioClip once based on supplied volume and pitch and following any delay with FULL customization options. AudioSource is optional as iTween will provide one. + /// + /// + /// A for a reference to the AudioClip to be played. + /// + /// + /// A for which AudioSource to use + /// + /// + /// A or for the target level of volume. + /// + /// + /// A or for the target pitch. + /// + /// + /// A or for the time in seconds the action will wait before beginning. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void Stab(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //establish iTween: + args["type"]="stab"; + Launch(target,args); + } + + /// + /// Instantly rotates a GameObject to look at the supplied Vector3 then returns it to it's starting rotation over time with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A to be the Vector3 that the target will look towards. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void LookFrom(GameObject target, Vector3 looktarget, float time){ + LookFrom(target,Hash("looktarget",looktarget,"time",time)); + } + + /// + /// Instantly rotates a GameObject to look at a supplied Transform or Vector3 then returns it to it's starting rotation over time with FULL customization options. + /// + /// + /// A or for a target the GameObject will look at. + /// + /// + /// A . Restricts rotation to the supplied axis only. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void LookFrom(GameObject target, Hashtable args){ + Vector3 tempRotation; + Vector3 tempRestriction; + + //clean args: + args = iTween.CleanArgs(args); + + //set look: + tempRotation=target.transform.eulerAngles; + if (args["looktarget"].GetType() == typeof(Transform)) { + //target.transform.LookAt((Transform)args["looktarget"]); + target.transform.LookAt((Transform)args["looktarget"], (Vector3?)args["up"] ?? Defaults.up); + }else if(args["looktarget"].GetType() == typeof(Vector3)){ + //target.transform.LookAt((Vector3)args["looktarget"]); + target.transform.LookAt((Vector3)args["looktarget"], (Vector3?)args["up"] ?? Defaults.up); + } + + //axis restriction: + if(args.Contains("axis")){ + tempRestriction=target.transform.eulerAngles; + switch((string)args["axis"]){ + case "x": + tempRestriction.y=tempRotation.y; + tempRestriction.z=tempRotation.z; + break; + case "y": + tempRestriction.x=tempRotation.x; + tempRestriction.z=tempRotation.z; + break; + case "z": + tempRestriction.x=tempRotation.x; + tempRestriction.y=tempRotation.y; + break; + } + target.transform.eulerAngles=tempRestriction; + } + + //set new rotation: + args["rotation"] = tempRotation; + + //establish iTween + args["type"]="rotate"; + args["method"]="to"; + Launch(target,args); + } + + /// + /// Rotates a GameObject to look at the supplied Vector3 over time with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A to be the Vector3 that the target will look towards. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void LookTo(GameObject target, Vector3 looktarget, float time){ + LookTo(target,Hash("looktarget",looktarget,"time",time)); + } + + /// + /// Rotates a GameObject to look at a supplied Transform or Vector3 over time with FULL customization options. + /// + /// + /// A or for a target the GameObject will look at. + /// + /// + /// A . Restricts rotation to the supplied axis only. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void LookTo(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //additional property to ensure ConflictCheck can work correctly since Transforms are refrences: + if(args.Contains("looktarget")){ + if (args["looktarget"].GetType() == typeof(Transform)) { + Transform transform = (Transform)args["looktarget"]; + args["position"]=new Vector3(transform.position.x,transform.position.y,transform.position.z); + args["rotation"]=new Vector3(transform.eulerAngles.x,transform.eulerAngles.y,transform.eulerAngles.z); + } + } + + //establish iTween + args["type"]="look"; + args["method"]="to"; + Launch(target,args); + } + + /// + /// Changes a GameObject's position over time to a supplied destination with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the destination Vector3. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void MoveTo(GameObject target, Vector3 position, float time){ + MoveTo(target,Hash("position",position,"time",time)); + } + + /// + /// Changes a GameObject's position over time to a supplied destination with FULL customization options. + /// + /// + /// A or for a point in space the GameObject will animate to. + /// + /// + /// A or for a list of points to draw a Catmull-Rom through for a curved animation path. + /// + /// + /// A for whether to automatically generate a curve from the GameObject's current position to the beginning of the path. True by default. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A for whether or not the GameObject will orient to its direction of travel. False by default. + /// + /// + /// A or A for a target the GameObject will look at. + /// + /// + /// A or for the time in seconds the object will take to look at either the "looktarget" or "orienttopath". + /// + /// + /// A or for how much of a percentage to look ahead on a path to influence how strict "orientopath" is. + /// + /// + /// A . Restricts rotation to the supplied axis only. + /// + /// + /// A for whether to animate in world space or relative to the parent. False by default. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void MoveTo(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //additional property to ensure ConflictCheck can work correctly since Transforms are refrences: + if(args.Contains("position")){ + if (args["position"].GetType() == typeof(Transform)) { + Transform transform = (Transform)args["position"]; + args["position"]=new Vector3(transform.position.x,transform.position.y,transform.position.z); + args["rotation"]=new Vector3(transform.eulerAngles.x,transform.eulerAngles.y,transform.eulerAngles.z); + args["scale"]=new Vector3(transform.localScale.x,transform.localScale.y,transform.localScale.z); + } + } + + //establish iTween: + args["type"]="move"; + args["method"]="to"; + Launch(target,args); + } + + /// + /// Instantly changes a GameObject's position to a supplied destination then returns it to it's starting position over time with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the destination Vector3. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void MoveFrom(GameObject target, Vector3 position, float time){ + MoveFrom(target,Hash("position",position,"time",time)); + } + + /// + /// Instantly changes a GameObject's position to a supplied destination then returns it to it's starting position over time with FULL customization options. + /// + /// + /// A or for a point in space the GameObject will animate to. + /// + /// + /// A or for a list of points to draw a Catmull-Rom through for a curved animation path. + /// + /// + /// A for whether to automatically generate a curve from the GameObject's current position to the beginning of the path. True by default. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A for whether or not the GameObject will orient to its direction of travel. False by default. + /// + /// + /// A or A for a target the GameObject will look at. + /// + /// + /// A or for the time in seconds the object will take to look at either the "looktarget" or "orienttopath". + /// + /// + /// A or for how much of a percentage to look ahead on a path to influence how strict "orientopath" is. + /// + /// + /// A for whether to animate in world space or relative to the parent. False by default. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void MoveFrom(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + bool tempIsLocal; + + //set tempIsLocal: + if(args.Contains("islocal")){ + tempIsLocal = (bool)args["islocal"]; + }else{ + tempIsLocal = Defaults.isLocal; + } + + if(args.Contains("path")){ + Vector3[] fromPath; + Vector3[] suppliedPath; + if(args["path"].GetType() == typeof(Vector3[])){ + Vector3[] temp = (Vector3[])args["path"]; + suppliedPath=new Vector3[temp.Length]; + Array.Copy(temp,suppliedPath, temp.Length); + }else{ + Transform[] temp = (Transform[])args["path"]; + suppliedPath = new Vector3[temp.Length]; + for (int i = 0; i < temp.Length; i++) { + suppliedPath[i]=temp[i].position; + } + } + if(suppliedPath[suppliedPath.Length-1] != target.transform.position){ + fromPath= new Vector3[suppliedPath.Length+1]; + Array.Copy(suppliedPath,fromPath,suppliedPath.Length); + if(tempIsLocal){ + fromPath[fromPath.Length-1] = target.transform.localPosition; + target.transform.localPosition=fromPath[0]; + }else{ + fromPath[fromPath.Length-1] = target.transform.position; + target.transform.position=fromPath[0]; + } + args["path"]=fromPath; + }else{ + if(tempIsLocal){ + target.transform.localPosition=suppliedPath[0]; + }else{ + target.transform.position=suppliedPath[0]; + } + args["path"]=suppliedPath; + } + }else{ + Vector3 tempPosition; + Vector3 fromPosition; + + //set tempPosition and base fromPosition: + if(tempIsLocal){ + tempPosition=fromPosition=target.transform.localPosition; + }else{ + tempPosition=fromPosition=target.transform.position; + } + + //set augmented fromPosition: + if(args.Contains("position")){ + if (args["position"].GetType() == typeof(Transform)){ + Transform trans = (Transform)args["position"]; + fromPosition=trans.position; + }else if(args["position"].GetType() == typeof(Vector3)){ + fromPosition=(Vector3)args["position"]; + } + }else{ + if (args.Contains("x")) { + fromPosition.x=(float)args["x"]; + } + if (args.Contains("y")) { + fromPosition.y=(float)args["y"]; + } + if (args.Contains("z")) { + fromPosition.z=(float)args["z"]; + } + } + + //apply fromPosition: + if(tempIsLocal){ + target.transform.localPosition = fromPosition; + }else{ + target.transform.position = fromPosition; + } + + //set new position arg: + args["position"]=tempPosition; + } + + //establish iTween: + args["type"]="move"; + args["method"]="to"; + Launch(target,args); + } + + /// + /// Translates a GameObject's position over time with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the amount of change in position to move the GameObject. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void MoveAdd(GameObject target, Vector3 amount, float time){ + MoveAdd(target,Hash("amount",amount,"time",time)); + } + + /// + /// Translates a GameObject's position over time with FULL customization options. + /// + /// + /// A for the amount of change in position to move the GameObject. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A for whether or not the GameObject will orient to its direction of travel. False by default. + /// + /// + /// A or A for a target the GameObject will look at. + /// + /// + /// A or for the time in seconds the object will take to look at either the "looktarget" or "orienttopath". + /// + /// + /// A . Restricts rotation to the supplied axis only. + /// + /// + /// A or for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void MoveAdd(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //establish iTween: + args["type"]="move"; + args["method"]="add"; + Launch(target,args); + } + + /// + /// Adds the supplied coordinates to a GameObject's postion with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the amount of change in position to move the GameObject. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void MoveBy(GameObject target, Vector3 amount, float time){ + MoveBy(target,Hash("amount",amount,"time",time)); + } + + /// + /// Adds the supplied coordinates to a GameObject's position with FULL customization options. + /// + /// + /// A for the amount of change in position to move the GameObject. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A for whether or not the GameObject will orient to its direction of travel. False by default. + /// + /// + /// A or A for a target the GameObject will look at. + /// + /// + /// A or for the time in seconds the object will take to look at either the "looktarget" or "orienttopath". + /// + /// + /// A . Restricts rotation to the supplied axis only. + /// + /// + /// A or for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void MoveBy(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //establish iTween: + args["type"]="move"; + args["method"]="by"; + Launch(target,args); + } + + /// + /// Changes a GameObject's scale over time with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the final scale. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void ScaleTo(GameObject target, Vector3 scale, float time){ + ScaleTo(target,Hash("scale",scale,"time",time)); + } + + /// + /// Changes a GameObject's scale over time with FULL customization options. + /// + /// + /// A or for the final scale. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void ScaleTo(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //additional property to ensure ConflictCheck can work correctly since Transforms are refrences: + if(args.Contains("scale")){ + if (args["scale"].GetType() == typeof(Transform)) { + Transform transform = (Transform)args["scale"]; + args["position"]=new Vector3(transform.position.x,transform.position.y,transform.position.z); + args["rotation"]=new Vector3(transform.eulerAngles.x,transform.eulerAngles.y,transform.eulerAngles.z); + args["scale"]=new Vector3(transform.localScale.x,transform.localScale.y,transform.localScale.z); + } + } + + //establish iTween: + args["type"]="scale"; + args["method"]="to"; + Launch(target,args); + } + + /// + /// Instantly changes a GameObject's scale then returns it to it's starting scale over time with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the final scale. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void ScaleFrom(GameObject target, Vector3 scale, float time){ + ScaleFrom(target,Hash("scale",scale,"time",time)); + } + + /// + /// Instantly changes a GameObject's scale then returns it to it's starting scale over time with FULL customization options. + /// + /// + /// A or for the final scale. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void ScaleFrom(GameObject target, Hashtable args){ + Vector3 tempScale; + Vector3 fromScale; + + //clean args: + args = iTween.CleanArgs(args); + + //set base fromScale: + tempScale=fromScale=target.transform.localScale; + + //set augmented fromScale: + if(args.Contains("scale")){ + if (args["scale"].GetType() == typeof(Transform)){ + Transform trans = (Transform)args["scale"]; + fromScale=trans.localScale; + }else if(args["scale"].GetType() == typeof(Vector3)){ + fromScale=(Vector3)args["scale"]; + } + }else{ + if (args.Contains("x")) { + fromScale.x=(float)args["x"]; + } + if (args.Contains("y")) { + fromScale.y=(float)args["y"]; + } + if (args.Contains("z")) { + fromScale.z=(float)args["z"]; + } + } + + //apply fromScale: + target.transform.localScale = fromScale; + + //set new scale arg: + args["scale"]=tempScale; + + //establish iTween: + args["type"]="scale"; + args["method"]="to"; + Launch(target,args); + } + + /// + /// Adds to a GameObject's scale over time with FULL customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the amount of scale to be added to the GameObject's current scale. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void ScaleAdd(GameObject target, Vector3 amount, float time){ + ScaleAdd(target,Hash("amount",amount,"time",time)); + } + + /// + /// Adds to a GameObject's scale over time with FULL customization options. + /// + /// + /// A for the amount to be added to the GameObject's current scale. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void ScaleAdd(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //establish iTween: + args["type"]="scale"; + args["method"]="add"; + Launch(target,args); + } + + /// + /// Multiplies a GameObject's scale over time with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the amount of scale to be multiplied by the GameObject's current scale. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void ScaleBy(GameObject target, Vector3 amount, float time){ + ScaleBy(target,Hash("amount",amount,"time",time)); + } + + /// + /// Multiplies a GameObject's scale over time with FULL customization options. + /// + /// + /// A for the amount to be multiplied to the GameObject's current scale. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void ScaleBy(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //establish iTween: + args["type"]="scale"; + args["method"]="by"; + Launch(target,args); + } + + /// + /// Rotates a GameObject to the supplied Euler angles in degrees over time with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the target Euler angles in degrees to rotate to. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void RotateTo(GameObject target, Vector3 rotation, float time){ + RotateTo(target,Hash("rotation",rotation,"time",time)); + } + + /// + /// Rotates a GameObject to the supplied Euler angles in degrees over time with FULL customization options. + /// + /// + /// A or for the target Euler angles in degrees to rotate to. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A for whether to animate in world space or relative to the parent. False by default. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void RotateTo(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //additional property to ensure ConflictCheck can work correctly since Transforms are refrences: + if(args.Contains("rotation")){ + if (args["rotation"].GetType() == typeof(Transform)) { + Transform transform = (Transform)args["rotation"]; + args["position"]=new Vector3(transform.position.x,transform.position.y,transform.position.z); + args["rotation"]=new Vector3(transform.eulerAngles.x,transform.eulerAngles.y,transform.eulerAngles.z); + args["scale"]=new Vector3(transform.localScale.x,transform.localScale.y,transform.localScale.z); + } + } + + //establish iTween + args["type"]="rotate"; + args["method"]="to"; + Launch(target,args); + } + + /// + /// Instantly changes a GameObject's Euler angles in degrees then returns it to it's starting rotation over time (if allowed) with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the target Euler angles in degrees to rotate from. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void RotateFrom(GameObject target, Vector3 rotation, float time){ + RotateFrom(target,Hash("rotation",rotation,"time",time)); + } + + /// + /// Instantly changes a GameObject's Euler angles in degrees then returns it to it's starting rotation over time (if allowed) with FULL customization options. + /// + /// + /// A or for the target Euler angles in degrees to rotate to. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A for whether to animate in world space or relative to the parent. False by default. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void RotateFrom(GameObject target, Hashtable args){ + Vector3 tempRotation; + Vector3 fromRotation; + bool tempIsLocal; + + //clean args: + args = iTween.CleanArgs(args); + + //set tempIsLocal: + if(args.Contains("islocal")){ + tempIsLocal = (bool)args["islocal"]; + }else{ + tempIsLocal = Defaults.isLocal; + } + + //set tempRotation and base fromRotation: + if(tempIsLocal){ + tempRotation=fromRotation=target.transform.localEulerAngles; + }else{ + tempRotation=fromRotation=target.transform.eulerAngles; + } + + //set augmented fromRotation: + if(args.Contains("rotation")){ + if (args["rotation"].GetType() == typeof(Transform)){ + Transform trans = (Transform)args["rotation"]; + fromRotation=trans.eulerAngles; + }else if(args["rotation"].GetType() == typeof(Vector3)){ + fromRotation=(Vector3)args["rotation"]; + } + }else{ + if (args.Contains("x")) { + fromRotation.x=(float)args["x"]; + } + if (args.Contains("y")) { + fromRotation.y=(float)args["y"]; + } + if (args.Contains("z")) { + fromRotation.z=(float)args["z"]; + } + } + + //apply fromRotation: + if(tempIsLocal){ + target.transform.localEulerAngles = fromRotation; + }else{ + target.transform.eulerAngles = fromRotation; + } + + //set new rotation arg: + args["rotation"]=tempRotation; + + //establish iTween: + args["type"]="rotate"; + args["method"]="to"; + Launch(target,args); + } + + /// + /// Adds supplied Euler angles in degrees to a GameObject's rotation over time with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the amount of Euler angles in degrees to add to the current rotation of the GameObject. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void RotateAdd(GameObject target, Vector3 amount, float time){ + RotateAdd(target,Hash("amount",amount,"time",time)); + } + + /// + /// Adds supplied Euler angles in degrees to a GameObject's rotation over time with FULL customization options. + /// + /// + /// A for the amount of Euler angles in degrees to add to the current rotation of the GameObject. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A or for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void RotateAdd(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //establish iTween: + args["type"]="rotate"; + args["method"]="add"; + Launch(target,args); + } + + /// + /// Multiplies supplied values by 360 and rotates a GameObject by calculated amount over time with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the amount to be multiplied by 360 to rotate the GameObject. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void RotateBy(GameObject target, Vector3 amount, float time){ + RotateBy(target,Hash("amount",amount,"time",time)); + } + + /// + /// Multiplies supplied values by 360 and rotates a GameObject by calculated amount over time with FULL customization options. + /// + /// + /// A for the amount to be multiplied by 360 to rotate the GameObject. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A or for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space. + /// + /// + /// A for whether to animate in world space or relative to the parent. False by default. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void RotateBy(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //establish iTween + args["type"]="rotate"; + args["method"]="by"; + Launch(target,args); + } + + /// + /// Randomly shakes a GameObject's position by a diminishing amount over time with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the magnitude of shake. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void ShakePosition(GameObject target, Vector3 amount, float time){ + ShakePosition(target,Hash("amount",amount,"time",time)); + } + + /// + /// Randomly shakes a GameObject's position by a diminishing amount over time with FULL customization options. + /// + /// + /// A for the magnitude of shake. + /// + /// + /// A or for the individual setting of the x magnitude. + /// + /// + /// A or for the individual setting of the y magnitude. + /// + /// + /// A or for the individual setting of the z magnitude. + /// + /// + /// A for whether to animate in world space or relative to the parent. False by default. + /// + /// + /// A for whether or not the GameObject will orient to its direction of travel. False by default. + /// + /// + /// A or A for a target the GameObject will look at. + /// + /// + /// A or for the time in seconds the object will take to look at either the "looktarget" or "orienttopath". + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the type of loop to apply once the animation has completed. (only "loop" is allowed with shakes) + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void ShakePosition(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //establish iTween + args["type"]="shake"; + args["method"]="position"; + Launch(target,args); + } + + /// + /// Randomly shakes a GameObject's scale by a diminishing amount over time with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the magnitude of shake. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void ShakeScale(GameObject target, Vector3 amount, float time){ + ShakeScale(target,Hash("amount",amount,"time",time)); + } + + /// + /// Randomly shakes a GameObject's scale by a diminishing amount over time with FULL customization options. + /// + /// + /// A for the magnitude of shake. + /// + /// + /// A or for the individual setting of the x magnitude. + /// + /// + /// A or for the individual setting of the y magnitude. + /// + /// + /// A or for the individual setting of the z magnitude. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the type of loop to apply once the animation has completed. (only "loop" is allowed with shakes) + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void ShakeScale(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //establish iTween + args["type"]="shake"; + args["method"]="scale"; + Launch(target,args); + } + + /// + /// Randomly shakes a GameObject's rotation by a diminishing amount over time with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the magnitude of shake. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void ShakeRotation(GameObject target, Vector3 amount, float time){ + ShakeRotation(target,Hash("amount",amount,"time",time)); + } + + /// + /// Randomly shakes a GameObject's rotation by a diminishing amount over time with FULL customization options. + /// + /// + /// A for the magnitude of shake. + /// + /// + /// A or for the individual setting of the x magnitude. + /// + /// + /// A or for the individual setting of the y magnitude. + /// + /// + /// A or for the individual setting of the z magnitude. + /// + /// + /// A for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the type of loop to apply once the animation has completed. (only "loop" is allowed with shakes) + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void ShakeRotation(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //establish iTween + args["type"]="shake"; + args["method"]="rotation"; + Launch(target,args); + } + + /// + /// Applies a jolt of force to a GameObject's position and wobbles it back to its initial position with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the magnitude of the punch. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void PunchPosition(GameObject target, Vector3 amount, float time){ + PunchPosition(target,Hash("amount",amount,"time",time)); + } + + /// + /// Applies a jolt of force to a GameObject's position and wobbles it back to its initial position with FULL customization options. + /// + /// + /// A for the magnitude of shake. + /// + /// + /// A or for the individual setting of the x magnitude. + /// + /// + /// A or for the individual setting of the y magnitude. + /// + /// + /// A or for the individual setting of the z magnitude. + /// + /// + /// A for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space. + /// + /// + /// A or A for a target the GameObject will look at. + /// + /// + /// A or for the time in seconds the object will take to look at either the "looktarget". + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the type of loop to apply once the animation has completed. (only "loop" is allowed with punches) + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void PunchPosition(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //establish iTween + args["type"]="punch"; + args["method"]="position"; + args["easetype"]=EaseType.punch; + Launch(target,args); + } + + /// + /// Applies a jolt of force to a GameObject's rotation and wobbles it back to its initial rotation with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the magnitude of the punch. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void PunchRotation(GameObject target, Vector3 amount, float time){ + PunchRotation(target,Hash("amount",amount,"time",time)); + } + + /// + /// Applies a jolt of force to a GameObject's rotation and wobbles it back to its initial rotation with FULL customization options. + /// + /// + /// A for the magnitude of shake. + /// + /// + /// A or for the individual setting of the x magnitude. + /// + /// + /// A or for the individual setting of the y magnitude. + /// + /// + /// A or for the individual setting of the z magnitude. + /// + /// + /// A for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the type of loop to apply once the animation has completed. (only "loop" is allowed with punches) + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void PunchRotation(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //establish iTween + args["type"]="punch"; + args["method"]="rotation"; + args["easetype"]=EaseType.punch; + Launch(target,args); + } + + /// + /// Applies a jolt of force to a GameObject's scale and wobbles it back to its initial scale with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the magnitude of the punch. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void PunchScale(GameObject target, Vector3 amount, float time){ + PunchScale(target,Hash("amount",amount,"time",time)); + } + + /// + /// Applies a jolt of force to a GameObject's scale and wobbles it back to its initial scale with FULL customization options. + /// + /// + /// A for the magnitude of shake. + /// + /// + /// A or for the individual setting of the x magnitude. + /// + /// + /// A or for the individual setting of the y magnitude. + /// + /// + /// A or for the individual setting of the z magnitude. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the type of loop to apply once the animation has completed. (only "loop" is allowed with punches) + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void PunchScale(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //establish iTween + args["type"]="punch"; + args["method"]="scale"; + args["easetype"]=EaseType.punch; + Launch(target,args); + } + + #endregion + + #region #2 Generate Method Targets + + //call correct set target method and set tween application delegate: + void GenerateTargets(){ + switch (type) { + case "value": + switch (method) { + case "float": + GenerateFloatTargets(); + apply = new ApplyTween(ApplyFloatTargets); + break; + case "vector2": + GenerateVector2Targets(); + apply = new ApplyTween(ApplyVector2Targets); + break; + case "vector3": + GenerateVector3Targets(); + apply = new ApplyTween(ApplyVector3Targets); + break; + case "color": + GenerateColorTargets(); + apply = new ApplyTween(ApplyColorTargets); + break; + case "rect": + GenerateRectTargets(); + apply = new ApplyTween(ApplyRectTargets); + break; + } + break; + case "color": + switch (method) { + case "to": + GenerateColorToTargets(); + apply = new ApplyTween(ApplyColorToTargets); + break; + } + break; + case "audio": + switch (method) { + case "to": + GenerateAudioToTargets(); + apply = new ApplyTween(ApplyAudioToTargets); + break; + } + break; + case "move": + switch (method) { + case "to": + //using a path? + if(tweenArguments.Contains("path")){ + GenerateMoveToPathTargets(); + apply = new ApplyTween(ApplyMoveToPathTargets); + }else{ //not using a path? + GenerateMoveToTargets(); + apply = new ApplyTween(ApplyMoveToTargets); + } + break; + case "by": + case "add": + GenerateMoveByTargets(); + apply = new ApplyTween(ApplyMoveByTargets); + break; + } + break; + case "scale": + switch (method){ + case "to": + GenerateScaleToTargets(); + apply = new ApplyTween(ApplyScaleToTargets); + break; + case "by": + GenerateScaleByTargets(); + apply = new ApplyTween(ApplyScaleToTargets); + break; + case "add": + GenerateScaleAddTargets(); + apply = new ApplyTween(ApplyScaleToTargets); + break; + } + break; + case "rotate": + switch (method) { + case "to": + GenerateRotateToTargets(); + apply = new ApplyTween(ApplyRotateToTargets); + break; + case "add": + GenerateRotateAddTargets(); + apply = new ApplyTween(ApplyRotateAddTargets); + break; + case "by": + GenerateRotateByTargets(); + apply = new ApplyTween(ApplyRotateAddTargets); + break; + } + break; + case "shake": + switch (method) { + case "position": + GenerateShakePositionTargets(); + apply = new ApplyTween(ApplyShakePositionTargets); + break; + case "scale": + GenerateShakeScaleTargets(); + apply = new ApplyTween(ApplyShakeScaleTargets); + break; + case "rotation": + GenerateShakeRotationTargets(); + apply = new ApplyTween(ApplyShakeRotationTargets); + break; + } + break; + case "punch": + switch (method) { + case "position": + GeneratePunchPositionTargets(); + apply = new ApplyTween(ApplyPunchPositionTargets); + break; + case "rotation": + GeneratePunchRotationTargets(); + apply = new ApplyTween(ApplyPunchRotationTargets); + break; + case "scale": + GeneratePunchScaleTargets(); + apply = new ApplyTween(ApplyPunchScaleTargets); + break; + } + break; + case "look": + switch (method) { + case "to": + GenerateLookToTargets(); + apply = new ApplyTween(ApplyLookToTargets); + break; + } + break; + case "stab": + GenerateStabTargets(); + apply = new ApplyTween(ApplyStabTargets); + break; + } + } + + #endregion + + #region #3 Generate Specific Targets + + void GenerateRectTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation: + rects=new Rect[3]; + + //from and to values: + rects[0]=(Rect)tweenArguments["from"]; + rects[1]=(Rect)tweenArguments["to"]; + } + + void GenerateColorTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation: + colors=new Color[1,3]; + + //from and to values: + colors[0,0]=(Color)tweenArguments["from"]; + colors[0,1]=(Color)tweenArguments["to"]; + } + + void GenerateVector3Targets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation: + vector3s=new Vector3[3]; + + //from and to values: + vector3s[0]=(Vector3)tweenArguments["from"]; + vector3s[1]=(Vector3)tweenArguments["to"]; + + //need for speed? + if(tweenArguments.Contains("speed")){ + float distance = Math.Abs(Vector3.Distance(vector3s[0],vector3s[1])); + time = distance/(float)tweenArguments["speed"]; + } + } + + void GenerateVector2Targets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation: + vector2s=new Vector2[3]; + + //from and to values: + vector2s[0]=(Vector2)tweenArguments["from"]; + vector2s[1]=(Vector2)tweenArguments["to"]; + + //need for speed? + if(tweenArguments.Contains("speed")){ + Vector3 fromV3 = new Vector3(vector2s[0].x,vector2s[0].y,0); + Vector3 toV3 = new Vector3(vector2s[1].x,vector2s[1].y,0); + float distance = Math.Abs(Vector3.Distance(fromV3,toV3)); + time = distance/(float)tweenArguments["speed"]; + } + } + + void GenerateFloatTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation: + floats=new float[3]; + + //from and to values: + floats[0]=(float)tweenArguments["from"]; + floats[1]=(float)tweenArguments["to"]; + + //need for speed? + if(tweenArguments.Contains("speed")){ + float distance = Math.Abs(floats[0] - floats[1]); + time = distance/(float)tweenArguments["speed"]; + } + } + + void GenerateColorToTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation: + //colors = new Color[3]; + + //from and init to values: + if(GetComponent(typeof(GUITexture))){ + colors = new Color[1,3]; + colors[0,0] = colors[0,1] = GetComponent().color; + }else if(GetComponent(typeof(GUIText))){ + colors = new Color[1,3]; + colors[0,0] = colors[0,1] = GetComponent().material.color; + }else if(GetComponent()){ + colors = new Color[GetComponent().materials.Length,3]; + for (int i = 0; i < GetComponent().materials.Length; i++) { + colors[i,0]=GetComponent().materials[i].GetColor(namedcolorvalue.ToString()); + colors[i,1]=GetComponent().materials[i].GetColor(namedcolorvalue.ToString()); + } + //colors[0] = colors[1] = renderer.material.color; + }else if(GetComponent()){ + colors = new Color[1,3]; + colors[0,0] = colors[0,1] = GetComponent().color; + }else{ + colors = new Color[1,3]; //empty placeholder incase the GO is perhaps an empty holder or something similar + } + + //to values: + if (tweenArguments.Contains("color")) { + //colors[1]=(Color)tweenArguments["color"]; + for (int i = 0; i < colors.GetLength(0); i++) { + colors[i,1]=(Color)tweenArguments["color"]; + } + }else{ + if (tweenArguments.Contains("r")) { + //colors[1].r=(float)tweenArguments["r"]; + for (int i = 0; i < colors.GetLength(0); i++) { + colors[i,1].r=(float)tweenArguments["r"]; + } + } + if (tweenArguments.Contains("g")) { + //colors[1].g=(float)tweenArguments["g"]; + for (int i = 0; i < colors.GetLength(0); i++) { + colors[i,1].g=(float)tweenArguments["g"]; + } + } + if (tweenArguments.Contains("b")) { + //colors[1].b=(float)tweenArguments["b"]; + for (int i = 0; i < colors.GetLength(0); i++) { + colors[i,1].b=(float)tweenArguments["b"]; + } + } + if (tweenArguments.Contains("a")) { + //colors[1].a=(float)tweenArguments["a"]; + for (int i = 0; i < colors.GetLength(0); i++) { + colors[i,1].a=(float)tweenArguments["a"]; + } + } + } + + //alpha or amount? + if(tweenArguments.Contains("amount")){ + //colors[1].a=(float)tweenArguments["amount"]; + for (int i = 0; i < colors.GetLength(0); i++) { + colors[i,1].a=(float)tweenArguments["amount"]; + } + }else if(tweenArguments.Contains("alpha")){ + //colors[1].a=(float)tweenArguments["alpha"]; + for (int i = 0; i < colors.GetLength(0); i++) { + colors[i,1].a=(float)tweenArguments["alpha"]; + } + } + } + + void GenerateAudioToTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation: + vector2s=new Vector2[3]; + + //set audioSource: + if(tweenArguments.Contains("audiosource")){ + audioSource=(AudioSource)tweenArguments["audiosource"]; + }else{ + if(GetComponent(typeof(AudioSource))){ + audioSource=GetComponent(); + }else{ + //throw error if no AudioSource is available: + Debug.LogError("iTween Error: AudioTo requires an AudioSource."); + Dispose(); + } + } + + //from values and default to values: + vector2s[0]=vector2s[1]=new Vector2(audioSource.volume,audioSource.pitch); + + //to values: + if (tweenArguments.Contains("volume")) { + vector2s[1].x=(float)tweenArguments["volume"]; + } + if (tweenArguments.Contains("pitch")) { + vector2s[1].y=(float)tweenArguments["pitch"]; + } + } + + void GenerateStabTargets(){ + //set audioSource: + if(tweenArguments.Contains("audiosource")){ + audioSource=(AudioSource)tweenArguments["audiosource"]; + }else{ + if(GetComponent(typeof(AudioSource))){ + audioSource=GetComponent(); + }else{ + //add and populate AudioSource if one doesn't exist: + gameObject.AddComponent(typeof(AudioSource)); + audioSource=GetComponent(); + audioSource.playOnAwake=false; + + } + } + + //populate audioSource's clip: + audioSource.clip=(AudioClip)tweenArguments["audioclip"]; + + //set audio's pitch and volume if requested: + if(tweenArguments.Contains("pitch")){ + audioSource.pitch=(float)tweenArguments["pitch"]; + } + if(tweenArguments.Contains("volume")){ + audioSource.volume=(float)tweenArguments["volume"]; + } + + //set run time based on length of clip after pitch is augmented + time=audioSource.clip.length/audioSource.pitch; + } + + void GenerateLookToTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation: + vector3s=new Vector3[3]; + + //from values: + vector3s[0]=transform.eulerAngles; + + //set look: + if(tweenArguments.Contains("looktarget")){ + if (tweenArguments["looktarget"].GetType() == typeof(Transform)) { + //transform.LookAt((Transform)tweenArguments["looktarget"]); + transform.LookAt((Transform)tweenArguments["looktarget"], (Vector3?)tweenArguments["up"] ?? Defaults.up); + }else if(tweenArguments["looktarget"].GetType() == typeof(Vector3)){ + //transform.LookAt((Vector3)tweenArguments["looktarget"]); + transform.LookAt((Vector3)tweenArguments["looktarget"], (Vector3?)tweenArguments["up"] ?? Defaults.up); + } + }else{ + Debug.LogError("iTween Error: LookTo needs a 'looktarget' property!"); + Dispose(); + } + + //to values: + vector3s[1]=transform.eulerAngles; + transform.eulerAngles=vector3s[0]; + + //axis restriction: + if(tweenArguments.Contains("axis")){ + switch((string)tweenArguments["axis"]){ + case "x": + vector3s[1].y=vector3s[0].y; + vector3s[1].z=vector3s[0].z; + break; + case "y": + vector3s[1].x=vector3s[0].x; + vector3s[1].z=vector3s[0].z; + break; + case "z": + vector3s[1].x=vector3s[0].x; + vector3s[1].y=vector3s[0].y; + break; + } + } + + //shortest distance: + vector3s[1]=new Vector3(clerp(vector3s[0].x,vector3s[1].x,1),clerp(vector3s[0].y,vector3s[1].y,1),clerp(vector3s[0].z,vector3s[1].z,1)); + + //need for speed? + if(tweenArguments.Contains("speed")){ + float distance = Math.Abs(Vector3.Distance(vector3s[0],vector3s[1])); + time = distance/(float)tweenArguments["speed"]; + } + } + + void GenerateMoveToPathTargets(){ + Vector3[] suppliedPath; + + //create and store path points: + if(tweenArguments["path"].GetType() == typeof(Vector3[])){ + Vector3[] temp = (Vector3[])tweenArguments["path"]; + //if only one point is supplied fall back to MoveTo's traditional use since we can't have a curve with one value: + if(temp.Length==1){ + Debug.LogError("iTween Error: Attempting a path movement with MoveTo requires an array of more than 1 entry!"); + Dispose(); + } + suppliedPath=new Vector3[temp.Length]; + Array.Copy(temp,suppliedPath, temp.Length); + }else{ + Transform[] temp = (Transform[])tweenArguments["path"]; + //if only one point is supplied fall back to MoveTo's traditional use since we can't have a curve with one value: + if(temp.Length==1){ + Debug.LogError("iTween Error: Attempting a path movement with MoveTo requires an array of more than 1 entry!"); + Dispose(); + } + suppliedPath = new Vector3[temp.Length]; + for (int i = 0; i < temp.Length; i++) { + suppliedPath[i]=temp[i].position; + } + } + + //do we need to plot a path to get to the beginning of the supplied path? + bool plotStart; + int offset; + if(transform.position != suppliedPath[0]){ + if(!tweenArguments.Contains("movetopath") || (bool)tweenArguments["movetopath"]==true){ + plotStart=true; + offset=3; + }else{ + plotStart=false; + offset=2; + } + }else{ + plotStart=false; + offset=2; + } + + //build calculated path: + vector3s = new Vector3[suppliedPath.Length+offset]; + if(plotStart){ + vector3s[1]=transform.position; + offset=2; + }else{ + offset=1; + } + + //populate calculate path; + Array.Copy(suppliedPath,0,vector3s,offset,suppliedPath.Length); + + //populate start and end control points: + //vector3s[0] = vector3s[1] - vector3s[2]; + vector3s[0] = vector3s[1] + (vector3s[1] - vector3s[2]); + vector3s[vector3s.Length-1] = vector3s[vector3s.Length-2] + (vector3s[vector3s.Length-2] - vector3s[vector3s.Length-3]); + + //is this a closed, continuous loop? yes? well then so let's make a continuous Catmull-Rom spline! + if(vector3s[1] == vector3s[vector3s.Length-2]){ + Vector3[] tmpLoopSpline = new Vector3[vector3s.Length]; + Array.Copy(vector3s,tmpLoopSpline,vector3s.Length); + tmpLoopSpline[0]=tmpLoopSpline[tmpLoopSpline.Length-3]; + tmpLoopSpline[tmpLoopSpline.Length-1]=tmpLoopSpline[2]; + vector3s=new Vector3[tmpLoopSpline.Length]; + Array.Copy(tmpLoopSpline,vector3s,tmpLoopSpline.Length); + } + + //create Catmull-Rom path: + path = new CRSpline(vector3s); + + //need for speed? + if(tweenArguments.Contains("speed")){ + float distance = PathLength(vector3s); + time = distance/(float)tweenArguments["speed"]; + } + } + + void GenerateMoveToTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation: + vector3s=new Vector3[3]; + + //from values: + if (isLocal) { + vector3s[0]=vector3s[1]=transform.localPosition; + }else{ + vector3s[0]=vector3s[1]=transform.position; + } + + //to values: + if (tweenArguments.Contains("position")) { + if (tweenArguments["position"].GetType() == typeof(Transform)){ + Transform trans = (Transform)tweenArguments["position"]; + vector3s[1]=trans.position; + }else if(tweenArguments["position"].GetType() == typeof(Vector3)){ + vector3s[1]=(Vector3)tweenArguments["position"]; + } + }else{ + if (tweenArguments.Contains("x")) { + vector3s[1].x=(float)tweenArguments["x"]; + } + if (tweenArguments.Contains("y")) { + vector3s[1].y=(float)tweenArguments["y"]; + } + if (tweenArguments.Contains("z")) { + vector3s[1].z=(float)tweenArguments["z"]; + } + } + + //handle orient to path request: + if(tweenArguments.Contains("orienttopath") && (bool)tweenArguments["orienttopath"]){ + tweenArguments["looktarget"] = vector3s[1]; + } + + //need for speed? + if(tweenArguments.Contains("speed")){ + float distance = Math.Abs(Vector3.Distance(vector3s[0],vector3s[1])); + time = distance/(float)tweenArguments["speed"]; + } + } + + void GenerateMoveByTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation, [3] previous value for Translate usage to allow Space utilization, [4] original rotation to make sure look requests don't interfere with the direction object should move in, [5] for dial in location: + vector3s=new Vector3[6]; + + //grab starting rotation: + vector3s[4] = transform.eulerAngles; + + //from values: + vector3s[0]=vector3s[1]=vector3s[3]=transform.position; + + //to values: + if (tweenArguments.Contains("amount")) { + vector3s[1]=vector3s[0] + (Vector3)tweenArguments["amount"]; + }else{ + if (tweenArguments.Contains("x")) { + vector3s[1].x=vector3s[0].x + (float)tweenArguments["x"]; + } + if (tweenArguments.Contains("y")) { + vector3s[1].y=vector3s[0].y +(float)tweenArguments["y"]; + } + if (tweenArguments.Contains("z")) { + vector3s[1].z=vector3s[0].z + (float)tweenArguments["z"]; + } + } + + //calculation for dial in: + transform.Translate(vector3s[1],space); + vector3s[5] = transform.position; + transform.position=vector3s[0]; + + //handle orient to path request: + if(tweenArguments.Contains("orienttopath") && (bool)tweenArguments["orienttopath"]){ + tweenArguments["looktarget"] = vector3s[1]; + } + + //need for speed? + if(tweenArguments.Contains("speed")){ + float distance = Math.Abs(Vector3.Distance(vector3s[0],vector3s[1])); + time = distance/(float)tweenArguments["speed"]; + } + } + + void GenerateScaleToTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation: + vector3s=new Vector3[3]; + + //from values: + vector3s[0]=vector3s[1]=transform.localScale; + + //to values: + if (tweenArguments.Contains("scale")) { + if (tweenArguments["scale"].GetType() == typeof(Transform)){ + Transform trans = (Transform)tweenArguments["scale"]; + vector3s[1]=trans.localScale; + }else if(tweenArguments["scale"].GetType() == typeof(Vector3)){ + vector3s[1]=(Vector3)tweenArguments["scale"]; + } + }else{ + if (tweenArguments.Contains("x")) { + vector3s[1].x=(float)tweenArguments["x"]; + } + if (tweenArguments.Contains("y")) { + vector3s[1].y=(float)tweenArguments["y"]; + } + if (tweenArguments.Contains("z")) { + vector3s[1].z=(float)tweenArguments["z"]; + } + } + + //need for speed? + if(tweenArguments.Contains("speed")){ + float distance = Math.Abs(Vector3.Distance(vector3s[0],vector3s[1])); + time = distance/(float)tweenArguments["speed"]; + } + } + + void GenerateScaleByTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation: + vector3s=new Vector3[3]; + + //from values: + vector3s[0]=vector3s[1]=transform.localScale; + + //to values: + if (tweenArguments.Contains("amount")) { + vector3s[1]=Vector3.Scale(vector3s[1],(Vector3)tweenArguments["amount"]); + }else{ + if (tweenArguments.Contains("x")) { + vector3s[1].x*=(float)tweenArguments["x"]; + } + if (tweenArguments.Contains("y")) { + vector3s[1].y*=(float)tweenArguments["y"]; + } + if (tweenArguments.Contains("z")) { + vector3s[1].z*=(float)tweenArguments["z"]; + } + } + + //need for speed? + if(tweenArguments.Contains("speed")){ + float distance = Math.Abs(Vector3.Distance(vector3s[0],vector3s[1])); + time = distance/(float)tweenArguments["speed"]; + } + } + + void GenerateScaleAddTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation: + vector3s=new Vector3[3]; + + //from values: + vector3s[0]=vector3s[1]=transform.localScale; + + //to values: + if (tweenArguments.Contains("amount")) { + vector3s[1]+=(Vector3)tweenArguments["amount"]; + }else{ + if (tweenArguments.Contains("x")) { + vector3s[1].x+=(float)tweenArguments["x"]; + } + if (tweenArguments.Contains("y")) { + vector3s[1].y+=(float)tweenArguments["y"]; + } + if (tweenArguments.Contains("z")) { + vector3s[1].z+=(float)tweenArguments["z"]; + } + } + + //need for speed? + if(tweenArguments.Contains("speed")){ + float distance = Math.Abs(Vector3.Distance(vector3s[0],vector3s[1])); + time = distance/(float)tweenArguments["speed"]; + } + } + + void GenerateRotateToTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation: + vector3s=new Vector3[3]; + + //from values: + if (isLocal) { + vector3s[0]=vector3s[1]=transform.localEulerAngles; + }else{ + vector3s[0]=vector3s[1]=transform.eulerAngles; + } + + //to values: + if (tweenArguments.Contains("rotation")) { + if (tweenArguments["rotation"].GetType() == typeof(Transform)){ + Transform trans = (Transform)tweenArguments["rotation"]; + vector3s[1]=trans.eulerAngles; + }else if(tweenArguments["rotation"].GetType() == typeof(Vector3)){ + vector3s[1]=(Vector3)tweenArguments["rotation"]; + } + }else{ + if (tweenArguments.Contains("x")) { + vector3s[1].x=(float)tweenArguments["x"]; + } + if (tweenArguments.Contains("y")) { + vector3s[1].y=(float)tweenArguments["y"]; + } + if (tweenArguments.Contains("z")) { + vector3s[1].z=(float)tweenArguments["z"]; + } + } + + //shortest distance: + vector3s[1]=new Vector3(clerp(vector3s[0].x,vector3s[1].x,1),clerp(vector3s[0].y,vector3s[1].y,1),clerp(vector3s[0].z,vector3s[1].z,1)); + + //need for speed? + if(tweenArguments.Contains("speed")){ + float distance = Math.Abs(Vector3.Distance(vector3s[0],vector3s[1])); + time = distance/(float)tweenArguments["speed"]; + } + } + + void GenerateRotateAddTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation, [3] previous value for Rotate usage to allow Space utilization: + vector3s=new Vector3[5]; + + //from values: + vector3s[0]=vector3s[1]=vector3s[3]=transform.eulerAngles; + + //to values: + if (tweenArguments.Contains("amount")) { + vector3s[1]+=(Vector3)tweenArguments["amount"]; + }else{ + if (tweenArguments.Contains("x")) { + vector3s[1].x+=(float)tweenArguments["x"]; + } + if (tweenArguments.Contains("y")) { + vector3s[1].y+=(float)tweenArguments["y"]; + } + if (tweenArguments.Contains("z")) { + vector3s[1].z+=(float)tweenArguments["z"]; + } + } + + //need for speed? + if(tweenArguments.Contains("speed")){ + float distance = Math.Abs(Vector3.Distance(vector3s[0],vector3s[1])); + time = distance/(float)tweenArguments["speed"]; + } + } + + void GenerateRotateByTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation, [3] previous value for Rotate usage to allow Space utilization: + vector3s=new Vector3[4]; + + //from values: + vector3s[0]=vector3s[1]=vector3s[3]=transform.eulerAngles; + + //to values: + if (tweenArguments.Contains("amount")) { + vector3s[1]+=Vector3.Scale((Vector3)tweenArguments["amount"],new Vector3(360,360,360)); + }else{ + if (tweenArguments.Contains("x")) { + vector3s[1].x+=360 * (float)tweenArguments["x"]; + } + if (tweenArguments.Contains("y")) { + vector3s[1].y+=360 * (float)tweenArguments["y"]; + } + if (tweenArguments.Contains("z")) { + vector3s[1].z+=360 * (float)tweenArguments["z"]; + } + } + + //need for speed? + if(tweenArguments.Contains("speed")){ + float distance = Math.Abs(Vector3.Distance(vector3s[0],vector3s[1])); + time = distance/(float)tweenArguments["speed"]; + } + } + + void GenerateShakePositionTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation, [3] original rotation to make sure look requests don't interfere with the direction object should move in: + vector3s=new Vector3[4]; + + //grab starting rotation: + vector3s[3] = transform.eulerAngles; + + //root: + vector3s[0]=transform.position; + + //amount: + if (tweenArguments.Contains("amount")) { + vector3s[1]=(Vector3)tweenArguments["amount"]; + }else{ + if (tweenArguments.Contains("x")) { + vector3s[1].x=(float)tweenArguments["x"]; + } + if (tweenArguments.Contains("y")) { + vector3s[1].y=(float)tweenArguments["y"]; + } + if (tweenArguments.Contains("z")) { + vector3s[1].z=(float)tweenArguments["z"]; + } + } + } + + void GenerateShakeScaleTargets(){ + //values holder [0] root value, [1] amount, [2] generated amount: + vector3s=new Vector3[3]; + + //root: + vector3s[0]=transform.localScale; + + //amount: + if (tweenArguments.Contains("amount")) { + vector3s[1]=(Vector3)tweenArguments["amount"]; + }else{ + if (tweenArguments.Contains("x")) { + vector3s[1].x=(float)tweenArguments["x"]; + } + if (tweenArguments.Contains("y")) { + vector3s[1].y=(float)tweenArguments["y"]; + } + if (tweenArguments.Contains("z")) { + vector3s[1].z=(float)tweenArguments["z"]; + } + } + } + + void GenerateShakeRotationTargets(){ + //values holder [0] root value, [1] amount, [2] generated amount: + vector3s=new Vector3[3]; + + //root: + vector3s[0]=transform.eulerAngles; + + //amount: + if (tweenArguments.Contains("amount")) { + vector3s[1]=(Vector3)tweenArguments["amount"]; + }else{ + if (tweenArguments.Contains("x")) { + vector3s[1].x=(float)tweenArguments["x"]; + } + if (tweenArguments.Contains("y")) { + vector3s[1].y=(float)tweenArguments["y"]; + } + if (tweenArguments.Contains("z")) { + vector3s[1].z=(float)tweenArguments["z"]; + } + } + } + + void GeneratePunchPositionTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation, [3] previous value for Translate usage to allow Space utilization, [4] original rotation to make sure look requests don't interfere with the direction object should move in: + vector3s=new Vector3[5]; + + //grab starting rotation: + vector3s[4] = transform.eulerAngles; + + //from values: + vector3s[0]=transform.position; + vector3s[1]=vector3s[3]=Vector3.zero; + + //to values: + if (tweenArguments.Contains("amount")) { + vector3s[1]=(Vector3)tweenArguments["amount"]; + }else{ + if (tweenArguments.Contains("x")) { + vector3s[1].x=(float)tweenArguments["x"]; + } + if (tweenArguments.Contains("y")) { + vector3s[1].y=(float)tweenArguments["y"]; + } + if (tweenArguments.Contains("z")) { + vector3s[1].z=(float)tweenArguments["z"]; + } + } + } + + void GeneratePunchRotationTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation, [3] previous value for Translate usage to allow Space utilization: + vector3s=new Vector3[4]; + + //from values: + vector3s[0]=transform.eulerAngles; + vector3s[1]=vector3s[3]=Vector3.zero; + + //to values: + if (tweenArguments.Contains("amount")) { + vector3s[1]=(Vector3)tweenArguments["amount"]; + }else{ + if (tweenArguments.Contains("x")) { + vector3s[1].x=(float)tweenArguments["x"]; + } + if (tweenArguments.Contains("y")) { + vector3s[1].y=(float)tweenArguments["y"]; + } + if (tweenArguments.Contains("z")) { + vector3s[1].z=(float)tweenArguments["z"]; + } + } + } + + void GeneratePunchScaleTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation: + vector3s=new Vector3[3]; + + //from values: + vector3s[0]=transform.localScale; + vector3s[1]=Vector3.zero; + + //to values: + if (tweenArguments.Contains("amount")) { + vector3s[1]=(Vector3)tweenArguments["amount"]; + }else{ + if (tweenArguments.Contains("x")) { + vector3s[1].x=(float)tweenArguments["x"]; + } + if (tweenArguments.Contains("y")) { + vector3s[1].y=(float)tweenArguments["y"]; + } + if (tweenArguments.Contains("z")) { + vector3s[1].z=(float)tweenArguments["z"]; + } + } + } + + #endregion + + #region #4 Apply Targets + + void ApplyRectTargets(){ + //calculate: + rects[2].x = ease(rects[0].x,rects[1].x,percentage); + rects[2].y = ease(rects[0].y,rects[1].y,percentage); + rects[2].width = ease(rects[0].width,rects[1].width,percentage); + rects[2].height = ease(rects[0].height,rects[1].height,percentage); + + //apply: + tweenArguments["onupdateparams"]=rects[2]; + + //dial in: + if(percentage==1){ + tweenArguments["onupdateparams"]=rects[1]; + } + } + + void ApplyColorTargets(){ + //calculate: + colors[0,2].r = ease(colors[0,0].r,colors[0,1].r,percentage); + colors[0,2].g = ease(colors[0,0].g,colors[0,1].g,percentage); + colors[0,2].b = ease(colors[0,0].b,colors[0,1].b,percentage); + colors[0,2].a = ease(colors[0,0].a,colors[0,1].a,percentage); + + //apply: + tweenArguments["onupdateparams"]=colors[0,2]; + + //dial in: + if(percentage==1){ + tweenArguments["onupdateparams"]=colors[0,1]; + } + } + + void ApplyVector3Targets(){ + //calculate: + vector3s[2].x = ease(vector3s[0].x,vector3s[1].x,percentage); + vector3s[2].y = ease(vector3s[0].y,vector3s[1].y,percentage); + vector3s[2].z = ease(vector3s[0].z,vector3s[1].z,percentage); + + //apply: + tweenArguments["onupdateparams"]=vector3s[2]; + + //dial in: + if(percentage==1){ + tweenArguments["onupdateparams"]=vector3s[1]; + } + } + + void ApplyVector2Targets(){ + //calculate: + vector2s[2].x = ease(vector2s[0].x,vector2s[1].x,percentage); + vector2s[2].y = ease(vector2s[0].y,vector2s[1].y,percentage); + + //apply: + tweenArguments["onupdateparams"]=vector2s[2]; + + //dial in: + if(percentage==1){ + tweenArguments["onupdateparams"]=vector2s[1]; + } + } + + void ApplyFloatTargets(){ + //calculate: + floats[2] = ease(floats[0],floats[1],percentage); + + //apply: + tweenArguments["onupdateparams"]=floats[2]; + + //dial in: + if(percentage==1){ + tweenArguments["onupdateparams"]=floats[1]; + } + } + + void ApplyColorToTargets(){ + //calculate: + for (int i = 0; i < colors.GetLength(0); i++) { + colors[i,2].r = ease(colors[i,0].r,colors[i,1].r,percentage); + colors[i,2].g = ease(colors[i,0].g,colors[i,1].g,percentage); + colors[i,2].b = ease(colors[i,0].b,colors[i,1].b,percentage); + colors[i,2].a = ease(colors[i,0].a,colors[i,1].a,percentage); + } + /* + colors[2].r = ease(colors[0].r,colors[1].r,percentage); + colors[2].g = ease(colors[0].g,colors[1].g,percentage); + colors[2].b = ease(colors[0].b,colors[1].b,percentage); + colors[2].a = ease(colors[0].a,colors[1].a,percentage); + */ + + //apply: + if(GetComponent(typeof(GUITexture))){ + //guiTexture.color=colors[2]; + GetComponent().color=colors[0,2]; + }else if(GetComponent(typeof(GUIText))){ + //guiText.material.color=colors[2]; + GetComponent().material.color=colors[0,2]; + }else if(GetComponent()){ + //renderer.material.color=colors[2]; + for (int i = 0; i < colors.GetLength(0); i++) { + GetComponent().materials[i].SetColor(namedcolorvalue.ToString(),colors[i,2]); + } + }else if(GetComponent()){ + //light.color=colors[2]; + GetComponent().color=colors[0,2]; + } + + //dial in: + if(percentage==1){ + if(GetComponent(typeof(GUITexture))){ + //guiTexture.color=colors[1]; + GetComponent().color=colors[0,1]; + }else if(GetComponent(typeof(GUIText))){ + //guiText.material.color=colors[1]; + GetComponent().material.color=colors[0,1]; + }else if(GetComponent()){ + //renderer.material.color=colors[1]; + for (int i = 0; i < colors.GetLength(0); i++) { + GetComponent().materials[i].SetColor(namedcolorvalue.ToString(),colors[i,1]); + } + }else if(GetComponent()){ + //light.color=colors[1]; + GetComponent().color=colors[0,1]; + } + } + } + + void ApplyAudioToTargets(){ + //calculate: + vector2s[2].x = ease(vector2s[0].x,vector2s[1].x,percentage); + vector2s[2].y = ease(vector2s[0].y,vector2s[1].y,percentage); + + //apply: + audioSource.volume=vector2s[2].x; + audioSource.pitch=vector2s[2].y; + + //dial in: + if(percentage==1){ + audioSource.volume=vector2s[1].x; + audioSource.pitch=vector2s[1].y; + } + } + + void ApplyStabTargets(){ + //unnecessary but here just in case + } + + void ApplyMoveToPathTargets(){ + preUpdate = transform.position; + float t = ease(0,1,percentage); + float lookAheadAmount; + + //clamp easing equation results as "back" will fail since overshoots aren't handled in the Catmull-Rom interpolation: + if(isLocal){ + transform.localPosition=path.Interp(Mathf.Clamp(t,0,1)); + }else{ + transform.position=path.Interp(Mathf.Clamp(t,0,1)); + } + + //handle orient to path request: + if(tweenArguments.Contains("orienttopath") && (bool)tweenArguments["orienttopath"]){ + + //plot a point slightly ahead in the interpolation by pushing the percentage forward using the default lookahead value: + float tLook; + if(tweenArguments.Contains("lookahead")){ + lookAheadAmount = (float)tweenArguments["lookahead"]; + }else{ + lookAheadAmount = Defaults.lookAhead; + } + //tLook = ease(0,1,percentage+lookAheadAmount); + tLook = ease(0,1, Mathf.Min(1f, percentage+lookAheadAmount)); + + //locate new leading point with a clamp as stated above: + //Vector3 lookDistance = path.Interp(Mathf.Clamp(tLook,0,1)) - transform.position; + tweenArguments["looktarget"] = path.Interp(Mathf.Clamp(tLook,0,1)); + } + + //need physics? + postUpdate=transform.position; + if(physics){ + transform.position=preUpdate; + GetComponent().MovePosition(postUpdate); + } + } + + void ApplyMoveToTargets(){ + //record current: + preUpdate=transform.position; + + //calculate: + vector3s[2].x = ease(vector3s[0].x,vector3s[1].x,percentage); + vector3s[2].y = ease(vector3s[0].y,vector3s[1].y,percentage); + vector3s[2].z = ease(vector3s[0].z,vector3s[1].z,percentage); + + //apply: + if (isLocal) { + transform.localPosition=vector3s[2]; + }else{ + transform.position=vector3s[2]; + } + + //dial in: + if(percentage==1){ + if (isLocal) { + transform.localPosition=vector3s[1]; + }else{ + transform.position=vector3s[1]; + } + } + + //need physics? + postUpdate=transform.position; + if(physics){ + transform.position=preUpdate; + GetComponent().MovePosition(postUpdate); + } + } + + void ApplyMoveByTargets(){ + preUpdate = transform.position; + + //reset rotation to prevent look interferences as object rotates and attempts to move with translate and record current rotation + Vector3 currentRotation = new Vector3(); + + if(tweenArguments.Contains("looktarget")){ + currentRotation = transform.eulerAngles; + transform.eulerAngles = vector3s[4]; + } + + //calculate: + vector3s[2].x = ease(vector3s[0].x,vector3s[1].x,percentage); + vector3s[2].y = ease(vector3s[0].y,vector3s[1].y,percentage); + vector3s[2].z = ease(vector3s[0].z,vector3s[1].z,percentage); + + //apply: + transform.Translate(vector3s[2]-vector3s[3],space); + + //record: + vector3s[3]=vector3s[2]; + + //reset rotation: + if(tweenArguments.Contains("looktarget")){ + transform.eulerAngles = currentRotation; + } + + /* + //dial in: + if(percentage==1){ + transform.position=vector3s[5]; + } + */ + + //need physics? + postUpdate=transform.position; + if(physics){ + transform.position=preUpdate; + GetComponent().MovePosition(postUpdate); + } + } + + void ApplyScaleToTargets(){ + //calculate: + vector3s[2].x = ease(vector3s[0].x,vector3s[1].x,percentage); + vector3s[2].y = ease(vector3s[0].y,vector3s[1].y,percentage); + vector3s[2].z = ease(vector3s[0].z,vector3s[1].z,percentage); + + //apply: + transform.localScale=vector3s[2]; + + //dial in: + if(percentage==1){ + transform.localScale=vector3s[1]; + } + } + + void ApplyLookToTargets(){ + //calculate: + vector3s[2].x = ease(vector3s[0].x,vector3s[1].x,percentage); + vector3s[2].y = ease(vector3s[0].y,vector3s[1].y,percentage); + vector3s[2].z = ease(vector3s[0].z,vector3s[1].z,percentage); + + //apply: + if (isLocal) { + transform.localRotation = Quaternion.Euler(vector3s[2]); + }else{ + transform.rotation = Quaternion.Euler(vector3s[2]); + }; + } + + void ApplyRotateToTargets(){ + preUpdate=transform.eulerAngles; + + //calculate: + vector3s[2].x = ease(vector3s[0].x,vector3s[1].x,percentage); + vector3s[2].y = ease(vector3s[0].y,vector3s[1].y,percentage); + vector3s[2].z = ease(vector3s[0].z,vector3s[1].z,percentage); + + //apply: + if (isLocal) { + transform.localRotation = Quaternion.Euler(vector3s[2]); + }else{ + transform.rotation = Quaternion.Euler(vector3s[2]); + }; + + //dial in: + if(percentage==1){ + if (isLocal) { + transform.localRotation = Quaternion.Euler(vector3s[1]); + }else{ + transform.rotation = Quaternion.Euler(vector3s[1]); + }; + } + + //need physics? + postUpdate=transform.eulerAngles; + if(physics){ + transform.eulerAngles=preUpdate; + GetComponent().MoveRotation(Quaternion.Euler(postUpdate)); + } + } + + void ApplyRotateAddTargets(){ + preUpdate = transform.eulerAngles; + + //calculate: + vector3s[2].x = ease(vector3s[0].x,vector3s[1].x,percentage); + vector3s[2].y = ease(vector3s[0].y,vector3s[1].y,percentage); + vector3s[2].z = ease(vector3s[0].z,vector3s[1].z,percentage); + + //apply: + transform.Rotate(vector3s[2]-vector3s[3],space); + + //record: + vector3s[3]=vector3s[2]; + + //need physics? + postUpdate=transform.eulerAngles; + if(physics){ + transform.eulerAngles=preUpdate; + GetComponent().MoveRotation(Quaternion.Euler(postUpdate)); + } + } + + void ApplyShakePositionTargets(){ + //preUpdate = transform.position; + if (isLocal) { + preUpdate = transform.localPosition; + }else{ + preUpdate = transform.position; + } + + //reset rotation to prevent look interferences as object rotates and attempts to move with translate and record current rotation + Vector3 currentRotation = new Vector3(); + + if(tweenArguments.Contains("looktarget")){ + currentRotation = transform.eulerAngles; + transform.eulerAngles = vector3s[3]; + } + + //impact: + if (percentage==0) { + transform.Translate(vector3s[1],space); + } + + //transform.position=vector3s[0]; + //reset: + if (isLocal) { + transform.localPosition=vector3s[0]; + }else{ + transform.position=vector3s[0]; + } + + //generate: + float diminishingControl = 1-percentage; + vector3s[2].x= UnityEngine.Random.Range(-vector3s[1].x*diminishingControl, vector3s[1].x*diminishingControl); + vector3s[2].y= UnityEngine.Random.Range(-vector3s[1].y*diminishingControl, vector3s[1].y*diminishingControl); + vector3s[2].z= UnityEngine.Random.Range(-vector3s[1].z*diminishingControl, vector3s[1].z*diminishingControl); + + //apply: + //transform.Translate(vector3s[2],space); + if (isLocal) { + transform.localPosition+=vector3s[2]; + }else{ + transform.position+=vector3s[2]; + } + + //reset rotation: + if(tweenArguments.Contains("looktarget")){ + transform.eulerAngles = currentRotation; + } + + //need physics? + postUpdate=transform.position; + if(physics){ + transform.position=preUpdate; + GetComponent().MovePosition(postUpdate); + } + } + + void ApplyShakeScaleTargets(){ + //impact: + if (percentage==0) { + transform.localScale=vector3s[1]; + } + + //reset: + transform.localScale=vector3s[0]; + + //generate: + float diminishingControl = 1-percentage; + vector3s[2].x= UnityEngine.Random.Range(-vector3s[1].x*diminishingControl, vector3s[1].x*diminishingControl); + vector3s[2].y= UnityEngine.Random.Range(-vector3s[1].y*diminishingControl, vector3s[1].y*diminishingControl); + vector3s[2].z= UnityEngine.Random.Range(-vector3s[1].z*diminishingControl, vector3s[1].z*diminishingControl); + + //apply: + transform.localScale+=vector3s[2]; + } + + void ApplyShakeRotationTargets(){ + preUpdate = transform.eulerAngles; + + //impact: + if (percentage==0) { + transform.Rotate(vector3s[1],space); + } + + //reset: + transform.eulerAngles=vector3s[0]; + + //generate: + float diminishingControl = 1-percentage; + vector3s[2].x= UnityEngine.Random.Range(-vector3s[1].x*diminishingControl, vector3s[1].x*diminishingControl); + vector3s[2].y= UnityEngine.Random.Range(-vector3s[1].y*diminishingControl, vector3s[1].y*diminishingControl); + vector3s[2].z= UnityEngine.Random.Range(-vector3s[1].z*diminishingControl, vector3s[1].z*diminishingControl); + + //apply: + transform.Rotate(vector3s[2],space); + + //need physics? + postUpdate=transform.eulerAngles; + if(physics){ + transform.eulerAngles=preUpdate; + GetComponent().MoveRotation(Quaternion.Euler(postUpdate)); + } + } + + void ApplyPunchPositionTargets(){ + preUpdate = transform.position; + + //reset rotation to prevent look interferences as object rotates and attempts to move with translate and record current rotation + Vector3 currentRotation = new Vector3(); + + if(tweenArguments.Contains("looktarget")){ + currentRotation = transform.eulerAngles; + transform.eulerAngles = vector3s[4]; + } + + //calculate: + if(vector3s[1].x>0){ + vector3s[2].x = punch(vector3s[1].x,percentage); + }else if(vector3s[1].x<0){ + vector3s[2].x=-punch(Mathf.Abs(vector3s[1].x),percentage); + } + if(vector3s[1].y>0){ + vector3s[2].y=punch(vector3s[1].y,percentage); + }else if(vector3s[1].y<0){ + vector3s[2].y=-punch(Mathf.Abs(vector3s[1].y),percentage); + } + if(vector3s[1].z>0){ + vector3s[2].z=punch(vector3s[1].z,percentage); + }else if(vector3s[1].z<0){ + vector3s[2].z=-punch(Mathf.Abs(vector3s[1].z),percentage); + } + + //apply: + transform.Translate(vector3s[2]-vector3s[3],space); + + //record: + vector3s[3]=vector3s[2]; + + //reset rotation: + if(tweenArguments.Contains("looktarget")){ + transform.eulerAngles = currentRotation; + } + + //dial in: + /* + if(percentage==1){ + transform.position=vector3s[0]; + } + */ + + //need physics? + postUpdate=transform.position; + if(physics){ + transform.position=preUpdate; + GetComponent().MovePosition(postUpdate); + } + } + + void ApplyPunchRotationTargets(){ + preUpdate = transform.eulerAngles; + + //calculate: + if(vector3s[1].x>0){ + vector3s[2].x = punch(vector3s[1].x,percentage); + }else if(vector3s[1].x<0){ + vector3s[2].x=-punch(Mathf.Abs(vector3s[1].x),percentage); + } + if(vector3s[1].y>0){ + vector3s[2].y=punch(vector3s[1].y,percentage); + }else if(vector3s[1].y<0){ + vector3s[2].y=-punch(Mathf.Abs(vector3s[1].y),percentage); + } + if(vector3s[1].z>0){ + vector3s[2].z=punch(vector3s[1].z,percentage); + }else if(vector3s[1].z<0){ + vector3s[2].z=-punch(Mathf.Abs(vector3s[1].z),percentage); + } + + //apply: + transform.Rotate(vector3s[2]-vector3s[3],space); + + //record: + vector3s[3]=vector3s[2]; + + //dial in: + /* + if(percentage==1){ + transform.eulerAngles=vector3s[0]; + } + */ + + //need physics? + postUpdate=transform.eulerAngles; + if(physics){ + transform.eulerAngles=preUpdate; + GetComponent().MoveRotation(Quaternion.Euler(postUpdate)); + } + } + + void ApplyPunchScaleTargets(){ + //calculate: + if(vector3s[1].x>0){ + vector3s[2].x = punch(vector3s[1].x,percentage); + }else if(vector3s[1].x<0){ + vector3s[2].x=-punch(Mathf.Abs(vector3s[1].x),percentage); + } + if(vector3s[1].y>0){ + vector3s[2].y=punch(vector3s[1].y,percentage); + }else if(vector3s[1].y<0){ + vector3s[2].y=-punch(Mathf.Abs(vector3s[1].y),percentage); + } + if(vector3s[1].z>0){ + vector3s[2].z=punch(vector3s[1].z,percentage); + }else if(vector3s[1].z<0){ + vector3s[2].z=-punch(Mathf.Abs(vector3s[1].z),percentage); + } + + //apply: + transform.localScale=vector3s[0]+vector3s[2]; + + //dial in: + /* + if(percentage==1){ + transform.localScale=vector3s[0]; + } + */ + } + + #endregion + + #region #5 Tween Steps + + IEnumerator TweenDelay(){ + delayStarted = Time.time; + yield return new WaitForSeconds (delay); + if(wasPaused){ + wasPaused=false; + TweenStart(); + } + } + + void TweenStart(){ + CallBack("onstart"); + + if(!loop){//only if this is not a loop + ConflictCheck(); + GenerateTargets(); + } + + //run stab: + if(type == "stab"){ + audioSource.PlayOneShot(audioSource.clip); + } + + //toggle isKinematic for iTweens that may interfere with physics: + if (type == "move" || type=="scale" || type=="rotate" || type=="punch" || type=="shake" || type=="curve" || type=="look") { + EnableKinematic(); + } + + isRunning = true; + } + + IEnumerator TweenRestart(){ + if(delay > 0){ + delayStarted = Time.time; + yield return new WaitForSeconds (delay); + } + loop=true; + TweenStart(); + } + + void TweenUpdate(){ + apply(); + CallBack("onupdate"); + UpdatePercentage(); + } + + void TweenComplete(){ + isRunning=false; + + //dial in percentage to 1 or 0 for final run: + if(percentage>.5f){ + percentage=1f; + }else{ + percentage=0; + } + + //apply dial in and final run: + apply(); + if(type == "value"){ + CallBack("onupdate"); //CallBack run for ValueTo since it only calculates and applies in the update callback + } + + //loop or dispose? + if(loopType==LoopType.none){ + Dispose(); + }else{ + TweenLoop(); + } + + CallBack("oncomplete"); + } + + void TweenLoop(){ + DisableKinematic(); //give physics control again + switch(loopType){ + case LoopType.loop: + //rewind: + percentage=0; + runningTime=0; + apply(); + + //replay: + StartCoroutine("TweenRestart"); + break; + case LoopType.pingPong: + reverse = !reverse; + runningTime=0; + + //replay: + StartCoroutine("TweenRestart"); + break; + } + } + + #endregion + + #region #6 Update Callable + + /// + /// Returns a Rect that is eased between a current and target value by the supplied speed. + /// + /// + /// A + /// + /// A the starting or initial value + /// + /// + /// A the target value that the current value will be eased to. + /// + /// + /// A to be used as rate of speed (larger number equals faster animation) + /// + public static Rect RectUpdate(Rect currentValue, Rect targetValue, float speed){ + Rect diff = new Rect(FloatUpdate(currentValue.x, targetValue.x, speed), FloatUpdate(currentValue.y, targetValue.y, speed), FloatUpdate(currentValue.width, targetValue.width, speed), FloatUpdate(currentValue.height, targetValue.height, speed)); + return (diff); + } + + /// + /// Returns a Vector3 that is eased between a current and target value by the supplied speed. + /// + /// + /// A + /// + /// + /// A the starting or initial value + /// + /// + /// A the target value that the current value will be eased to. + /// + /// + /// A to be used as rate of speed (larger number equals faster animation) + /// + public static Vector3 Vector3Update(Vector3 currentValue, Vector3 targetValue, float speed){ + Vector3 diff = targetValue - currentValue; + currentValue += (diff * speed) * Time.deltaTime; + return (currentValue); + } + + /// + /// Returns a Vector2 that is eased between a current and target value by the supplied speed. + /// + /// + /// A + /// + /// + /// A the starting or initial value + /// + /// + /// A the target value that the current value will be eased to. + /// + /// + /// A to be used as rate of speed (larger number equals faster animation) + /// + public static Vector2 Vector2Update(Vector2 currentValue, Vector2 targetValue, float speed){ + Vector2 diff = targetValue - currentValue; + currentValue += (diff * speed) * Time.deltaTime; + return (currentValue); + } + + /// + /// Returns a float that is eased between a current and target value by the supplied speed. + /// + /// + /// A + /// + /// + /// A the starting or initial value + /// + /// + /// A the target value that the current value will be eased to. + /// + /// + /// A to be used as rate of speed (larger number equals faster animation) + /// + public static float FloatUpdate(float currentValue, float targetValue, float speed){ + float diff = targetValue - currentValue; + currentValue += (diff * speed) * Time.deltaTime; + return (currentValue); + } + + /// + /// Similar to FadeTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType. + /// + /// + /// A or for the final alpha value of the animation. + /// + /// + /// A for whether or not to include children of this GameObject. True by default. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + public static void FadeUpdate(GameObject target, Hashtable args){ + args["a"]=args["alpha"]; + ColorUpdate(target,args); + } + + /// + /// Similar to FadeTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the final alpha value of the animation. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void FadeUpdate(GameObject target, float alpha, float time){ + FadeUpdate(target,Hash("alpha",alpha,"time",time)); + } + + /// + /// Similar to ColorTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType. + /// + /// + /// A to change the GameObject's color to. + /// + /// + /// A or for the individual setting of the color red. + /// + /// + /// A or for the individual setting of the color green. + /// + /// + /// A or for the individual setting of the color green. + /// + /// + /// A or for the individual setting of the alpha. + /// + /// + /// A or for the individual setting of the alpha. + /// + /// + /// A for whether or not to include children of this GameObject. True by default. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + public static void ColorUpdate(GameObject target, Hashtable args){ + CleanArgs(args); + + float time; + Color[] colors = new Color[4]; + + //handle children: + if(!args.Contains("includechildren") || (bool)args["includechildren"]){ + foreach(Transform child in target.transform){ + ColorUpdate(child.gameObject,args); + } + } + + //set smooth time: + if(args.Contains("time")){ + time=(float)args["time"]; + time*=Defaults.updateTimePercentage; + }else{ + time=Defaults.updateTime; + } + + //init values: + if(target.GetComponent(typeof(GUITexture))){ + colors[0] = colors[1] = target.GetComponent().color; + }else if(target.GetComponent(typeof(GUIText))){ + colors[0] = colors[1] = target.GetComponent().material.color; + }else if(target.GetComponent()){ + colors[0] = colors[1] = target.GetComponent().material.color; + }else if(target.GetComponent()){ + colors[0] = colors[1] = target.GetComponent().color; + } + + //to values: + if (args.Contains("color")) { + colors[1]=(Color)args["color"]; + }else{ + if (args.Contains("r")) { + colors[1].r=(float)args["r"]; + } + if (args.Contains("g")) { + colors[1].g=(float)args["g"]; + } + if (args.Contains("b")) { + colors[1].b=(float)args["b"]; + } + if (args.Contains("a")) { + colors[1].a=(float)args["a"]; + } + } + + //calculate: + colors[3].r=Mathf.SmoothDamp(colors[0].r,colors[1].r,ref colors[2].r,time); + colors[3].g=Mathf.SmoothDamp(colors[0].g,colors[1].g,ref colors[2].g,time); + colors[3].b=Mathf.SmoothDamp(colors[0].b,colors[1].b,ref colors[2].b,time); + colors[3].a=Mathf.SmoothDamp(colors[0].a,colors[1].a,ref colors[2].a,time); + + //apply: + if(target.GetComponent(typeof(GUITexture))){ + target.GetComponent().color=colors[3]; + }else if(target.GetComponent(typeof(GUIText))){ + target.GetComponent().material.color=colors[3]; + }else if(target.GetComponent()){ + target.GetComponent().material.color=colors[3]; + }else if(target.GetComponent()){ + target.GetComponent().color=colors[3]; + } + } + + /// + /// Similar to ColorTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A to change the GameObject's color to. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void ColorUpdate(GameObject target, Color color, float time){ + ColorUpdate(target,Hash("color",color,"time",time)); + } + + /// + /// Similar to AudioTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType. + /// + /// + /// A for which AudioSource to use. + /// + /// + /// A or for the target level of volume. + /// + /// + /// A or for the target pitch. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + public static void AudioUpdate(GameObject target, Hashtable args){ + CleanArgs(args); + + AudioSource audioSource; + float time; + Vector2[] vector2s = new Vector2[4]; + + //set smooth time: + if(args.Contains("time")){ + time=(float)args["time"]; + time*=Defaults.updateTimePercentage; + }else{ + time=Defaults.updateTime; + } + + //set audioSource: + if(args.Contains("audiosource")){ + audioSource=(AudioSource)args["audiosource"]; + }else{ + if(target.GetComponent(typeof(AudioSource))){ + audioSource=target.GetComponent(); + }else{ + //throw error if no AudioSource is available: + Debug.LogError("iTween Error: AudioUpdate requires an AudioSource."); + return; + } + } + + //from values: + vector2s[0] = vector2s[1] = new Vector2(audioSource.volume,audioSource.pitch); + + //set to: + if(args.Contains("volume")){ + vector2s[1].x=(float)args["volume"]; + } + if(args.Contains("pitch")){ + vector2s[1].y=(float)args["pitch"]; + } + + //calculate: + vector2s[3].x=Mathf.SmoothDampAngle(vector2s[0].x,vector2s[1].x,ref vector2s[2].x,time); + vector2s[3].y=Mathf.SmoothDampAngle(vector2s[0].y,vector2s[1].y,ref vector2s[2].y,time); + + //apply: + audioSource.volume=vector2s[3].x; + audioSource.pitch=vector2s[3].y; + } + + /// + /// Similar to AudioTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the target level of volume. + /// + /// + /// A for the target pitch. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void AudioUpdate(GameObject target, float volume, float pitch, float time){ + AudioUpdate(target,Hash("volume",volume,"pitch",pitch,"time",time)); + } + + /// + /// Similar to RotateTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType. + /// + /// + /// A or for the target Euler angles in degrees to rotate to. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A for whether to animate in world space or relative to the parent. False by default. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + public static void RotateUpdate(GameObject target, Hashtable args){ + CleanArgs(args); + + bool isLocal; + float time; + Vector3[] vector3s = new Vector3[4]; + Vector3 preUpdate = target.transform.eulerAngles; + + //set smooth time: + if(args.Contains("time")){ + time=(float)args["time"]; + time*=Defaults.updateTimePercentage; + }else{ + time=Defaults.updateTime; + } + + //set isLocal: + if(args.Contains("islocal")){ + isLocal = (bool)args["islocal"]; + }else{ + isLocal = Defaults.isLocal; + } + + //from values: + if(isLocal){ + vector3s[0] = target.transform.localEulerAngles; + }else{ + vector3s[0] = target.transform.eulerAngles; + } + + //set to: + if(args.Contains("rotation")){ + if (args["rotation"].GetType() == typeof(Transform)){ + Transform trans = (Transform)args["rotation"]; + vector3s[1]=trans.eulerAngles; + }else if(args["rotation"].GetType() == typeof(Vector3)){ + vector3s[1]=(Vector3)args["rotation"]; + } + } + + //calculate: + vector3s[3].x=Mathf.SmoothDampAngle(vector3s[0].x,vector3s[1].x,ref vector3s[2].x,time); + vector3s[3].y=Mathf.SmoothDampAngle(vector3s[0].y,vector3s[1].y,ref vector3s[2].y,time); + vector3s[3].z=Mathf.SmoothDampAngle(vector3s[0].z,vector3s[1].z,ref vector3s[2].z,time); + + //apply: + if(isLocal){ + target.transform.localEulerAngles=vector3s[3]; + }else{ + target.transform.eulerAngles=vector3s[3]; + } + + //need physics? + if(target.GetComponent() != null){ + Vector3 postUpdate=target.transform.eulerAngles; + target.transform.eulerAngles=preUpdate; + target.GetComponent().MoveRotation(Quaternion.Euler(postUpdate)); + } + } + + /// + /// Similar to RotateTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the target Euler angles in degrees to rotate to. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void RotateUpdate(GameObject target, Vector3 rotation, float time){ + RotateUpdate(target,Hash("rotation",rotation,"time",time)); + } + + /// + /// Similar to ScaleTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType. + /// + /// + /// A or for the final scale. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + public static void ScaleUpdate(GameObject target, Hashtable args){ + CleanArgs(args); + + float time; + Vector3[] vector3s = new Vector3[4]; + + //set smooth time: + if(args.Contains("time")){ + time=(float)args["time"]; + time*=Defaults.updateTimePercentage; + }else{ + time=Defaults.updateTime; + } + + //init values: + vector3s[0] = vector3s[1] = target.transform.localScale; + + //to values: + if (args.Contains("scale")) { + if (args["scale"].GetType() == typeof(Transform)){ + Transform trans = (Transform)args["scale"]; + vector3s[1]=trans.localScale; + }else if(args["scale"].GetType() == typeof(Vector3)){ + vector3s[1]=(Vector3)args["scale"]; + } + }else{ + if (args.Contains("x")) { + vector3s[1].x=(float)args["x"]; + } + if (args.Contains("y")) { + vector3s[1].y=(float)args["y"]; + } + if (args.Contains("z")) { + vector3s[1].z=(float)args["z"]; + } + } + + //calculate: + vector3s[3].x=Mathf.SmoothDamp(vector3s[0].x,vector3s[1].x,ref vector3s[2].x,time); + vector3s[3].y=Mathf.SmoothDamp(vector3s[0].y,vector3s[1].y,ref vector3s[2].y,time); + vector3s[3].z=Mathf.SmoothDamp(vector3s[0].z,vector3s[1].z,ref vector3s[2].z,time); + + //apply: + target.transform.localScale=vector3s[3]; + } + + /// + /// Similar to ScaleTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the final scale. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void ScaleUpdate(GameObject target, Vector3 scale, float time){ + ScaleUpdate(target,Hash("scale",scale,"time",time)); + } + + /// + /// Similar to MoveTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType. + /// + /// + /// A or for a point in space the GameObject will animate to. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A for whether to animate in world space or relative to the parent. False by default. + /// + /// + /// A for whether or not the GameObject will orient to its direction of travel. False by default. + /// + /// + /// A or A for a target the GameObject will look at. + /// + /// + /// A or for the time in seconds the object will take to look at either the "looktarget" or "orienttopath". + /// + /// + /// A . Restricts rotation to the supplied axis only. + /// + public static void MoveUpdate(GameObject target, Hashtable args){ + CleanArgs(args); + + float time; + Vector3[] vector3s = new Vector3[4]; + bool isLocal; + Vector3 preUpdate = target.transform.position; + + //set smooth time: + if(args.Contains("time")){ + time=(float)args["time"]; + time*=Defaults.updateTimePercentage; + }else{ + time=Defaults.updateTime; + } + + //set isLocal: + if(args.Contains("islocal")){ + isLocal = (bool)args["islocal"]; + }else{ + isLocal = Defaults.isLocal; + } + + //init values: + if(isLocal){ + vector3s[0] = vector3s[1] = target.transform.localPosition; + }else{ + vector3s[0] = vector3s[1] = target.transform.position; + } + + //to values: + if (args.Contains("position")) { + if (args["position"].GetType() == typeof(Transform)){ + Transform trans = (Transform)args["position"]; + vector3s[1]=trans.position; + }else if(args["position"].GetType() == typeof(Vector3)){ + vector3s[1]=(Vector3)args["position"]; + } + }else{ + if (args.Contains("x")) { + vector3s[1].x=(float)args["x"]; + } + if (args.Contains("y")) { + vector3s[1].y=(float)args["y"]; + } + if (args.Contains("z")) { + vector3s[1].z=(float)args["z"]; + } + } + + //calculate: + vector3s[3].x=Mathf.SmoothDamp(vector3s[0].x,vector3s[1].x,ref vector3s[2].x,time); + vector3s[3].y=Mathf.SmoothDamp(vector3s[0].y,vector3s[1].y,ref vector3s[2].y,time); + vector3s[3].z=Mathf.SmoothDamp(vector3s[0].z,vector3s[1].z,ref vector3s[2].z,time); + + //handle orient to path: + if(args.Contains("orienttopath") && (bool)args["orienttopath"]){ + args["looktarget"] = vector3s[3]; + } + + //look applications: + if(args.Contains("looktarget")){ + iTween.LookUpdate(target,args); + } + + //apply: + if(isLocal){ + target.transform.localPosition = vector3s[3]; + }else{ + target.transform.position=vector3s[3]; + } + + //need physics? + if(target.GetComponent() != null){ + Vector3 postUpdate=target.transform.position; + target.transform.position=preUpdate; + target.GetComponent().MovePosition(postUpdate); + } + } + + /// + /// Similar to MoveTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for a point in space the GameObject will animate to. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void MoveUpdate(GameObject target, Vector3 position, float time){ + MoveUpdate(target,Hash("position",position,"time",time)); + } + + /// + /// Similar to LookTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType. + /// + /// + /// A or for a target the GameObject will look at. + /// + /// + /// A . Restricts rotation to the supplied axis only. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + public static void LookUpdate(GameObject target, Hashtable args){ + CleanArgs(args); + + float time; + Vector3[] vector3s = new Vector3[5]; + + //set smooth time: + if(args.Contains("looktime")){ + time=(float)args["looktime"]; + time*=Defaults.updateTimePercentage; + }else if(args.Contains("time")){ + time=(float)args["time"]*.15f; + time*=Defaults.updateTimePercentage; + }else{ + time=Defaults.updateTime; + } + + //from values: + vector3s[0] = target.transform.eulerAngles; + + //set look: + if(args.Contains("looktarget")){ + if (args["looktarget"].GetType() == typeof(Transform)) { + //target.transform.LookAt((Transform)args["looktarget"]); + target.transform.LookAt((Transform)args["looktarget"], (Vector3?)args["up"] ?? Defaults.up); + }else if(args["looktarget"].GetType() == typeof(Vector3)){ + //target.transform.LookAt((Vector3)args["looktarget"]); + target.transform.LookAt((Vector3)args["looktarget"], (Vector3?)args["up"] ?? Defaults.up); + } + }else{ + Debug.LogError("iTween Error: LookUpdate needs a 'looktarget' property!"); + return; + } + + //to values and reset look: + vector3s[1]=target.transform.eulerAngles; + target.transform.eulerAngles=vector3s[0]; + + //calculate: + vector3s[3].x=Mathf.SmoothDampAngle(vector3s[0].x,vector3s[1].x,ref vector3s[2].x,time); + vector3s[3].y=Mathf.SmoothDampAngle(vector3s[0].y,vector3s[1].y,ref vector3s[2].y,time); + vector3s[3].z=Mathf.SmoothDampAngle(vector3s[0].z,vector3s[1].z,ref vector3s[2].z,time); + + //apply: + target.transform.eulerAngles=vector3s[3]; + + //axis restriction: + if(args.Contains("axis")){ + vector3s[4]=target.transform.eulerAngles; + switch((string)args["axis"]){ + case "x": + vector3s[4].y=vector3s[0].y; + vector3s[4].z=vector3s[0].z; + break; + case "y": + vector3s[4].x=vector3s[0].x; + vector3s[4].z=vector3s[0].z; + break; + case "z": + vector3s[4].x=vector3s[0].x; + vector3s[4].y=vector3s[0].y; + break; + } + + //apply axis restriction: + target.transform.eulerAngles=vector3s[4]; + } + } + + /// + /// Similar to LookTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for a target the GameObject will look at. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void LookUpdate(GameObject target, Vector3 looktarget, float time){ + LookUpdate(target,Hash("looktarget",looktarget,"time",time)); + } + + #endregion + + #region #7 External Utilities + + /// + /// Returns the length of a curved path drawn through the provided array of Transforms. + /// + /// + /// A + /// + /// + /// A + /// + public static float PathLength(Transform[] path){ + Vector3[] suppliedPath = new Vector3[path.Length]; + float pathLength = 0; + + //create and store path points: + for (int i = 0; i < path.Length; i++) { + suppliedPath[i]=path[i].position; + } + + Vector3[] vector3s = PathControlPointGenerator(suppliedPath); + + //Line Draw: + Vector3 prevPt = Interp(vector3s,0); + int SmoothAmount = path.Length*20; + for (int i = 1; i <= SmoothAmount; i++) { + float pm = (float) i / SmoothAmount; + Vector3 currPt = Interp(vector3s,pm); + pathLength += Vector3.Distance(prevPt,currPt); + prevPt = currPt; + } + + return pathLength; + } + + /// + /// Returns the length of a curved path drawn through the provided array of Vector3s. + /// + /// + /// The length. + /// + /// + /// A + /// + public static float PathLength(Vector3[] path){ + float pathLength = 0; + + Vector3[] vector3s = PathControlPointGenerator(path); + + //Line Draw: + Vector3 prevPt = Interp(vector3s,0); + int SmoothAmount = path.Length*20; + for (int i = 1; i <= SmoothAmount; i++) { + float pm = (float) i / SmoothAmount; + Vector3 currPt = Interp(vector3s,pm); + pathLength += Vector3.Distance(prevPt,currPt); + prevPt = currPt; + } + + return pathLength; + } + + /// + /// Creates and returns a full-screen Texture2D for use with CameraFade. + /// + /// + /// Texture2D + /// + /// + /// Color + /// + public static Texture2D CameraTexture(Color color){ + Texture2D texture = new Texture2D(Screen.width,Screen.height,TextureFormat.ARGB32, false); + Color[] colors = new Color[Screen.width*Screen.height]; + for (int i = 0; i < colors.Length; i++) { + colors[i]=color; + } + texture.SetPixels(colors); + texture.Apply(); + return(texture); + } + + /// + /// Puts a GameObject on a path at the provided percentage + /// + /// + /// A + /// + /// + /// A + /// + /// + /// A + /// + public static void PutOnPath(GameObject target, Vector3[] path, float percent){ + target.transform.position=Interp(PathControlPointGenerator(path),percent); + } + + /// + /// Puts a GameObject on a path at the provided percentage + /// + /// + /// A + /// + /// + /// A + /// + /// + /// A + /// + public static void PutOnPath(Transform target, Vector3[] path, float percent){ + target.position=Interp(PathControlPointGenerator(path),percent); + } + + /// + /// Puts a GameObject on a path at the provided percentage + /// + /// + /// A + /// + /// + /// A + /// + /// + /// A + /// + public static void PutOnPath(GameObject target, Transform[] path, float percent){ + //create and store path points: + Vector3[] suppliedPath = new Vector3[path.Length]; + for (int i = 0; i < path.Length; i++) { + suppliedPath[i]=path[i].position; + } + target.transform.position=Interp(PathControlPointGenerator(suppliedPath),percent); + } + + /// + /// Puts a GameObject on a path at the provided percentage + /// + /// + /// A + /// + /// + /// A + /// + /// + /// A + /// + public static void PutOnPath(Transform target, Transform[] path, float percent){ + //create and store path points: + Vector3[] suppliedPath = new Vector3[path.Length]; + for (int i = 0; i < path.Length; i++) { + suppliedPath[i]=path[i].position; + } + target.position=Interp(PathControlPointGenerator(suppliedPath),percent); + } + + /// + /// Returns a Vector3 position on a path at the provided percentage + /// + /// + /// A + /// + /// + /// A + /// + /// + /// A + /// + public static Vector3 PointOnPath(Transform[] path, float percent){ + //create and store path points: + Vector3[] suppliedPath = new Vector3[path.Length]; + for (int i = 0; i < path.Length; i++) { + suppliedPath[i]=path[i].position; + } + return(Interp(PathControlPointGenerator(suppliedPath),percent)); + } + + /// + /// When called from an OnDrawGizmos() function it will draw a line through the provided array of Vector3s. + /// + /// + /// A + /// + public static void DrawLine(Vector3[] line) { + if(line.Length>0){ + DrawLineHelper(line,Defaults.color,"gizmos"); + } + } + + /// + /// When called from an OnDrawGizmos() function it will draw a line through the provided array of Vector3s. + /// + /// + /// A + /// + /// + /// A + /// + public static void DrawLine(Vector3[] line, Color color) { + if(line.Length>0){ + DrawLineHelper(line,color,"gizmos"); + } + } + + /// + /// When called from an OnDrawGizmos() function it will draw a line through the provided array of Transforms. + /// + /// + /// A + /// + public static void DrawLine(Transform[] line) { + if(line.Length>0){ + //create and store line points: + Vector3[] suppliedLine = new Vector3[line.Length]; + for (int i = 0; i < line.Length; i++) { + suppliedLine[i]=line[i].position; + } + DrawLineHelper(suppliedLine,Defaults.color,"gizmos"); + } + } + + /// + /// When called from an OnDrawGizmos() function it will draw a line through the provided array of Transforms. + /// + /// + /// A + /// + /// + /// A + /// + public static void DrawLine(Transform[] line,Color color) { + if(line.Length>0){ + //create and store line points: + Vector3[] suppliedLine = new Vector3[line.Length]; + for (int i = 0; i < line.Length; i++) { + suppliedLine[i]=line[i].position; + } + + DrawLineHelper(suppliedLine, color,"gizmos"); + } + } + + /// + /// Draws a line through the provided array of Vector3s with Gizmos.DrawLine(). + /// + /// + /// A + /// + public static void DrawLineGizmos(Vector3[] line) { + if(line.Length>0){ + DrawLineHelper(line,Defaults.color,"gizmos"); + } + } + + /// + /// Draws a line through the provided array of Vector3s with Gizmos.DrawLine(). + /// + /// + /// A + /// + /// + /// A + /// + public static void DrawLineGizmos(Vector3[] line, Color color) { + if(line.Length>0){ + DrawLineHelper(line,color,"gizmos"); + } + } + + /// + /// Draws a line through the provided array of Transforms with Gizmos.DrawLine(). + /// + /// + /// A + /// + public static void DrawLineGizmos(Transform[] line) { + if(line.Length>0){ + //create and store line points: + Vector3[] suppliedLine = new Vector3[line.Length]; + for (int i = 0; i < line.Length; i++) { + suppliedLine[i]=line[i].position; + } + DrawLineHelper(suppliedLine,Defaults.color,"gizmos"); + } + } + + /// + /// Draws a line through the provided array of Transforms with Gizmos.DrawLine(). + /// + /// + /// A + /// + /// + /// A + /// + public static void DrawLineGizmos(Transform[] line,Color color) { + if(line.Length>0){ + //create and store line points: + Vector3[] suppliedLine = new Vector3[line.Length]; + for (int i = 0; i < line.Length; i++) { + suppliedLine[i]=line[i].position; + } + + DrawLineHelper(suppliedLine, color,"gizmos"); + } + } + + /// + /// Draws a line through the provided array of Vector3s with Handles.DrawLine(). + /// + /// + /// A + /// + public static void DrawLineHandles(Vector3[] line) { + if(line.Length>0){ + DrawLineHelper(line,Defaults.color,"handles"); + } + } + + /// + /// Draws a line through the provided array of Vector3s with Handles.DrawLine(). + /// + /// + /// A + /// + /// + /// A + /// + public static void DrawLineHandles(Vector3[] line, Color color) { + if(line.Length>0){ + DrawLineHelper(line,color,"handles"); + } + } + + /// + /// Draws a line through the provided array of Transforms with Handles.DrawLine(). + /// + /// + /// A + /// + public static void DrawLineHandles(Transform[] line) { + if(line.Length>0){ + //create and store line points: + Vector3[] suppliedLine = new Vector3[line.Length]; + for (int i = 0; i < line.Length; i++) { + suppliedLine[i]=line[i].position; + } + DrawLineHelper(suppliedLine,Defaults.color,"handles"); + } + } + + /// + /// Draws a line through the provided array of Transforms with Handles.DrawLine(). + /// + /// + /// A + /// + /// + /// A + /// + public static void DrawLineHandles(Transform[] line,Color color) { + if(line.Length>0){ + //create and store line points: + Vector3[] suppliedLine = new Vector3[line.Length]; + for (int i = 0; i < line.Length; i++) { + suppliedLine[i]=line[i].position; + } + + DrawLineHelper(suppliedLine, color,"handles"); + } + } + + /// + /// Returns a Vector3 position on a path at the provided percentage + /// + /// + /// A + /// + /// + /// A + /// + /// + /// A + /// + public static Vector3 PointOnPath(Vector3[] path, float percent){ + return(Interp(PathControlPointGenerator(path),percent)); + } + + /// + /// When called from an OnDrawGizmos() function it will draw a curved path through the provided array of Vector3s. + /// + /// + /// A + /// + public static void DrawPath(Vector3[] path) { + if(path.Length>0){ + DrawPathHelper(path,Defaults.color,"gizmos"); + } + } + + /// + /// When called from an OnDrawGizmos() function it will draw a curved path through the provided array of Vector3s. + /// + /// + /// A + /// + /// + /// A + /// + public static void DrawPath(Vector3[] path, Color color) { + if(path.Length>0){ + DrawPathHelper(path, color,"gizmos"); + } + } + + /// + /// When called from an OnDrawGizmos() function it will draw a curved path through the provided array of Transforms. + /// + /// + /// A + /// + public static void DrawPath(Transform[] path) { + if(path.Length>0){ + //create and store path points: + Vector3[] suppliedPath = new Vector3[path.Length]; + for (int i = 0; i < path.Length; i++) { + suppliedPath[i]=path[i].position; + } + + DrawPathHelper(suppliedPath,Defaults.color,"gizmos"); + } + } + + /// + /// When called from an OnDrawGizmos() function it will draw a curved path through the provided array of Transforms. + /// + /// + /// A + /// + /// + /// A + /// + public static void DrawPath(Transform[] path,Color color) { + if(path.Length>0){ + //create and store path points: + Vector3[] suppliedPath = new Vector3[path.Length]; + for (int i = 0; i < path.Length; i++) { + suppliedPath[i]=path[i].position; + } + + DrawPathHelper(suppliedPath, color,"gizmos"); + } + } + + /// + /// Draws a curved path through the provided array of Vector3s with Gizmos.DrawLine(). + /// + /// + /// A + /// + public static void DrawPathGizmos(Vector3[] path) { + if(path.Length>0){ + DrawPathHelper(path,Defaults.color,"gizmos"); + } + } + + /// + /// Draws a curved path through the provided array of Vector3s with Gizmos.DrawLine(). + /// + /// + /// A + /// + /// + /// A + /// + public static void DrawPathGizmos(Vector3[] path, Color color) { + if(path.Length>0){ + DrawPathHelper(path, color,"gizmos"); + } + } + + /// + /// Draws a curved path through the provided array of Transforms with Gizmos.DrawLine(). + /// + /// + /// A + /// + public static void DrawPathGizmos(Transform[] path) { + if(path.Length>0){ + //create and store path points: + Vector3[] suppliedPath = new Vector3[path.Length]; + for (int i = 0; i < path.Length; i++) { + suppliedPath[i]=path[i].position; + } + + DrawPathHelper(suppliedPath,Defaults.color,"gizmos"); + } + } + + /// + /// Draws a curved path through the provided array of Transforms with Gizmos.DrawLine(). + /// + /// + /// A + /// + /// + /// A + /// + public static void DrawPathGizmos(Transform[] path,Color color) { + if(path.Length>0){ + //create and store path points: + Vector3[] suppliedPath = new Vector3[path.Length]; + for (int i = 0; i < path.Length; i++) { + suppliedPath[i]=path[i].position; + } + + DrawPathHelper(suppliedPath, color,"gizmos"); + } + } + + /// + /// Draws a curved path through the provided array of Vector3s with Handles.DrawLine(). + /// + /// + /// A + /// + public static void DrawPathHandles(Vector3[] path) { + if(path.Length>0){ + DrawPathHelper(path,Defaults.color,"handles"); + } + } + + /// + /// Draws a curved path through the provided array of Vector3s with Handles.DrawLine(). + /// + /// + /// A + /// + /// + /// A + /// + public static void DrawPathHandles(Vector3[] path, Color color) { + if(path.Length>0){ + DrawPathHelper(path, color,"handles"); + } + } + + /// + /// Draws a curved path through the provided array of Transforms with Handles.DrawLine(). + /// + /// + /// A + /// + public static void DrawPathHandles(Transform[] path) { + if(path.Length>0){ + //create and store path points: + Vector3[] suppliedPath = new Vector3[path.Length]; + for (int i = 0; i < path.Length; i++) { + suppliedPath[i]=path[i].position; + } + + DrawPathHelper(suppliedPath,Defaults.color,"handles"); + } + } + + /// + /// Draws a curved path through the provided array of Transforms with Handles.DrawLine(). + /// + /// + /// A + /// + /// + /// A + /// + public static void DrawPathHandles(Transform[] path,Color color) { + if(path.Length>0){ + //create and store path points: + Vector3[] suppliedPath = new Vector3[path.Length]; + for (int i = 0; i < path.Length; i++) { + suppliedPath[i]=path[i].position; + } + + DrawPathHelper(suppliedPath, color,"handles"); + } + } + + /// + /// Changes a camera fade's texture. + /// + /// + /// A + /// + public static void CameraFadeDepth(int depth){ + if(cameraFade){ + cameraFade.transform.position=new Vector3(cameraFade.transform.position.x,cameraFade.transform.position.y,depth); + } + } + + /// + /// Removes and destroyes a camera fade. + /// + public static void CameraFadeDestroy(){ + if(cameraFade){ + Destroy(cameraFade); + } + } + + /// + /// Changes a camera fade's texture. + /// + /// + /// A + /// + public static void CameraFadeSwap(Texture2D texture){ + if(cameraFade){ + cameraFade.GetComponent().texture=texture; + } + } + + /// + /// Creates a GameObject (if it doesn't exist) at the supplied depth that can be used to simulate a camera fade. + /// + /// + /// A + /// + /// + /// A + /// + /// + /// A for a reference to the CameraFade. + /// + public static GameObject CameraFadeAdd(Texture2D texture, int depth){ + if(cameraFade){ + return null; + }else{ + //establish colorFade object: + cameraFade = new GameObject("iTween Camera Fade"); + cameraFade.transform.position= new Vector3(.5f,.5f,depth); + cameraFade.AddComponent(); + cameraFade.GetComponent().texture=texture; + cameraFade.GetComponent().color = new Color(.5f,.5f,.5f,0); + return cameraFade; + } + } + + /// + /// Creates a GameObject (if it doesn't exist) at the default depth that can be used to simulate a camera fade. + /// + /// + /// A + /// + /// + /// A for a reference to the CameraFade. + /// + public static GameObject CameraFadeAdd(Texture2D texture){ + if(cameraFade){ + return null; + }else{ + //establish colorFade object: + cameraFade = new GameObject("iTween Camera Fade"); + cameraFade.transform.position= new Vector3(.5f,.5f,Defaults.cameraFadeDepth); + cameraFade.AddComponent(); + cameraFade.GetComponent().texture=texture; + cameraFade.GetComponent().color = new Color(.5f,.5f,.5f,0); + return cameraFade; + } + } + + /// + /// Creates a GameObject (if it doesn't exist) at the default depth filled with black that can be used to simulate a camera fade. + /// + /// + /// A for a reference to the CameraFade. + /// + public static GameObject CameraFadeAdd(){ + if(cameraFade){ + return null; + }else{ + //establish colorFade object: + cameraFade = new GameObject("iTween Camera Fade"); + cameraFade.transform.position= new Vector3(.5f,.5f,Defaults.cameraFadeDepth); + cameraFade.AddComponent(); + cameraFade.GetComponent().texture=CameraTexture(Color.black); + cameraFade.GetComponent().color = new Color(.5f,.5f,.5f,0); + return cameraFade; + } + } + + + //################################# + //# RESUME UTILITIES AND OVERLOADS # + //################################# + + /// + /// Resume all iTweens on a GameObject. + /// + public static void Resume(GameObject target){ + Component[] tweens = target.GetComponents(typeof(iTween)); + foreach (iTween item in tweens){ + item.enabled=true; + } + } + + /// + /// Resume all iTweens on a GameObject including its children. + /// + public static void Resume(GameObject target, bool includechildren){ + Resume(target); + if(includechildren){ + foreach(Transform child in target.transform){ + Resume(child.gameObject,true); + } + } + } + + /// + /// Resume all iTweens on a GameObject of a particular type. + /// + /// A name of the type of iTween you would like to resume. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. + /// + public static void Resume(GameObject target, string type){ + Component[] tweens = target.GetComponents(typeof(iTween)); + foreach (iTween item in tweens){ + string targetType = item.type+item.method; + targetType=targetType.Substring(0,type.Length); + if(targetType.ToLower() == type.ToLower()){ + item.enabled=true; + } + } + } + + /// + /// Resume all iTweens on a GameObject of a particular type including its children. + /// + /// A name of the type of iTween you would like to resume. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. + /// + public static void Resume(GameObject target, string type, bool includechildren){ + Component[] tweens = target.GetComponents(typeof(iTween)); + foreach (iTween item in tweens){ + string targetType = item.type+item.method; + targetType=targetType.Substring(0,type.Length); + if(targetType.ToLower() == type.ToLower()){ + item.enabled=true; + } + } + if(includechildren){ + foreach(Transform child in target.transform){ + Resume(child.gameObject,type,true); + } + } + } + + /// + /// Resume all iTweens in scene. + /// + public static void Resume(){ + for (int i = 0; i < tweens.Count; i++) { + Hashtable currentTween = (Hashtable)tweens[i]; + GameObject target = (GameObject)currentTween["target"]; + Resume(target); + } + } + + /// + /// Resume all iTweens in scene of a particular type. + /// + /// + /// A name of the type of iTween you would like to resume. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. + /// + public static void Resume(string type){ + ArrayList resumeArray = new ArrayList(); + + for (int i = 0; i < tweens.Count; i++) { + Hashtable currentTween = (Hashtable)tweens[i]; + GameObject target = (GameObject)currentTween["target"]; + resumeArray.Insert(resumeArray.Count,target); + } + + for (int i = 0; i < resumeArray.Count; i++) { + Resume((GameObject)resumeArray[i],type); + } + } + + //################################# + //# PAUSE UTILITIES AND OVERLOADS # + //################################# + + /// + /// Pause all iTweens on a GameObject. + /// + public static void Pause(GameObject target){ + Component[] tweens = target.GetComponents(typeof(iTween)); + foreach (iTween item in tweens){ + if(item.delay>0){ + item.delay-=Time.time-item.delayStarted; + item.StopCoroutine("TweenDelay"); + } + item.isPaused=true; + item.enabled=false; + } + } + + /// + /// Pause all iTweens on a GameObject including its children. + /// + public static void Pause(GameObject target, bool includechildren){ + Pause(target); + if(includechildren){ + foreach(Transform child in target.transform){ + Pause(child.gameObject,true); + } + } + } + + /// + /// Pause all iTweens on a GameObject of a particular type. + /// + /// A name of the type of iTween you would like to pause. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. + /// + public static void Pause(GameObject target, string type){ + Component[] tweens = target.GetComponents(typeof(iTween)); + foreach (iTween item in tweens){ + string targetType = item.type+item.method; + targetType=targetType.Substring(0,type.Length); + if(targetType.ToLower() == type.ToLower()){ + if(item.delay>0){ + item.delay-=Time.time-item.delayStarted; + item.StopCoroutine("TweenDelay"); + } + item.isPaused=true; + item.enabled=false; + } + } + } + + /// + /// Pause all iTweens on a GameObject of a particular type including its children. + /// + /// A name of the type of iTween you would like to pause. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. + /// + public static void Pause(GameObject target, string type, bool includechildren){ + Component[] tweens = target.GetComponents(typeof(iTween)); + foreach (iTween item in tweens){ + string targetType = item.type+item.method; + targetType=targetType.Substring(0,type.Length); + if(targetType.ToLower() == type.ToLower()){ + if(item.delay>0){ + item.delay-=Time.time-item.delayStarted; + item.StopCoroutine("TweenDelay"); + } + item.isPaused=true; + item.enabled=false; + } + } + if(includechildren){ + foreach(Transform child in target.transform){ + Pause(child.gameObject,type,true); + } + } + } + + /// + /// Pause all iTweens in scene. + /// + public static void Pause(){ + for (int i = 0; i < tweens.Count; i++) { + Hashtable currentTween = (Hashtable)tweens[i]; + GameObject target = (GameObject)currentTween["target"]; + Pause(target); + } + } + + /// + /// Pause all iTweens in scene of a particular type. + /// + /// + /// A name of the type of iTween you would like to pause. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. + /// + public static void Pause(string type){ + ArrayList pauseArray = new ArrayList(); + + for (int i = 0; i < tweens.Count; i++) { + Hashtable currentTween = (Hashtable)tweens[i]; + GameObject target = (GameObject)currentTween["target"]; + pauseArray.Insert(pauseArray.Count,target); + } + + for (int i = 0; i < pauseArray.Count; i++) { + Pause((GameObject)pauseArray[i],type); + } + } + + //################################# + //# COUNT UTILITIES AND OVERLOADS # + //################################# + + /// + /// Count all iTweens in current scene. + /// + public static int Count(){ + return(tweens.Count); + } + + /// + /// Count all iTweens in current scene of a particular type. + /// + /// + /// A name of the type of iTween you would like to stop. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. + /// + public static int Count(string type){ + int tweenCount = 0; + + for (int i = 0; i < tweens.Count; i++) { + Hashtable currentTween = (Hashtable)tweens[i]; + string targetType = (string)currentTween["type"]+(string)currentTween["method"]; + targetType=targetType.Substring(0,type.Length); + if(targetType.ToLower() == type.ToLower()){ + tweenCount++; + } + } + + return(tweenCount); + } + + /// + /// Count all iTweens on a GameObject. + /// + public static int Count(GameObject target){ + Component[] tweens = target.GetComponents(typeof(iTween)); + return(tweens.Length); + } + + /// + /// Count all iTweens on a GameObject of a particular type. + /// + /// + /// A name of the type of iTween you would like to count. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. + /// + public static int Count(GameObject target, string type){ + int tweenCount = 0; + Component[] tweens = target.GetComponents(typeof(iTween));foreach (iTween item in tweens){ + string targetType = item.type+item.method; + targetType=targetType.Substring(0,type.Length); + if(targetType.ToLower() == type.ToLower()){ + tweenCount++; + } + } + return(tweenCount); + } + + //################################ + //# STOP UTILITIES AND OVERLOADS # + //################################ + + /// + /// Stop and destroy all Tweens in current scene. + /// + public static void Stop(){ + for (int i = 0; i < tweens.Count; i++) { + Hashtable currentTween = (Hashtable)tweens[i]; + GameObject target = (GameObject)currentTween["target"]; + Stop(target); + } + tweens.Clear(); + } + + /// + /// Stop and destroy all iTweens in current scene of a particular type. + /// + /// + /// A name of the type of iTween you would like to stop. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. + /// + public static void Stop(string type){ + ArrayList stopArray = new ArrayList(); + + for (int i = 0; i < tweens.Count; i++) { + Hashtable currentTween = (Hashtable)tweens[i]; + GameObject target = (GameObject)currentTween["target"]; + stopArray.Insert(stopArray.Count,target); + } + + for (int i = 0; i < stopArray.Count; i++) { + Stop((GameObject)stopArray[i],type); + } + } + + /* GFX47 MOD START */ + /// + /// Stop and destroy all iTweens in current scene of a particular name. + /// + /// + /// The name of iTween you would like to stop. + /// + public static void StopByName(string name){ + ArrayList stopArray = new ArrayList(); + + for (int i = 0; i < tweens.Count; i++) { + Hashtable currentTween = (Hashtable)tweens[i]; + GameObject target = (GameObject)currentTween["target"]; + stopArray.Insert(stopArray.Count,target); + } + + for (int i = 0; i < stopArray.Count; i++) { + StopByName((GameObject)stopArray[i],name); + } + } + /* GFX47 MOD END */ + + /// + /// Stop and destroy all iTweens on a GameObject. + /// + public static void Stop(GameObject target){ + Component[] tweens = target.GetComponents(typeof(iTween)); + foreach (iTween item in tweens){ + item.Dispose(); + } + } + + /// + /// Stop and destroy all iTweens on a GameObject including its children. + /// + public static void Stop(GameObject target, bool includechildren){ + Stop(target); + if(includechildren){ + foreach(Transform child in target.transform){ + Stop(child.gameObject,true); + } + } + } + + /// + /// Stop and destroy all iTweens on a GameObject of a particular type. + /// + /// A name of the type of iTween you would like to stop. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. + /// + public static void Stop(GameObject target, string type){ + Component[] tweens = target.GetComponents(typeof(iTween)); + foreach (iTween item in tweens){ + string targetType = item.type+item.method; + targetType=targetType.Substring(0,type.Length); + if(targetType.ToLower() == type.ToLower()){ + item.Dispose(); + } + } + } + + /* GFX47 MOD START */ + /// + /// Stop and destroy all iTweens on a GameObject of a particular name. + /// + /// The name of iTween you would like to stop. + /// + public static void StopByName(GameObject target, string name){ + Component[] tweens = target.GetComponents(typeof(iTween)); + foreach (iTween item in tweens){ + /*string targetType = item.type+item.method; + targetType=targetType.Substring(0,type.Length); + if(targetType.ToLower() == type.ToLower()){ + item.Dispose(); + }*/ + if(item._name == name){ + item.Dispose(); + } + } + } + /* GFX47 MOD END */ + + /// + /// Stop and destroy all iTweens on a GameObject of a particular type including its children. + /// + /// A name of the type of iTween you would like to stop. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. + /// + public static void Stop(GameObject target, string type, bool includechildren){ + Component[] tweens = target.GetComponents(typeof(iTween)); + foreach (iTween item in tweens){ + string targetType = item.type+item.method; + targetType=targetType.Substring(0,type.Length); + if(targetType.ToLower() == type.ToLower()){ + item.Dispose(); + } + } + if(includechildren){ + foreach(Transform child in target.transform){ + Stop(child.gameObject,type,true); + } + } + } + + /* GFX47 MOD START */ + /// + /// Stop and destroy all iTweens on a GameObject of a particular name including its children. + /// + /// The name of iTween you would like to stop. + /// + public static void StopByName(GameObject target, string name, bool includechildren){ + Component[] tweens = target.GetComponents(typeof(iTween)); + foreach (iTween item in tweens){ + /*string targetType = item.type+item.method; + targetType=targetType.Substring(0,type.Length); + if(targetType.ToLower() == type.ToLower()){ + item.Dispose(); + }*/ + if(item._name == name){ + item.Dispose(); + } + } + if(includechildren){ + foreach(Transform child in target.transform){ + //Stop(child.gameObject,type,true); + StopByName(child.gameObject,name,true); + } + } + } + /* GFX47 MOD END */ + + /// + /// Universal interface to help in the creation of Hashtables. Especially useful for C# users. + /// + /// + /// A of alternating name value pairs. For example "time",1,"delay",2... + /// + /// + /// A + /// + public static Hashtable Hash(params object[] args){ + Hashtable hashTable = new Hashtable(args.Length/2); + if (args.Length %2 != 0) { + Debug.LogError("Tween Error: Hash requires an even number of arguments!"); + return null; + }else{ + int i = 0; + while(i < args.Length - 1) { + hashTable.Add(args[i], args[i+1]); + i += 2; + } + return hashTable; + } + } + + #endregion + + #region Component Segments + + void Awake(){ + RetrieveArgs(); + lastRealTime = Time.realtimeSinceStartup; // Added by PressPlay + } + + IEnumerator Start(){ + if(delay > 0){ + yield return StartCoroutine("TweenDelay"); + } + TweenStart(); + } + + //non-physics + void Update(){ + if(isRunning && !physics){ + if(!reverse){ + if(percentage<1f){ + TweenUpdate(); + }else{ + TweenComplete(); + } + }else{ + if(percentage>0){ + TweenUpdate(); + }else{ + TweenComplete(); + } + } + } + } + + //physics + void FixedUpdate(){ + if(isRunning && physics){ + if(!reverse){ + if(percentage<1f){ + TweenUpdate(); + }else{ + TweenComplete(); + } + }else{ + if(percentage>0){ + TweenUpdate(); + }else{ + TweenComplete(); + } + } + } + } + + void LateUpdate(){ + //look applications: + if(tweenArguments.Contains("looktarget") && isRunning){ + if(type =="move" || type =="shake" || type=="punch"){ + LookUpdate(gameObject,tweenArguments); + } + } + } + + void OnEnable(){ + if(isRunning){ + EnableKinematic(); + } + + //resume delay: + if(isPaused){ + isPaused=false; + if(delay > 0){ + wasPaused=true; + ResumeDelay(); + } + } + } + + void OnDisable(){ + DisableKinematic(); + } + + #endregion + + #region Internal Helpers + + private static void DrawLineHelper(Vector3[] line, Color color, string method){ + Gizmos.color=color; + for (int i = 0; i < line.Length-1; i++) { + if(method == "gizmos"){ + Gizmos.DrawLine(line[i], line[i+1]);; + }else if(method == "handles"){ + Debug.LogError("iTween Error: Drawing a line with Handles is temporarily disabled because of compatability issues with Unity 2.6!"); + //UnityEditor.Handles.DrawLine(line[i], line[i+1]); + } + } + } + + private static void DrawPathHelper(Vector3[] path, Color color, string method){ + Vector3[] vector3s = PathControlPointGenerator(path); + + //Line Draw: + Vector3 prevPt = Interp(vector3s,0); + Gizmos.color=color; + int SmoothAmount = path.Length*20; + for (int i = 1; i <= SmoothAmount; i++) { + float pm = (float) i / SmoothAmount; + Vector3 currPt = Interp(vector3s,pm); + if(method == "gizmos"){ + Gizmos.DrawLine(currPt, prevPt); + }else if(method == "handles"){ + Debug.LogError("iTween Error: Drawing a path with Handles is temporarily disabled because of compatability issues with Unity 2.6!"); + //UnityEditor.Handles.DrawLine(currPt, prevPt); + } + prevPt = currPt; + } + } + + private static Vector3[] PathControlPointGenerator(Vector3[] path){ + Vector3[] suppliedPath; + Vector3[] vector3s; + + //create and store path points: + suppliedPath = path; + + //populate calculate path; + int offset = 2; + vector3s = new Vector3[suppliedPath.Length+offset]; + Array.Copy(suppliedPath,0,vector3s,1,suppliedPath.Length); + + //populate start and end control points: + //vector3s[0] = vector3s[1] - vector3s[2]; + vector3s[0] = vector3s[1] + (vector3s[1] - vector3s[2]); + vector3s[vector3s.Length-1] = vector3s[vector3s.Length-2] + (vector3s[vector3s.Length-2] - vector3s[vector3s.Length-3]); + + //is this a closed, continuous loop? yes? well then so let's make a continuous Catmull-Rom spline! + if(vector3s[1] == vector3s[vector3s.Length-2]){ + Vector3[] tmpLoopSpline = new Vector3[vector3s.Length]; + Array.Copy(vector3s,tmpLoopSpline,vector3s.Length); + tmpLoopSpline[0]=tmpLoopSpline[tmpLoopSpline.Length-3]; + tmpLoopSpline[tmpLoopSpline.Length-1]=tmpLoopSpline[2]; + vector3s=new Vector3[tmpLoopSpline.Length]; + Array.Copy(tmpLoopSpline,vector3s,tmpLoopSpline.Length); + } + + return(vector3s); + } + + //andeeee from the Unity forum's steller Catmull-Rom class ( http://forum.unity3d.com/viewtopic.php?p=218400#218400 ): + private static Vector3 Interp(Vector3[] pts, float t){ + int numSections = pts.Length - 3; + int currPt = Mathf.Min(Mathf.FloorToInt(t * (float) numSections), numSections - 1); + float u = t * (float) numSections - (float) currPt; + + Vector3 a = pts[currPt]; + Vector3 b = pts[currPt + 1]; + Vector3 c = pts[currPt + 2]; + Vector3 d = pts[currPt + 3]; + + return .5f * ( + (-a + 3f * b - 3f * c + d) * (u * u * u) + + (2f * a - 5f * b + 4f * c - d) * (u * u) + + (-a + c) * u + + 2f * b + ); + } + + //andeeee from the Unity forum's steller Catmull-Rom class ( http://forum.unity3d.com/viewtopic.php?p=218400#218400 ): + private class CRSpline { + public Vector3[] pts; + + public CRSpline(params Vector3[] pts) { + this.pts = new Vector3[pts.Length]; + Array.Copy(pts, this.pts, pts.Length); + } + + + public Vector3 Interp(float t) { + int numSections = pts.Length - 3; + int currPt = Mathf.Min(Mathf.FloorToInt(t * (float) numSections), numSections - 1); + float u = t * (float) numSections - (float) currPt; + Vector3 a = pts[currPt]; + Vector3 b = pts[currPt + 1]; + Vector3 c = pts[currPt + 2]; + Vector3 d = pts[currPt + 3]; + return .5f*((-a+3f*b-3f*c+d)*(u*u*u)+(2f*a-5f*b+4f*c-d)*(u*u)+(-a+c)*u+2f*b); + } + } + + //catalog new tween and add component phase of iTween: + static void Launch(GameObject target, Hashtable args){ + if(!args.Contains("id")){ + args["id"] = GenerateID(); + } + if(!args.Contains("target")){ + args["target"] = target; + } + tweens.Insert(0,args); + target.AddComponent(); + } + + //cast any accidentally supplied doubles and ints as floats as iTween only uses floats internally and unify parameter case: + static Hashtable CleanArgs(Hashtable args){ + Hashtable argsCopy = new Hashtable(args.Count); + Hashtable argsCaseUnified = new Hashtable(args.Count); + + foreach (DictionaryEntry item in args) { + argsCopy.Add(item.Key, item.Value); + } + + foreach (DictionaryEntry item in argsCopy) { + if(item.Value.GetType() == typeof(System.Int32)){ + int original = (int)item.Value; + float casted = (float)original; + args[item.Key] = casted; + } + if(item.Value.GetType() == typeof(System.Double)){ + double original = (double)item.Value; + float casted = (float)original; + args[item.Key] = casted; + } + } + + //unify parameter case: + foreach (DictionaryEntry item in args) { + argsCaseUnified.Add(item.Key.ToString().ToLower(), item.Value); + } + + //swap back case unification: + args = argsCaseUnified; + + return args; + } + + //random ID generator: + static string GenerateID(){ + int strlen = 15; + char[] chars = {'a','b','c','d','e','f','g','h','i','j','k','l','m','n','o','p','q','r','s','t','u','v','w','x','y','z','A','B','C','D','E','F','G','H','I','J','K','L','M','N','O','P','Q','R','S','T','U','V','W','X','Y','Z','0','1','2','3','4','5','6','7','8'}; + int num_chars = chars.Length - 1; + string randomChar = ""; + for (int i = 0; i < strlen; i++) { + randomChar += chars[(int)Mathf.Floor(UnityEngine.Random.Range(0,num_chars))]; + } + return randomChar; + } + + //grab and set generic, neccesary iTween arguments: + void RetrieveArgs(){ + foreach (Hashtable item in tweens) { + if((GameObject)item["target"] == gameObject){ + tweenArguments=item; + break; + } + } + + id=(string)tweenArguments["id"]; + type=(string)tweenArguments["type"]; + /* GFX47 MOD START */ + _name=(string)tweenArguments["name"]; + /* GFX47 MOD END */ + method=(string)tweenArguments["method"]; + + if(tweenArguments.Contains("time")){ + time=(float)tweenArguments["time"]; + }else{ + time=Defaults.time; + } + + //do we need to use physics, is there a rigidbody? + if(GetComponent() != null){ + physics=true; + } + + if(tweenArguments.Contains("delay")){ + delay=(float)tweenArguments["delay"]; + }else{ + delay=Defaults.delay; + } + + if(tweenArguments.Contains("namedcolorvalue")){ + //allows namedcolorvalue to be set as either an enum(C# friendly) or a string(JS friendly), string case usage doesn't matter to further increase usability: + if(tweenArguments["namedcolorvalue"].GetType() == typeof(NamedValueColor)){ + namedcolorvalue=(NamedValueColor)tweenArguments["namedcolorvalue"]; + }else{ + try { + namedcolorvalue=(NamedValueColor)Enum.Parse(typeof(NamedValueColor),(string)tweenArguments["namedcolorvalue"],true); + } catch { + Debug.LogWarning("iTween: Unsupported namedcolorvalue supplied! Default will be used."); + namedcolorvalue = iTween.NamedValueColor._Color; + } + } + }else{ + namedcolorvalue=Defaults.namedColorValue; + } + + if(tweenArguments.Contains("looptype")){ + //allows loopType to be set as either an enum(C# friendly) or a string(JS friendly), string case usage doesn't matter to further increase usability: + if(tweenArguments["looptype"].GetType() == typeof(LoopType)){ + loopType=(LoopType)tweenArguments["looptype"]; + }else{ + try { + loopType=(LoopType)Enum.Parse(typeof(LoopType),(string)tweenArguments["looptype"],true); + } catch { + Debug.LogWarning("iTween: Unsupported loopType supplied! Default will be used."); + loopType = iTween.LoopType.none; + } + } + }else{ + loopType = iTween.LoopType.none; + } + + if(tweenArguments.Contains("easetype")){ + //allows easeType to be set as either an enum(C# friendly) or a string(JS friendly), string case usage doesn't matter to further increase usability: + if(tweenArguments["easetype"].GetType() == typeof(EaseType)){ + easeType=(EaseType)tweenArguments["easetype"]; + }else{ + try { + easeType=(EaseType)Enum.Parse(typeof(EaseType),(string)tweenArguments["easetype"],true); + } catch { + Debug.LogWarning("iTween: Unsupported easeType supplied! Default will be used."); + easeType=Defaults.easeType; + } + } + }else{ + easeType=Defaults.easeType; + } + + if(tweenArguments.Contains("space")){ + //allows space to be set as either an enum(C# friendly) or a string(JS friendly), string case usage doesn't matter to further increase usability: + if(tweenArguments["space"].GetType() == typeof(Space)){ + space=(Space)tweenArguments["space"]; + }else{ + try { + space=(Space)Enum.Parse(typeof(Space),(string)tweenArguments["space"],true); + } catch { + Debug.LogWarning("iTween: Unsupported space supplied! Default will be used."); + space = Defaults.space; + } + } + }else{ + space = Defaults.space; + } + + if(tweenArguments.Contains("islocal")){ + isLocal = (bool)tweenArguments["islocal"]; + }else{ + isLocal = Defaults.isLocal; + } + + // Added by PressPlay + if (tweenArguments.Contains("ignoretimescale")) + { + useRealTime = (bool)tweenArguments["ignoretimescale"]; + } + else + { + useRealTime = Defaults.useRealTime; + } + + //instantiates a cached ease equation reference: + GetEasingFunction(); + } + + //instantiates a cached ease equation refrence: + void GetEasingFunction(){ + switch (easeType){ + case EaseType.easeInQuad: + ease = new EasingFunction(easeInQuad); + break; + case EaseType.easeOutQuad: + ease = new EasingFunction(easeOutQuad); + break; + case EaseType.easeInOutQuad: + ease = new EasingFunction(easeInOutQuad); + break; + case EaseType.easeInCubic: + ease = new EasingFunction(easeInCubic); + break; + case EaseType.easeOutCubic: + ease = new EasingFunction(easeOutCubic); + break; + case EaseType.easeInOutCubic: + ease = new EasingFunction(easeInOutCubic); + break; + case EaseType.easeInQuart: + ease = new EasingFunction(easeInQuart); + break; + case EaseType.easeOutQuart: + ease = new EasingFunction(easeOutQuart); + break; + case EaseType.easeInOutQuart: + ease = new EasingFunction(easeInOutQuart); + break; + case EaseType.easeInQuint: + ease = new EasingFunction(easeInQuint); + break; + case EaseType.easeOutQuint: + ease = new EasingFunction(easeOutQuint); + break; + case EaseType.easeInOutQuint: + ease = new EasingFunction(easeInOutQuint); + break; + case EaseType.easeInSine: + ease = new EasingFunction(easeInSine); + break; + case EaseType.easeOutSine: + ease = new EasingFunction(easeOutSine); + break; + case EaseType.easeInOutSine: + ease = new EasingFunction(easeInOutSine); + break; + case EaseType.easeInExpo: + ease = new EasingFunction(easeInExpo); + break; + case EaseType.easeOutExpo: + ease = new EasingFunction(easeOutExpo); + break; + case EaseType.easeInOutExpo: + ease = new EasingFunction(easeInOutExpo); + break; + case EaseType.easeInCirc: + ease = new EasingFunction(easeInCirc); + break; + case EaseType.easeOutCirc: + ease = new EasingFunction(easeOutCirc); + break; + case EaseType.easeInOutCirc: + ease = new EasingFunction(easeInOutCirc); + break; + case EaseType.linear: + ease = new EasingFunction(linear); + break; + case EaseType.spring: + ease = new EasingFunction(spring); + break; + /* GFX47 MOD START */ + /*case EaseType.bounce: + ease = new EasingFunction(bounce); + break;*/ + case EaseType.easeInBounce: + ease = new EasingFunction(easeInBounce); + break; + case EaseType.easeOutBounce: + ease = new EasingFunction(easeOutBounce); + break; + case EaseType.easeInOutBounce: + ease = new EasingFunction(easeInOutBounce); + break; + /* GFX47 MOD END */ + case EaseType.easeInBack: + ease = new EasingFunction(easeInBack); + break; + case EaseType.easeOutBack: + ease = new EasingFunction(easeOutBack); + break; + case EaseType.easeInOutBack: + ease = new EasingFunction(easeInOutBack); + break; + /* GFX47 MOD START */ + /*case EaseType.elastic: + ease = new EasingFunction(elastic); + break;*/ + case EaseType.easeInElastic: + ease = new EasingFunction(easeInElastic); + break; + case EaseType.easeOutElastic: + ease = new EasingFunction(easeOutElastic); + break; + case EaseType.easeInOutElastic: + ease = new EasingFunction(easeInOutElastic); + break; + /* GFX47 MOD END */ + } + } + + //calculate percentage of tween based on time: + void UpdatePercentage(){ + + // Added by PressPlay + if (useRealTime) + { + runningTime += (Time.realtimeSinceStartup - lastRealTime); + } + else + { + runningTime += Time.deltaTime; + } + + if(reverse){ + percentage = 1 - runningTime/time; + }else{ + percentage = runningTime/time; + } + + lastRealTime = Time.realtimeSinceStartup; // Added by PressPlay + } + + void CallBack(string callbackType){ + if (tweenArguments.Contains(callbackType) && !tweenArguments.Contains("ischild")) { + //establish target: + GameObject target; + if (tweenArguments.Contains(callbackType+"target")) { + target=(GameObject)tweenArguments[callbackType+"target"]; + }else{ + target=gameObject; + } + + //throw an error if a string wasn't passed for callback: + if (tweenArguments[callbackType].GetType() == typeof(System.String)) { + target.SendMessage((string)tweenArguments[callbackType],(object)tweenArguments[callbackType+"params"],SendMessageOptions.DontRequireReceiver); + }else{ + Debug.LogError("iTween Error: Callback method references must be passed as a String!"); + Destroy (this); + } + } + } + + void Dispose(){ + for (int i = 0; i < tweens.Count; i++) { + Hashtable tweenEntry = (Hashtable)tweens[i]; + if ((string)tweenEntry["id"] == id){ + tweens.RemoveAt(i); + break; + } + } + Destroy(this); + } + + void ConflictCheck(){//if a new iTween is about to run and is of the same type as an in progress iTween this will destroy the previous if the new one is NOT identical in every way or it will destroy the new iTween if they are: + Component[] tweens = GetComponents(typeof(iTween)); + foreach (iTween item in tweens) { + if(item.type == "value"){ + return; + }else if(item.isRunning && item.type==type){ + //cancel out if this is a shake or punch variant: + if (item.method != method) { + return; + } + + //step 1: check for length first since it's the fastest: + if(item.tweenArguments.Count != tweenArguments.Count){ + item.Dispose(); + return; + } + + //step 2: side-by-side check to figure out if this is an identical tween scenario to handle Update usages of iTween: + foreach (DictionaryEntry currentProp in tweenArguments) { + if(!item.tweenArguments.Contains(currentProp.Key)){ + item.Dispose(); + return; + }else{ + if(!item.tweenArguments[currentProp.Key].Equals(tweenArguments[currentProp.Key]) && (string)currentProp.Key != "id"){//if we aren't comparing ids and something isn't exactly the same replace the running iTween: + item.Dispose(); + return; + } + } + } + + //step 3: prevent a new iTween addition if it is identical to the currently running iTween + Dispose(); + //Destroy(this); + } + } + } + + void EnableKinematic(){ + /* + if(gameObject.GetComponent(typeof(Rigidbody))){ + if(!rigidbody.isKinematic){ + kinematic=true; + rigidbody.isKinematic=true; + } + } + */ + } + + void DisableKinematic(){ + /* + if(kinematic && rigidbody.isKinematic==true){ + kinematic=false; + rigidbody.isKinematic=false; + } + */ + } + + void ResumeDelay(){ + StartCoroutine("TweenDelay"); + } + + #endregion + + #region Easing Curves + + private float linear(float start, float end, float value){ + return Mathf.Lerp(start, end, value); + } + + private float clerp(float start, float end, float value){ + float min = 0.0f; + float max = 360.0f; + float half = Mathf.Abs((max - min) / 2.0f); + float retval = 0.0f; + float diff = 0.0f; + if ((end - start) < -half){ + diff = ((max - start) + end) * value; + retval = start + diff; + }else if ((end - start) > half){ + diff = -((max - end) + start) * value; + retval = start + diff; + }else retval = start + (end - start) * value; + return retval; + } + + private float spring(float start, float end, float value){ + value = Mathf.Clamp01(value); + value = (Mathf.Sin(value * Mathf.PI * (0.2f + 2.5f * value * value * value)) * Mathf.Pow(1f - value, 2.2f) + value) * (1f + (1.2f * (1f - value))); + return start + (end - start) * value; + } + + private float easeInQuad(float start, float end, float value){ + end -= start; + return end * value * value + start; + } + + private float easeOutQuad(float start, float end, float value){ + end -= start; + return -end * value * (value - 2) + start; + } + + private float easeInOutQuad(float start, float end, float value){ + value /= .5f; + end -= start; + if (value < 1) return end / 2 * value * value + start; + value--; + return -end / 2 * (value * (value - 2) - 1) + start; + } + + private float easeInCubic(float start, float end, float value){ + end -= start; + return end * value * value * value + start; + } + + private float easeOutCubic(float start, float end, float value){ + value--; + end -= start; + return end * (value * value * value + 1) + start; + } + + private float easeInOutCubic(float start, float end, float value){ + value /= .5f; + end -= start; + if (value < 1) return end / 2 * value * value * value + start; + value -= 2; + return end / 2 * (value * value * value + 2) + start; + } + + private float easeInQuart(float start, float end, float value){ + end -= start; + return end * value * value * value * value + start; + } + + private float easeOutQuart(float start, float end, float value){ + value--; + end -= start; + return -end * (value * value * value * value - 1) + start; + } + + private float easeInOutQuart(float start, float end, float value){ + value /= .5f; + end -= start; + if (value < 1) return end / 2 * value * value * value * value + start; + value -= 2; + return -end / 2 * (value * value * value * value - 2) + start; + } + + private float easeInQuint(float start, float end, float value){ + end -= start; + return end * value * value * value * value * value + start; + } + + private float easeOutQuint(float start, float end, float value){ + value--; + end -= start; + return end * (value * value * value * value * value + 1) + start; + } + + private float easeInOutQuint(float start, float end, float value){ + value /= .5f; + end -= start; + if (value < 1) return end / 2 * value * value * value * value * value + start; + value -= 2; + return end / 2 * (value * value * value * value * value + 2) + start; + } + + private float easeInSine(float start, float end, float value){ + end -= start; + return -end * Mathf.Cos(value / 1 * (Mathf.PI / 2)) + end + start; + } + + private float easeOutSine(float start, float end, float value){ + end -= start; + return end * Mathf.Sin(value / 1 * (Mathf.PI / 2)) + start; + } + + private float easeInOutSine(float start, float end, float value){ + end -= start; + return -end / 2 * (Mathf.Cos(Mathf.PI * value / 1) - 1) + start; + } + + private float easeInExpo(float start, float end, float value){ + end -= start; + return end * Mathf.Pow(2, 10 * (value / 1 - 1)) + start; + } + + private float easeOutExpo(float start, float end, float value){ + end -= start; + return end * (-Mathf.Pow(2, -10 * value / 1) + 1) + start; + } + + private float easeInOutExpo(float start, float end, float value){ + value /= .5f; + end -= start; + if (value < 1) return end / 2 * Mathf.Pow(2, 10 * (value - 1)) + start; + value--; + return end / 2 * (-Mathf.Pow(2, -10 * value) + 2) + start; + } + + private float easeInCirc(float start, float end, float value){ + end -= start; + return -end * (Mathf.Sqrt(1 - value * value) - 1) + start; + } + + private float easeOutCirc(float start, float end, float value){ + value--; + end -= start; + return end * Mathf.Sqrt(1 - value * value) + start; + } + + private float easeInOutCirc(float start, float end, float value){ + value /= .5f; + end -= start; + if (value < 1) return -end / 2 * (Mathf.Sqrt(1 - value * value) - 1) + start; + value -= 2; + return end / 2 * (Mathf.Sqrt(1 - value * value) + 1) + start; + } + + /* GFX47 MOD START */ + private float easeInBounce(float start, float end, float value){ + end -= start; + float d = 1f; + return end - easeOutBounce(0, end, d-value) + start; + } + /* GFX47 MOD END */ + + /* GFX47 MOD START */ + //private float bounce(float start, float end, float value){ + private float easeOutBounce(float start, float end, float value){ + value /= 1f; + end -= start; + if (value < (1 / 2.75f)){ + return end * (7.5625f * value * value) + start; + }else if (value < (2 / 2.75f)){ + value -= (1.5f / 2.75f); + return end * (7.5625f * (value) * value + .75f) + start; + }else if (value < (2.5 / 2.75)){ + value -= (2.25f / 2.75f); + return end * (7.5625f * (value) * value + .9375f) + start; + }else{ + value -= (2.625f / 2.75f); + return end * (7.5625f * (value) * value + .984375f) + start; + } + } + /* GFX47 MOD END */ + + /* GFX47 MOD START */ + private float easeInOutBounce(float start, float end, float value){ + end -= start; + float d = 1f; + if (value < d/2) return easeInBounce(0, end, value*2) * 0.5f + start; + else return easeOutBounce(0, end, value*2-d) * 0.5f + end*0.5f + start; + } + /* GFX47 MOD END */ + + private float easeInBack(float start, float end, float value){ + end -= start; + value /= 1; + float s = 1.70158f; + return end * (value) * value * ((s + 1) * value - s) + start; + } + + private float easeOutBack(float start, float end, float value){ + float s = 1.70158f; + end -= start; + value = (value / 1) - 1; + return end * ((value) * value * ((s + 1) * value + s) + 1) + start; + } + + private float easeInOutBack(float start, float end, float value){ + float s = 1.70158f; + end -= start; + value /= .5f; + if ((value) < 1){ + s *= (1.525f); + return end / 2 * (value * value * (((s) + 1) * value - s)) + start; + } + value -= 2; + s *= (1.525f); + return end / 2 * ((value) * value * (((s) + 1) * value + s) + 2) + start; + } + + private float punch(float amplitude, float value){ + float s = 9; + if (value == 0){ + return 0; + } + if (value == 1){ + return 0; + } + float period = 1 * 0.3f; + s = period / (2 * Mathf.PI) * Mathf.Asin(0); + return (amplitude * Mathf.Pow(2, -10 * value) * Mathf.Sin((value * 1 - s) * (2 * Mathf.PI) / period)); + } + + /* GFX47 MOD START */ + private float easeInElastic(float start, float end, float value){ + end -= start; + + float d = 1f; + float p = d * .3f; + float s = 0; + float a = 0; + + if (value == 0) return start; + + if ((value /= d) == 1) return start + end; + + if (a == 0f || a < Mathf.Abs(end)){ + a = end; + s = p / 4; + }else{ + s = p / (2 * Mathf.PI) * Mathf.Asin(end / a); + } + + return -(a * Mathf.Pow(2, 10 * (value-=1)) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p)) + start; + } + /* GFX47 MOD END */ + + /* GFX47 MOD START */ + //private float elastic(float start, float end, float value){ + private float easeOutElastic(float start, float end, float value){ + /* GFX47 MOD END */ + //Thank you to rafael.marteleto for fixing this as a port over from Pedro's UnityTween + end -= start; + + float d = 1f; + float p = d * .3f; + float s = 0; + float a = 0; + + if (value == 0) return start; + + if ((value /= d) == 1) return start + end; + + if (a == 0f || a < Mathf.Abs(end)){ + a = end; + s = p / 4; + }else{ + s = p / (2 * Mathf.PI) * Mathf.Asin(end / a); + } + + return (a * Mathf.Pow(2, -10 * value) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p) + end + start); + } + + /* GFX47 MOD START */ + private float easeInOutElastic(float start, float end, float value){ + end -= start; + + float d = 1f; + float p = d * .3f; + float s = 0; + float a = 0; + + if (value == 0) return start; + + if ((value /= d/2) == 2) return start + end; + + if (a == 0f || a < Mathf.Abs(end)){ + a = end; + s = p / 4; + }else{ + s = p / (2 * Mathf.PI) * Mathf.Asin(end / a); + } + + if (value < 1) return -0.5f * (a * Mathf.Pow(2, 10 * (value-=1)) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p)) + start; + return a * Mathf.Pow(2, -10 * (value-=1)) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p) * 0.5f + end + start; + } + /* GFX47 MOD END */ + + #endregion + + #region Deprecated and Renamed + /* + public static void audioFrom(GameObject target, Hashtable args){Debug.LogError("iTween Error: audioFrom() has been renamed to AudioFrom().");} + public static void audioTo(GameObject target, Hashtable args){Debug.LogError("iTween Error: audioTo() has been renamed to AudioTo().");} + public static void colorFrom(GameObject target, Hashtable args){Debug.LogError("iTween Error: colorFrom() has been renamed to ColorFrom().");} + public static void colorTo(GameObject target, Hashtable args){Debug.LogError("iTween Error: colorTo() has been renamed to ColorTo().");} + public static void fadeFrom(GameObject target, Hashtable args){Debug.LogError("iTween Error: fadeFrom() has been renamed to FadeFrom().");} + public static void fadeTo(GameObject target, Hashtable args){Debug.LogError("iTween Error: fadeTo() has been renamed to FadeTo().");} + public static void lookFrom(GameObject target, Hashtable args){Debug.LogError("iTween Error: lookFrom() has been renamed to LookFrom().");} + public static void lookFromWorld(GameObject target, Hashtable args){Debug.LogError("iTween Error: lookFromWorld() has been deprecated. Please investigate LookFrom().");} + public static void lookTo(GameObject target, Hashtable args){Debug.LogError("iTween Error: lookTo() has been renamed to LookTo().");} + public static void lookToUpdate(GameObject target, Hashtable args){Debug.LogError("iTween Error: lookToUpdate() has been renamed to LookUpdate().");} + public static void lookToUpdateWorld(GameObject target, Hashtable args){Debug.LogError("iTween Error: lookToUpdateWorld() has been deprecated. Please investigate LookUpdate().");} + public static void moveAdd(GameObject target, Hashtable args){Debug.LogError("iTween Error: moveAdd() has been renamed to MoveAdd().");} + public static void moveAddWorld(GameObject target, Hashtable args){Debug.LogError("iTween Error: moveAddWorld() has been deprecated. Please investigate MoveAdd().");} + public static void moveBy(GameObject target, Hashtable args){Debug.LogError("iTween Error: moveBy() has been renamed to MoveBy().");} + public static void moveByWorld(GameObject target, Hashtable args){Debug.LogError("iTween Error: moveAddWorld() has been deprecated. Please investigate MoveAdd().");} + public static void moveFrom(GameObject target, Hashtable args){Debug.LogError("iTween Error: moveFrom() has been renamed to MoveFrom().");} + public static void moveFromWorld(GameObject target, Hashtable args){Debug.LogError("iTween Error: moveFromWorld() has been deprecated. Please investigate MoveFrom().");} + public static void moveTo(GameObject target, Hashtable args){Debug.LogError("iTween Error: moveTo() has been renamed to MoveTo().");} + public static void moveToBezier(GameObject target, Hashtable args){Debug.LogError("iTween Error: moveToBezier() has been deprecated. Please investigate MoveTo() and the "path" property.");} + public static void moveToBezierWorld(GameObject target, Hashtable args){Debug.LogError("iTween Error: moveToBezierWorld() has been deprecated. Please investigate MoveTo() and the "path" property.");} + public static void moveToUpdate(GameObject target, Hashtable args){Debug.LogError("iTween Error: moveToUpdate() has been renamed to MoveUpdate().");} + public static void moveToUpdateWorld(GameObject target, Hashtable args){Debug.LogError("iTween Error: moveToUpdateWorld() has been deprecated. Please investigate MoveUpdate().");} + public static void moveToWorld(GameObject target, Hashtable args){Debug.LogError("iTween Error: moveToWorld() has been deprecated. Please investigate MoveTo().");} + public static void punchPosition(GameObject target, Hashtable args){Debug.LogError("iTween Error: punchPosition() has been renamed to PunchPosition().");} + public static void punchPositionWorld(GameObject target, Hashtable args){Debug.LogError("iTween Error: punchPositionWorld() has been deprecated. Please investigate PunchPosition().");} + public static void punchRotation(GameObject target, Hashtable args){Debug.LogError("iTween Error: punchPosition() has been renamed to PunchRotation().");} + public static void punchRotationWorld(GameObject target, Hashtable args){Debug.LogError("iTween Error: punchRotationWorld() has been deprecated. Please investigate PunchRotation().");} + public static void punchScale(GameObject target, Hashtable args){Debug.LogError("iTween Error: punchScale() has been renamed to PunchScale().");} + public static void rotateAdd(GameObject target, Hashtable args){Debug.LogError("iTween Error: rotateAdd() has been renamed to RotateAdd().");} + public static void rotateBy(GameObject target, Hashtable args){Debug.LogError("iTween Error: rotateBy() has been renamed to RotateBy().");} + public static void rotateByWorld(GameObject target, Hashtable args){Debug.LogError("iTween Error: rotateByWorld() has been deprecated. Please investigate RotateBy().");} + public static void rotateFrom(GameObject target, Hashtable args){Debug.LogError("iTween Error: rotateFrom() has been renamed to RotateFrom().");} + public static void rotateTo(GameObject target, Hashtable args){Debug.LogError("iTween Error: rotateTo() has been renamed to RotateTo().");} + public static void scaleAdd(GameObject target, Hashtable args){Debug.LogError("iTween Error: scaleAdd() has been renamed to ScaleAdd().");} + public static void scaleBy(GameObject target, Hashtable args){Debug.LogError("iTween Error: scaleBy() has been renamed to ScaleBy().");} + public static void scaleFrom(GameObject target, Hashtable args){Debug.LogError("iTween Error: scaleFrom() has been renamed to ScaleFrom().");} + public static void scaleTo(GameObject target, Hashtable args){Debug.LogError("iTween Error: scaleTo() has been renamed to ScaleTo().");} + public static void shake(GameObject target, Hashtable args){Debug.LogError("iTween Error: scale() has been deprecated. Please investigate ShakePosition(), ShakeRotation() and ShakeScale().");} + public static void shakeWorld(GameObject target, Hashtable args){Debug.LogError("iTween Error: shakeWorld() has been deprecated. Please investigate ShakePosition(), ShakeRotation() and ShakeScale().");} + public static void stab(GameObject target, Hashtable args){Debug.LogError("iTween Error: stab() has been renamed to Stab().");} + public static void stop(GameObject target, Hashtable args){Debug.LogError("iTween Error: stop() has been renamed to Stop().");} + public static void stopType(GameObject target, Hashtable args){Debug.LogError("iTween Error: stopType() has been deprecated. Please investigate Stop().");} + public static void tweenCount(GameObject target, Hashtable args){Debug.LogError("iTween Error: tweenCount() has been deprecated. Please investigate Count().");} + */ + #endregion +} diff --git a/Tesselate Skbox/Assets/iTweenEditor/iTween.cs.meta b/Tesselate Skbox/Assets/iTweenEditor/iTween.cs.meta new file mode 100644 index 00000000..256c7e61 --- /dev/null +++ b/Tesselate Skbox/Assets/iTweenEditor/iTween.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 085d9842593af44d8a507541ce47bc6e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/iTweenEditor/iTweenEvent.cs b/Tesselate Skbox/Assets/iTweenEditor/iTweenEvent.cs new file mode 100644 index 00000000..d16650c3 --- /dev/null +++ b/Tesselate Skbox/Assets/iTweenEditor/iTweenEvent.cs @@ -0,0 +1,560 @@ +// Copyright (c) 2009-2012 David Koontz +// Please direct any bugs/comments/suggestions to david@koontzfamily.org +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in +// all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +// THE SOFTWARE. + +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using System.Linq; + +[System.Serializable] +public class ArrayIndexes { + public int[] indexes; +} + +public class iTweenEvent : MonoBehaviour{ + public const string VERSION = "0.6.1"; + + public enum TweenType { + AudioFrom, + AudioTo, + AudioUpdate, + CameraFadeFrom, + CameraFadeTo, + ColorFrom, + ColorTo, + ColorUpdate, + FadeFrom, + FadeTo, + FadeUpdate, + LookFrom, + LookTo, + LookUpdate, + MoveAdd, + MoveBy, + MoveFrom, + MoveTo, + MoveUpdate, + PunchPosition, + PunchRotation, + PunchScale, + RotateAdd, + RotateBy, + RotateFrom, + RotateTo, + RotateUpdate, + ScaleAdd, + ScaleBy, + ScaleFrom, + ScaleTo, + ScaleUpdate, + ShakePosition, + ShakeRotation, + ShakeScale, + Stab + //ValueTo + } + + public string tweenName = ""; + public bool playAutomatically = true; + public float delay = 0; + public iTweenEvent.TweenType type = iTweenEvent.TweenType.MoveTo; + public bool showIconInInspector = true; + + /// + /// Finds an iTweenEvent on a GameObject + /// + /// + /// The to look under + /// + /// + /// The name of the to look for + /// + /// + /// A + /// + public static iTweenEvent GetEvent(GameObject obj, string name) { + var tweens = obj.GetComponents(); + if(tweens.Length > 0) { + var result = tweens.FirstOrDefault(tween => { return tween.tweenName == name; }); + if(result != null) { + return result; + } + } + + throw new System.ArgumentException("No tween with the name '" + name + "' could be found on the GameObject named '" + obj.name + "'"); + } + + public Dictionary Values { + get { + if(null == values) { + DeserializeValues(); + } + return values; + } + set { + values = value; + SerializeValues(); + } + } + + [SerializeField] + string[] keys; + + [SerializeField] + int[] indexes; + + [SerializeField] + string[] metadatas; + + [SerializeField] + int[] ints; + + [SerializeField] + float[] floats; + + [SerializeField] + bool[] bools; + + [SerializeField] + string[] strings; + + [SerializeField] + Vector3[] vector3s; + + [SerializeField] + Color[] colors; + + [SerializeField] + Space[] spaces; + + [SerializeField] + iTween.EaseType[] easeTypes; + + [SerializeField] + iTween.LoopType[] loopTypes; + + [SerializeField] + GameObject[] gameObjects; + + [SerializeField] + Transform[] transforms; + + [SerializeField] + AudioClip[] audioClips; + + [SerializeField] + AudioSource[] audioSources; + + [SerializeField] + ArrayIndexes[] vector3Arrays; + + [SerializeField] + ArrayIndexes[] transformArrays; + + [SerializeField] + iTweenPath[] paths; + + Dictionary values; + bool stopped; + iTween instantiatedTween; + string internalName; + + public void Start() { + if(playAutomatically) Play(); + } + + public void Play() { + if(!string.IsNullOrEmpty(internalName)) Stop(); + + stopped = false; + StartCoroutine(StartEvent()); + } + + /// + /// Stops the currently running tween that was started with . A tween + /// stopped in this manner will not go to the "end" of the tween. + /// + public void Stop() { + iTween.StopByName(gameObject, internalName); + internalName = ""; + stopped = true; + } + + public void OnDrawGizmos() { + if(showIconInInspector) Gizmos.DrawIcon(transform.position, "iTweenIcon.tif"); + } + + IEnumerator StartEvent() { + if(delay > 0) yield return new WaitForSeconds(delay); + + if(stopped) yield return null; + + var optionsHash = new Hashtable(); + foreach(var pair in Values) { + if("path" == pair.Key && pair.Value.GetType() == typeof(string)) optionsHash.Add(pair.Key, iTweenPath.GetPath((string)pair.Value)); + else optionsHash.Add(pair.Key, pair.Value); + } + + // We use the internalName to have a unique identifier to stop the tween + internalName = string.IsNullOrEmpty(tweenName) ? string.Empty : tweenName; + internalName = string.Format("{0}-{1}", internalName, System.Guid.NewGuid().ToString()); + optionsHash.Add("name", internalName); + + switch(type) { + case TweenType.AudioFrom: + iTween.AudioFrom(gameObject, optionsHash); + break; + case TweenType.AudioTo: + iTween.AudioTo(gameObject, optionsHash); + break; + case TweenType.AudioUpdate: + iTween.AudioUpdate(gameObject, optionsHash); + break; + case TweenType.CameraFadeFrom: + iTween.CameraFadeFrom(optionsHash); + break; + case TweenType.CameraFadeTo: + iTween.CameraFadeTo(optionsHash); + break; + case TweenType.ColorFrom: + iTween.ColorFrom(gameObject, optionsHash); + break; + case TweenType.ColorTo: + iTween.ColorTo(gameObject, optionsHash); + break; + case TweenType.ColorUpdate: + iTween.ColorUpdate(gameObject, optionsHash); + break; + case TweenType.FadeFrom: + iTween.FadeFrom(gameObject, optionsHash); + break; + case TweenType.FadeTo: + iTween.FadeTo(gameObject, optionsHash); + break; + case TweenType.FadeUpdate: + iTween.FadeUpdate(gameObject, optionsHash); + break; + case TweenType.LookFrom: + iTween.LookFrom(gameObject, optionsHash); + break; + case TweenType.LookTo: + iTween.LookTo(gameObject, optionsHash); + break; + case TweenType.LookUpdate: + iTween.LookUpdate(gameObject, optionsHash); + break; + case TweenType.MoveAdd: + iTween.MoveAdd(gameObject, optionsHash); + break; + case TweenType.MoveBy: + iTween.MoveBy(gameObject, optionsHash); + break; + case TweenType.MoveFrom: + iTween.MoveFrom(gameObject, optionsHash); + break; + case TweenType.MoveTo: + iTween.MoveTo(gameObject, optionsHash); + break; + case TweenType.MoveUpdate: + iTween.MoveUpdate(gameObject, optionsHash); + break; + case TweenType.PunchPosition: + iTween.PunchPosition(gameObject, optionsHash); + break; + case TweenType.PunchRotation: + iTween.PunchRotation(gameObject, optionsHash); + break; + case TweenType.PunchScale: + iTween.PunchScale(gameObject, optionsHash); + break; + case TweenType.RotateAdd: + iTween.RotateAdd(gameObject, optionsHash); + break; + case TweenType.RotateBy: + iTween.RotateBy(gameObject, optionsHash); + break; + case TweenType.RotateFrom: + iTween.RotateFrom(gameObject, optionsHash); + break; + case TweenType.RotateTo: + iTween.RotateTo(gameObject, optionsHash); + break; + case TweenType.RotateUpdate: + iTween.RotateUpdate(gameObject, optionsHash); + break; + case TweenType.ScaleAdd: + iTween.ScaleAdd(gameObject, optionsHash); + break; + case TweenType.ScaleBy: + iTween.ScaleBy(gameObject, optionsHash); + break; + case TweenType.ScaleFrom: + iTween.ScaleFrom(gameObject, optionsHash); + break; + case TweenType.ScaleTo: + iTween.ScaleTo(gameObject, optionsHash); + break; + case TweenType.ScaleUpdate: + iTween.ScaleUpdate(gameObject, optionsHash); + break; + case TweenType.ShakePosition: + iTween.ShakePosition(gameObject, optionsHash); + break; + case TweenType.ShakeRotation: + iTween.ShakeRotation(gameObject, optionsHash); + break; + case TweenType.ShakeScale: + iTween.ShakeScale(gameObject, optionsHash); + break; + case TweenType.Stab: + iTween.Stab(gameObject, optionsHash); + break; + default: + throw new System.ArgumentException("Invalid tween type: " + type); + } + } + + void SerializeValues() { + var keyList = new List(); + var indexList = new List(); + var metadataList = new List(); + + var intList = new List(); + var floatList = new List(); + var boolList = new List(); + var stringList = new List(); + var vector3List = new List(); + var colorList = new List(); + var spaceList = new List(); + var easeTypeList = new List(); + var loopTypeList = new List(); + var gameObjectList = new List(); + var transformList = new List(); + var audioClipList = new List(); + var audioSourceList = new List(); + var vector3ArrayList = new List(); + var transformArrayList = new List(); + + foreach(var pair in values) { + var mappings = EventParamMappings.mappings[type]; + var valueType = mappings[pair.Key]; + if(typeof(int) == valueType) { + AddToList(keyList, indexList, intList, metadataList, pair); + } + if(typeof(float) == valueType) { + AddToList(keyList, indexList, floatList, metadataList, pair); + } + else if(typeof(bool) == valueType) { + AddToList(keyList, indexList, boolList, metadataList, pair); + } + else if(typeof(string) == valueType) { + AddToList(keyList, indexList, stringList, metadataList, pair); + } + else if(typeof(Vector3) == valueType) { + AddToList(keyList, indexList, vector3List, metadataList, pair); + } + else if(typeof(Color) == valueType) { + AddToList(keyList, indexList, colorList, metadataList, pair); + } + else if(typeof(Space) == valueType) { + AddToList(keyList, indexList, spaceList, metadataList, pair); + } + else if(typeof(iTween.EaseType) == valueType) { + AddToList(keyList, indexList, easeTypeList, metadataList, pair); + } + else if(typeof(iTween.LoopType) == valueType) { + AddToList(keyList, indexList, loopTypeList, metadataList, pair); + } + else if(typeof(GameObject) == valueType) { + AddToList(keyList, indexList, gameObjectList, metadataList, pair); + } + else if(typeof(Transform) == valueType) { + AddToList(keyList, indexList, transformList, metadataList, pair); + } + else if(typeof(AudioClip) == valueType) { + AddToList(keyList, indexList, audioClipList, metadataList, pair); + } + else if(typeof(AudioSource) == valueType) { + AddToList(keyList, indexList, audioSourceList, metadataList, pair); + } + else if(typeof(Vector3OrTransform) == valueType) { + if(pair.Value == null || typeof(Transform) == pair.Value.GetType()) { + AddToList(keyList, indexList, transformList, metadataList, pair.Key, pair.Value, "t"); + } + else { + AddToList(keyList, indexList, vector3List, metadataList, pair.Key, pair.Value, "v"); + } + } + else if(typeof(Vector3OrTransformArray) == valueType) { + if(typeof(Vector3[]) == pair.Value.GetType()) { + var value = (Vector3[])pair.Value; + var vectorIndexes = new ArrayIndexes(); + var indexArray = new int[value.Length]; + for(var i = 0; i < value.Length; ++i) { + vector3List.Add((Vector3)value[i]); + indexArray[i] = vector3List.Count - 1; + } + + vectorIndexes.indexes = indexArray; + AddToList(keyList, indexList, vector3ArrayList, metadataList, pair.Key, vectorIndexes, "v"); + } + else if(typeof(Transform[]) == pair.Value.GetType()) { + var value = (Transform[])pair.Value; + var transformIndexes = new ArrayIndexes(); + var indexArray = new int[value.Length]; + for(var i = 0; i < value.Length; ++i) { + transformList.Add((Transform)value[i]); + indexArray[i] = transformList.Count - 1; + } + + transformIndexes.indexes = indexArray; + AddToList(keyList, indexList, transformArrayList, metadataList, pair.Key, transformIndexes, "t"); + } + else if(typeof(string) == pair.Value.GetType()) + { + AddToList(keyList, indexList, stringList, metadataList, pair.Key, pair.Value, "p"); + } + } + } + + keys = keyList.ToArray(); + indexes = indexList.ToArray(); + metadatas = metadataList.ToArray(); + ints = intList.ToArray(); + floats = floatList.ToArray(); + bools = boolList.ToArray(); + strings = stringList.ToArray(); + vector3s = vector3List.ToArray(); + colors = colorList.ToArray(); + spaces = spaceList.ToArray(); + easeTypes = easeTypeList.ToArray(); + loopTypes = loopTypeList.ToArray(); + gameObjects = gameObjectList.ToArray(); + transforms = transformList.ToArray(); + audioClips = audioClipList.ToArray(); + audioSources = audioSourceList.ToArray(); + vector3Arrays = vector3ArrayList.ToArray(); + transformArrays = transformArrayList.ToArray(); + } + + void AddToList(List keyList, List indexList, IList valueList, List metadataList, KeyValuePair pair) { + AddToList(keyList, indexList, valueList, metadataList, pair.Key, pair.Value); + } + + void AddToList(List keyList, List indexList, IList valueList, List metadataList, KeyValuePair pair, string metadata) { + AddToList(keyList, indexList, valueList, metadataList, pair.Key, pair.Value, metadata); + } + + void AddToList(List keyList, List indexList, IList valueList, List metadataList, string key, object value) { + AddToList(keyList, indexList, valueList, metadataList, key, value, null); + } + + void AddToList(List keyList, List indexList, IList valueList, List metadataList, string key, object value, string metadata) { + keyList.Add(key); + valueList.Add((T)value); + indexList.Add(valueList.Count - 1); + metadataList.Add(metadata); + } + + void DeserializeValues() { + values = new Dictionary(); + + if(null == keys) { + return; + } + + for(var i = 0; i < keys.Length; ++i) { + var mappings = EventParamMappings.mappings[type]; + var valueType = mappings[keys[i]]; + + if(typeof(int) == valueType) { + values.Add(keys[i], ints[indexes[i]]); + } + else if(typeof(float) == valueType) { + values.Add(keys[i], floats[indexes[i]]); + } + else if(typeof(bool) == valueType) { + values.Add(keys[i], bools[indexes[i]]); + } + else if(typeof(string) == valueType) { + values.Add(keys[i], strings[indexes[i]]); + } + else if(typeof(Vector3) == valueType) { + values.Add(keys[i], vector3s[indexes[i]]); + } + else if(typeof(Color) == valueType) { + values.Add(keys[i], colors[indexes[i]]); + } + else if(typeof(Space) == valueType) { + values.Add(keys[i], spaces[indexes[i]]); + } + else if(typeof(iTween.EaseType) == valueType) { + values.Add(keys[i], easeTypes[indexes[i]]); + } + else if(typeof(iTween.LoopType) == valueType) { + values.Add(keys[i], loopTypes[indexes[i]]); + } + else if(typeof(GameObject) == valueType) { + values.Add(keys[i], gameObjects[indexes[i]]); + } + else if(typeof(Transform) == valueType) { + values.Add(keys[i], transforms[indexes[i]]); + } + else if(typeof(AudioClip) == valueType) { + values.Add(keys[i], audioClips[indexes[i]]); + } + else if(typeof(AudioSource) == valueType) { + values.Add(keys[i], audioSources[indexes[i]]); + } + else if(typeof(Vector3OrTransform) == valueType) { + if("v" == metadatas[i]) { + values.Add(keys[i], vector3s[indexes[i]]); + } + else if("t" == metadatas[i]) { + values.Add(keys[i], transforms[indexes[i]]); + } + } + else if(typeof(Vector3OrTransformArray) == valueType) { + if("v" == metadatas[i]) { + var arrayIndexes = vector3Arrays[indexes[i]]; + var vectorArray = new Vector3[arrayIndexes.indexes.Length]; + for(var idx = 0; idx < arrayIndexes.indexes.Length; ++idx) { + vectorArray[idx] = vector3s[arrayIndexes.indexes[idx]]; + } + + values.Add(keys[i], vectorArray); + } + else if("t" == metadatas[i]) { + var arrayIndexes = transformArrays[indexes[i]]; + var transformArray = new Transform[arrayIndexes.indexes.Length]; + for(var idx = 0; idx < arrayIndexes.indexes.Length; ++idx) { + transformArray[idx] = transforms[arrayIndexes.indexes[idx]]; + } + + values.Add(keys[i], transformArray); + } + else if("p" == metadatas[i]) { + values.Add(keys[i], strings[indexes[i]]); + } + } + } + } +} \ No newline at end of file diff --git a/Tesselate Skbox/Assets/iTweenEditor/iTweenEvent.cs.meta b/Tesselate Skbox/Assets/iTweenEditor/iTweenEvent.cs.meta new file mode 100644 index 00000000..ff5cb6e0 --- /dev/null +++ b/Tesselate Skbox/Assets/iTweenEditor/iTweenEvent.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 0401554a0e6f9466db3c1a798d358b8c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/iTweenEditor/iTweenPath.cs b/Tesselate Skbox/Assets/iTweenEditor/iTweenPath.cs new file mode 100644 index 00000000..3ad44c9d --- /dev/null +++ b/Tesselate Skbox/Assets/iTweenEditor/iTweenPath.cs @@ -0,0 +1,38 @@ +//by Bob Berkebile : Pixelplacement : http://www.pixelplacement.com + +using UnityEngine; +using System.Collections.Generic; + +public class iTweenPath : MonoBehaviour +{ + public string pathName =""; + public Color pathColor = Color.cyan; + public List nodes = new List(){Vector3.zero, Vector3.zero}; + public int nodeCount; + public static Dictionary paths = new Dictionary(); + public bool initialized = false; + public string initialName = ""; + + void OnEnable(){ + paths.Add(pathName.ToLower(), this); + } + + void OnDrawGizmosSelected(){ + if(enabled) { // dkoontz + if(nodes.Count > 0){ + iTween.DrawPath(nodes.ToArray(), pathColor); + } + } // dkoontz + } + + public static Vector3[] GetPath(string requestedName){ + requestedName = requestedName.ToLower(); + if(paths.ContainsKey(requestedName)){ + return paths[requestedName].nodes.ToArray(); + }else{ + Debug.Log("No path with that name exists! Are you sure you wrote it correctly?"); + return null; + } + } +} + diff --git a/Tesselate Skbox/Assets/iTweenEditor/iTweenPath.cs.meta b/Tesselate Skbox/Assets/iTweenEditor/iTweenPath.cs.meta new file mode 100644 index 00000000..2c34934b --- /dev/null +++ b/Tesselate Skbox/Assets/iTweenEditor/iTweenPath.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: d2ef3b15c32eb43108261a87963b8937 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate Skbox/Assets/terialsMa.meta b/Tesselate Skbox/Assets/terialsMa.meta new file mode 100644 index 00000000..e4d282ec --- /dev/null +++ b/Tesselate Skbox/Assets/terialsMa.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c9af216644df6d8468dc8d3cd07bdcac +folderAsset: yes +timeCreated: 1447825265 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tesselate 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+ + diff --git a/Tesselate Skbox/Library/UnityAssemblies/SyntaxTree.VisualStudio.Unity.Bridge.xml b/Tesselate Skbox/Library/UnityAssemblies/SyntaxTree.VisualStudio.Unity.Bridge.xml new file mode 100644 index 00000000..d9be344c --- /dev/null +++ b/Tesselate Skbox/Library/UnityAssemblies/SyntaxTree.VisualStudio.Unity.Bridge.xml @@ -0,0 +1,8 @@ + + + + SyntaxTree.VisualStudio.Unity.Bridge + + + + diff --git a/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.Advertisements.xml b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.Advertisements.xml new file mode 100644 index 00000000..34a46fff --- /dev/null +++ b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.Advertisements.xml @@ -0,0 +1,8 @@ + + + + + UnityEditor.Advertisements + + + diff --git a/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.Android.Extensions.xml b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.Android.Extensions.xml new file mode 100644 index 00000000..566f8d36 --- /dev/null +++ b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.Android.Extensions.xml @@ -0,0 +1,8 @@ + + + + UnityEditor.Android.Extensions + + + + diff --git a/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.Graphs.xml b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.Graphs.xml new file mode 100644 index 00000000..56deb831 --- /dev/null +++ b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.Graphs.xml @@ -0,0 +1,8 @@ + + + + UnityEditor.Graphs + + + + diff --git a/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.LinuxStandalone.Extensions.xml b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.LinuxStandalone.Extensions.xml new file mode 100644 index 00000000..d2cd7ba2 --- /dev/null +++ b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.LinuxStandalone.Extensions.xml @@ -0,0 +1,8 @@ + + + + UnityEditor.LinuxStandalone.Extensions + + + + diff --git a/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.Metro.Extensions.xml b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.Metro.Extensions.xml new file mode 100644 index 00000000..e47a407e --- /dev/null +++ b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.Metro.Extensions.xml @@ -0,0 +1,8 @@ + + + + UnityEditor.Metro.Extensions + + + + diff --git a/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.Networking.xml b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.Networking.xml new file mode 100644 index 00000000..68ebeb5b --- /dev/null +++ b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.Networking.xml @@ -0,0 +1,8 @@ + + + + + UnityEditor.Networking + + + diff --git a/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.OSXStandalone.Extensions.xml b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.OSXStandalone.Extensions.xml new file mode 100644 index 00000000..c6bff64c --- /dev/null +++ b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.OSXStandalone.Extensions.xml @@ -0,0 +1,8 @@ + + + + UnityEditor.OSXStandalone.Extensions + + + + diff --git a/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.SamsungTV.Extensions.xml b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.SamsungTV.Extensions.xml new file mode 100644 index 00000000..574c12b5 --- /dev/null +++ b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.SamsungTV.Extensions.xml @@ -0,0 +1,8 @@ + + + + UnityEditor.SamsungTV.Extensions + + + + diff --git a/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.Tizen.Extensions.xml b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.Tizen.Extensions.xml new file mode 100644 index 00000000..451e54a0 --- /dev/null +++ b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.Tizen.Extensions.xml @@ -0,0 +1,8 @@ + + + + UnityEditor.Tizen.Extensions + + + + diff --git a/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.UI.xml b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.UI.xml new file mode 100644 index 00000000..86055240 --- /dev/null +++ b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.UI.xml @@ -0,0 +1,363 @@ + + + + + UnityEditor.UI + + + + Custom Editor for the EventSystem Component. + + + + + Can this component be previewed in its current state? + + + True if this component can be Previewed in its current state. + + + + + See Editor.OnInspectorGUI. + + + + + Custom preview for Image component. + + Rectangle in which to draw the preview. + Background image. + + + + Does this edit require to be repainted constantly in its current state? + + + + + Custom Editor for the EventTrigger Component. + + + + + Implement specific EventTrigger inspector GUI code here. If you want to simply extend the existing editor call the base OnInspectorGUI () before doing any custom GUI code. + + + + + PropertyDrawer for AnimationTriggers. + + + + + Custom Editor for the AspectRatioFitter component. + + + + + See Editor.OnInspectorGUI. + + + + + Custom Editor for the Button Component. + + + + + See Editor.OnInspectorGUI. + + + + + Custom Editor for the CanvasScaler component. + + + + + PropertyDrawer for ColorBlock. + + + + + Custom Editor for the ContentSizeFitter Component. + + + + + + See Editor.OnInspectorGUI. + + + + + Custom editor for the Dropdown component. + + + + + See Editor.OnInspectorGUI. + + + + + PropertyDrawer for FontData. + + + + + Initialize the serialized properties for the drawer. + + + + + + Extend this class to write your own graphic editor. + + + + + GUI related to the appearance of the graphic. Color and Material properties appear here. + + + + + GUI for showing a button that sets the size of the RectTransform to the native size for this Graphic. + + + + + See MonoBehaviour.OnDisable. + + + + + Implement specific GraphicEditor inspector GUI code here. If you want to simply extend the existing editor call the base OnInspectorGUI () before doing any custom GUI code. + + + + + GUI related to the Raycasting settings for the graphic. + + + + + Set if the 'Set Native Size' button should be visible for this editor. + + + + + + + Custom Editor for the GridLayout Component. + + + + + See Editor.OnInspectorGUI. + + + + + The Editor for the HorizontalOrVerticalLayoutGroup class. + + + + + See Editor.OnInspectorGUI. + + + + + Custom Editor for the Image Component. + + + + + A string cointaining the Image details to be used as a overlay on the component Preview. + + + The Image details. + + + + + Can this component be Previewed in its current state? + + + True if this component can be Previewed in its current state. + + + + + See MonoBehaviour.OnDisable. + + + + + Implement specific ImageEditor inspector GUI code here. If you want to simply extend the existing editor call the base OnInspectorGUI () before doing any custom GUI code. + + + + + Custom preview for Image component. + + Rectangle in which to draw the preview. + Background image. + + + + GUI for showing the Sprite property. + + + + + GUI for showing the image type and associated settings. + + + + + Custom Editor for the InputField Component. + + + + + See: Editor.OnInspectorGUI. + + + + + Editor for the LayoutElement component. + + + + + See: Editor.OnInspectorGUI. + + + + + PropertyDrawer for Navigation. + + + + + Custom editor for RawImage. + + + + + A string cointaining the Image details to be used as a overlay on the component Preview. + + + The RawImage details. + + + + + Can this component be Previewed in its current state? + + + True if this component can be Previewed in its current state. + + + + + Implement specific RawImage inspector GUI code here. If you want to simply extend the existing editor call the base OnInspectorGUI () before doing any custom GUI code. + + + + + Custom preview for Image component. + + Rectangle in which to draw the preview. + Background image. + + + + Custom Editor for the Scrollbar Component. + + + + + See: Editor.OnInspectorGUI. + + + + + Editor for the ScrollRect component. + + + + + See MonoBehaviour.OnDisable. + + + + + See Editor.OnInspectorGUI. + + + + + Custom Editor for the Selectable Component. + + + + + See MonoBehaviour.OnDisable. + + + + + See Editor.OnInspectorGUI. + + + + + Base class for custom editors that are for components that implement the SelfControllerEditor interface. + + + + + See Editor.OnInspectorGUI. + + + + + Custom Editor for the Slider Component. + + + + + See Editor.OnInspectorGUI. + + + + + PropertyDrawer for SpriteState. + + + + + Custom Editor for the Text Component. + + + + + See Editor.OnInspectorGUI. + + + + + Custom Editor for the Toggle Component. + + + + + See Editor.OnInspectorGUI. + + + + diff --git a/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.WP8.Extensions.xml b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.WP8.Extensions.xml new file mode 100644 index 00000000..ed74b444 --- /dev/null +++ b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.WP8.Extensions.xml @@ -0,0 +1,8 @@ + + + + UnityEditor.WP8.Extensions + + + + diff --git a/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.WebGL.Extensions.xml b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.WebGL.Extensions.xml new file mode 100644 index 00000000..1bb60016 --- /dev/null +++ b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.WebGL.Extensions.xml @@ -0,0 +1,8 @@ + + + + UnityEditor.WebGL.Extensions + + + + diff --git a/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.WindowsStandalone.Extensions.xml b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.WindowsStandalone.Extensions.xml new file mode 100644 index 00000000..2c8f5c5c --- /dev/null +++ b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.WindowsStandalone.Extensions.xml @@ -0,0 +1,8 @@ + + + + UnityEditor.WindowsStandalone.Extensions + + + + diff --git a/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.iOS.Extensions.Xcode.xml b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.iOS.Extensions.Xcode.xml new file mode 100644 index 00000000..f5e94b3c --- /dev/null +++ b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.iOS.Extensions.Xcode.xml @@ -0,0 +1,8 @@ + + + + UnityEditor.iOS.Extensions.Xcode + + + + diff --git a/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.iOS.Extensions.xml b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.iOS.Extensions.xml new file mode 100644 index 00000000..eb91c4d3 --- /dev/null +++ b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.iOS.Extensions.xml @@ -0,0 +1,14 @@ + + + + UnityEditor.iOS.Extensions + + + + Lets you programmatically build players or AssetBundles which can be loaded from the web. + + + Enumeration for SystemInfo.deviceType, denotes a coarse grouping of kinds of devices. + + + diff --git a/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.xml b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.xml new file mode 100644 index 00000000..f64a18d4 --- /dev/null +++ b/Tesselate Skbox/Library/UnityAssemblies/UnityEditor.xml @@ -0,0 +1,21588 @@ + + + + + UnityEditor + + + + The behavior in case of unhandled .NET exception. + + + + + Crash in case of unhandled .NET exception (Crash Report will be generated). + + + + + Silent exit in case of unhandled .NET exception (no Crash Report generated). + + + + + Hierarchy sort method to allow for items and their children to be sorted alphabetically. + + + + + Content to visualize the alphabetical sorting method. + + + + + Sort the gameobjects by name. + + LHS gameobject to sort. + RHS gameobject to sort. + + + + Gamepad support level for Android TV. + + + + + Requires a gamepad for gameplay. + + + + + Game is fully operational with a D-pad, no gamepad needed. + + + + + Works with a gamepad, but does not require it. + + + + + Preferred application install location. + + + + + Let the OS decide, app doesn't have any preferences. + + + + + Force installation into internal memory. Needed for things like Live Wallpapers. + + + + + Prefer external, if possible. Install to internal otherwise. + + + + + Supported Android SDK versions. + + + + + Android 2.3.3, "Gingerbread", API level 10. + + + + + Android 3.0, "Honeycomb", API level 11. + + + + + Android 3.1, "Honeycomb", API level 12. + + + + + Android 3.2, "Honeycomb", API level 13. + + + + + Android 4.0, "Ice Cream Sandwich", API level 14. + + + + + Android 4.0.3, "Ice Cream Sandwich", API level 15. + + + + + Android 4.1, "Jelly Bean", API level 16. + + + + + Android 4.2, "Jelly Bean", API level 17. + + + + + Android 4.3, "Jelly Bean", API level 18. + + + + + Android 4.4, "KitKat", API level 19. + + + + + Android 5.0, "Lollipop", API level 21. + + + + + Android 5.1, "Lollipop", API level 22. + + + + + Android 2.3.1, "Gingerbread", API level 9. + + + + + Application should show ActivityIndicator when loading. + + + + + Don't Show. + + + + + Inversed Large. + + + + + Inversed Small. + + + + + Large. + + + + + Small. + + + + + Android splash screen scale modes. + + + + + Center. + + + + + Scale to fill. + + + + + Scale to fit. + + + + + Target Android device architecture. + + + + + Intel only. + + + + + ARMv7 only. + + + + + All supported architectures. + + + + + Lerp from 0 - 1. + + + + + Retuns the float value of the tween. + + + + + Constructor. + + Start Value. + + + + + Constructor. + + Start Value. + + + + + Constructor. + + Start Value. + + + + + Constructor. + + Start Value. + + + + + Returns a value between from and to depending on the current value of the bools animation. + + Value to lerp from. + Value to lerp to. + + + + Type specific implementation of BaseAnimValue_1.GetValue. + + + Current value. + + + + + An animated float value. + + + + + Constructor. + + Start Value. + + + + + Constructor. + + Start Value. + + + + + Type specific implementation of BaseAnimValue_1.GetValue. + + + Current Value. + + + + + An animated Quaternion value. + + + + + Constructor. + + Start Value. + + + + + Constructor. + + Start Value. + + + + + Type specific implementation of BaseAnimValue_1.GetValue. + + + Current Value. + + + + + An animated Vector3 value. + + + + + Constructor. + + Start Value. + + + + + Constructor. + + Start Value. + + + + + Constructor. + + Start Value. + + + + + Type specific implementation of BaseAnimValue_1.GetValue. + + + Current Value. + + + + + Abstract base class for Animated Values. + + + + + Is the value currently animating. + + + + + Speed of the tween. + + + + + Target to tween towards. + + + + + Current value of the animation. + + + + + Callback while the value is changing. + + + + + Begin an animation moving from the start value to the target value. + + Target value. + Start value. + + + + Abstract function to be overridden in derived types. Should return the current value of the animated value. + + + Current Value. + + + + + Stop the animation and assign the given value. + + Value to assign. + + + + An AnimationClipCurveData object contains all the information needed to identify a specific curve in an AnimationClip. The curve animates a specific property of a component material attached to a game object animated bone. + + + + + The actual animation curve. + + + + + The path of the game object / bone being animated. + + + + + The name of the property being animated. + + + + + The type of the component / material being animated. + + + + + AnimationMode is used by the AnimationWindow to store properties modifed by the AnimationClip playback. + + + + + The color used to show that a property is currently being animated. + + + + + Are we currently in AnimationMode. + + + + + Is the specified property currently in animation mode and being animated? + + + + + + + Samples an AnimationClip on the object and also records any modified properties in AnimationMode. + + + + + + + + Starts the animation mode. + + + + + Stops Animation mode, reverts all properties that were animated in animation mode. + + + + + Condition that is used to determine if a transition must be taken. + + + + + The mode of the condition. + + + + + The name of the parameter used in the condition. + + + + + The AnimatorParameter's threshold value for the condition to be true. + + + + + The mode of the condition. + + + + + The condition is true when parameter value is equal to the threshold. + + + + + The condition is true when parameter value is greater than the threshold. + + + + + The condition is true when the parameter value is true. + + + + + The condition is true when the parameter value is false. + + + + + The condition is true when the parameter value is less than the threshold. + + + + + The condition is true when the parameter value is not equal to the threshold. + + + + + The Animator Controller controls animation through layers with state machines, controlled by parameters. + + + + + The layers in the controller. + + + + + Parameters are used to communicate between scripting and the controller. They are used to drive transitions and blendtrees for example. + + + + + Adds a state machine behaviour class of type stateMachineBehaviourType to the AnimatorState for layer layerIndex. This function should be used when you are dealing with synchronized layer and would like to add a state machine behaviour on a synchronized layer. C# Users can use a generic version. + + + + + + + + Generic version. See the page for more details. + + + + + + + Utility function to add a layer to the controller. + + The name of the Layer. + The layer to add. + + + + Utility function to add a layer to the controller. + + The name of the Layer. + The layer to add. + + + + Utility function that creates a new state with the motion in it. + + The Motion that will be in the AnimatorState. + The layer where the Motion will be added. + + + + Utility function that creates a new state with the motion in it. + + The Motion that will be in the AnimatorState. + The layer where the Motion will be added. + + + + Utility function to add a parameter to the controller. + + The name of the parameter. + The type of the parameter. + The parameter to add. + + + + Utility function to add a parameter to the controller. + + The name of the parameter. + The type of the parameter. + The parameter to add. + + + + Creates an AnimatorController at the given path. + + The path where the AnimatorController asset will be created. + + The created AnimationController or null if an error occured. + + + + + Creates an AnimatorController at the given path, and automatically create an AnimatorLayer with an AnimatorStateMachine that will add a State with the AnimationClip in it. + + The path where the AnimatorController will be created. + The default clip that will be played by the AnimatorController. + + + + Creates a BlendTree in a new AnimatorState. + + The name of the BlendTree. + The created BlendTree. + The index where the BlendTree will be created. + + + + Creates a BlendTree in a new AnimatorState. + + The name of the BlendTree. + The created BlendTree. + The index where the BlendTree will be created. + + + + This function will create a StateMachineBehaviour instance based on the class define in this script. + + MonoScript class to instantiate. + + Returns instance id of created object, returns 0 if something is not valid. + + + + + Constructor. + + + + + Use this function to retrieve the owner of this behaviour. + + The State Machine Behaviour to get context for. + + Returns the State Machine Behaviour edition context. + + + + + Returns all StateMachineBehaviour that match type T or are derived from T. + + + + + Gets the effective state machine behaviour list for the AnimatorState. Behaviours are either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to get Behaviour list that is effectively used. + + The AnimatorState which we want the Behaviour list. + The layer that is queried. + + + + Gets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to get the Motion that is effectively used. + + The AnimatorState which we want the Motion. + The layer that is queried. + + + + Gets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to get the Motion that is effectively used. + + The AnimatorState which we want the Motion. + The layer that is queried. + + + + Creates a unique name for the layers. + + The desired name of the AnimatorLayer. + + + + Creates a unique name for the parameter. + + The desired name of the AnimatorParameter. + + + + Utility function to remove a layer from the controller. + + The index of the AnimatorLayer. + + + + Utility function to remove a parameter from the controller. + + The index of the AnimatorParameter. + + + + Sets the effective state machine Behaviour list for the AnimatorState. The Behaviour list is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to set the Behaviour list that is effectively used. + + The AnimatorState which we want to set the Behaviour list. + The layer to set the Behaviour list. + The Behaviour list that will be set. + + + + Sets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to set the Motion that is effectively used. + + The AnimatorState which we want to set the Motion. + The Motion that will be set. + The layer to set the Motion. + + + + Sets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to set the Motion that is effectively used. + + The AnimatorState which we want to set the Motion. + The Motion that will be set. + The layer to set the Motion. + + + + The Animation Layer contains a state machine that controls animations of a model or part of it. + + + + + The AvatarMask that is used to mask the animation on the given layer. + + + + + The blending mode used by the layer. It is not taken into account for the first layer. + + + + + The default blending weight that the layers has. It is not taken into account for the first layer. + + + + + When active, the layer will have an IK pass when evaluated. It will trigger an OnAnimatorIK callback. + + + + + The name of the layer. + + + + + The state machine for the layer. + + + + + When active, the layer will take control of the duration of the Synced Layer. + + + + + Specifies the index of the Synced Layer. + + + + + Gets the override behaviour list for the state on the given layer. + + The state which we want to get the behaviour list. + + + + Gets the override motion for the state on the given layer. + + The state which we want to get the motion. + + + + Sets the override behaviour list for the state on the given layer. + + The state which we want to set the behaviour list. + The behaviour list that will be set. + + + + Sets the override motion for the state on the given layer. + + The state which we want to set the motion. + The motion that will be set. + + + + Specifies how the layer is blended with the previous layers. + + + + + Animations are added to the previous layers. + + + + + Animations overrides to the previous layers. + + + + + States are the basic building blocks of a state machine. Each state contains a Motion ( AnimationClip or BlendTree) which will play while the character is in that state. When an event in the game triggers a state transition, the character will be left in a new state whose animation sequence will then take over. + + + + + The Behaviour list assigned to this state. + + + + + Offset at which the animation loop starts. Useful for synchronizing looped animations. +Units is normalized time. + + + + + The animator controller parameter that drives the cycle offset value. + + + + + Define if the cycle offset value is driven by an Animator controller parameter or by the value set in the editor. + + + + + Should Foot IK be respected for this state. + + + + + Should the state be mirrored. + + + + + The animator controller parameter that drives the mirror value. + + + + + Define if the mirror value is driven by an Animator controller parameter or by the value set in the editor. + + + + + The motion assigned to this state. + + + + + The hashed name of the state. + + + + + The default speed of the motion. + + + + + The animator controller parameter that drives the speed value. + + + + + Define if the speed value is driven by an Animator controller parameter or by the value set in the editor. + + + + + A tag can be used to identify a state. + + + + + The transitions that are going out of the state. + + + + + Whether or not the AnimatorStates writes back the default values for properties that are not animated by its Motion. + + + + + Utility function to add an outgoing transition to the exit of the state's parent state machine. + + If true, the exit time will be the equivalent of 0.25 second. + + The Animations.AnimatorStateTransition that was added. + + + + + Utility function to add an outgoing transition to the exit of the state's parent state machine. + + If true, the exit time will be the equivalent of 0.25 second. + + The Animations.AnimatorStateTransition that was added. + + + + + Adds a state machine behaviour class of type stateMachineBehaviourType to the AnimatorState. C# Users can use a generic version. + + + + + + Generic version. See the page for more details. + + + + + Utility function to add an outgoing transition to the destination state. + + If true, the exit time will be the equivalent of 0.25 second. + The destination state. + + + + Utility function to add an outgoing transition to the destination state. + + If true, the exit time will be the equivalent of 0.25 second. + The destination state. + + + + Utility function to add an outgoing transition to the destination state machine. + + If true, the exit time will be the equivalent of 0.25 second. + The destination state machine. + + + + Utility function to add an outgoing transition to the destination state machine. + + If true, the exit time will be the equivalent of 0.25 second. + The destination state machine. + + + + Utility function to add an outgoing transition. + + The transition to add. + + + + Utility function to remove a transition from the state. + + Transition to remove. + + + + A graph controlling the interaction of states. Each state references a motion. + + + + + The position of the AnyState node. + + + + + The list of AnyState transitions. + + + + + The Behaviour list assigned to this state machine. + + + + + The state that the state machine will be in when it starts. + + + + + The position of the entry node. + + + + + The list of entry transitions in the state machine. + + + + + The position of the exit node. + + + + + The position of the parent state machine node. Only valid when in a hierachic state machine. + + + + + The list of sub state machines. + + + + + The list of states. + + + + + Utility function to add an AnyState transition to the specified state or statemachine. + + The destination state. + The destination statemachine. + + + + Utility function to add an AnyState transition to the specified state or statemachine. + + The destination state. + The destination statemachine. + + + + Utility function to add an incoming transition to the exit of it's parent state machine. + + The destination Animations.AnimatorState state. + The destination Animations.AnimatorStateMachine state machine. + + + + Utility function to add an incoming transition to the exit of it's parent state machine. + + The destination Animations.AnimatorState state. + The destination Animations.AnimatorStateMachine state machine. + + + + Utility function to add a state to the state machine. + + The name of the new state. + The position of the state node. + + The AnimatorState that was created for this state. + + + + + Utility function to add a state to the state machine. + + The name of the new state. + The position of the state node. + + The AnimatorState that was created for this state. + + + + + Utility function to add a state to the state machine. + + The state to add. + The position of the state node. + + + + Utility function to add a state machine to the state machine. + + The name of the new state machine. + The position of the state machine node. + + The newly created Animations.AnimatorStateMachine state machine. + + + + + Utility function to add a state machine to the state machine. + + The name of the new state machine. + The position of the state machine node. + + The newly created Animations.AnimatorStateMachine state machine. + + + + + Utility function to add a state machine to the state machine. + + The state machine to add. + The position of the state machine node. + + + + Adds a state machine behaviour class of type stateMachineBehaviourType to the AnimatorStateMachine. C# Users can use a generic version. + + + + + + Generic version. See the page for more details. + + + + + Utility function to add an outgoing transition from the source state machine to the exit of it's parent state machine. + + The source state machine. + + + + Utility function to add an outgoing transition from the source state machine to the destination. + + The source state machine. + The destination state machine. + The destination state. + + The Animations.AnimatorTransition transition that was created. + + + + + Utility function to add an outgoing transition from the source state machine to the destination. + + The source state machine. + The destination state machine. + The destination state. + + The Animations.AnimatorTransition transition that was created. + + + + + Utility function to add an outgoing transition from the source state machine to the destination. + + The source state machine. + The destination state machine. + The destination state. + + The Animations.AnimatorTransition transition that was created. + + + + + Gets the list of all outgoing state machine transitions from given state machine. + + The source state machine. + + + + Makes a unique state machine name in the context of the parent state machine. + + Desired name for the state machine. + + + + Makes a unique state name in the context of the parent state machine. + + Desired name for the state. + + + + Utility function to remove an AnyState transition from the state machine. + + The AnyStat transition to remove. + + + + Utility function to remove an entry transition from the state machine. + + The transition to remove. + + + + Utility function to remove a state from the state machine. + + The state to remove. + + + + Utility function to remove a state machine from its parent state machine. + + The state machine to remove. + + + + Utility function to remove an outgoing transition from source state machine. + + The transition to remove. + The source state machine. + + + + Sets the list of all outgoing state machine transitions from given state machine. + + The source state machine. + The outgoing transitions. + + + + + Transitions define when and how the state machine switch from one state to another. AnimatorStateTransition always originate from an Animator State (or AnyState) and have timing parameters. + + + + + Set to true to allow or disallow transition to self during AnyState transition. + + + + + The duration of the transition. + + + + + The normalized time of the source state when the condition is true. + + + + + When active the transition will have an exit time condition. + + + + + When active the transition duration will have a fixed duration. + + + + + Which AnimatorState transitions can interrupt the Transition. + + + + + The time at which the destination state will start. + + + + + The Transition can be interrupted by a transition that has a higher priority. + + + + + Creates a new animator state transition. + + + + + Transitions define when and how the state machine switch from on state to another. AnimatorTransition always originate from a StateMachine or a StateMachine entry. They do not define timing parameters. + + + + + Creates a new animator transition. + + + + + Base class for animator transitions. Transitions define when and how the state machine switches from one state to another. + + + + + Animations.AnimatorCondition conditions that need to be met for a transition to happen. + + + + + The destination state of the transition. + + + + + The destination state machine of the transition. + + + + + Is the transition destination the exit of the current state machine. + + + + + Mutes the transition. The transition will never occur. + + + + + Mutes all other transitions in the source state. + + + + + Utility function to add a condition to a transition. + + The Animations.AnimatorCondition mode of the condition. + The threshold value of the condition. + The name of the parameter. + + + + Utility function to remove a condition from the transition. + + The condition to remove. + + + + AvatarMask are used to mask out humanoid body parts and transforms. + + + + + The number of huamanoid body parts. + + + + + Number of transforms. + + + + + Creates a new AvatarMask. + + + + + Returns true if the humanoid body part at the given index is active. + + The index of the humanoid body part. + + + + Returns true if the transform at the given index is active. + + The index of the transform. + + + + Returns the path of the transform at the given index. + + The index of the transform. + + + + Sets the humanoid body part at the given index to active or not. + + The index of the humanoid body part. + Active or not. + + + + Sets the tranform at the given index to active or not. + + The index of the transform. + Active or not. + + + + Sets the path of the transform at the given index. + + The index of the transform. + The path of the transform. + + + + Blend trees are used to blend continuously animation between their childs. They can either be 1D or 2D. + + + + + Parameter that is used to compute the blending weight of the childs in 1D blend trees or on the X axis of a 2D blend tree. + + + + + Parameter that is used to compute the blending weight of the childs on the Y axis of a 2D blend tree. + + + + + The Blending type can be either 1D or different types of 2D. + + + + + The list of the blend tree child motions. + + + + + When active, the children's thresholds are automatically spread between 0 and 1. + + + + + Utility function to add a child motion to a blend trees. + + The motion to add as child. + The position of the child. When using 2D blend trees. + The threshold of the child. When using 1D blend trees. + + + + Utility function to add a child motion to a blend trees. + + The motion to add as child. + The position of the child. When using 2D blend trees. + The threshold of the child. When using 1D blend trees. + + + + Utility function to add a child motion to a blend trees. + + The motion to add as child. + The position of the child. When using 2D blend trees. + The threshold of the child. When using 1D blend trees. + + + + Utility function to add a child blend tree to a blend tree. + + The position of the child. When using 2D blend trees. + The threshold of the child. When using 1D blend trees. + + + + Utility function to add a child blend tree to a blend tree. + + The position of the child. When using 2D blend trees. + The threshold of the child. When using 1D blend trees. + + + + Utility function to remove the child of a blend tree. + + The index of the blend tree to remove. + + + + The type of blending algorithm that the blend tree uses. + + + + + Direct control of blending weight for each node. + + + + + Best used when your motions do not represent different directions. + + + + + This blend type is used when your motions represent different directions, however you can have multiple motions in the same direction, for example "walk forward" and "run forward". + + + + + Basic blending using a single parameter. + + + + + Best used when your motions represent different directions, such as "walk forward", "walk backward", "walk left", and "walk right", or "aim up", "aim down", "aim left", and "aim right". + + + + + Structure that represents a state in the context of its parent state machine. + + + + + The position the the state node in the context of its parent state machine. + + + + + The state. + + + + + Structure that represents a state machine in the context of its parent state machine. + + + + + The position the the state machine node in the context of its parent state machine. + + + + + The state machine. + + + + + Structure that represents a motion in the context of its parent blend tree. + + + + + Normalized time offset of the child. + + + + + The parameter used by the child when used in a BlendTree of type BlendTreeType.Direct. + + + + + Mirror of the child. + + + + + The motion itself. + + + + + The position of the child. Used in 2D blend trees. + + + + + The threshold of the child. Used in 1D blend trees. + + + + + The relative speed of the child. + + + + + This class contains all the owner's information for this State Machine Behaviour. + + + + + The Animations.AnimatorController that owns this state machine behaviour. + + + + + The object that owns this state machine behaviour. Could be an Animations.AnimatorState or Animations.AnimatorStateMachine. + + + + + The animator's layer index that owns this state machine behaviour. + + + + + Which AnimatorState transitions can interrupt the Transition. + + + + + The Transition can be interrupted by transitions in the destination AnimatorState. + + + + + The Transition can be interrupted by transitions in the source or the destination AnimatorState. + + + + + The Transition cannot be interrupted. Formely know as Atomic. + + + + + The Transition can be interrupted by transitions in the source AnimatorState. + + + + + The Transition can be interrupted by transitions in the source or the destination AnimatorState. + + + + + Editor utility functions for modifying animation clips. + + + + + Triggered when an animation curve inside an animation clip has been modified. + + + + + Calculates path from root transform to target transform. + + + + + + + Describes the type of modification that caused OnCurveWasModified to fire. + + + + + Retrieves all curves from a specific animation clip. + + + + + + + Retrieves all curves from a specific animation clip. + + + + + + + Returns all the animatable bindings that a specific game object has. + + + + + + + Returns the animated object that the binding is pointing to. + + + + + + + Returns the array of AnimationClips that are referenced in the Animation component. + + + + + + Retrieves all animation events associated with the animation clip. + + + + + + Returns all the float curve bindings currently stored in the clip. + + + + + + Return the float curve that the binding is pointing to. + + + + + + + + + + Return the float curve that the binding is pointing to. + + + + + + + + + + Retrieves the current float value by sampling a curve value on a specific game object. + + + + + + + + + + Return the object reference curve that the binding is pointing to. + + + + + + + Returns all the object reference curve bindings currently stored in the clip. + + + + + + Triggered when an animation curve inside an animation clip has been modified. + + + + + + + + Sets the array of AnimationClips to be referenced in the Animation component. + + + + + + + Replaces all animation events in the animation clip. + + + + + + + Adds, modifies or removes an editor float curve in a given clip. + + The animation clip to which the curve will be added. + The bindings which defines the path and the property of the curve. + The curve to add. Setting this to null will remove the curve. + + + + Adds, modifies or removes an object reference curve in a given clip. + + Setting this to null will remove the curve. + + + + + + .NET API compatibility level. + + + + + .NET 2.0. + + + + + .NET 2.0 Subset. + + + + + Helpers for builtin arrays ... + + + + + Appends item to the end of array. + + + + + + + Appends items to the end of array. + + + + + + + Compares two arrays. + + + + + True if both have the same number of elements and the contents are equal. + + + + + Clears the array. + + + + + + Determines if the array contains the item. + + + + + True if item is in array, false otherwise. + + + + + Find the index of the first element that satisfies the predicate. + + + + + The zero-based index of the first occurrence of the element, if found; otherwise, �1. + + + + + Index of first element with value value. + + + + + The zero-based index of the element, if found; otherwise -1. + + + + + Inserts item item at position index. + + + + + + + + Index of the last element with value value. + + + + + The zero-based index of the element, if found; otherwise -1. + + + + + Removes item from array. + + + + + + + Remove element at position index. + + + + + + + Aspect ratio. + + + + + 16:10 aspect ratio. + + + + + 16:9 aspect ratio. + + + + + 4:3 aspect ratio. + + + + + 5:4 aspect ratio. + + + + + Undefined aspect ratios. + + + + + AssetBundle building map entry. + + + + + AssetBundle name. + + + + + AssetBundle variant. + + + + + Asset names which belong to the given AssetBundle. + + + + + An Interface for accessing assets and performing operations on assets. + + + + + Adds objectToAdd to an existing asset at path. + + Object to add to the existing asset. + Filesystem path to the asset. + + + + Adds objectToAdd to an existing asset identified by assetObject. + + + + + + + Get the GUID for the asset at path. + + Filesystem path for the asset. + + + + Removes all labels attached to an asset. + + + + + + Is object an asset? + + + + + + + Is object an asset? + + + + + + + Duplicates the asset at path and stores it at newPath. + + Filesystem path of the source asset. + Filesystem path of the new asset to create. + + + + Creates a new asset at path. + + Object to use in creating the asset. + Filesystem path for the new asset. + + + + Create a new folder. + + The name of the parent folder. + The name of the new folder. + + The GUID of the newly created folder. + + + + + Deletes the asset file at path. + + Filesystem path of the asset to be deleted. + + + + Exports the assets identified by assetPathNames to a unitypackage file in fileName. + + + + + + + + + Exports the assets identified by assetPathNames to a unitypackage file in fileName. + + + + + + + + + Exports the assets identified by assetPathNames to a unitypackage file in fileName. + + + + + + + + + Exports the assets identified by assetPathNames to a unitypackage file in fileName. + + + + + + + + + Search the asset database using a search filter string. + + The filter string can contain search data for: names, asset labels and types (class names). + Specifying one or more folders will limit the searching to these folders and their child folders (and is faster than searching all assets). + + Array of matching asset GUIDs. + + + + + Search the asset database using a search filter string. + + The filter string can contain search data for: names, asset labels and types (class names). + Specifying one or more folders will limit the searching to these folders and their child folders (and is faster than searching all assets). + + Array of matching asset GUIDs. + + + + + Creates a new unique path for an asset. + + + + + + Return all the AssetBundle names in the asset database. + + + Array of asset bundle names. + + + + + Returns the path name relative to the project folder where the asset is stored. + + + + + + Returns the path name relative to the project folder where the asset is stored. + + The instance ID of the asset. + A reference to the asset. + + The asset path name, or null, or an empty string if the asset does not exist. + + + + + Returns the path name relative to the project folder where the asset is stored. + + The instance ID of the asset. + A reference to the asset. + + The asset path name, or null, or an empty string if the asset does not exist. + + + + + Gets the path to the asset file associated with a text .meta file. + + + + + + Get the paths of the assets which have been marked with the given assetBundle name. + + + + + + Get the asset paths from the given assetBundle name and asset name. + + + + + + + Retrieves an icon for the asset at the given asset path. + + + + + + Given an array of pathNames, returns the list of all assets that the assets depend on. + + + + + + Returns all labels attached to a given asset. + + + + + + Given an absolute path to a directory, this method will return an array of all it's subdirectories. + + + + + + Gets the path to the text .meta file associated with an asset. + + The path to the asset. + + The path to the .meta text file or empty string if the file does not exist. + + + + + Gets the path to the text .meta file associated with an asset. + + The path to the asset. + + The path to the .meta text file or empty string if the file does not exist. + + + + + Return all the unused assetBundle names in the asset database. + + + + + Translate a GUID to its current asset path. + + + + + + Import asset at path. + + + + + + + Import asset at path. + + + + + + + Imports package at packagePath into the current project. + + + + + + + Is asset a foreign asset? + + + + + + + Is asset a foreign asset? + + + + + + + Is asset a main asset in the project window? + + + + + + + Is asset a main asset in the project window? + + + + + + + Is asset a native asset? + + + + + + + Is asset a native asset? + + + + + + + Use IsOpenForEdit to determine if the asset is open for edit by the version control. + + Is the path to the asset on disk relative to project folder. + Used to give reason for not open. + + + + True is the asset can be edited. + + + + + Use IsOpenForEdit to determine if the asset is open for edit by the version control. + + Is the path to the asset on disk relative to project folder. + Used to give reason for not open. + + + + True is the asset can be edited. + + + + + Use IsOpenForEdit to determine if the asset is open for edit by the version control. + + Is the path to the asset on disk relative to project folder. + Used to give reason for not open. + + + + True is the asset can be edited. + + + + + Use IsOpenForEdit to determine if the asset is open for edit by the version control. + + Is the path to the asset on disk relative to project folder. + Used to give reason for not open. + + + + True is the asset can be edited. + + + + + Does the asset form part of another asset? + + The asset Object to query. + Instance ID of the asset Object to query. + + + + Does the asset form part of another asset? + + The asset Object to query. + Instance ID of the asset Object to query. + + + + Given an absolute path to a folder, returns true if it exists, false otherwise. + + + + + + Returns all asset representations at assetPath. + + + + + + Returns an array of all asset objects at assetPath. + + Filesystem path to the asset. + + + + Returns the first asset object of type type at given path assetPath. + + Path of the asset to load. + Data type of the asset. + + + + Returns the main asset object at assetPath. + + Filesystem path of the asset to load. + + + + Move an asset file from one folder to another. + + The path where the asset currently resides. + The path which the asset should be moved to. + + An empty string if the asset has been successfully moved, otherwise an error message. + + + + + Moves the asset at path to the trash. + + + + + + Opens the asset with associated application. + + + + + + + + Opens the asset with associated application. + + + + + + + + Opens the asset with associated application. + + + + + + + + Opens the asset with associated application. + + + + + + + + Opens the asset(s) with associated application(s). + + + + + + Import any changed assets. + + + + + + Import any changed assets. + + + + + + Remove the assetBundle name from the asset database. The forceRemove flag is used to indicate if you want to remove it even it's in use. + + The assetBundle name you want to remove. + Flag to indicate if you want to remove the assetBundle name even it's in use. + + + + Remove all the unused assetBundle names in the asset database. + + + + + Rename an asset file. + + The path where the asset currently resides. + The new name which should be given to the asset. + + An empty string, if the asset has been successfully renamed, otherwise an error message. + + + + + Writes all unsaved asset changes to disk. + + + + + Replaces that list of labels on an asset. + + + + + + + Begin Asset importing. This lets you group several asset imports together into one larger import. + + + + + Stop Asset importing. This lets you group several asset imports together into one larger import. + + + + + Checks if an asset file can be moved from one folder to another. (Without actually moving the file). + + The path where the asset currently resides. + The path which the asset should be moved to. + + An empty string if the asset can be moved, otherwise an error message. + + + + + Writes the import settings to disk. + + + + + + Result of Asset delete operation + + + + + Tells Unity that the asset was deleted by the callback. Unity will not try to delete the asset, but will delete the cached version and preview file. + + + + + Tells the internal implementation that the callback did not delete the asset. The asset will be delete by the internal implementation. + + + + + Tells Unity that the file cannot be deleted and Unity should leave it alone. + + + + + Base class from which asset importers for specific asset types derive. + + + + + Get or set the AssetBundle name. + + + + + Get or set the AssetBundle variant. + + + + + The path name of the asset for this importer. (Read Only) + + + + + Get or set any user data. + + + + + Retrieves the asset importer for the asset at path. + + + + + + Save asset importer settings if asset importer is dirty. + + + + + AssetModificationProcessor lets you hook into saving of serialized assets and scenes which are edited inside Unity. + + + + + Result of Asset move + + + + + Tells the internal implementation that the script moved the asset physically on disk. + + + + + Tells the internal implementation that the asset was not moved physically on disk by the script. + + + + + Tells the internal implementation that the script could not move the assets. + + + + + AssetPostprocessor lets you hook into the import pipeline and run scripts prior or after importing assets. + + + + + Reference to the asset importer. + + + + + The path name of the asset being imported. + + + + + Override the order in which importers are processed. + + + + + Returns the version of the asset postprocessor. + + + + + Logs an import error message to the console. + + + + + + + Logs an import error message to the console. + + + + + + + Logs an import warning to the console. + + + + + + + Logs an import warning to the console. + + + + + + + Utility for fetching asset previews by instance ID of assets, See AssetPreview.GetAssetPreview. Since previews are loaded asynchronously methods are provided for requesting if all previews have been fully loaded, see AssetPreview.IsLoadingAssetPreviews. Loaded previews are stored in a cache, the size of the cache can be controlled by calling [AssetPreview.SetPreviewTextureCacheSize]. + + + + + Returns a preview texture for an asset. + + + + + + Returns a preview texture for an instanceID of an asset. + + + + + Returns the thumbnail for an object (like the ones you see in the project view). + + + + + + Returns the thumbnail for the type. + + + + + + Returns the thumbnail for the object's type. + + + + + Loading previews is asynchronous so it is useful to know if a specific asset preview is in the process of being loaded so client code e.g can repaint while waiting for the loading to finish. + + InstanceID of the assset that a preview has been requested for by: AssetPreview.GetAssetPreview(). + + + + Loading previews is asynchronous so it is useful to know if any requested previews are in the process of being loaded so client code e.g can repaint while waiting. + + + + + Set the asset preview cache to a size that can hold all visible previews on the screen at once. + + The number of previews that can be loaded into the cache before the least used previews are being unloaded. + + + + Audio importer lets you modify AudioClip import settings from editor scripts. + + + + + Compression bitrate. + + + + + The default sample settings for the AudioClip importer. + + + + + Force this clip to mono? + + + + + Corresponding to the "Load In Background" flag in the AudioClip inspector, when this flag is set, the loading of the clip will happen delayed without blocking the main thread. + + + + + Preloads audio data of the clip when the clip asset is loaded. When this flag is off, scripts have to call AudioClip.LoadAudioData() to load the data before the clip can be played. Properties like length, channels and format are available before the audio data has been loaded. + + + + + Clears the sample settings override for the given platform. + + The platform to clear the overrides for. + + Returns true if any overrides were actually cleared. + + + + + Returns whether a given build target has its sample settings currently overridden. + + The platform to query if this AudioImporter has an override for. + + Returns true if the platform is currently overriden in this AudioImporter. + + + + + Return the current override settings for the given platform. + + The platform to get the override settings for. + + The override sample settings for the given platform. + + + + + Sets the override sample settings for the given platform. + + The platform which will have the sample settings overridden. + The override settings for the given platform. + + Returns true if the settings were successfully overriden. Some setting overrides are not possible for the given platform, in which case false is returned and the settings are not registered. + + + + + This structure contains a collection of settings used to define how an AudioClip should be imported. + +This structure is used with the AudioImporter to define how the AudioClip should be imported and treated during loading within the scene. + + + + + CompressionFormat defines the compression type that the audio file is encoded to. Different compression types have different performance and audio artifact characteristics. + + + + + LoadType defines how the imported AudioClip data should be loaded. + + + + + Audio compression quality (0-1) + +Amount of compression. The value roughly corresponds to the ratio between the resulting and the source file sizes. + + + + + Target sample rate to convert to when samplerateSetting is set to OverrideSampleRate. + + + + + Defines how the sample rate is modified (if at all) of the importer audio file. + + + + + The sample rate setting used within the AudioImporter. This defines the sample rate conversion of audio on import. + + + + + Let Unity deduce the optimal sample rate for the AudioClip being imported. The audio file will be analysed and a minimal sample rate chosen while still preserving audio quality. + + + + + Override the sample rate of the imported audio file with a custom value. + + + + + Do not change the sample rate of the imported audio file. The sample rate will be preserved for the imported AudioClip. + + + + + The base class used to create new sorting. + + + + + The content to display to quickly identify the hierarchy's mode. + + + + + The sorting method used to determine the order of GameObjects. + + + + + + + Build types available for BlackBerry. + + + + + Build type for local testing purposes. + + + + + Signed build used for submission to BlackBerry AppWorld. + + + + + Asset Bundle building options. + + + + + Append the hash to the assetBundle name. + + + + + Includes all dependencies. + + + + + Forces inclusion of the entire asset. + + + + + Builds an asset bundle using a hash for the id of the object stored in the asset bundle. + + + + + Do not include type information within the AssetBundle. + + + + + Force rebuild the assetBundles. + + + + + Ignore the type tree changes when doing the incremental build check. + + + + + Build assetBundle without any special option. + + + + + Don't compress the data when creating the asset bundle. + + + + + Building options. Multiple options can be combined together. + + + + + Used when building Xcode (iPhone) or Eclipse (Android) projects. + + + + + Allow script debuggers to attach to the player remotely. + + + + + Run the built player. + + + + + Build a compressed asset bundle that contains streamed scenes loadable with the WWW class. + + + + + Build only the scripts of a project. + + + + + Start the player with a connection to the profiler in the editor. + + + + + Build a development version of the player. + + + + + Build headless Linux standalone. + + + + + Include assertions in the build. By default, the assertions are only included in development builds. + + + + + Force full optimizations for script complilation in Development builds. + + + + + Perform the specified build without any special settings or extra tasks. + + + + + Show the built player. + + + + + Symlink runtime libraries when generating iOS Xcode project. (Faster iteration time). + + + + + Don't compress the data when creating the asset bundle. + + + + + Copy UnityObject.js alongside Web Player so it wouldn't have to be downloaded from internet. + + + + + Lets you programmatically build players or AssetBundles which can be loaded from the web. + + + + + Is a player currently being built? + + + + + Builds an asset bundle. + + Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset. + An array of assets to write into the bundle. + The filename where to write the compressed asset bundle. + Automatically include dependencies or always include complete assets instead of just the exact referenced objects. + The platform to build the bundle for. + The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload. + + + + Builds an asset bundle. + + Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset. + An array of assets to write into the bundle. + The filename where to write the compressed asset bundle. + Automatically include dependencies or always include complete assets instead of just the exact referenced objects. + The platform to build the bundle for. + The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload. + + + + Builds an asset bundle. + + Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset. + An array of assets to write into the bundle. + The filename where to write the compressed asset bundle. + Automatically include dependencies or always include complete assets instead of just the exact referenced objects. + The platform to build the bundle for. + The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload. + + + + Builds an asset bundle. + + Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset. + An array of assets to write into the bundle. + The filename where to write the compressed asset bundle. + Automatically include dependencies or always include complete assets instead of just the exact referenced objects. + The platform to build the bundle for. + The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload. + + + + Builds an asset bundle. + + Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset. + An array of assets to write into the bundle. + The filename where to write the compressed asset bundle. + Automatically include dependencies or always include complete assets instead of just the exact referenced objects. + The platform to build the bundle for. + The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload. + + + + Builds an asset bundle. + + Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset. + An array of assets to write into the bundle. + The filename where to write the compressed asset bundle. + Automatically include dependencies or always include complete assets instead of just the exact referenced objects. + The platform to build the bundle for. + The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload. + + + + Builds an asset bundle, with custom names for the assets. + + A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder. + An array of strings of the same size as the number of assets. +These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead. + The location where the compressed asset bundle will be written to. + Automatically include dependencies or always include complete assets instead of just the exact referenced objects. + The platform where the asset bundle will be used. + An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.) + + + + Builds an asset bundle, with custom names for the assets. + + A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder. + An array of strings of the same size as the number of assets. +These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead. + The location where the compressed asset bundle will be written to. + Automatically include dependencies or always include complete assets instead of just the exact referenced objects. + The platform where the asset bundle will be used. + An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.) + + + + Builds an asset bundle, with custom names for the assets. + + A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder. + An array of strings of the same size as the number of assets. +These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead. + The location where the compressed asset bundle will be written to. + Automatically include dependencies or always include complete assets instead of just the exact referenced objects. + The platform where the asset bundle will be used. + An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.) + + + + Builds an asset bundle, with custom names for the assets. + + A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder. + An array of strings of the same size as the number of assets. +These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead. + The location where the compressed asset bundle will be written to. + Automatically include dependencies or always include complete assets instead of just the exact referenced objects. + The platform where the asset bundle will be used. + An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.) + + + + Builds an asset bundle, with custom names for the assets. + + A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder. + An array of strings of the same size as the number of assets. +These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead. + The location where the compressed asset bundle will be written to. + Automatically include dependencies or always include complete assets instead of just the exact referenced objects. + The platform where the asset bundle will be used. + An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.) + + + + Builds an asset bundle, with custom names for the assets. + + A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder. + An array of strings of the same size as the number of assets. +These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead. + The location where the compressed asset bundle will be written to. + Automatically include dependencies or always include complete assets instead of just the exact referenced objects. + The platform where the asset bundle will be used. + An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.) + + + + Build all AssetBundles specified in the editor. + + Output path for the AssetBundles. + AssetBundle building options. + Target build platform. + + + + Build AssetBundles from a building map. + + Output path for the AssetBundles. + AssetBundle building options. + Target build platform. + AssetBundle building map. + + + + Builds a player. + + The scenes to be included in the build. If empty, the currently open scene will be built. Paths are relative to the project folder (AssetsMyLevelsMyScene.unity). + The path where the application will be built. + The BuildTarget to build. + Additional BuildOptions, like whether to run the built player. + + An error message if an error occurred. + + + + + Builds one or more scenes and all their dependencies into a compressed asset bundle. + + Pathnames of levels to include in the asset bundle. + Pathname for the output asset bundle. + Runtime platform on which the asset bundle will be used. + Output parameter to receive CRC checksum of generated assetbundle. + Build options. See BuildOptions for possible values. + + String with an error message, empty on success. + + + + + Builds one or more scenes and all their dependencies into a compressed asset bundle. + + Pathnames of levels to include in the asset bundle. + Pathname for the output asset bundle. + Runtime platform on which the asset bundle will be used. + Output parameter to receive CRC checksum of generated assetbundle. + Build options. See BuildOptions for possible values. + + String with an error message, empty on success. + + + + + Builds one or more scenes and all their dependencies into a compressed asset bundle. + + Pathnames of levels to include in the asset bundle. + Pathname for the output asset bundle. + Runtime platform on which the asset bundle will be used. + Output parameter to receive CRC checksum of generated assetbundle. + Build options. See BuildOptions for possible values. + + String with an error message, empty on success. + + + + + Builds one or more scenes and all their dependencies into a compressed asset bundle. + + Pathnames of levels to include in the asset bundle. + Pathname for the output asset bundle. + Runtime platform on which the asset bundle will be used. + Output parameter to receive CRC checksum of generated assetbundle. + Build options. See BuildOptions for possible values. + + String with an error message, empty on success. + + + + + Extract the crc checksum for the given AssetBundle. + + + + + + + Extract the hash for the given AssetBundle. + + + + + + + Lets you manage cross-references and dependencies between different asset bundles and player builds. + + + + + Lets you manage cross-references and dependencies between different asset bundles and player builds. + + + + + Target build platform. + + + + + Build an iOS player. + + + + + OBSOLETE: Use iOS. Build an iOS player. + + + + + Build an Android .apk standalone app. + + + + + Build a BlackBerry 10 application. + + + + + Build to Nintendo 3DS platform. + + + + + Build a PS3 Standalone. + + + + + Build a PS4 Standalone. + + + + + Build a PS Vita Standalone. + + + + + Build to Samsung Smart TV platform. + + + + + Build a Linux standalone. + + + + + Build a Linux 64-bit standalone. + + + + + Build a Linux universal standalone. + + + + + Build an OS X standalone (Intel only). + + + + + Build an OSX Intel 64-bit standalone. + + + + + Build a universal OSX standalone. + + + + + Build a Windows standalone. + + + + + Build a Windows 64-bit standalone. + + + + + Build a Tizen player. + + + + + WebGL. + + + + + Build a web player. + + + + + Build a streamed web player. + + + + + Build a Wii U standalone. + + + + + Build a Windows Phone 8 player. + + + + + Build an Windows Store Apps player. + + + + + Build a XBox Standalone. + + + + + Build a Xbox One Standalone. + + + + + Build target group. + + + + + Apple iOS target. + + + + + OBSOLETE: Use iOS. Apple iOS target. + + + + + Android target. + + + + + GLESEmu target. + + + + + Nintendo 3DS target. + + + + + Sony Playstation 3 target. + + + + + Sony Playstation 4 target. + + + + + Sony PS Vita target. + + + + + Samsung Smart TV target. + + + + + Mac/PC standalone target. + + + + + Samsung Tizen target. + + + + + Unknown target. + + + + + WebGL. + + + + + Mac/PC webplayer target. + + + + + Nintendo Wii U target. + + + + + Windows Phone 8 target. + + + + + Windows Store Apps target. + + + + + Microsoft XBOX360 target. + + + + + Microsoft Xbox One target. + + + + + Base class for Attributes that require a callback index. + + + + + Add this attribute to a method to get a notification after scripts have been reloaded. + + + + + DidReloadScripts attribute. + + Order in which separate attributes will be processed. + + + + DidReloadScripts attribute. + + Order in which separate attributes will be processed. + + + + Callback attribute for opening an asset in Unity (e.g the callback is fired when double clicking an asset in the Project Browser). + + + + + Add this attribute to a method to get a notification just after building the player. + + + + + Add this attribute to a method to get a notification just before building the scene. + + + + + Attribute used to make a custom editor support multi-object editing. + + + + + Stores a curve and its name that will be used to create additionnal curves during the import process. + + + + + The animation curve. + + + + + The name of the animation curve. + + + + + AnimationClip mask options for ModelImporterClipAnimation. + + + + + Use a mask from your project to specify which transforms animation should be imported. + + + + + A mask containing all the transform in the file will be created internally. + + + + + Used as input to ColorField to configure the HDR color ranges in the ColorPicker. + + + + + Maximum allowed color component value when using the ColorPicker. + + + + + Maximum exposure value allowed in the Color Picker. + + + + + Minimum allowed color component value when using the ColorPicker. + + + + + Minimum exposure value allowed in the Color Picker. + + + + + + + Minimum brightness value allowed when using the Color Picker. + Maximum brightness value allowed when using the Color Picker. + Minimum exposure value used in the tonemapping section of the Color Picker. + Maximum exposure value used in the tonemapping section of the Color Picker. + + + + Tells an Editor class which run-time type it's an editor for. + + + + + If true, match this editor only if all non-fallback editors do not match. Defaults to false. + + + + + Defines which object type the custom editor class can edit. + + Type that this editor can edit. + If true, child classes of inspectedType will also show this editor. Defaults to false. + + + + Defines which object type the custom editor class can edit. + + Type that this editor can edit. + If true, child classes of inspectedType will also show this editor. Defaults to false. + + + + Adds an extra preview in the Inspector for the specified type. + + + + + Tells a DefaultPreview which class it's a preview for. + + The type you want to create a custom preview for. + + + + Tells a custom PropertyDrawer or DecoratorDrawer which run-time Serializable class or PropertyAttribute it's a drawer for. + + + + + Tells a PropertyDrawer or DecoratorDrawer class which run-time class or attribute it's a drawer for. + + If the drawer is for a custom Serializable class, the type should be that class. If the drawer is for script variables with a specific PropertyAttribute, the type should be that attribute. + If true, the drawer will be used for any children of the specified class unless they define their own drawer. + + + + Tells a PropertyDrawer or DecoratorDrawer class which run-time class or attribute it's a drawer for. + + If the drawer is for a custom Serializable class, the type should be that class. If the drawer is for script variables with a specific PropertyAttribute, the type should be that attribute. + If true, the drawer will be used for any children of the specified class unless they define their own drawer. + + + + Direct3D 11 fullscreen mode. + + + + + Exclusive mode. + + + + + Fullscreen window. + + + + + Direct3D 9 fullscreen mode. + + + + + Exclusive mode. + + + + + Fullscreen window. + + + + + Base class to derive custom decorator drawers from. + + + + + The PropertyAttribute for the decorator. (Read Only) + + + + + Override this method to specify how tall the GUI for this decorator is in pixels. + + + + + Override this method to make your own GUI for the decorator. + + Rectangle on the screen to use for the decorator GUI. + + + + DefaultAsset is used for assets that does not have a specific type (yet). + + + + + Constructor. + + + + + Editor drag & drop operations. + + + + + Get or set ID of currently active drag and drop control. + + + + + References to Object|objects being dragged. + + + + + The file names being dragged. + + + + + The visual indication of the drag. + + + + + Accept a drag operation. + + + + + Get data associated with current drag and drop operation. + + + + + + Clears drag & drop data. + + + + + Set data associated with current drag and drop operation. + + + + + + + Start a drag operation. + + + + + + Visual indication mode for Drag & Drop operation. + + + + + Copy dragged objects. + + + + + Generic drag operation. + + + + + Link dragged objects to target. + + + + + Move dragged objects. + + + + + No indication (drag should not be performed). + + + + + Rejected drag operation. + + + + + Drawing modes for Handles.DrawCamera. + + + + + Draw objects with the albedo component only. + + + + + Display alpha channel of the rendering. + + + + + Draw objects with baked GI only. + + + + + Draw objects with different color for each chart (UV island). + + + + + Draw with different color for each cluster. + + + + + Draw diffuse color of Deferred Shading g-buffer. + + + + + Draw world space normal of Deferred Shading g-buffer. + + + + + Draw smoothness value of Deferred Shading g-buffer. + + + + + Draw specular color of Deferred Shading g-buffer. + + + + + Draw objects with directionality for real-time GI. + + + + + Draw objects with the emission component only. + + + + + Draw objects with real-time GI only. + + + + + Draw lit clusters. + + + + + Display texture resolution, with red tint indicating too high resolution, and blue tint indicating texture sizes that could be higher. + + + + + Draw the camera like it would be drawn in-game. This uses the clear flags of the camera. + + + + + Display scene overdraw, with brighter colors indicating more overdraw. + + + + + Draw color-coded render paths. + + + + + Draw directional light shadowmap cascades. + + + + + Draw objects with different color for each GI system. + + + + + Draw the camera textured with selection wireframe and no background clearing. + + + + + Draw the camera where all objects have a wireframe overlay. and no background clearing. + + + + + Draw the camera in wireframe and no background clearing. + + + + + The DrawGizmo attribute allows you to supply a gizmo renderer for any Component. + + + + + Defines when the gizmo should be invoked for drawing. + + Flags to denote when the gizmo should be drawn. + + + + Same as above. drawnGizmoType determines of what type the object we are drawing the gizmo of has to be. + + Flags to denote when the gizmo should be drawn. + Type of object for which the gizmo should be drawn. + + + + Base class to derive custom Editors from. Use this to create your own custom inspectors and editors for your objects. + + + + + A SerializedObject representing the object or objects being inspected. + + + + + The object being inspected. + + + + + An array of all the object being inspected. + + + + + On return previousEditor is an editor for targetObject or targetObjects. The function either returns if the editor is already tracking the objects, or Destroys the previous editor and creates a new one. + + The object the editor is tracking. + The requested editor type. null for the default editor for the object. + The previous editor for the object. Once CreateCachedEditor returns previousEditor is an editor for the targetObject or targetObjects. + The objects the editor is tracking. + + + + + + On return previousEditor is an editor for targetObject or targetObjects. The function either returns if the editor is already tracking the objects, or Destroys the previous editor and creates a new one. + + The object the editor is tracking. + The requested editor type. null for the default editor for the object. + The previous editor for the object. Once CreateCachedEditor returns previousEditor is an editor for the targetObject or targetObjects. + The objects the editor is tracking. + + + + + + Make a custom editor for targetObject or targetObjects. + + All objects must be of same exact type. + + + + + + + Make a custom editor for targetObject or targetObjects. + + All objects must be of same exact type. + + + + + + + Make a custom editor for targetObject or targetObjects. + + All objects must be of same exact type. + + + + + + + Make a custom editor for targetObject or targetObjects. + + All objects must be of same exact type. + + + + + + + Draw the built-in inspector. + + + + + Call this function to draw the header of the editor. + + + + + The first entry point for Preview Drawing. + + The available area to draw the preview. + + + + + Implement this method to show asset information on top of the asset preview. + + + + + Override this method if you want to change the label of the Preview area. + + + + + Override this method in subclasses if you implement OnPreviewGUI. + + + True if this component can be Previewed in its current state. + + + + + Implement this function to make a custom inspector. + + + + + Implement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector. + + Rectangle in which to draw the preview. + Background image. + + + + Implement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector. + + Rectangle in which to draw the preview. + Background image. + + + + Override this method if you want to show custom controls in the preview header. + + + + + Override this method if you want to render a static preview that shows. + + + + + + + + + Repaint any inspectors that shows this editor. + + + + + Does this edit require to be repainted constantly in its current state? + + + + + Override this method in subclasses to return false if you don't want default margins. + + + + + Main Application class. + + + + + Path to the Unity editor contents folder. (Read Only) + + + + + Returns the path to the Unity editor application. (Read Only) + + + + + The path of the scene that the user has currently open (Will be an empty string if no scene is currently open). (Read Only) + + + + + Delegate which is called once after all inspectors update. + + + + + A callback to be raised when an object in the hierarchy changes. + +Each time an object is (or a group of objects are) created, renamed, parented, unparented or destroyed this callback is raised. + + + + + + Delegate for OnGUI events for every visible list item in the HierarchyWindow. + + + + + Is editor currently compiling scripts? (Read Only) + + + + + Is editor currently paused? + + + + + Is editor currently in play mode? + + + + + Is editor either currently in play mode, or about to switch to it? (Read Only) + + + + + Is editor currently connected to Unity Remote 4 client app. + + + + + Is true if the currently open scene in the editor contains unsaved modifications. + + + + + Is editor currently updating? (Read Only) + + + + + Delegate for changed keyboard modifier keys. + + + + + Delegate for play mode state changes. + + + + + Callback raised whenever the state of the Project window changes. + + + + + Delegate for OnGUI events for every visible list item in the ProjectWindow. + + + + + Callback raised whenever the contents of a window's search box are changed. + + + + + The time since the editor was started. (Read Only) + + + + + Delegate for generic updates. + + + + + Plays system beep sound. + + + + + Delegate to be called from EditorApplication callbacks. + + + + + Set the hierarchy sorting method as dirty. + + + + + Invokes the menu item in the specified path. + + + + + + Exit the Unity editor application. + + + + + + Delegate to be called for every visible list item in the HierarchyWindow on every OnGUI event. + + + + + + + Load the given level additively in play mode asynchronously + + + + + + Load the given level additively in play mode. + + + + + + Load the given level in play mode asynchronously. + + + + + + Load the given level in play mode. + + + + + + Prevents loading of assemblies when it is inconvenient. + + + + + Explicitly mark the current opened scene as modified. + + + + + Create a new absolutely empty scene. + + + + + Create a new scene. + + + + + Open another project. + + The path of a project to open. + Arguments to pass to command line. + + + + Opens the scene at path. + + + + + + Opens the scene at path additively. + + + + + + Delegate to be called for every visible list item in the ProjectWindow on every OnGUI event. + + + + + + + Can be used to ensure repaint of the HierarchyWindow. + + + + + Can be used to ensure repaint of the ProjectWindow. + + + + + Saves all serializable assets that have not yet been written to disk (eg. Materials). + + + + + Ask the user if he wants to save the open scene. + + + + + Save the open scene. + + The file path to save at. If empty, the current open scene will be overwritten, or if never saved before, a save dialog is shown. + If set to true, the scene will be saved without changing the currentScene and without clearing the unsaved changes marker. + + True if the save succeeded, otherwise false. + + + + + Save the open scene. + + The file path to save at. If empty, the current open scene will be overwritten, or if never saved before, a save dialog is shown. + If set to true, the scene will be saved without changing the currentScene and without clearing the unsaved changes marker. + + True if the save succeeded, otherwise false. + + + + + Save the open scene. + + The file path to save at. If empty, the current open scene will be overwritten, or if never saved before, a save dialog is shown. + If set to true, the scene will be saved without changing the currentScene and without clearing the unsaved changes marker. + + True if the save succeeded, otherwise false. + + + + + Perform a single frame step. + + + + + Must be called after LockReloadAssemblies, to reenable loading of assemblies. + + + + + Defines how a curve is attached to an object that it controls. + + + + + The transform path of the object that is animated. + + + + + The property of the object that is animated. + + + + + These work pretty much like the normal GUI functions - and also have matching implementations in EditorGUILayout. + + + + + Is the platform-dependent "action" modifier key held down? (Read Only) + + + + + The indent level of the field labels. + + + + + Makes the following controls give the appearance of editing multiple different values. + + + + + Check if any control was changed inside a block of code. + + + + + Create a group of controls that can be disabled. + + Boolean specifying if the controls inside the group should be disabled. + + + + Create a Property wrapper, useful for making regular GUI controls work with SerializedProperty. + + Rectangle on the screen to use for the control, including label if applicable. + Optional label in front of the slider. Use null to use the name from the SerializedProperty. Use GUIContent.none to not display a label. + The SerializedProperty to use for the control. + + The actual label to use for the control. + + + + + Make Center & Extents field for entering a Bounds. + + Rectangle on the screen to use for the field. + Optional label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Make Center & Extents field for entering a Bounds. + + Rectangle on the screen to use for the field. + Optional label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Make a field for selecting a Color. + + Rectangle on the screen to use for the field. + Optional label to display in front of the field. + The color to edit. + + The color selected by the user. + + + + + Make a field for selecting a Color. + + Rectangle on the screen to use for the field. + Optional label to display in front of the field. + The color to edit. + + The color selected by the user. + + + + + Make a field for selecting a Color. + + Rectangle on the screen to use for the field. + Optional label to display in front of the field. + The color to edit. + + The color selected by the user. + + + + + Make a field for selecting a Color. + + Rectangle on the screen to use for the field. + Optional label to display in front of the field. + The color to edit. + + The color selected by the user. + + + + + + + + + + Make a field for editing an AnimationCurve. + + Rectangle on the screen to use for the field. + Optional label to display in front of the field. + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + + The curve edited by the user. + + + + + Make a field for editing an AnimationCurve. + + Rectangle on the screen to use for the field. + Optional label to display in front of the field. + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + + The curve edited by the user. + + + + + Make a field for editing an AnimationCurve. + + Rectangle on the screen to use for the field. + Optional label to display in front of the field. + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + + The curve edited by the user. + + + + + Make a field for editing an AnimationCurve. + + Rectangle on the screen to use for the field. + Optional label to display in front of the field. + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + + The curve edited by the user. + + + + + Make a field for editing an AnimationCurve. + + Rectangle on the screen to use for the field. + Optional label to display in front of the field. + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + + The curve edited by the user. + + + + + Make a field for editing an AnimationCurve. + + Rectangle on the screen to use for the field. + Optional label to display in front of the field. + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + + The curve edited by the user. + + + + + Make a field for editing an AnimationCurve. + + Rectangle on the screen to use for the field. + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + + + + + Create a group of controls that can be disabled. + + + + + Create a new DisabledGroupScope and begin the corresponding group. + + Boolean specifying if the controls inside the group should be disabled. + + + + Make a text field for entering doubles. + + Rectangle on the screen to use for the double field. + Optional label to display in front of the double field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Make a text field for entering doubles. + + Rectangle on the screen to use for the double field. + Optional label to display in front of the double field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Make a text field for entering doubles. + + Rectangle on the screen to use for the double field. + Optional label to display in front of the double field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Draws the texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + Material to be used when drawing the texture. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. + + + + Draws the texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + Material to be used when drawing the texture. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. + + + + Draws the texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + Material to be used when drawing the texture. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. + + + + Draws the texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + Material to be used when drawing the texture. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. + + + + Draws the alpha channel of a texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. + + + + Draws the alpha channel of a texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. + + + + Draws the alpha channel of a texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. + + + + Draws a label with a drop shadow. + + Where to show the label. + Text to show +@style style to use. + + + + + + Draws a label with a drop shadow. + + Where to show the label. + Text to show +@style style to use. + + + + + + Draws a label with a drop shadow. + + Where to show the label. + Text to show +@style style to use. + + + + + + Draws a label with a drop shadow. + + Where to show the label. + Text to show +@style style to use. + + + + + + Ends a change check started with BeginChangeCheck (). + + + True if GUI.changed was set to true, otherwise false. + + + + + Ends a disabled group started with BeginDisabledGroup. + + + + + Ends a Property wrapper started with BeginProperty. + + + + + Make a field for enum based masks. + + Rectangle on the screen to use for this control. + Enum to use for the flags. + Optional GUIStyle. + Caption/label for the control. + + The value modified by the user. + + + + + Make a field for enum based masks. + + Rectangle on the screen to use for this control. + Enum to use for the flags. + Optional GUIStyle. + Caption/label for the control. + + The value modified by the user. + + + + + Make a field for enum based masks. + + Rectangle on the screen to use for this control. + Enum to use for the flags. + Optional GUIStyle. + Caption/label for the control. + + The value modified by the user. + + + + + Make a field for enum based masks. + + Rectangle on the screen to use for this control. + Enum to use for the flags. + Optional GUIStyle. + Caption/label for the control. + + The value modified by the user. + + + + + Make a field for enum based masks. + + Rectangle on the screen to use for this control. + Enum to use for the flags. + Optional GUIStyle. + Caption/label for the control. + + The value modified by the user. + + + + + Make a field for enum based masks. + + Rectangle on the screen to use for this control. + Enum to use for the flags. + Optional GUIStyle. + Caption/label for the control. + + The value modified by the user. + + + + + Internal version that also gives you back which flags were changed and what they were changed to. + + + + + Make an enum popup selection field for a bitmask. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The enum options the field shows. + Optional GUIStyle. + + The enum options that has been selected by the user. + + + + + Make an enum popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The enum option the field shows. + Optional GUIStyle. + + The enum option that has been selected by the user. + + + + + Make an enum popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The enum option the field shows. + Optional GUIStyle. + + The enum option that has been selected by the user. + + + + + Make an enum popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The enum option the field shows. + Optional GUIStyle. + + The enum option that has been selected by the user. + + + + + Make an enum popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The enum option the field shows. + Optional GUIStyle. + + The enum option that has been selected by the user. + + + + + Make an enum popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The enum option the field shows. + Optional GUIStyle. + + The enum option that has been selected by the user. + + + + + Make an enum popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The enum option the field shows. + Optional GUIStyle. + + The enum option that has been selected by the user. + + + + + Make a text field for entering floats. + + Rectangle on the screen to use for the float field. + Optional label to display in front of the float field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Make a text field for entering floats. + + Rectangle on the screen to use for the float field. + Optional label to display in front of the float field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Make a text field for entering floats. + + Rectangle on the screen to use for the float field. + Optional label to display in front of the float field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Move keyboard focus to a named text field and begin editing of the content. + + Name set using GUI.SetNextControlName. + + + + Make a label with a foldout arrow to the left of it. + + Rectangle on the screen to use for the arrow and label. + The shown foldout state. + The label to show. + Optional GUIStyle. + Should the label be a clickable part of the control? + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Make a label with a foldout arrow to the left of it. + + Rectangle on the screen to use for the arrow and label. + The shown foldout state. + The label to show. + Optional GUIStyle. + Should the label be a clickable part of the control? + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Make a label with a foldout arrow to the left of it. + + Rectangle on the screen to use for the arrow and label. + The shown foldout state. + The label to show. + Optional GUIStyle. + Should the label be a clickable part of the control? + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Make a label with a foldout arrow to the left of it. + + Rectangle on the screen to use for the arrow and label. + The shown foldout state. + The label to show. + Optional GUIStyle. + Should the label be a clickable part of the control? + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Make a label with a foldout arrow to the left of it. + + Rectangle on the screen to use for the arrow and label. + The shown foldout state. + The label to show. + Optional GUIStyle. + Should the label be a clickable part of the control? + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Make a label with a foldout arrow to the left of it. + + Rectangle on the screen to use for the arrow and label. + The shown foldout state. + The label to show. + Optional GUIStyle. + Should the label be a clickable part of the control? + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Make a label with a foldout arrow to the left of it. + + Rectangle on the screen to use for the arrow and label. + The shown foldout state. + The label to show. + Optional GUIStyle. + Should the label be a clickable part of the control? + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Make a label with a foldout arrow to the left of it. + + Rectangle on the screen to use for the arrow and label. + The shown foldout state. + The label to show. + Optional GUIStyle. + Should the label be a clickable part of the control? + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Get the height needed for a PropertyField control. + + Height of the property area. + Descriptive text or image. + Should the returned height include the height of child properties? + + + + Get the height needed for a PropertyField control. + + Height of the property area. + Descriptive text or image. + Should the returned height include the height of child properties? + + + + Get the height needed for a PropertyField control. + + Height of the property area. + Descriptive text or image. + Should the returned height include the height of child properties? + + + + Make a label for some control. + + Rectangle on the screen to use in total for both the label and the control. + Rectangle on the screen to use for the label. + Label to show for the control. + The unique ID of the control. If none specified, the ID of the following control is used. + Optional GUIStyle to use for the label. + + + + Make a label for some control. + + Rectangle on the screen to use in total for both the label and the control. + Rectangle on the screen to use for the label. + Label to show for the control. + The unique ID of the control. If none specified, the ID of the following control is used. + Optional GUIStyle to use for the label. + + + + Make a label for some control. + + Rectangle on the screen to use in total for both the label and the control. + Rectangle on the screen to use for the label. + Label to show for the control. + The unique ID of the control. If none specified, the ID of the following control is used. + Optional GUIStyle to use for the label. + + + + Make a help box with a message to the user. + + Rectangle on the screen to draw the help box within. + The message text. + The type of message. + + + + Make an inspector-window-like titlebar. + + Rectangle on the screen to use for the titlebar. + The foldout state shown with the arrow. + The object (for example a component) or objects that the titlebar is for. + + + The foldout state selected by the user. + + + + + Make an inspector-window-like titlebar. + + Rectangle on the screen to use for the titlebar. + The foldout state shown with the arrow. + The object (for example a component) or objects that the titlebar is for. + + + The foldout state selected by the user. + + + + + Make a text field for entering integers. + + Rectangle on the screen to use for the int field. + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Make a text field for entering integers. + + Rectangle on the screen to use for the int field. + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Make a text field for entering integers. + + Rectangle on the screen to use for the int field. + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Make a text field for entering integers. + + Rectangle on the screen to use for the int field. + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Make a text field for entering integers. + + Rectangle on the screen to use for the int field. + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Make a text field for entering integers. + + Rectangle on the screen to use for the int field. + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Make an integer popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. + Optional GUIStyle. + + The value of the option that has been selected by the user. + + + + + Make an integer popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. + Optional GUIStyle. + + The value of the option that has been selected by the user. + + + + + Make an integer popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. + Optional GUIStyle. + + The value of the option that has been selected by the user. + + + + + Make an integer popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. + Optional GUIStyle. + + The value of the option that has been selected by the user. + + + + + Make an integer popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. + Optional GUIStyle. + + The value of the option that has been selected by the user. + + + + + Make an integer popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. + Optional GUIStyle. + + The value of the option that has been selected by the user. + + + + + Make an integer popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. + Optional GUIStyle. + + The value of the option that has been selected by the user. + + + + + Make an integer popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. + Optional GUIStyle. + + The value of the option that has been selected by the user. + + + + + + + Rectangle on the screen to use for the field. + The SerializedProperty to use for the control. + An array with the displayed options the user can choose from. + An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. + Optional label in front of the field. + + + + + + Rectangle on the screen to use for the field. + The SerializedProperty to use for the control. + An array with the displayed options the user can choose from. + An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. + Optional label in front of the field. + + + + Make a slider the user can drag to change an integer value between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + + The value that has been set by the user. + + + + + Make a slider the user can drag to change an integer value between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + + The value that has been set by the user. + + + + + Make a slider the user can drag to change an integer value between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + + The value that has been set by the user. + + + + + Make a slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + + + + Make a slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + + + + Make a slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + + + + Make a label field. (Useful for showing read-only info.) + + Rectangle on the screen to use for the label field. + Label in front of the label field. + The label to show to the right. + Style information (color, etc) for displaying the label. + + + + Make a label field. (Useful for showing read-only info.) + + Rectangle on the screen to use for the label field. + Label in front of the label field. + The label to show to the right. + Style information (color, etc) for displaying the label. + + + + Make a label field. (Useful for showing read-only info.) + + Rectangle on the screen to use for the label field. + Label in front of the label field. + The label to show to the right. + Style information (color, etc) for displaying the label. + + + + Make a label field. (Useful for showing read-only info.) + + Rectangle on the screen to use for the label field. + Label in front of the label field. + The label to show to the right. + Style information (color, etc) for displaying the label. + + + + Make a label field. (Useful for showing read-only info.) + + Rectangle on the screen to use for the label field. + Label in front of the label field. + The label to show to the right. + Style information (color, etc) for displaying the label. + + + + Make a label field. (Useful for showing read-only info.) + + Rectangle on the screen to use for the label field. + Label in front of the label field. + The label to show to the right. + Style information (color, etc) for displaying the label. + + + + Make a label field. (Useful for showing read-only info.) + + Rectangle on the screen to use for the label field. + Label in front of the label field. + The label to show to the right. + Style information (color, etc) for displaying the label. + + + + Make a label field. (Useful for showing read-only info.) + + Rectangle on the screen to use for the label field. + Label in front of the label field. + The label to show to the right. + Style information (color, etc) for displaying the label. + + + + Make a layer selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The layer shown in the field. + Optional GUIStyle. + + The layer selected by the user. + + + + + Make a layer selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The layer shown in the field. + Optional GUIStyle. + + The layer selected by the user. + + + + + Make a layer selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The layer shown in the field. + Optional GUIStyle. + + The layer selected by the user. + + + + + Make a layer selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The layer shown in the field. + Optional GUIStyle. + + The layer selected by the user. + + + + + Make a layer selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The layer shown in the field. + Optional GUIStyle. + + The layer selected by the user. + + + + + Make a layer selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The layer shown in the field. + Optional GUIStyle. + + The layer selected by the user. + + + + + Make a text field for entering integers. + + Rectangle on the screen to use for the long field. + Optional label to display in front of the long field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Make a text field for entering integers. + + Rectangle on the screen to use for the long field. + Optional label to display in front of the long field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Make a text field for entering integers. + + Rectangle on the screen to use for the long field. + Optional label to display in front of the long field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Make a text field for entering integers. + + Rectangle on the screen to use for the long field. + Optional label to display in front of the long field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Make a text field for entering integers. + + Rectangle on the screen to use for the long field. + Optional label to display in front of the long field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Make a text field for entering integers. + + Rectangle on the screen to use for the long field. + Optional label to display in front of the long field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Make a field for masks. + + Rectangle on the screen to use for this control. + Label for the field. + The current mask to display. + A string array containing the labels for each flag. + Optional GUIStyle. + A string array containing the labels for each flag. + + The value modified by the user. + + + + + Make a field for masks. + + Rectangle on the screen to use for this control. + Label for the field. + The current mask to display. + A string array containing the labels for each flag. + Optional GUIStyle. + A string array containing the labels for each flag. + + The value modified by the user. + + + + + Make a field for masks. + + Rectangle on the screen to use for this control. + Label for the field. + The current mask to display. + A string array containing the labels for each flag. + Optional GUIStyle. + A string array containing the labels for each flag. + + The value modified by the user. + + + + + Make a field for masks. + + Rectangle on the screen to use for this control. + Label for the field. + The current mask to display. + A string array containing the labels for each flag. + Optional GUIStyle. + A string array containing the labels for each flag. + + The value modified by the user. + + + + + Make a field for masks. + + Rectangle on the screen to use for this control. + Label for the field. + The current mask to display. + A string array containing the labels for each flag. + Optional GUIStyle. + A string array containing the labels for each flag. + + The value modified by the user. + + + + + Make a field for masks. + + Rectangle on the screen to use for this control. + Label for the field. + The current mask to display. + A string array containing the labels for each flag. + Optional GUIStyle. + A string array containing the labels for each flag. + + The value modified by the user. + + + + + Make a special slider the user can use to specify a range between a min and a max. + + Optional label in front of the slider. + Rectangle on the screen to use for the slider. + The value the slider shows. This determines the position of the draggable thumb. + The lower value of the range the slider shows, passed by reference. + The upper value at the range the slider shows, passed by reference. + The limit at the left end of the slider. + The limit at the right end of the slider. + + + + Make a special slider the user can use to specify a range between a min and a max. + + Optional label in front of the slider. + Rectangle on the screen to use for the slider. + The value the slider shows. This determines the position of the draggable thumb. + The lower value of the range the slider shows, passed by reference. + The upper value at the range the slider shows, passed by reference. + The limit at the left end of the slider. + The limit at the right end of the slider. + + + + Make a multi-control with text fields for entering multiple floats in the same line. + + Rectangle on the screen to use for the float field. + Optional label to display in front of the float field. + Array with small labels to show in front of each float field. There is room for one letter per field only. + Array with the values to edit. + + + + Make a multi-control with text fields for entering multiple floats in the same line. + + Rectangle on the screen to use for the float field. + Optional label to display in front of the float field. + Array with small labels to show in front of each float field. There is room for one letter per field only. + Array with the values to edit. + + + + Make a multi-control with several property fields in the same line. + + Rectangle on the screen to use for the multi-property field. + The SerializedProperty of the first property to make a control for. + Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. + Array with small labels to show in front of each float field. There is room for one letter per field only. + + + + Make a multi-control with several property fields in the same line. + + Rectangle on the screen to use for the multi-property field. + The SerializedProperty of the first property to make a control for. + Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. + Array with small labels to show in front of each float field. There is room for one letter per field only. + + + + Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The object the field shows. + The type of the objects that can be assigned. + Allow assigning scene objects. See Description for more info. + + The object that has been set by the user. + + + + + Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The object the field shows. + The type of the objects that can be assigned. + Allow assigning scene objects. See Description for more info. + + The object that has been set by the user. + + + + + Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The object the field shows. + The type of the objects that can be assigned. + Allow assigning scene objects. See Description for more info. + + The object that has been set by the user. + + + + + Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The object the field shows. + The type of the objects that can be assigned. + Allow assigning scene objects. See Description for more info. + + The object that has been set by the user. + + + + + Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The object the field shows. + The type of the objects that can be assigned. + Allow assigning scene objects. See Description for more info. + + The object that has been set by the user. + + + + + Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The object the field shows. + The type of the objects that can be assigned. + Allow assigning scene objects. See Description for more info. + + The object that has been set by the user. + + + + + Make a text field where the user can enter a password. + + Rectangle on the screen to use for the password field. + Optional label to display in front of the password field. + The password to edit. + Optional GUIStyle. + + The password entered by the user. + + + + + Make a text field where the user can enter a password. + + Rectangle on the screen to use for the password field. + Optional label to display in front of the password field. + The password to edit. + Optional GUIStyle. + + The password entered by the user. + + + + + Make a text field where the user can enter a password. + + Rectangle on the screen to use for the password field. + Optional label to display in front of the password field. + The password to edit. + Optional GUIStyle. + + The password entered by the user. + + + + + Make a text field where the user can enter a password. + + Rectangle on the screen to use for the password field. + Optional label to display in front of the password field. + The password to edit. + Optional GUIStyle. + + The password entered by the user. + + + + + Make a text field where the user can enter a password. + + Rectangle on the screen to use for the password field. + Optional label to display in front of the password field. + The password to edit. + Optional GUIStyle. + + The password entered by the user. + + + + + Make a text field where the user can enter a password. + + Rectangle on the screen to use for the password field. + Optional label to display in front of the password field. + The password to edit. + Optional GUIStyle. + + The password entered by the user. + + + + + Make a generic popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + + The index of the option that has been selected by the user. + + + + + Make a generic popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + + The index of the option that has been selected by the user. + + + + + Make a generic popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + + The index of the option that has been selected by the user. + + + + + Make a generic popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + + The index of the option that has been selected by the user. + + + + + Make a generic popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + + The index of the option that has been selected by the user. + + + + + Make a generic popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + + The index of the option that has been selected by the user. + + + + + Make a generic popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + + The index of the option that has been selected by the user. + + + + + Make a generic popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + + The index of the option that has been selected by the user. + + + + + Make a label in front of some control. + + Rectangle on the screen to use in total for both the label and the control. + The unique ID of the control. If none specified, the ID of the following control is used. + Label to show in front of the control. + Style to use for the label. + + Rectangle on the screen to use just for the control itself. + + + + + Make a label in front of some control. + + Rectangle on the screen to use in total for both the label and the control. + The unique ID of the control. If none specified, the ID of the following control is used. + Label to show in front of the control. + Style to use for the label. + + Rectangle on the screen to use just for the control itself. + + + + + Make a label in front of some control. + + Rectangle on the screen to use in total for both the label and the control. + The unique ID of the control. If none specified, the ID of the following control is used. + Label to show in front of the control. + Style to use for the label. + + Rectangle on the screen to use just for the control itself. + + + + + Make a label in front of some control. + + Rectangle on the screen to use in total for both the label and the control. + The unique ID of the control. If none specified, the ID of the following control is used. + Label to show in front of the control. + Style to use for the label. + + Rectangle on the screen to use just for the control itself. + + + + + Make a progress bar. + + Rectangle on the screen to use in total for both the control. + Value that is shown. + + + + + + Make a field for SerializedProperty. + + Rectangle on the screen to use for the property field. + The SerializedProperty to make a field for. + Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. + If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it). + + True if the property has children and is expanded and includeChildren was set to false; otherwise false. + + + + + Make a field for SerializedProperty. + + Rectangle on the screen to use for the property field. + The SerializedProperty to make a field for. + Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. + If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it). + + True if the property has children and is expanded and includeChildren was set to false; otherwise false. + + + + + Create a Property wrapper, useful for making regular GUI controls work with SerializedProperty. + + + + + The actual label to use for the control. + + + + + Create a new PropertyScope and begin the corresponding property. + + Rectangle on the screen to use for the control, including label if applicable. + Label in front of the slider. Use null to use the name from the SerializedProperty. Use GUIContent.none to not display a label. + The SerializedProperty to use for the control. + + + + Make an X, Y, W & H field for entering a Rect. + + Rectangle on the screen to use for the field. + Optional label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Make an X, Y, W & H field for entering a Rect. + + Rectangle on the screen to use for the field. + Optional label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Make an X, Y, W & H field for entering a Rect. + + Rectangle on the screen to use for the field. + Optional label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Make an X, Y, W & H for Rect using SerializedProperty (not public). + + + + + Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.) + + Rectangle on the screen to use for the label. + The text to show. + Optional GUIStyle. + + + + Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.) + + Rectangle on the screen to use for the label. + The text to show. + Optional GUIStyle. + + + + Make a slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + + The value that has been set by the user. + + + + + Make a slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + + The value that has been set by the user. + + + + + Make a slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + + The value that has been set by the user. + + + + + Make a slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + + + + Make a slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + + + + Make a slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + + + + Make a tag selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The tag the field shows. + Optional GUIStyle. + + The tag selected by the user. + + + + + Make a tag selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The tag the field shows. + Optional GUIStyle. + + The tag selected by the user. + + + + + Make a tag selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The tag the field shows. + Optional GUIStyle. + + The tag selected by the user. + + + + + Make a tag selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The tag the field shows. + Optional GUIStyle. + + The tag selected by the user. + + + + + Make a tag selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The tag the field shows. + Optional GUIStyle. + + The tag selected by the user. + + + + + Make a tag selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The tag the field shows. + Optional GUIStyle. + + The tag selected by the user. + + + + + Make a text area. + + Rectangle on the screen to use for the text field. + The text to edit. + Optional GUIStyle. + + The text entered by the user. + + + + + Make a text area. + + Rectangle on the screen to use for the text field. + The text to edit. + Optional GUIStyle. + + The text entered by the user. + + + + + Make a text field. + + Rectangle on the screen to use for the text field. + Optional label to display in front of the text field. + The text to edit. + Optional GUIStyle. + + The text entered by the user. + + + + + Make a text field. + + Rectangle on the screen to use for the text field. + Optional label to display in front of the text field. + The text to edit. + Optional GUIStyle. + + The text entered by the user. + + + + + Make a text field. + + Rectangle on the screen to use for the text field. + Optional label to display in front of the text field. + The text to edit. + Optional GUIStyle. + + The text entered by the user. + + + + + Make a text field. + + Rectangle on the screen to use for the text field. + Optional label to display in front of the text field. + The text to edit. + Optional GUIStyle. + + The text entered by the user. + + + + + Make a text field. + + Rectangle on the screen to use for the text field. + Optional label to display in front of the text field. + The text to edit. + Optional GUIStyle. + + The text entered by the user. + + + + + Make a text field. + + Rectangle on the screen to use for the text field. + Optional label to display in front of the text field. + The text to edit. + Optional GUIStyle. + + The text entered by the user. + + + + + Make a toggle. + + Rectangle on the screen to use for the toggle. + Optional label in front of the toggle. + The shown state of the toggle. + Optional GUIStyle. + + The selected state of the toggle. + + + + + Make a toggle. + + Rectangle on the screen to use for the toggle. + Optional label in front of the toggle. + The shown state of the toggle. + Optional GUIStyle. + + The selected state of the toggle. + + + + + Make a toggle. + + Rectangle on the screen to use for the toggle. + Optional label in front of the toggle. + The shown state of the toggle. + Optional GUIStyle. + + The selected state of the toggle. + + + + + Make a toggle. + + Rectangle on the screen to use for the toggle. + Optional label in front of the toggle. + The shown state of the toggle. + Optional GUIStyle. + + The selected state of the toggle. + + + + + Make a toggle. + + Rectangle on the screen to use for the toggle. + Optional label in front of the toggle. + The shown state of the toggle. + Optional GUIStyle. + + The selected state of the toggle. + + + + + Make a toggle. + + Rectangle on the screen to use for the toggle. + Optional label in front of the toggle. + The shown state of the toggle. + Optional GUIStyle. + + The selected state of the toggle. + + + + + Make a toggle field where the toggle is to the left and the label immediately to the right of it. + + Rectangle on the screen to use for the toggle. + Label to display next to the toggle. + The value to edit. + Optional GUIStyle to use for the label. + + The value set by the user. + + + + + Make a toggle field where the toggle is to the left and the label immediately to the right of it. + + Rectangle on the screen to use for the toggle. + Label to display next to the toggle. + The value to edit. + Optional GUIStyle to use for the label. + + The value set by the user. + + + + + Make a toggle field where the toggle is to the left and the label immediately to the right of it. + + Rectangle on the screen to use for the toggle. + Label to display next to the toggle. + The value to edit. + Optional GUIStyle to use for the label. + + The value set by the user. + + + + + Make a toggle field where the toggle is to the left and the label immediately to the right of it. + + Rectangle on the screen to use for the toggle. + Label to display next to the toggle. + The value to edit. + Optional GUIStyle to use for the label. + + The value set by the user. + + + + + Make an X & Y field for entering a Vector2. + + Rectangle on the screen to use for the field. + Label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Make an X & Y field for entering a Vector2. + + Rectangle on the screen to use for the field. + Label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Make an X, Y & Z field for entering a Vector3. + + Rectangle on the screen to use for the field. + Label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Make an X, Y & Z field for entering a Vector3. + + Rectangle on the screen to use for the field. + Label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Make an X, Y, Z & W field for entering a Vector4. + + Rectangle on the screen to use for the field. + Label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Auto-layouted version of EditorGUI. + + + + + Begins a group that can be be hidden/shown and the transition will be animated. + + A value between 0 and 1, 0 being hidden, and 1 being fully visible. + + If the group is visible or not. + + + + + Begin a horizontal group and get its rect back. + + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a horizontal group and get its rect back. + + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + + + + + + Begin an automatically layouted scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically layouted scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically layouted scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically layouted scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically layouted scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin a vertical group with a toggle to enable or disable all the controls within at once. + + Label to show above the toggled controls. + Enabled state of the toggle group. + + The enabled state selected by the user. + + + + + Begin a vertical group with a toggle to enable or disable all the controls within at once. + + Label to show above the toggled controls. + Enabled state of the toggle group. + + The enabled state selected by the user. + + + + + Begin a vertical group and get its rect back. + + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a vertical group and get its rect back. + + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + + + + + + Make Center & Extents field for entering a Bounds. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make Center & Extents field for entering a Bounds. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make Center & Extents field for entering a Bounds. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a field for selecting a Color. + + Optional label to display in front of the field. + The color to edit. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The color selected by the user. + + + + + Make a field for selecting a Color. + + Optional label to display in front of the field. + The color to edit. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The color selected by the user. + + + + + Make a field for selecting a Color. + + Optional label to display in front of the field. + The color to edit. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The color selected by the user. + + + + + Make a field for editing an AnimationCurve. + + Optional label to display in front of the field. + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The curve edited by the user. + + + + + Make a field for editing an AnimationCurve. + + Optional label to display in front of the field. + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The curve edited by the user. + + + + + Make a field for editing an AnimationCurve. + + Optional label to display in front of the field. + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The curve edited by the user. + + + + + Make a field for editing an AnimationCurve. + + Optional label to display in front of the field. + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The curve edited by the user. + + + + + Make a field for editing an AnimationCurve. + + Optional label to display in front of the field. + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The curve edited by the user. + + + + + Make a field for editing an AnimationCurve. + + Optional label to display in front of the field. + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The curve edited by the user. + + + + + Make a field for editing an AnimationCurve. + + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a text field for entering double values. + + Optional label to display in front of the double field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering double values. + + Optional label to display in front of the double field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering double values. + + Optional label to display in front of the double field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering double values. + + Optional label to display in front of the double field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering double values. + + Optional label to display in front of the double field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering double values. + + Optional label to display in front of the double field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Closes a group started with BeginFadeGroup. + + + + + Close a group started with BeginHorizontal. + + + + + Ends a scrollview started with a call to BeginScrollView. + + + + + Close a group started with BeginToggleGroup. + + + + + Close a group started with BeginVertical. + + + + + Make a field for enum based masks. + + Prefix label for this field. + Enum to use for the flags. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The value modified by the user. + + + + + Make a field for enum based masks. + + Prefix label for this field. + Enum to use for the flags. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The value modified by the user. + + + + + Make a field for enum based masks. + + Prefix label for this field. + Enum to use for the flags. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The value modified by the user. + + + + + Make a field for enum based masks. + + Prefix label for this field. + Enum to use for the flags. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The value modified by the user. + + + + + Make a field for enum based masks. + + Prefix label for this field. + Enum to use for the flags. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The value modified by the user. + + + + + Make a field for enum based masks. + + Prefix label for this field. + Enum to use for the flags. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The value modified by the user. + + + + + Make an enum popup selection field for a bitmask. + + Optional label in front of the field. + The enum options the field shows. + Optional layout options. + + The enum options that has been selected by the user. + + + + + Make an enum popup selection field. + + Optional label in front of the field. + The enum option the field shows. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The enum option that has been selected by the user. + + + + + Make an enum popup selection field. + + Optional label in front of the field. + The enum option the field shows. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The enum option that has been selected by the user. + + + + + Make an enum popup selection field. + + Optional label in front of the field. + The enum option the field shows. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The enum option that has been selected by the user. + + + + + Make an enum popup selection field. + + Optional label in front of the field. + The enum option the field shows. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The enum option that has been selected by the user. + + + + + Make an enum popup selection field. + + Optional label in front of the field. + The enum option the field shows. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The enum option that has been selected by the user. + + + + + Make an enum popup selection field. + + Optional label in front of the field. + The enum option the field shows. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The enum option that has been selected by the user. + + + + + Begins a group that can be be hidden/shown and the transition will be animated. + + + + + Whether the group is visible. + + + + + Create a new FadeGroupScope and begin the corresponding group. + + A value between 0 and 1, 0 being hidden, and 1 being fully visible. + + + + Make a text field for entering float values. + + Optional label to display in front of the float field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering float values. + + Optional label to display in front of the float field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering float values. + + Optional label to display in front of the float field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering float values. + + Optional label to display in front of the float field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering float values. + + Optional label to display in front of the float field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering float values. + + Optional label to display in front of the float field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a label with a foldout arrow to the left of it. + + The shown foldout state. + The label to show. + Optional GUIStyle. + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Make a label with a foldout arrow to the left of it. + + The shown foldout state. + The label to show. + Optional GUIStyle. + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Make a label with a foldout arrow to the left of it. + + The shown foldout state. + The label to show. + Optional GUIStyle. + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Make a label with a foldout arrow to the left of it. + + The shown foldout state. + The label to show. + Optional GUIStyle. + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Get a rect for an Editor control. + + Optional boolean to specify if the control has a label. Default is true. + The height in pixels of the control. Default is EditorGUIUtility.singleLineHeight. + Optional GUIStyle to use for the control. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Get a rect for an Editor control. + + Optional boolean to specify if the control has a label. Default is true. + The height in pixels of the control. Default is EditorGUIUtility.singleLineHeight. + Optional GUIStyle to use for the control. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Get a rect for an Editor control. + + Optional boolean to specify if the control has a label. Default is true. + The height in pixels of the control. Default is EditorGUIUtility.singleLineHeight. + Optional GUIStyle to use for the control. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Get a rect for an Editor control. + + Optional boolean to specify if the control has a label. Default is true. + The height in pixels of the control. Default is EditorGUIUtility.singleLineHeight. + Optional GUIStyle to use for the control. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a help box with a message to the user. + + The message text. + The type of message. + If true, the box will cover the whole width of the window; otherwise it will cover the controls part only. + + + + Make a help box with a message to the user. + + The message text. + The type of message. + If true, the box will cover the whole width of the window; otherwise it will cover the controls part only. + + + + Disposable helper class for managing BeginHorizontal / EndHorizontal. + + + + + The rect of the horizontal group. + + + + + Create a new HorizontalScope and begin the corresponding horizontal group. + + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new HorizontalScope and begin the corresponding horizontal group. + + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an inspector-window-like titlebar. + + The foldout state shown with the arrow. + The object (for example a component) or objects that the titlebar is for. + + + The foldout state selected by the user. + + + + + Make an inspector-window-like titlebar. + + The foldout state shown with the arrow. + The object (for example a component) or objects that the titlebar is for. + + + The foldout state selected by the user. + + + + + Make a text field for entering integers. + + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering integers. + + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering integers. + + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering integers. + + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering integers. + + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering integers. + + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make an integer popup selection field. + + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value of the option that has been selected by the user. + + + + + Make an integer popup selection field. + + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value of the option that has been selected by the user. + + + + + Make an integer popup selection field. + + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value of the option that has been selected by the user. + + + + + Make an integer popup selection field. + + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value of the option that has been selected by the user. + + + + + Make an integer popup selection field. + + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value of the option that has been selected by the user. + + + + + Make an integer popup selection field. + + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value of the option that has been selected by the user. + + + + + Make an integer popup selection field. + + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value of the option that has been selected by the user. + + + + + Make an integer popup selection field. + + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value of the option that has been selected by the user. + + + + + Make an integer popup selection field. + + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. + Optional label in front of the field. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + + Make an integer popup selection field. + + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. + Optional label in front of the field. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + + Make an integer popup selection field. + + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. + Optional label in front of the field. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + + Make a slider the user can drag to change an integer value between a min and a max. + + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value that has been set by the user. + + + + + Make a slider the user can drag to change an integer value between a min and a max. + + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value that has been set by the user. + + + + + Make a slider the user can drag to change an integer value between a min and a max. + + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value that has been set by the user. + + + + + Make a slider the user can drag to change an integer value between a min and a max. + + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a slider the user can drag to change an integer value between a min and a max. + + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a slider the user can drag to change an integer value between a min and a max. + + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a label field. (Useful for showing read-only info.) + + Label in front of the label field. + The label to show to the right. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + + Make a label field. (Useful for showing read-only info.) + + Label in front of the label field. + The label to show to the right. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + + Make a label field. (Useful for showing read-only info.) + + Label in front of the label field. + The label to show to the right. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + + Make a label field. (Useful for showing read-only info.) + + Label in front of the label field. + The label to show to the right. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + + Make a label field. (Useful for showing read-only info.) + + Label in front of the label field. + The label to show to the right. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + + Make a label field. (Useful for showing read-only info.) + + Label in front of the label field. + The label to show to the right. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + + Make a label field. (Useful for showing read-only info.) + + Label in front of the label field. + The label to show to the right. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + + Make a label field. (Useful for showing read-only info.) + + Label in front of the label field. + The label to show to the right. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + + Make a layer selection field. + + Optional label in front of the field. + The layer shown in the field. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The layer selected by the user. + + + + + Make a layer selection field. + + Optional label in front of the field. + The layer shown in the field. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The layer selected by the user. + + + + + Make a layer selection field. + + Optional label in front of the field. + The layer shown in the field. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The layer selected by the user. + + + + + Make a layer selection field. + + Optional label in front of the field. + The layer shown in the field. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The layer selected by the user. + + + + + Make a layer selection field. + + Optional label in front of the field. + The layer shown in the field. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The layer selected by the user. + + + + + Make a layer selection field. + + Optional label in front of the field. + The layer shown in the field. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The layer selected by the user. + + + + + Make a text field for entering integers. + + Optional label to display in front of the long field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering integers. + + Optional label to display in front of the long field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering integers. + + Optional label to display in front of the long field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering integers. + + Optional label to display in front of the long field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering integers. + + Optional label to display in front of the long field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering integers. + + Optional label to display in front of the long field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a field for masks. + + Prefix label of the field. + The current mask to display. + A string array containing the labels for each flag. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + The value modified by the user. + + + + + Make a field for masks. + + Prefix label of the field. + The current mask to display. + A string array containing the labels for each flag. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + The value modified by the user. + + + + + Make a field for masks. + + Prefix label of the field. + The current mask to display. + A string array containing the labels for each flag. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + The value modified by the user. + + + + + Make a field for masks. + + Prefix label of the field. + The current mask to display. + A string array containing the labels for each flag. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + The value modified by the user. + + + + + Make a field for masks. + + Prefix label of the field. + The current mask to display. + A string array containing the labels for each flag. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + The value modified by the user. + + + + + Make a field for masks. + + Prefix label of the field. + The current mask to display. + A string array containing the labels for each flag. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + The value modified by the user. + + + + + Make a special slider the user can use to specify a range between a min and a max. + + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The lower value of the range the slider shows, passed by reference. + The upper value at the range the slider shows, passed by reference. + The limit at the left end of the slider. + The limit at the right end of the slider. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a special slider the user can use to specify a range between a min and a max. + + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The lower value of the range the slider shows, passed by reference. + The upper value at the range the slider shows, passed by reference. + The limit at the left end of the slider. + The limit at the right end of the slider. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a field to receive any object type. + + Optional label in front of the field. + The object the field shows. + The type of the objects that can be assigned. + Allow assigning scene objects. See Description for more info. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The object that has been set by the user. + + + + + Make a field to receive any object type. + + Optional label in front of the field. + The object the field shows. + The type of the objects that can be assigned. + Allow assigning scene objects. See Description for more info. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The object that has been set by the user. + + + + + Make a field to receive any object type. + + Optional label in front of the field. + The object the field shows. + The type of the objects that can be assigned. + Allow assigning scene objects. See Description for more info. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The object that has been set by the user. + + + + + Make a text field where the user can enter a password. + + Optional label to display in front of the password field. + The password to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The password entered by the user. + + + + + Make a text field where the user can enter a password. + + Optional label to display in front of the password field. + The password to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The password entered by the user. + + + + + Make a text field where the user can enter a password. + + Optional label to display in front of the password field. + The password to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The password entered by the user. + + + + + Make a text field where the user can enter a password. + + Optional label to display in front of the password field. + The password to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The password entered by the user. + + + + + Make a text field where the user can enter a password. + + Optional label to display in front of the password field. + The password to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The password entered by the user. + + + + + Make a text field where the user can enter a password. + + Optional label to display in front of the password field. + The password to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The password entered by the user. + + + + + Make a generic popup selection field. + + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The index of the option that has been selected by the user. + + + + + Make a generic popup selection field. + + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The index of the option that has been selected by the user. + + + + + Make a generic popup selection field. + + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The index of the option that has been selected by the user. + + + + + Make a generic popup selection field. + + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The index of the option that has been selected by the user. + + + + + Make a generic popup selection field. + + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The index of the option that has been selected by the user. + + + + + Make a generic popup selection field. + + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The index of the option that has been selected by the user. + + + + + Make a generic popup selection field. + + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The index of the option that has been selected by the user. + + + + + Make a generic popup selection field. + + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The index of the option that has been selected by the user. + + + + + Make a label in front of some control. + + Label to show in front of the control. + + + + + + Make a label in front of some control. + + Label to show in front of the control. + + + + + + Make a label in front of some control. + + Label to show in front of the control. + + + + + + Make a label in front of some control. + + Label to show in front of the control. + + + + + + Make a label in front of some control. + + Label to show in front of the control. + + + + + + Make a label in front of some control. + + Label to show in front of the control. + + + + + + Make a field for SerializedProperty. + + The SerializedProperty to make a field for. + Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. + If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it). + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + True if the property has children and is expanded and includeChildren was set to false; otherwise false. + + + + + Make a field for SerializedProperty. + + The SerializedProperty to make a field for. + Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. + If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it). + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + True if the property has children and is expanded and includeChildren was set to false; otherwise false. + + + + + Make a field for SerializedProperty. + + The SerializedProperty to make a field for. + Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. + If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it). + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + True if the property has children and is expanded and includeChildren was set to false; otherwise false. + + + + + Make a field for SerializedProperty. + + The SerializedProperty to make a field for. + Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. + If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it). + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + True if the property has children and is expanded and includeChildren was set to false; otherwise false. + + + + + Make an X, Y, W & H field for entering a Rect. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make an X, Y, W & H field for entering a Rect. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make an X, Y, W & H field for entering a Rect. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Disposable helper class for managing BeginScrollView / EndScrollView. + + + + + Whether this ScrollView should handle scroll wheel events. (default: true). + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The scroll position to use. + Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The scroll position to use. + Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The scroll position to use. + Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The scroll position to use. + Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The scroll position to use. + Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.) + + The text to show. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.) + + The text to show. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a slider the user can drag to change a value between a min and a max. + + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value that has been set by the user. + + + + + Make a slider the user can drag to change a value between a min and a max. + + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value that has been set by the user. + + + + + Make a slider the user can drag to change a value between a min and a max. + + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value that has been set by the user. + + + + + Make a slider the user can drag to change a value between a min and a max. + + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a slider the user can drag to change a value between a min and a max. + + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a slider the user can drag to change a value between a min and a max. + + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a small space between the previous control and the following. + + + + + Make a tag selection field. + + Optional label in front of the field. + The tag the field shows. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The tag selected by the user. + + + + + Make a tag selection field. + + Optional label in front of the field. + The tag the field shows. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The tag selected by the user. + + + + + Make a tag selection field. + + Optional label in front of the field. + The tag the field shows. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The tag selected by the user. + + + + + Make a tag selection field. + + Optional label in front of the field. + The tag the field shows. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The tag selected by the user. + + + + + Make a tag selection field. + + Optional label in front of the field. + The tag the field shows. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The tag selected by the user. + + + + + Make a tag selection field. + + Optional label in front of the field. + The tag the field shows. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The tag selected by the user. + + + + + Make a text area. + + The text to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The text entered by the user. + + + + + Make a text area. + + The text to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The text entered by the user. + + + + + Make a text field. + + Optional label to display in front of the text field. + The text to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The text entered by the user. + + + + + Make a text field. + + Optional label to display in front of the text field. + The text to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The text entered by the user. + + + + + Make a text field. + + Optional label to display in front of the text field. + The text to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The text entered by the user. + + + + + Make a text field. + + Optional label to display in front of the text field. + The text to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The text entered by the user. + + + + + Make a text field. + + Optional label to display in front of the text field. + The text to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The text entered by the user. + + + + + Make a text field. + + Optional label to display in front of the text field. + The text to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The text entered by the user. + + + + + Make a toggle. + + Optional label in front of the toggle. + The shown state of the toggle. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The selected state of the toggle. + + + + + Make a toggle. + + Optional label in front of the toggle. + The shown state of the toggle. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The selected state of the toggle. + + + + + Make a toggle. + + Optional label in front of the toggle. + The shown state of the toggle. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The selected state of the toggle. + + + + + Make a toggle. + + Optional label in front of the toggle. + The shown state of the toggle. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The selected state of the toggle. + + + + + Make a toggle. + + Optional label in front of the toggle. + The shown state of the toggle. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The selected state of the toggle. + + + + + Make a toggle. + + Optional label in front of the toggle. + The shown state of the toggle. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The selected state of the toggle. + + + + + Begin a vertical group with a toggle to enable or disable all the controls within at once. + + + + + The enabled state selected by the user. + + + + + + + Label to show above the toggled controls. + Enabled state of the toggle group. + + + + + + Label to show above the toggled controls. + Enabled state of the toggle group. + + + + Make a toggle field where the toggle is to the left and the label immediately to the right of it. + + Label to display next to the toggle. + The value to edit. + Optional GUIStyle to use for the label. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a toggle field where the toggle is to the left and the label immediately to the right of it. + + Label to display next to the toggle. + The value to edit. + Optional GUIStyle to use for the label. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a toggle field where the toggle is to the left and the label immediately to the right of it. + + Label to display next to the toggle. + The value to edit. + Optional GUIStyle to use for the label. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a toggle field where the toggle is to the left and the label immediately to the right of it. + + Label to display next to the toggle. + The value to edit. + Optional GUIStyle to use for the label. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an X & Y field for entering a Vector2. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make an X & Y field for entering a Vector2. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make an X, Y & Z field for entering a Vector3. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make an X, Y & Z field for entering a Vector3. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make an X, Y, Z & W field for entering a Vector4. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Disposable helper class for managing BeginVertical / EndVertical. + + + + + The rect of the vertical group. + + + + + Create a new VerticalScope and begin the corresponding vertical group. + + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new VerticalScope and begin the corresponding vertical group. + + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Miscellaneous helper stuff for EditorGUI. + + + + + The width of the GUI area for the current EditorWindow or other view. + + + + + Is a text field currently editing text? + + + + + The minimum width in pixels reserved for the fields of Editor GUI controls. + + + + + Is the Editor GUI is hierarchy mode? + + + + + Is the user currently using the pro skin? (Read Only) + + + + + The width in pixels reserved for labels of Editor GUI controls. + + + + + Get the height used for a single Editor control such as a one-line EditorGUI.TextField or EditorGUI.Popup. + + + + + Get the height used by default for vertical spacing between controls. + + + + + The system copy buffer. + + + + + Get a white texture. + + + + + Is the Editor GUI currently in wide mode? + + + + + Add a custom mouse pointer to a control. + + The rectangle the control should be shown within. + The mouse cursor to use. + ID of a target control. + + + + Add a custom mouse pointer to a control. + + The rectangle the control should be shown within. + The mouse cursor to use. + ID of a target control. + + + + Creates an event. + + + + + + Draw a color swatch. + + The rectangle to draw the color swatch within. + The color to draw. + + + + Draw a curve swatch. + + The rectangle to draw the color swatch within. + The curve to draw. + The curve to draw as a SerializedProperty. + The color to draw the curve with. + The color to draw the background with. + Optional parameter to specify the range of the curve which should be included in swatch. + + + + Draw a curve swatch. + + The rectangle to draw the color swatch within. + The curve to draw. + The curve to draw as a SerializedProperty. + The color to draw the curve with. + The color to draw the background with. + Optional parameter to specify the range of the curve which should be included in swatch. + + + + Draw swatch with a filled region between two SerializedProperty curves. + + + + + + + + + + + Draw swatch with a filled region between two curves. + + + + + + + + + + + Get a texture from its source filename. + + + + + + Get one of the built-in GUI skins, which can be the game view, inspector or scene view skin as chosen by the parameter. + + + + + + Get the size that has been set using SetIconSize. + + + + + The controlID of the currently showing object picker. + + + + + The object currently selected in the object picker. + + + + + Does a given class have per-object thumbnails? + + + + + + Convert a set of HSV values to an RGB Color. + + The hue of the color - in the range 0 to 1. + The saturation of the color. + The value of the color. + + + + + The RGB color calculated from the HSV values passed into the function. The alpha value of the color will be 1. + + + + + Fetch the GUIContent from the Unity builtin resources with the given name. + + Content name. + Tooltip. + + + + Fetch the GUIContent from the Unity builtin resources with the given name. + + Content name. + Tooltip. + + + + Check if any enabled camera can render to a particular display. + + Display index. + + True if a camera will render to the display. + + + + + Load a built-in resource. + + + + + + Load a built-in resource that has to be there. + + + + + + Make all EditorGUI look like regular controls. + + Width to use for prefixed labels. + Width of text entries. + + + + Make all EditorGUI look like regular controls. + + Width to use for prefixed labels. + Width of text entries. + + + + Make all EditorGUI look like regular controls. + + Width to use for prefixed labels. + Width of text entries. + + + + Make all EditorGUI look like simplified outline view controls. + + + + + Return a GUIContent object with the name and icon of an Object. + + + + + + + Ping an object in a window like clicking it in an inspector. + + + + + + + Ping an object in a window like clicking it in an inspector. + + + + + + + Send an input event into the game. + + + + + + Render all ingame cameras. + + The device coordinates to render all game cameras into. + Show gizmos as well. + + + + + + Render all ingame cameras. + + The device coordinates to render all game cameras into. + Show gizmos as well. + + + + + + Convert a color from RGB to HSV color space. + + The color to convert from. + The hue of the color is written to this variable. + The saturation of the color is written to this variable. + The value of the color is written to this variable. + + + + Set icons rendered as part of GUIContent to be rendered at a specific size. + + + + + + Show the object picker from code. + + The object to be selected by default. + Is selection of scene objects allowed, or should it only show assets. + Default search filter to apply. + The id of the control to set. This is useful if you are showing more than one of these. You can get the value at a later time. + + + + Stores and accesses Unity editor preferences. + + + + + Removes all keys and values from the preferences. Use with caution. + + + + + Removes key and its corresponding value from the preferences. + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns true if key exists in the preferences. + + + + + + Sets the value of the preference identified by key. + + + + + + + Sets the value of the preference identified by key. + + + + + + + Sets the value of the preference identified by key as an integer. + + + + + + + Sets the value of the preference identified by key. + + + + + + + Enum that selects which skin to return from EditorGUIUtility.GetBuiltinSkin. + + + + + The skin used for game views. + + + + + The skin used for inspectors. + + + + + The skin used for scene views. + + + + + Common GUIStyles used for EditorGUI controls. + + + + + Bold font. + + + + + Style for bold label. + + + + + Style for label with small font which is centered and grey. + + + + + Style used for headings for Color fields. + + + + + Style used for headings for EditorGUI.Foldout. + + + + + Style used for headings for EditorGUI.Foldout. + + + + + Style used for background box for EditorGUI.HelpBox. + + + + + Wrap content in a vertical group with this style to get the default margins used in the Inspector. + + + + + Wrap content in a vertical group with this style to get full width margins in the Inspector. + + + + + Style used for the labelled on all EditorGUI overloads that take a prefix label. + + + + + Style for label with large font. + + + + + Style used for headings for Layer masks. + + + + + Mini Bold font. + + + + + Style for mini bold label. + + + + + Style used for a standalone small button. + + + + + Style used for the leftmost button in a horizontal button group. + + + + + Style used for the middle buttons in a horizontal group. + + + + + Style used for the rightmost button in a horizontal group. + + + + + Mini font. + + + + + Style for label with small font. + + + + + Smaller text field. + + + + + Style used for field editors for numbers. + + + + + Style used for headings for object fields. + + + + + Style used for object fields that have a thumbnail (e.g Textures). + + + + + Style used for headings for the Select button in object fields. + + + + + Style used for EditorGUI.Popup, EditorGUI.EnumPopup,. + + + + + Style used for a radio button. + + + + + Standard font. + + + + + Style used for EditorGUI.TextArea. + + + + + Style used for EditorGUI.TextField. + + + + + Style used for headings for EditorGUI.Toggle. + + + + + Style used for headings for EditorGUILayout.BeginToggleGroup. + + + + + Toolbar background from top of windows. + + + + + Style for Button and Toggles in toolbars. + + + + + Toolbar Dropdown. + + + + + Toolbar Popup. + + + + + Toolbar text field. + + + + + Style for white bold label. + + + + + Style for white label. + + + + + Style for white large label. + + + + + Style for white mini label. + + + + + Style for word wrapped label. + + + + + Style for word wrapped mini label. + + + + + User build settings for the Editor + + + + + The currently active build target. + + + + + Triggered in response to SwitchActiveBuildTarget. + + + + + DEFINE directives for the compiler. + + + + + Enable source-level debuggers to connect. + + + + + Android platform options. + + + + + The texture compression type to be used when building. + + + + + The build type to be used. + + + + + Is build script only enabled. + + + + + Build data compressed with PSArc. + + + + + Start the player with a connection to the profiler. + + + + + Enables a development build. + + + + + Enables a Linux headless build. + + + + + Are null references actively checked? + + + + + Export Android Project for use wih Android Studio or Eclipse. + + + + + Force installation of package, even if error. + + + + + Force full optimizations for script complilation in Development builds. + + + + + Place the built player in the build folder. + + + + + Create a .cia "download image" for deploying to test kits (3DS). + + + + + Build submission materials. + + + + + PS4 Build Subtarget. + + + + + PSM Build Subtarget. + + + + + PS Vita Build subtarget. + + + + + SCE Build subtarget. + + + + + The currently selected build target group. + + + + + The currently selected target for a standalone build. + + + + + When building an Xbox One Streaming Install package (makepkg.exe) The layout generation code in Unity will assign each scene and associated assets to individual chunks. Unity will mark scene 0 as being part of the launch range, IE the set of chunks required to launch the game, you may include additional scenes in this launch range if you desire, this specifies a range of scenes (starting at 0) to be included in the launch set. + + + + + Symlink runtime libraries with an iOS Xcode project. + + + + + The texture compression type to be used when building. + + + + + Optimization level for WebGL. + + + + + Build the webplayer along with the UnityObject.js file (so it doesn't need to be downloaded). + + + + + Select the streaming option for a webplayer build. + + + + + Boot mode of a devkit. + + + + + Wii U player debug level. + + + + + Built player postprocessing options. + + + + + Enable network API. + + + + + Generate and reference C# projects from your main solution. + + + + + Target Windows SDK. + + + + + Xbox Build subtarget. + + + + + The currently selected Xbox One Deploy Method. + + + + + Selected Xbox Run Method. + + + + + Get the current location for the build. + + + + + + Set a new location for the build. + + + + + + + Select a new build target to be active. + + + + True if the build target was successfully switched, false otherwise (for example, if license checks fail, files are missing, or if the user has cancelled the operation via the UI). + + + + + Editor utility functions. + + + + + Removes progress bar. + + + + + Collect all objects in the hierarchy rooted at each of the given objects. + + Array of objects where the search will start. + + Array of objects heirarchically attached to the search array. + + + + + Calculates and returns a list of all assets the assets listed in roots depend on. + + + + + + Compress a texture. + + + + + + + + Compress a texture. + + + + + + + + Copy all settings of a Unity Object. + + + + + + + Creates a game object with HideFlags and specified components. + + + + + + + + Displays or updates a progress bar that has a cancel button. + + + + + + + + Displays a modal dialog. + + The title of the message box. + The text of the message. + Label displayed on the OK dialog button. + Label displayed on the Cancel dialog button. + + + + Displays a modal dialog. + + The title of the message box. + The text of the message. + Label displayed on the OK dialog button. + Label displayed on the Cancel dialog button. + + + + Displays a modal dialog with three buttons. + + + + + + + + + + Displays a popup menu. + + + + + + + + Displays or updates a progress bar. + + + + + + + + Saves an AudioClip or MovieTexture to a file. + + + + + + + Brings the project window to the front and focuses it. + + + + + Returns a text for a number of bytes. + + + + + + Is the object enabled (0 disabled, 1 enabled, -1 has no enabled button). + + + + + + Translates an instance ID to a reference to an object. + + + + + + Determines if an object is stored on disk. + + + + + + Human-like sorting. + + + + + + + Displays the "open file" dialog and returns the selected path name. + + + + + + + + Displays the "open file" dialog and returns the selected path name. + + Title for dialog. + Default directory. + File extensions in form { "Image files", "png,jpg,jpeg", "All files", "*" }. + + + + Displays the "open folder" dialog and returns the selected path name. + + + + + + + + Displays the "save file" dialog and returns the selected path name. + + + + + + + + + Displays the "save file" dialog in the Assets folder of the project and returns the selected path name. + + + + + + + + + Displays the "save folder" dialog and returns the selected path name. + + + + + + + + Marks target object as dirty. + + + + + + Set the enabled state of the object. + + + + + + + Set whether the renderer's wireframe will be hidden when the renderer's gameobject is selected. + + + + + + + Unloads assets that are not used. + + + + + Unloads assets that are not used. + + + + + Derive from this class to create an editor window. + + + + + Does the window automatically repaint whenever the scene has changed? + + + + + The EditorWindow which currently has keyboard focus. (Read Only) + + + + + Is this window maximized. + + + + + The maximum size of this window. + + + + + The minimum size of this window. + + + + + The EditorWindow currently under the mouse cursor. (Read Only) + + + + + The position of the window in screen space. + + + + + The title of this window. + + + + + The GUIContent used for drawing the title of EditorWindows. + + + + + Does the GUI in this editor window want MouseMove events? + + + + + Mark the beginning area of all popup windows. + + + + + Close the editor window. + + + + + Close a window group started with EditorWindow.BeginWindows. + + + + + Moves keyboard focus to this EditorWindow. + + + + + Focuses the first found EditorWindow of specified type if it is open. + + The type of the window. Must derive from EditorWindow. + + + + Focuses the first found EditorWindow of type T if it is open. + + The type of the window. Must derive from EditorWindow. + + + + Returns the first EditorWindow of type t which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type t which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type t which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type t which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type T which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type T which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type T which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type T which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type T which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type T which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type T which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + An array of EditorWindow types that the window will attempt to dock onto. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type T which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + An array of EditorWindow types that the window will attempt to dock onto. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type T which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + An array of EditorWindow types that the window will attempt to dock onto. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type t which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + The position on the screen where a newly created window will show. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + + + + Returns the first EditorWindow of type t which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + The position on the screen where a newly created window will show. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + + + + Returns the first EditorWindow of type t which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + The position on the screen where a newly created window will show. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + + + + Returns the first EditorWindow of type t which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + The position on the screen where a newly created window will show. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type t which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + The position on the screen where a newly created window will show. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type t which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + The position on the screen where a newly created window will show. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type t which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + The position on the screen where a newly created window will show. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Stop showing notification message. + + + + + Make the window repaint. + + + + + Sends an Event to a window. + + + + + + Show the EditorWindow. + + + + + + Show the EditorWindow. + + + + + + Show window with dropdown behaviour (e.g. window is closed when it loses focus) and having. + + Is used for positioning the window. + Is used for setting up initial size of the window. + + + + Show the editor window in the auxiliary window. + + + + + Show a notification message. + + + + + + Used for popup style windows. + + + + + Show the EditorWindow as a floating utility window. + + + + + Editor tools for working with persistent UnityEvents. + + + + + Adds a persistent, preset call to the listener. + + Event to modify. + Function to call. + Argument to use when invoking. + + + + Adds a persistent, preset call to the listener. + + Event to modify. + Function to call. + Argument to use when invoking. + + + + Adds a persistent, preset call to the listener. + + Event to modify. + Function to call. + Argument to use when invoking. + + + + Adds a persistent, preset call to the listener. + + Event to modify. + Function to call. + Argument to use when invoking. + + + + Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location. + + Event to modify. + Function to call. + + + + Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location. + + Event to modify. + Function to call. + + + + Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location. + + Event to modify. + Function to call. + + + + Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location. + + Event to modify. + Function to call. + + + + Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location. + + Event to modify. + Function to call. + + + + Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location. + + Event to modify. + Function to call. + + + + Adds a persistent, preset call to the listener. + + Event to modify. + Function to call. + Argument to use when invoking. + + + + Adds a persistent, preset call to the listener. + + Event to modify. + Function to call. + + + + Modifies the event at the given index. + + Event to modify. + Index to modify. + Function to call. + Argument to use when invoking. + + + + Modifies the event at the given index. + + Event to modify. + Index to modify. + Function to call. + Argument to use when invoking. + + + + Modifies the event at the given index. + + Event to modify. + Index to modify. + Function to call. + Argument to use when invoking. + + + + Modifies the event at the given index. + + Event to modify. + Index to modify. + Function to call. + Argument to use when invoking. + + + + Modifies the event at the given index. + + Event to modify. + Index to modify. + Function to call. + + + + Modifies the event at the given index. + + Event to modify. + Index to modify. + Function to call. + + + + Modifies the event at the given index. + + Event to modify. + Index to modify. + Function to call. + + + + Modifies the event at the given index. + + Event to modify. + Index to modify. + Function to call. + + + + Modifies the event at the given index. + + Event to modify. + Index to modify. + Function to call. + + + + Modifies the event at the given index. + + Event to modify. + Index to modify. + Function to call. + Argument to use when invoking. + + + + Modifies the event at the given index. + + Event to modify. + Index to modify. + Function to call. + + + + Removes the given function from the event. + + Event to modify. + Index to remove (if specified). + Function to remove (if specified). + + + + Removes the given function from the event. + + Event to modify. + Index to remove (if specified). + Function to remove (if specified). + + + + Removes the given function from the event. + + Event to modify. + Index to remove (if specified). + Function to remove (if specified). + + + + Removes the given function from the event. + + Event to modify. + Index to remove (if specified). + Function to remove (if specified). + + + + Removes the given function from the event. + + Event to modify. + Index to remove (if specified). + Function to remove (if specified). + + + + Removes the given function from the event. + + Event to modify. + Index to remove (if specified). + Function to remove (if specified). + + + + Unregisters the given listener at the specified index. + + Event to modify. + Index to unregister. + + + + Export package option. Multiple options can be combined together using the | operator. + + + + + Default mode. Will not include dependencies or subdirectories nor include Library assets unless specifically included in the asset list. + + + + + In addition to the assets paths listed, all dependent assets will be included as well. + + + + + The exported package will include all library assets, ie. the project settings located in the Library folder of the project. + + + + + The export operation will be run asynchronously and reveal the exported package file in a file browser window after the export is finished. + + + + + Will recurse through any subdirectories listed and include all assets inside them. + + + + + Lets you do move, copy, delete operations over files or directories. + + + + + Copies a file or a directory. + + + + + + + Copies the file or directory. + + + + + + + Deletes a file or a directory given a path. + + + + + + Returns a unique path in the Temp folder within your current project. + + + + + Moves a file or a directory from a given path to another path. + + + + + + + Replaces a directory. + + + + + + + Replaces a file. + + + + + + + Font rendering mode constants for TrueTypeFontImporter. + + + + + Use hinted font rendering without anti-aliasing. This is the crispest font rendering option, and may be most readable for small. + + + + + Use Anti-Aliased Font rendering with hinting. This forces character lines to run along pixel boundaries, and generally produces. + + + + + Use the OS default font rendering mode. This selects either FontRenderingMode.HintedSmooth or. + + + + + Use Anti-Aliased Font rendering. When using dynamic fonts, this is the mode which is fastest in rendering font textures. + + + + + Texture case constants for TrueTypeFontImporter. + + + + + Import basic ASCII character set. + + + + + Only import lower case ASCII character set. + + + + + Only import upper case ASCII character set. + + + + + Custom set of characters. + + + + + Render characters into font texture at runtime as needed. + + + + + Import a set of Unicode characters common for latin scripts. + + + + + GameObject utility functions. + + + + + Returns true if the passed in StaticEditorFlags are set on the GameObject specified. + + The GameObject to check. + The flags you want to check. + + Whether the GameObject's static flags match the flags specified. + + + + + Get the navmesh area index for the GameObject. + + GameObject to query. + + NavMesh area index. + + + + + Get the navmesh area index from the area name. + + NavMesh area name to query. + + The NavMesh area index. If there is no NavMesh area with the requested name, the return value is -1. + + + + + Get all the navmesh area names. + + + Names of all the NavMesh areas. + + + + + Get the navmesh layer for the GameObject. + + The GameObject to check. + + The navmesh layer for the GameObject specified. + + + + + Get the navmesh layer from the layer name. + + The name of the navmesh layer. + + The layer number of the navmesh layer name specified. + + + + + Get all the navmesh layer names. + + + An array of the names of all navmesh layers. + + + + + Gets the StaticEditorFlags of the GameObject specified. + + The GameObject whose flags you are interested in. + + The static editor flags of the GameObject specified. + + + + + Get unique name for a new GameObject compared to existing siblings. Useful when trying to avoid duplicate naming. When duplicate(s) are found, uses incremental a number after the base name. + + Target parent for a new GameObject. Null means root level. + Requested name for a new GameObject. + + Unique name for a new GameObject. + + + + + Set the navmesh area for the gameobject. + + GameObject to modify. + NavMesh area index to set. + + + + Set the navmesh layer for the GameObject. + + The GameObject on which to set the navmesh layer. + The layer number you want to set. + + + + Sets the parent and gives the child the same layer and position. + + The GameObject that should have a new parent set. + The GameObject that the child should get as a parent and have position and layer copied from. If null, this function does nothing. + + + + Sets the static editor flags on the specified GameObject. + + The GameObject whose static editor flags you want to set. + The flags to set on the GameObject. + + + + The GenericMenu lets you create a custom context and dropdown menus. + + + + + Add a disabled item to the menu. + + The GUIContent to display as a disabled menu item. + + + + Add an item to the menu. + + The GUIContent to add as a menu item. + Whether to show the item is currently activated (i.e. a tick next to the item in the menu). + The function to call when the menu item is selected. + + + + Add an item to the menu. + + The GUIContent to add as a menu item. + Whether to show the item is currently activated (i.e. a tick next to the item in the menu). + The function to call when the menu item is selected. + The data to pass to the function called when the item is selected. + + + + Add a seperator item to the menu. + + The path to the submenu, if adding a separator to a submenu. When adding a separator to the top level of a menu, use an empty string as the path. + + + + Show the menu at the given screen rect. + + The position at which to show the menu. + + + + Get number of items in the menu. + + + The number of items in the menu. + + + + + Callback function, called when a menu item is selected. + + + + + Callback function with user data, called when a menu item is selected. + + The data to pass through to the callback function. + + + + Show the menu under the mouse when right-clicked. + + + + + Determines how a gizmo is drawn or picked in the Unity editor. + + + + + Draw the gizmo if it is active (shown in the inspector). + + + + + Draw the gizmo if it is selected or it is a child/descendent of the selected. + + + + + Draw the gizmo if it is not selected. + + + + + Draw the gizmo if it is not selected and also no parent/ancestor is selected. + + + + + The gizmo can be picked in the editor. + + + + + Draw the gizmo if it is selected. + + + + + Base class for PropertyDrawer and DecoratorDrawer. + + + + + Custom 3D GUI controls and drawing in the scene view. + + + + + Color to use for handles that represent the center of something. + + + + + Colors of the handles. + + + + + Setup viewport and stuff for a current camera. + + + + + The inverse of the matrix for all handle operations. + + + + + Are handles lit? + + + + + Matrix for all handle operations. + + + + + Soft color to use for for general things. + + + + + Color to use for the currently active handle. + + + + + Color to use for handles that manipulates the X coordinate of something. + + + + + Color to use for handles that manipulates the Y coordinate of something. + + + + + Color to use for handles that manipulates the Z coordinate of something. + + + + + Draw an arrow like those used by the move tool. + + The control ID for the handle. + The world-space position of the handle's start point. + The rotation of the handle. + The size of the handle in world-space units. + + + + Begin a 2D GUI block inside the 3D handle GUI. + + The position and size of the 2D GUI area. + + + + Begin a 2D GUI block inside the 3D handle GUI. + + The position and size of the 2D GUI area. + + + + Make a 3D Button. + + The world-space position to draw the button. + The rotation of the button. + The visual size of the button. + The size of the button for the purpose of detecting a click. + The draw style of the button. + + True when the user clicks the button. + + + + + Draw a camera-facing Circle. Pass this into handle functions. + + The control ID for the handle. + The world-space position for the start of the handle. + The rotation of the handle. + The size of the handle in world-space units. + + + + Clears the camera. + + + + + + + Draw a Cone. Pass this into handle functions. + + The control ID for the handle. + The world-space position of the handle's start point. + The rotation of the handle. + The size of the handle in world-space units. + + + + Draw a cube. Pass this into handle functions. + + The control ID for the handle. + The world-space position of the handle's start point. + The rotation of the handle. + The size of the handle in world-space units. + + + + Draw a Cylinder. Pass this into handle functions. + + The control ID for the handle. + The world-space position of the handle's start point. + The rotation of the handle. + The size of the handle in world-space units. + + + + Make a 3D disc that can be dragged with the mouse. + + The rotation of the disc. + The center of the disc. + The axis to rotate around. + The size of the disc in world space See Also:HandleUtility.GetHandleSize. + If true, only the front-facing half of the circle is draw / draggable. This is useful when you have many overlapping rotation axes (like in the default rotate tool) to avoid clutter. + The new value after the user has modified it. + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + Draw a camera-facing dot. Pass this into handle functions. + + The control ID for the handle. + The world-space position of the handle's start point. + The rotation of the handle. + The size of the handle in world-space units. + + + + Draw anti-aliased convex polygon specified with point array. + + List of points describing the convex polygon. + + + + Draw anti-aliased line specified with point array and width. + + The AA texture used for rendering. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel. + The width of the line. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + List of points to build the line from. + + + + + Draw anti-aliased line specified with point array and width. + + The AA texture used for rendering. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel. + The width of the line. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + List of points to build the line from. + + + + + Draw anti-aliased line specified with point array and width. + + The AA texture used for rendering. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel. + The width of the line. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + List of points to build the line from. + + + + + Draw anti-aliased line specified with point array and width. + + The AA texture used for rendering. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel. + The width of the line. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + List of points to build the line from. + + + + + Draw anti-aliased line specified with point array and width. + + The AA texture used for rendering. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel. + The width of the line. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + List of points to build the line from. + + + + + Draw textured bezier line through start and end points with the given tangents. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel. The bezier curve will be swept using this texture. + + The start point of the bezier line. + The end point of the bezier line. + The start tangent of the bezier line. + The end tangent of the bezier line. + The color to use for the bezier line. + The texture to use for drawing the bezier line. + The width of the bezier line. + + + + Draws a camera inside a rectangle. + + The area to draw the camera within in GUI coordinates. + The camera to draw. + How the camera is drawn (textured, wireframe, etc). + Parameters of grid drawing (can be omitted). + + + + Draws a camera inside a rectangle. + + The area to draw the camera within in GUI coordinates. + The camera to draw. + How the camera is drawn (textured, wireframe, etc.). + + + + Draws a camera inside a rectangle. + + The area to draw the camera within in GUI coordinates. + The camera to draw. + How the camera is drawn (textured, wireframe, etc.). + + + + The function to use for drawing the handle e.g. Handles.RectangleCap. + + + + + + + + + Draw a dotted line from p1 to p2. + + The start point. + The end point. + The size in pixels for the lengths of the line segments and the gaps between them. + + + + Draw a line from p1 to p2. + + + + + + + Draw a line going through the list of all points. + + + + + + Draw a circular sector (pie piece) in 3D space. + + The center of the circle. + The normal of the circle. + The direction of the point on the circumference, relative to the center, where the sector begins. + The angle of the sector, in degrees. + The radius of the circle + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + Draw a solid flat disc in 3D space. + + The center of the dics. + The normal of the disc. + The radius of the dics + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + Draw a solid outlined rectangle in 3D space. + + The 4 vertices of the rectangle in world coordinates. + The color of the rectangle's face. + The outline color of the rectangle. + + + + Draw a circular arc in 3D space. + + The center of the circle. + The normal of the circle. + The direction of the point on the circle circumference, relative to the center, where the arc begins. + The angle of the arc, in degrees. + The radius of the circle + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + Draw the outline of a flat disc in 3D space. + + The center of the dics. + The normal of the disc. + The radius of the dics + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + End a 2D GUI block and get back to the 3D handle GUI. + + + + + Make an unconstrained movement handle. + + The position of the handle. + The rotation of the handle. this defines the space along. + The size of the handle. + The function to use for drawing the handle, eg, Handles.RectangleCap + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + + Make an unconstrained rotation handle. + + Orientation of the handle. + Center of the handle in 3D space. + The size of the handle. + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + Get the width and height of the main game view. + + + + + Make a text label positioned in 3D space. + + Position in 3D space as seen from the current handle camera. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + Make a text label positioned in 3D space. + + Position in 3D space as seen from the current handle camera. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + Make a text label positioned in 3D space. + + Position in 3D space as seen from the current handle camera. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + Make a text label positioned in 3D space. + + Position in 3D space as seen from the current handle camera. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + Make a text label positioned in 3D space. + + Position in 3D space as seen from the current handle camera. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + Retuns an array of points to representing the bezier curve. See Handles.DrawBezier. + + + + + + + + + + Make a 3D Scene view position handle. + + Center of the handle in 3D space. + + + The new position. If the user has not performed any operation, it will return the same value as you passed it in postion. + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + + Make a Scene view radius handle. + + Orientation of the handle. + Center of the handle in 3D space. + Radius to modify. + + + The modified radius + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + + Make a Scene view radius handle. + + Orientation of the handle. + Center of the handle in 3D space. + Radius to modify. + + + The modified radius + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + + Make a Scene view rotation handle. + + Orientation of the handle. + Center of the handle in 3D space. + + The modified rotation + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + + Make a Scene view scale handle. + + Scale to modify. + The position of the handle. + The rotation of the handle. + + + The new scale vector. + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + + Make a directional scale slider. + + The value the user can modify. + The position of the handle. + The direction of the handle. + The rotation of whole object. + The size of the handle. + The new value after the user has modified it. + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + Make a single-float draggable handle. + + The value the user can modify. + The position of the handle. + The rotation of the handle. + The size of the handle. + The function to use for drawing the handle e.g. Handles.RectangleCap. + The new value after the user has modified it. + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + Draw a camera facing selection frame. + + + + + + + + + Set the current camera so all Handles and Gizmos are draw with its settings. + + + + + + + Set the current camera so all Handles and Gizmos are draw with its settings. + + + + + + + Make a 3D slider. + + The position of the current point. + The direction of the sliding. + 3D size the size of the handle. + The function to call for doing the actual drawing - by default, it's Handles.ArrowCap, but any function that has the same signature can be used. + The snap value (see Handles.SnapValue). + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + Make a 3D slider. + + The position of the current point. + The direction of the sliding. + 3D size the size of the handle. + The function to call for doing the actual drawing - by default, it's Handles.ArrowCap, but any function that has the same signature can be used. + The snap value (see Handles.SnapValue). + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + Slide a handle in a 2D plane. + + (optional) override the default ControlID for this Slider2D instance. + The position of the current point. + (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle. + The direction of the handle, only used for rendering of the handle. + The first direction of the sliding. + The second direction of the sliding. + The size of the handle. + The function to call for doing the actual drawing - by default, it's Handles.ArrowCap, but any function that has the same signature can be used. + (float or Vector2) set the snap increment (Pass a Vector2 to use separate snap increments in each dimension). + (default: false) render a rectangle around the handle when dragging. + + The new handle position + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + + Slide a handle in a 2D plane. + + (optional) override the default ControlID for this Slider2D instance. + The position of the current point. + (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle. + The direction of the handle, only used for rendering of the handle. + The first direction of the sliding. + The second direction of the sliding. + The size of the handle. + The function to call for doing the actual drawing - by default, it's Handles.ArrowCap, but any function that has the same signature can be used. + (float or Vector2) set the snap increment (Pass a Vector2 to use separate snap increments in each dimension). + (default: false) render a rectangle around the handle when dragging. + + The new handle position + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + + Slide a handle in a 2D plane. + + (optional) override the default ControlID for this Slider2D instance. + The position of the current point. + (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle. + The direction of the handle, only used for rendering of the handle. + The first direction of the sliding. + The second direction of the sliding. + The size of the handle. + The function to call for doing the actual drawing - by default, it's Handles.ArrowCap, but any function that has the same signature can be used. + (float or Vector2) set the snap increment (Pass a Vector2 to use separate snap increments in each dimension). + (default: false) render a rectangle around the handle when dragging. + + The new handle position + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + + Slide a handle in a 2D plane. + + (optional) override the default ControlID for this Slider2D instance. + The position of the current point. + (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle. + The direction of the handle, only used for rendering of the handle. + The first direction of the sliding. + The second direction of the sliding. + The size of the handle. + The function to call for doing the actual drawing - by default, it's Handles.ArrowCap, but any function that has the same signature can be used. + (float or Vector2) set the snap increment (Pass a Vector2 to use separate snap increments in each dimension). + (default: false) render a rectangle around the handle when dragging. + + The new handle position + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + + Slide a handle in a 2D plane. + + (optional) override the default ControlID for this Slider2D instance. + The position of the current point. + (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle. + The direction of the handle, only used for rendering of the handle. + The first direction of the sliding. + The second direction of the sliding. + The size of the handle. + The function to call for doing the actual drawing - by default, it's Handles.ArrowCap, but any function that has the same signature can be used. + (float or Vector2) set the snap increment (Pass a Vector2 to use separate snap increments in each dimension). + (default: false) render a rectangle around the handle when dragging. + + The new handle position + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + + Slide a handle in a 2D plane. + + (optional) override the default ControlID for this Slider2D instance. + The position of the current point. + (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle. + The direction of the handle, only used for rendering of the handle. + The first direction of the sliding. + The second direction of the sliding. + The size of the handle. + The function to call for doing the actual drawing - by default, it's Handles.ArrowCap, but any function that has the same signature can be used. + (float or Vector2) set the snap increment (Pass a Vector2 to use separate snap increments in each dimension). + (default: false) render a rectangle around the handle when dragging. + + The new handle position + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + + Slide a handle in a 2D plane. + + (optional) override the default ControlID for this Slider2D instance. + The position of the current point. + (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle. + The direction of the handle, only used for rendering of the handle. + The first direction of the sliding. + The second direction of the sliding. + The size of the handle. + The function to call for doing the actual drawing - by default, it's Handles.ArrowCap, but any function that has the same signature can be used. + (float or Vector2) set the snap increment (Pass a Vector2 to use separate snap increments in each dimension). + (default: false) render a rectangle around the handle when dragging. + + The new handle position + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + + Slide a handle in a 2D plane. + + (optional) override the default ControlID for this Slider2D instance. + The position of the current point. + (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle. + The direction of the handle, only used for rendering of the handle. + The first direction of the sliding. + The second direction of the sliding. + The size of the handle. + The function to call for doing the actual drawing - by default, it's Handles.ArrowCap, but any function that has the same signature can be used. + (float or Vector2) set the snap increment (Pass a Vector2 to use separate snap increments in each dimension). + (default: false) render a rectangle around the handle when dragging. + + The new handle position + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + + Rounds the value val to the closest multiple of snap (snap can only be posiive). + + + + + The rounded value, if snap is positive, and val otherwise. + + + + + Draw a Sphere. Pass this into handle functions. + + + + + + + + + Helper functions for Scene View style 3D GUI. + + + + + Get standard acceleration for dragging values (Read Only). + + + + + Get nice mouse delta to use for dragging a float value (Read Only). + + + + + Get nice mouse delta to use for zooming (Read Only). + + + + + Record a distance measurement from a handle. + + + + + + + Add the ID for a default control. This will be picked if nothing else is. + + + + + + Map a mouse drag onto a movement along a line in 3D space. + + The source point of the drag. + The destination point of the drag. + The 3D position the dragged object had at src ray. + 3D direction of constrained movement. + + The distance travelled along constraintDir. + + + + + Get the point on an arc (in 3D space) which is closest to the current mouse position. + + + + + + + + + + Get the point on an disc (in 3D space) which is closest to the current mouse position. + + + + + + + + Get the point on a polyline (in 3D space) which is closest to the current mouse position. + + + + + + Calculate distance between a point and a Bezier curve. + + + + + + + + + + Calculate distance between a point and a line. + + + + + + + + Distance from a point p in 2d to a line defined by two points a and b. + + + + + + + + Distance from a point p in 2d to a line segment defined by two points a and b. + + + + + + + + Pixel distance from mouse pointer to a 3D section of a disc. + + + + + + + + + + Pixel distance from mouse pointer to camera facing circle. + + + + + + + Pixel distance from mouse pointer to a 3D disc. + + + + + + + + Pixel distance from mouse pointer to line. + + + + + + + Pixel distance from mouse pointer to a polyline. + + + + + + Pixel distance from mouse pointer to a rectangle on screen. + + + + + + + + Get world space size of a manipulator handle at given position. + + + + + + Convert 2D GUI position to a world space ray. + + + + + + Pick game object closest to specified position. + + Select prefab. + Returns index into material array of the Renderer component that is closest to specified position. + + + + + Pick game object closest to specified position. + + Select prefab. + Returns index into material array of the Renderer component that is closest to specified position. + + + + + Pick GameObjects that lie within a specified screen rectangle. + + An screen rectangle specified with pixel coordinates. + + + + + + + + + + + Returns the parameter for the projection of the point on the given line. + + + + + + + + Retrieve all camera settings. + + + + + + Project point onto a line. + + + + + + + + Store all camera settings. + + + + + + Casts ray against the scene and report if an object lies in its path. + + + + A boxed RaycastHit, null if nothing hit it. + + + + + Repaint the current view. + + + + + Calculate a rectangle to display a 2D GUI element near a projected point in 3D space. + + The world-space position to use. + The content to make room for. + The style to use. The style's alignment. + + + + Convert world space point to a 2D GUI position. + + Point in world space. + + + + Helper class to access Unity documentation. + + + + + Open url in the default web browser. + + + + + + Get the URL for this object's documentation. + + The object to retrieve documentation for. + + The documentation URL for the object. Note that this could use the http: or file: schemas. + + + + + Is there a help page for this object? + + + + + + Show help page for this object. + + + + + + Show a help page. + + + + + + Use this class to highlight elements in the editor for use in in-editor tutorials and similar. + + + + + Is there currently an active highlight? + + + + + The rect in screenspace of the current active highlight. + + + + + The text of the current active highlight. + + + + + Is the current active highlight visible yet? + + + + + Highlights an element in the editor. + + The title of the window the element is inside. + The text to identify the element with. + Optional mode to specify how to search for the element. + + true if the requested element was found; otherwise false. + + + + + Highlights an element in the editor. + + The title of the window the element is inside. + The text to identify the element with. + Optional mode to specify how to search for the element. + + true if the requested element was found; otherwise false. + + + + + Call this method to create an identifiable rect that the Highlighter can find. + + The position to make highlightable. + The identifier text of the rect. + + + + Stops the active highlight. + + + + + Used to specify how to find a given element in the editor to highlight. + + + + + Highlights the first element found using any of the search modes. + + + + + Highlights an element containing text using the text as identifier. + + + + + Highlights an element with a given identifier text. + + + + + Highlights nothing. + + + + + Highlights an entire editor control using its label text as identifier. + + + + + Asset importing options. + + + + + Default import options. + + + + + Force a full reimport but don't download the assets from the cache server. + + + + + Import all assets synchronously. + + + + + Forces asset import as uncompressed for edition facilities. + + + + + User initiated asset import. + + + + + When a folder is imported, import all its contents as well. + + + + + Allow an editor class to be initialized when Unity loads without action from the user. + + + + + Allow an editor class method to be initialized when Unity loads without action from the user. + + + + + A device requirement description used for configuration of App Slicing. + + + + + The values of the device requirement description. + + + + + Constructs new device requirement description. + + + + + Supported iOS SDK versions. + + + + + Device SDK. + + + + + Simulator SDK. + + + + + Activity Indicator on loading. + + + + + Don't Show. + + + + + Gray. + + + + + White. + + + + + White Large. + + + + + iOS status bar style. + + + + + Black opaque. + + + + + Black translucent. + + + + + Default. + + + + + Target iOS device. + + + + + iPad Only. + + + + + Universal : iPhone/iPod + iPad. + + + + + iPhone/iPod Only. + + + + + Supported iOS deployment versions. + + + + + iOS 4.0. + + + + + iOS 4.1. + + + + + iOS 4.2. + + + + + iOS 4.3. + + + + + iOS 5.0. + + + + + iOS 5.1. + + + + + iOS 6.0. + + + + + iOS 7.0. + + + + + iOS 7.1. + + + + + iOS 8.0. + + + + + iOS 8.1. + + + + + Unknown iOS version, managed by user. + + + + + Deployment target iOS device resolution. + + + + + Native device resolution. + + + + + 320p (iPhone). + + + + + 640p (iPhone Retina Display). + + + + + 768p (iPad). + + + + + Auto (Best Performane). + + + + + Auto (Best Quality). + + + + + Bake quality setting for LightmapEditorSettings. + + + + + High quality bake for final renderings. + + + + + Low quality bake for preview renderings. + + + + + Various settings for the bake. + + + + + Beyond this distance a ray is considered to be unoccluded. + + + + + The maximum height of an individual lightmap texture. + + + + + The maximum width of an individual lightmap texture. + + + + + Texel separation between shapes. + + + + + Determines how Unity will compress baked reflection cubemap. + + + + + Lightmap resolution in texels per world unit. Higher resolution may take a long time to bake. + + + + + Whether to use DXT1 compression on the generated lightmaps. + + + + + A collection of parameters that impact lightmap and realtime GI computations. + + + + + The maximum number of times to supersample a texel to reduce aliasing. + + + + + The percentage of rays shot from a ray origin that must hit front faces to be considered usable. + + + + + BakedLightmapTag is an integer that affects the assignment to baked lightmaps. Objects with different values for bakedLightmapTag are guaranteed to not be assigned to the same lightmap even if the other baking parameters are the same. + + + + + The radius (in texels) of the post-processing filter that blurs baked direct lighting. + + + + + Controls the resolution at which Enlighten stores and can transfer input light. + + + + + The number of rays used for lights with an area. Allows for accurate soft shadowing. + + + + + Whether pairs of edges should be stitched together. + + + + + The amount of data used for realtime GI texels. Specifies how detailed view of the scene a texel has. Small values mean more averaged out lighting. + + + + + The number of rays to cast for computing irradiance form factors. + + + + + If enabled, the object appears transparent during GlobalIllumination lighting calculations. + + + + + Maximum size of gaps that can be ignored for GI (multiplier on pixel size). + + + + + The texel resolution per meter used for realtime lightmaps. This value is multiplied by LightmapEditorSettings.resolution. + + + + + System tag is an integer identifier. It lets you force an object into a different Enlighten system even though all the other parameters are the same. + + + + + The maximum number of times to supersample a texel to reduce aliasing in AO. + + + + + The number of rays to cast for computing ambient occlusion. + + + + + Allows to control the lightmapping job. + + + + + Delegate which is called when bake job is completed. + + + + + The lightmap baking workflow mode used. Iterative mode is default, but you can switch to on demand mode which bakes only when the user presses the bake button. + + + + + Returns true when the bake job is running, false otherwise (Read Only). + + + + + The lightmap snapshot used by the active scene. + + + + + Stars a synchronous bake job. + + + + + Starts an asynchronous bake job. + + + + + Starts a synchronous bake job, but only bakes light probes. + + + + + Starts an asynchronous bake job, but only bakes light probes. + + + + + Bakes an array of scenes. + + The path of the scenes that should be baked. + + + + Starts a synchronous bake job for the probe. + + Target probe. + The location where cubemap will be saved. + + Returns true if baking was succesful. + + + + + Starts a synchronous bake job for the selected objects. + + + + + Starts an asynchronous bake job for the selected objects. + + + + + Cancels the currently running asynchronous bake job. + + + + + Deletes all lightmap assets and makes all lights behave as if they weren't baked yet. + + + + + Clears the cache used by lightmaps, reflection probes and default reflection. + + + + + Get how many chunks the terrain is divided into for GI baking. + + The terrain. + Number of chunks in terrain width. + Number of chunks in terrain length. + + + + Workflow mode for lightmap baking. Default is Iterative. + + + + + Always run lightmapping, changes to the scene are detected automatically. + + + + + Deprecated 4.x lightmapping support. + + + + + Run lightmapping only when the user presses the bake button. + + + + + Delegate used by Lightmapping.completed callback. + + + + + Calculates a Delaunay Tetrahedralization of the 'positions' point set - the same way the lightmapper. + + + + + + + + A lightmap snapshot holds all baked lighting data. + + + + + LOD Utility Helpers. + + + + + Recalculate the bounding region for the given LODGroup. + + + + + + Mac fullscreen mode. + + + + + Capture the display. + + + + + Fullscreen window. + + + + + Fullscreen window with Dock and Menu bar. + + + + + The Unity Material Editor. + + + + + Is the current material expanded. + + + + + Useful for indenting shader properties that need the same indent as mini texture field. + + + + + Apply initial MaterialPropertyDrawer values. + + + + + + + Apply initial MaterialPropertyDrawer values. + + + + + + + Called when the Editor is woken up. + + + + + Draw a property field for a color shader property. + + Label for the property. + + + + + + Draw a property field for a color shader property. + + Label for the property. + + + + + + Default handling of preview area for materials. + + + + + + + Default toolbar for material preview area. + + + + + Handles UI for one shader property ignoring any custom drawers. + + + + + + + + Handles UI for one shader property ignoring any custom drawers. + + + + + + + + Draw a property field for a float shader property. + + Label for the property. + + + + + + Draw a property field for a float shader property. + + Label for the property. + + + + + + Calculate height needed for the property, ignoring custom drawers. + + + + + + Utility method for GUI layouting ShaderGUI. Used e.g for the rect after a left aligned Color field. + + Field Rect. + + A sub rect of the input Rect. + + + + + Utility method for GUI layouting ShaderGUI. + + Field Rect. + + A sub rect of the input Rect. + + + + + Utility method for GUI layouting ShaderGUI. + + Field Rect. + + A sub rect of the input Rect. + + + + + Get shader property information of the passed materials. + + + + + + Get information about a single shader property. + + Selected materials. + Property name. + Property index. + + + + Get information about a single shader property. + + Selected materials. + Property name. + Property index. + + + + Calculate height needed for the property. + + + + + + + Calculate height needed for the property. + + + + + + + Utility method for GUI layouting ShaderGUI. This is the rect after the label which can be used for multiple properties. The input rect can be fetched by calling: EditorGUILayout.GetControlRect. + + Line Rect. + + A sub rect of the input Rect. + + + + + Utility method for GUI layouting ShaderGUI. + + Field Rect. + + A sub rect of the input Rect. + + + + + Get the value of a given texture offset for a given texture property. + + Name of the texture property that you wish to examine the offset of. + Does the x offset have multiple values? + Does the y offset have multiple values? + + + + Returns the free rect below the label and before the large thumb object field. Is used for e.g. tiling and offset properties. + + The total rect of the texture property. + + + + Get the value of a given texture scale for a given texture property. + + Name of the texture property that you wish to examine the scale of. + Does the x scale have multiple values? + Does the y scale have multiple values? + + + + Can this component be Previewed in its current state? + + + True if this component can be Previewed in its current state. + + + + + Make a help box with a message and button. Returns true, if button was pressed. + + The message text. + The button text. + + Returns true, if button was pressed. + + + + + This function will draw the UI for the lightmap emission property. (None, Realtime, baked) + +See Also: MaterialLightmapFlags. + + + + + This function will draw the UI for the lightmap emission property. (None, Realtime, baked) + +See Also: MaterialLightmapFlags. + + + + + This function will draw the UI for the lightmap emission property. (None, Realtime, baked) + +See Also: MaterialLightmapFlags. + + + + + Called when the editor is disabled, if overridden please call the base OnDisable() to ensure that the material inspector is set up properly. + + + + + Called when the editor is enabled, if overridden please call the base OnEnable() to ensure that the material inspector is set up properly. + + + + + Implement specific MaterialEditor GUI code here. If you want to simply extend the existing editor call the base OnInspectorGUI () before doing any custom GUI code. + + + + + Custom preview for Image component. + + Rectangle in which to draw the preview. + Background image. + + + + Whenever a material property is changed call this function. This will rebuild the inspector and validate the properties. + + + + + Default rendering of shader properties. + + Array of material properties. + + + + Render the standard material properties. This method will either render properties using a IShaderGUI instance if found otherwise it uses PropertiesDefaultGUI. + + + Returns true if any value was changed. + + + + + Draw a range slider for a range shader property. + + Label for the property. + + + + + + Draw a range slider for a range shader property. + + Label for the property. + + + + + + Call this when you change a material property. It will add an undo for the action. + + Undo Label. + + + + Does this edit require to be repainted constantly in its current state? + + + + + Set EditorGUIUtility.fieldWidth and labelWidth to the default values that PropertiesGUI uses. + + + + + Set the shader of the material. + + Shader to set. + Should undo be registered. + + + + + Set the shader of the material. + + Shader to set. + Should undo be registered. + + + + + Set the offset of a given texture property. + + Name of the texture property that you wish to modify the offset of. + Scale to set. + Set the x or y component of the offset (0 for x, 1 for y). + + + + Set the scale of a given texture property. + + Name of the texture property that you wish to modify the scale of. + Scale to set. + Set the x or y component of the scale (0 for x, 1 for y). + + + + Handes UI for one shader property. + + + + + + + + Handes UI for one shader property. + + + + + + + + Checks if particular property has incorrect type of texture specified by the material, displays appropriate warning and suggests the user to automatically fix the problem. + + The texture property to check and display warning for, if necessary. + + + + Draw a property field for a texture shader property. + + Label for the field. + Draw scale / offset. + + + + + + + Draw a property field for a texture shader property. + + Label for the field. + Draw scale / offset. + + + + + + + Draw a property field for a texture shader property. + + Label for the field. + Draw scale / offset. + + + + + + + Draw a property field for a texture shader property. + + Label for the field. + Draw scale / offset. + + + + + + + Draw a property field for a texture shader property. + + Label for the field. + Draw scale / offset. + + + + + + + Draw a property field for a texture shader property that only takes up a single line height. + + Rect that this control should be rendered in. + Label for the field. + + + + Returns total height used by this control. + + + + + Method for showing a texture property control with additional inlined properites. + + The label used for the texture property. + The texture property. + First optional property inlined after the texture property. + Second optional property inlined after the extraProperty1. + + Returns the Rect used. + + + + + Method for showing a texture property control with additional inlined properites. + + The label used for the texture property. + The texture property. + First optional property inlined after the texture property. + Second optional property inlined after the extraProperty1. + + Returns the Rect used. + + + + + Method for showing a texture property control with additional inlined properites. + + The label used for the texture property. + The texture property. + First optional property inlined after the texture property. + Second optional property inlined after the extraProperty1. + + Returns the Rect used. + + + + + Method for showing a compact layout of properties. + + The label used for the texture property. + The texture property. + First extra property inlined after the texture property. + Label for the second extra property (on a new line and indented). + Second property on a new line below the texture. + + Returns the Rect used. + + + + + Method for showing a texture property control with a HDR color field and its color brightness float field. + + The label used for the texture property. + The texture property. + The color property (will be treated as a HDR color). + The HDR color configuration used by the HDR Color Picker. + If false then the alpha channel information will be hidden in the GUI. + + Return the Rect used. + + + + + Draws tiling and offset properties for a texture. + + Rect to draw this control in. + Property to draw. + If this control should be rendered under large texture property control use 'true'. If this control should be shown seperately use 'false'. + + + + Draws tiling and offset properties for a texture. + + Rect to draw this control in. + Property to draw. + If this control should be rendered under large texture property control use 'true'. If this control should be shown seperately use 'false'. + + + + TODO. + + + + + + + + TODO. + + + + + + + + Draw a property field for a vector shader property. + + Label for the field. + + + + + + Draw a property field for a vector shader property. + + Label for the field. + + + + + + Describes information and value of a single shader property. + + + + + Color value of the property. + + + + + Display name of the property (Read Only). + + + + + Flags that control how property is displayed (Read Only). + + + + + Float vaue of the property. + + + + + Does this property have multiple different values? (Read Only) + + + + + Name of the property (Read Only). + + + + + Min/max limits of a ranged float property (Read Only). + + + + + Material objects being edited by this property (Read Only). + + + + + Texture dimension (2D, Cubemap etc.) of the property (Read Only). + + + + + Texture value of the property. + + + + + Type of the property (Read Only). + + + + + Vector value of the property. + + + + + Flags that control how a MaterialProperty is displayed. + + + + + Signifies that values of this property contain High Dynamic Range (HDR) data. + + + + + Do not show the property in the inspector. + + + + + No flags are set. + + + + + Signifies that values of this property contain Normal (normalized vector) data. + + + + + Do not show UV scale/offset fields next to a texture. + + + + + Texture value for this property will be queried from renderer's MaterialPropertyBlock, instead of from the material. This corresponds to the "[PerRendererData]" attribute in front of a property in the shader code. + + + + + Material property type. + + + + + Color property. + + + + + Float property. + + + + + Ranged float (with min/max values) property. + + + + + Texture property. + + + + + Vector property. + + + + + Texture dimension of a property. + + + + + Texture property accepts any texture type. + + + + + Cubemap property. + + + + + No texture type is set. + + + + + Texture2D property. + + + + + Texture3D property. + + + + + Base class to derive custom material property drawers from. + + + + + Apply extra initial values to the material. + + The MaterialProperty to apply values for. + + + + Override this method to specify how tall the GUI for this property is in pixels. + + The MaterialProperty to make the custom GUI for. + The label of this property. + Current material editor. + + + + Override this method to make your own GUI for the property. + + Rectangle on the screen to use for the property GUI. + The MaterialProperty to make the custom GUI for. + The label of this property. + Current material editor. + + + + Menu class to manipulate the menu item. + + + + + Default constructor. + + + + + Get the check status of the given menu. + + + + + + Set the check status of the given menu. + + + + + + + Used to extract the context for a MenuItem. MenuCommand objects are passed to custom menu item functions defined using the MenuItem attribute. + + + + + Context is the object that is the target of a menu command. + + + + + An integer for passing custom information to a menu item. + + + + + Creates a new MenuCommand object. + + + + + + + Creates a new MenuCommand object. + + + + + + The MenuItem attribute allows you to add menu items to the main menu and inspector context menus. + + + + + Creates a menu item and invokes the static function following it, when the menu item is selected. + + + + + + + + Creates a menu item and invokes the static function following it, when the menu item is selected. + + + + + + + Creates a menu item and invokes the static function following it, when the menu item is selected. + + + + + + Various utilities for mesh manipulation. + + + + + Returns the mesh compression setting for a Mesh. + + The mesh to get information on. + + + + Optimizes the mesh for GPU access. + + + + + + Change the mesh compression setting for a mesh. + + The mesh to set the compression mode for. + The compression mode to set. + + + + Will insert per-triangle uv2 in mesh and handle vertex splitting etc. + + + + + + + User message types. + + + + + Error message. + + + + + Info message. + + + + + Neutral message. + + + + + Warning message. + + + + + Compressed texture format for target build platform. + + + + + ASTC texture compression. + + + + + ATI texture compression. Available on devices running Adreno GPU, including HTC Nexus One, Droid Incredible, EVO, and others. + + + + + S3 texture compression, nonspecific to DXT variant. Supported on devices running Nvidia Tegra2 platform, including Motorala Xoom, Motorola Atrix, Droid Bionic, and others. + + + + + ETC1 texture compression (or RGBA16 for textures with alpha), supported by all devices. + + + + + ETC2 texture compression. + + + + + Don't override texture compression. + + + + + PowerVR texture compression. Available in devices running PowerVR SGX530/540 GPU, such as Motorola DROID series; Samsung Galaxy S, Nexus S, and Galaxy Tab; and others. + + + + + Model importer lets you modify import settings from editor scripts. + + + + + Add to imported meshes. + + + + + Animation compression setting. + + + + + Allowed error of animation position compression. + + + + + Allowed error of animation rotation compression. + + + + + Allowed error of animation scale compression. + + + + + Animator generation mode. + + + + + The default wrap mode for the generated animation clips. + + + + + Bake Inverse Kinematics (IK) when importing. + + + + + Animation clips to split animation into. + + + + + Generate a list of all default animation clip based on TakeInfo. + + + + + Animation optimization setting. + + + + + File scale factor (if available) or default one. (Read-only). + + + + + Animation generation options. + + + + + Material generation options. + + + + + Generate secondary UV set for lightmapping. + + + + + Global scale factor for importing. + + + + + The human description that is used to generate an Avatar during the import process. + + + + + Controls how much oversampling is used when importing humanoid animations for retargeting. + + + + + Import animation from file. + + + + + Controls import of BlendShapes. + + + + + Generates the list of all imported take. + + + + + Import materials from file. + + + + + Is Bake Inverse Kinematics (IK) supported by this importer. + + + + + Is FileScale was used when importing. + + + + + Are mesh vertices and indices accessible from script? + + + + + Is import of tangents supported by this importer. + + + + + Is useFileUnits supported for this asset. + + + + + Material naming setting. + + + + + Existing material search setting. + + + + + Mesh compression setting. + + + + + The path of the transform used to generation the motion of the animation. + + + + + Normals import mode. + + + + + Smoothing angle (in degrees) for calculating normals. + + + + + Animation optimization setting. + + + + + Vertex optimization setting. + + + + + Generates the list of all imported Animations. + + + + + Threshold for angle distortion (in degrees) when generating secondary UV. + + + + + Threshold for area distortion when generating secondary UV. + + + + + Hard angle (in degrees) for generating secondary UV. + + + + + Margin to be left between charts when packing secondary UV. + + + + + Imports the HumanDescription from the given Avatar. + + + + + Should tangents be split across UV seams. + + + + + Swap primary and secondary UV channels when importing. + + + + + Tangents import mode. + + + + + Generates the list of all imported Transforms. + + + + + Detect file units and import as 1FileUnit=1UnityUnit, otherwise it will import as 1cm=1UnityUnit. + + + + + Animation compression options for ModelImporter. + + + + + Perform keyframe reduction. + + + + + Perform keyframe reduction and compression. + + + + + No animation compression. + + + + + Perform keyframe reduction and choose the best animation curve representation at runtime to reduce memory footprint (default). + + + + + Animation mode for ModelImporter. + + + + + Generate a generic animator. + + + + + Generate a human animator. + + + + + Generate a legacy animation type. + + + + + Generate no animation data. + + + + + Animation clips to split animation into. + + + + + Additionnal curves that will be that will be added during the import process. + + + + + Offset to the cycle of a looping animation, if a different time in it is desired to be the start. + + + + + AnimationEvents that will be added during the import process. + + + + + First frame of the clip. + + + + + Keeps the feet aligned with the root transform position. + + + + + Offset to the vertical root position. + + + + + Keeps the vertical position as it is authored in the source file. + + + + + Keeps the vertical position as it is authored in the source file. + + + + + Keeps the vertical position as it is authored in the source file. + + + + + Last frame of the clip. + + + + + Enable to make vertical root motion be baked into the movement of the bones. Disable to make vertical root motion be stored as root motion. + + + + + Enable to make horizontal root motion be baked into the movement of the bones. Disable to make horizontal root motion be stored as root motion. + + + + + Enable to make root rotation be baked into the movement of the bones. Disable to make root rotation be stored as root motion. + + + + + Is the clip a looping animation? + + + + + Enable to make the motion loop seamlessly. + + + + + Enable to make the clip loop. + + + + + Returns true when the source AvatarMask has changed. This only happens when ModelImporterClipAnimation.maskType is set to ClipAnimationMaskType.CopyFromOther +To force a reload of the mask, simply set ModelImporterClipAnimation.maskSource to the desired AvatarMask. + + + + + The AvatarMask used to mask transforms during the import process. + + + + + Define mask type. + + + + + Mirror left and right in this clip. + + + + + Clip name. + + + + + Offset in degrees to the root rotation. + + + + + Take name. + + + + + The wrap mode of the animation. + + + + + Animation generation options for ModelImporter. These options relate to the legacy Animation system, they should only be used when ModelImporter.animationType==ModelImporterAnimationType.Legacy. + + + + + Default animation import mode (All animations are stored in the root object). + + + + + Generate animations in the objects that animate. + + + + + Generate animations in the root objects of the animation package. + + + + + Generate animations in the transform root objects. + + + + + Do not generate animations. + + + + + Material generation options for ModelImporter. + + + + + Do not generate materials. + + + + + Generate a material for each material in the source asset. + + + + + Generate a material for each texture used. + + + + + Humanoid Oversampling available multipliers. + + + + + Default Humanoid Oversampling multiplier = 1 which is equivalent to no oversampling. + + + + + Humanoid Oversampling samples at 2 times the sampling rate found in the imported file. + + + + + Humanoid Oversampling samples at 4 times the sampling rate found in the imported file. + + + + + Humanoid Oversampling samples at 8 times the sampling rate found in the imported file. + + + + + Material naming options for ModelImporter. + + + + + Use a material name of the form <materialName>.mat. + + + + + Use material names in the form <modelFileName>-<materialName>.mat. + + + + + Use material names in the form <textureName>.mat. + + + + + <textureName>.mat or <modelFileName>-<materialName>.mat material name. + + + + + Material search options for ModelImporter. + + + + + Searh in all project. + + + + + Searh in local Materials forlder. + + + + + Recursive-up search in Materials forlders. + + + + + Mesh compression options for ModelImporter. + + + + + High amount of mesh compression. + + + + + Low amount of mesh compression. + + + + + Medium amount of mesh compression. + + + + + No mesh compression (default). + + + + + Animation generation options for ModelImporter. + + + + + Calculate normals/tangents. + + + + + Import normals/tangents from file. + + + + + Strip normals/tangents. + + + + + Representation of Script assets. + + + + + Returns the MonoScript object containing specified MonoBehaviour. + + The MonoBehaviour whose MonoScript should be returned. + + + + Returns the MonoScript object containing specified ScriptableObject. + + The ScriptableObject whose MonoScript should be returned. + + + + Returns the System.Type object of the class implemented by this script. + + + + + Custom mouse cursor shapes used with EditorGUIUtility.AddCursorRect. + + + + + Normal pointer arrow. + + + + + Arrow with the minus symbol next to it. + + + + + Arrow with the plus symbol next to it. + + + + + The current user defined cursor. + + + + + Cursor with an eye and stylized arrow keys for FPS navigation. + + + + + Arrow with a Link badge (for assigning pointers). + + + + + Arrow with the move symbol next to it for the sceneview. + + + + + Cursor with an eye for orbit. + + + + + Cursor with a dragging hand for pan. + + + + + Horizontal resize arrows. + + + + + Resize up-Left for window edges. + + + + + Resize up-right for window edges. + + + + + Vertical resize arrows. + + + + + Arrow with the rotate symbol next to it for the sceneview. + + + + + Arrow with the scale symbol next to it for the sceneview. + + + + + Arrow with small arrows for indicating sliding at number fields. + + + + + Left-Right resize arrows for window splitters. + + + + + Up-Down resize arrows for window splitters. + + + + + Text cursor. + + + + + Cursor with a magnifying glass for zoom. + + + + + AssetImporter for importing MovieTextures. + + + + + Duration of the Movie to be imported in seconds. + + + + + Is this a linear texture or an sRGB texture (Only used when performing linear rendering). + + + + + Quality setting to use when importing the movie. This is a float value from 0 to 1. + + + + + Navigation mesh builder interface. + + + + + Returns true if an asynchronous build is still running. + + + + + Build the Navmesh. + + + + + Build the Navmesh Asyncronously. + + + + + Cancel Navmesh construction. + + + + + Clear all Navmeshes. + + + + + Helper class for constructing displayable names for objects. + + + + + Class name of an object. + + + + + + Drag and drop title for an object. + + + + + + Inspector title for an object. + + + + + + Make a displayable name for a variable. + + + + + + Sets the name of an Object. + + + + + + + Base Class to derive from when creating Custom Previews. + + + + + The object currently being previewed. + + + + + This is the first entry point for Preview Drawing. + + The available area to draw the preview. + + + + Implement this method to show object information on top of the object preview. + + + + + Override this method if you want to change the label of the Preview area. + + + + + Can this component be Previewed in its current state? + + + True if this component can be Previewed in its current state. + + + + + Called when the Preview gets created with the objects being previewed. + + The objects being previewed. + + + + Called to iterate through the targets, this will be used when previewing more than one target. + + + True if there is another target available. + + + + + Implement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector. + + Rectangle in which to draw the preview. + Background image. + + + + Implement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector. + + Rectangle in which to draw the preview. + Background image. + + + + Override this method if you want to show custom controls in the preview header. + + + + + Called to Reset the target before iterating through them. + + + + + Where is the tool handle placed. + + + + + The tool handle is at the graphical center of the selection. + + + + + The tool handle is on the pivot point of the active object. + + + + + How is the tool handle oriented. + + + + + The tool handle is aligned along the global axes. + + + + + The tool handle is oriented from the active object. + + + + + Player Settings is where you define various parameters for the final game that you will build in Unity. Some of these values are used in the Resolution Dialog that launches when you open a standalone game. + + + + + Accelerometer update frequency. + + + + + Sets the crash behavior on .NET unhandled exception. + + + + + Is the advanced version being used? + + + + + Is auto-rotation to landscape left supported? + + + + + Is auto-rotation to landscape right supported? + + + + + Is auto-rotation to portrait supported? + + + + + Is auto-rotation to portrait upside-down supported? + + + + + Additional AOT compilation options. Shared by AOT platforms. + + + + + .NET API compatibility level. + + + + + Pre bake collision meshes on player build. + + + + + Application bundle identifier shared between iOS & Android platforms. + + + + + Application bundle version shared between iOS & Android platforms. + + + + + Defines if fullscreen games should darken secondary displays. + + + + + A unique cloud project identifier. It is unique for every project (Read Only). + + + + + Set the color space for the current project. + + + + + The name of your company. + + + + + Define how to handle fullscreen mode in Windows standalones (Direct3D 11 mode). + + + + + Define how to handle fullscreen mode in Windows standalones (Direct3D 9 mode). + + + + + Default screen orientation for mobiles. + + + + + If enabled, the game will default to fullscreen mode. + + + + + Default vertical dimension of stand-alone player window. + + + + + Default horizontal dimension of stand-alone player window. + + + + + Default vertical dimension of web player window. + + + + + Default horizontal dimension of web player window. + + + + + Defines the behaviour of the Resolution Dialog on product launch. + + + + + Enables CrashReport API. + + + + + Enables internal profiler. + + + + + First level to have access to all Resources.Load assets in Streamed Web Players. + + + + + Restrict standalone players to a single concurrent running instance. + + + + + Enable GPU skinning on capable platforms. + + + + + The bundle identifier of the iPhone application. + + + + + Password for the key used for signing an Android application. + + + + + Password used for interacting with the Android Keystore. + + + + + Describes the reason for access to the user's location data. + + + + + Are ObjC uncaught exceptions logged? + + + + + Define how to handle fullscreen mode in Mac OS X standalones. + + + + + The name of your product. + + + + + Which rendering path is enabled? + + + + + Use resizable window in standalone player builds. + + + + + The image to display in the Resolution Dialog window. + + + + + If enabled, your game will continue to run after lost focus. + + + + + Should the builtin Unity splash screen be shown? + + + + + Should status bar be hidden. Shared between iOS & Android platforms. + + + + + Should player render in stereoscopic 3d on supported hardware? + + + + + Remove unused Engine code from your build (IL2CPP-only). + + + + + Managed code stripping level. + + + + + Should unused Mesh components be excluded from game build? + + + + + iOS Graphics API. + + + + + 32-bit Display Buffer is used. + + + + + Let the OS autorotate the screen as the device orientation changes. + + + + + Should Direct3D 11 be used when available? + + + + + Enable receipt validation for the Mac App Store. + + + + + Write a log file with debugging information. + + + + + Enable virtual reality support. + + + + + On Windows, show the application in the background if Fullscreen Windowed mode is used. + + + + + Xbox 360 Kinect Head Orientation file deployment. + + + + + Xbox 360 Kinect Head Position file deployment. + + + + + Xbox 360 Kinect resource file deployment. + + + + + Xbox 360 Avatars. + + + + + Xbox 360 Kinect title flag - if false, the Kinect APIs are inactive. + + + + + Xbox 360 Kinect automatic skeleton tracking. + + + + + Xbox 360 Kinect Enable Speech Engine. + + + + + Xbox 360 auto-generation of _SPAConfig.cs. + + + + + Xbox 360 ImageXex override configuration file path. + + + + + Xbox 360 SPA file path. + + + + + Xbox 360 Kinect Speech DB. + + + + + Xbox 360 splash screen. + + + + + Xbox 360 title id. + + + + + Android specific player settings. + + + + + Publish the build as a game rather than a regular application. This option affects devices running Android 5.0 Lollipop and later + + + + + Provide a build that is Android TV compatible. + + + + + Android bundle version code. + + + + + Disable Depth and Stencil Buffers. + + + + + Force internet permission flag. + + + + + Force SD card permission. + + + + + Android key alias name. + + + + + Android key alias password. + + + + + Android keystore name. + + + + + Android keystore password. + + + + + License verification flag. + + + + + Minimal Android SDK version. + + + + + Preferred application install location. + + + + + Application should show ActivityIndicator when loading. + + + + + Android splash screen scale mode. + + + + + Android target device. + + + + + 24-bit Depth Buffer is used. + + + + + Use APK Expansion Files. + + + + + BlackBerry specific player settings. + + + + + The keystore password used when communicating with BlackBerry. + + + + + The address used when accessing the device. + + + + + The password used when accessing the device. + + + + + The file system path that the device log will be saved to when it is downloaded. + + + + + The plaintext name of the author that is associated with the application. + + + + + The date in which the debug token is set to expire. + + + + + File system path to the debug token that the editor is currently sourcing. + + + + + Returns true when camera access has been requested in the player settings. + + + + + Returns true when GPS permission has been requested in the player settings. + + + + + Returns true when access the device's Unique identifier has been requested. + + + + + Returns true if microphone access has been requested in player settings. + + + + + Returns true if shared permissions are requested in player settings. + + + + + Enable or disable camera permissions. (Will prompt user for access). + + New permission value. + + + + Enable / Disable access to the device GPS. (Will prompt for user for access). + + New permission value. + + + + Enable / Disable device identification permission. (Will prompt user for access). + + New permission value. + + + + Enable / Disable microphone permission level. (Will prompt user for access). + + New permission value. + + + + Enable Disable access to QNX shared folders (accesible via the rst:/drive). + + New permission value. + + + + Get graphics APIs to be used on a build platform. + + Platform to get APIs for. + + Array of graphics APIs. + + + + + Returns the list of assigned icons for the specified platform. + + + + + + Returns a list of icon sizes for the specified platform. + + + + + + Returns a PlayerSettings named bool property (with an optional build target it should apply to). + + Name of the property. + BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets). + + The current value of the property. + + + + + Returns a PlayerSettings named int property (with an optional build target it should apply to). + + Name of the property. + BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets). + + The current value of the property. + + + + + Searches for property and assigns it's value to given variable. + + Name of the property. + Variable, to which to store the value of the property, if set. + An optional build target group, to which the property applies. + + True if property was set and it's value assigned to given variable. + + + + + Searches for property and assigns it's value to given variable. + + Name of the property. + Variable, to which to store the value of the property, if set. + An optional build target group, to which the property applies. + + True if property was set and it's value assigned to given variable. + + + + + Searches for property and assigns it's value to given variable. + + Name of the property. + Variable, to which to store the value of the property, if set. + An optional build target group, to which the property applies. + + True if property was set and it's value assigned to given variable. + + + + + Returns a PlayerSettings named string property (with an optional build target it should apply to). + + Name of the property. + BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets). + + The current value of the property. + + + + + Get user-specified symbols for script compilation for the given build target group. + + + + + + Is a build platform using automatic graphics API choice? + + Platform to get the flag for. + + Should best available graphics API be used. + + + + + Returns whether or not the specified aspect ratio is enabled. + + + + + + iOS specific player settings. + + + + + Should unsecure HTTP downloads be allowed. + + + + + iOS application display name. + + + + + The build number of the bundle. + + + + + Application should exit when suspended to background. + + + + + Determines iPod playing behavior. + + + + + Icon is prerendered. + + + + + Application requires persistent WiFi. + + + + + Script calling optimization. + + + + + Active iOS SDK version used for build. + + + + + Application should show ActivityIndicator when loading. + + + + + Status bar style. + + + + + Targeted device. + + + + + Deployment minimal version of iOS. + + + + + Targeted resolution. + + + + + Indicates whether application will use On Demand Resources (ODR) API. + + + + + Is multi-threaded rendering enabled? + + + + + Nintendo 3DS player settings. + + + + + The unique ID of the application, issued by Nintendo. (0x00300 -> 0xf7fff) + + + + + Specify true to enable static memory compression or false to disable it. + + + + + Disable depth/stencil buffers, to free up memory. + + + + + Disable sterescopic (3D) view on the upper screen. + + + + + Enable shared L/R command list, for increased performance with stereoscopic rendering. + + + + + Enable vsync. + + + + + Specify the expanded save data number using 20 bits. + + + + + Application Logo Style. + + + + + Distribution media size. + + + + + Specifies the product code, or the add-on content code. + + + + + Specifies the title region settings. + + + + + Specify the stack size of the main thread, in bytes. + + + + + The 3DS target platform. + + + + + The title of the application. + + + + + Specify true when using expanded save data. + + + + + Nintendo 3DS logo style specification. + + + + + For Chinese region titles. + + + + + For titles for which Nintendo purchased the publishing license from the software manufacturer, etc. + + + + + For all other titles. + + + + + For Nintendo first-party titles. + + + + + Nintendo 3DS distribution media size. + + + + + 128MB + + + + + 1GB + + + + + 256MB + + + + + 2GB + + + + + 512MB + + + + + Nintendo 3DS Title region. + + + + + For all regions. + + + + + For the American region. + + + + + For the Chinese region. + + + + + For the European region. + + + + + For the Japanese region. + + + + + For the Korean region. + + + + + For the Taiwanese region. + + + + + Nintendo 3DS target platform. + + + + + Target the New Nintendo 3DS platform. + + + + + Target the Nintendo 3DS platform. + + + + + PS3 specific player settings. + + + + + backgroundPath + + + + + bootCheckMaxSaveGameSizeKB + + + + + dlcConfigPath + + + + + npAgeRating + + + + + npCommunicationPassphrase + + + + + npTrophyCommId + + + + + npTrophyCommSig + + + + + npTrophyPackagePath + + + + + Texture to use for PS3 Splash Screen on boot. + + + + + saveGameSlots + + + + + soundPath + + + + + thumbnailPath + + + + + titleConfigPath + + + + + TrialMode. + + + + + Amount of video memory (in MB) to use as audio storage. + + + + + The amount of video memory (in MB) that is set aside for vertex data allocations. Allocations which do not fit into the area are allocated from system memory. + + + + + DisableDolbyEncoding + + + + + EnableMoveSupport + + + + + Toggle for verbose memory statistics. + + + + + UseSPUForUmbra + + + + + Player Settings for the PlayStation®4. + + + + + User-defined parameter 1. + + + + + User-defined parameter 2. + + + + + User-defined parameter 3. + + + + + User-defined parameter 4. + + + + + PS4 package application type. + + + + + The PS4 application version. + + + + + Enables .SFO attribute 3DSupport. + + + + + Enables .SFO attribute MoveSupport. + + + + + Enables .SFO attribute ShareSupport. + + + + + Enables .SFO attribute UserManagement. + + + + + The number of virtual speakers to mix to for use with the Audio3dOut backend. + + + + + The package build category. + + + + + The applications content ID. + + + + + HDD Size to allocate for downloadData. (Kb) + + + + + Choice of controller button to be used as enter. + + + + + Initial heap size for Garlic (GPU) memory. + + + + + List of paths to include SDK modules. + + + + + PS4 content master version. + + + + + PS4 Mono and .NET runtime environment variables. + + + + + PSN Age rating. + + + + + PS4 TitleSecret value. + + + + + Path specifying where to copy a trophy pack from. + + + + + Path specifying where to copy the package parameter file (param.sfx) from. + + + + + PS4 parental level. + + + + + Package passcode. + + + + + Enables PlayerPrefs support using PS4 SDK SaveDataMemory system. + + + + + PS4 NPToolkit friends push notifications. + + + + + PS4 NPToolkit game custom data push notifications. + + + + + PS4 NPToolkit presence push notifications. + + + + + PS4 NPToolkit sessions push notifications. + + + + + Remote Play key assignment. + + + + + Remote Play key mapping images folder. + + + + + If we should use reprojection when running in VR mode with Project Morpheus. + + + + + True to use the Sony Audio3dOut backend libs otherwise it will use the default AudioOut backend. + + + + + PS4 video output format. + + + + + PS4 video output resolution. + + + + + Background image path. + + + + + Path the background music used by package. + + + + + Path to nptitle.dat. + + + + + Path to image used on share screen to mask parts of the display. + + + + + Path to pronunciation.sig file. + + + + + Path to pronunciation.xml file. + + + + + PS4 application category. + + + + + Application. + + + + + PS4 enter button assignment. + + + + + Circle button. + + + + + Cross button. + + + + + Remote Play key assignment. + + + + + No Remote play key assignment. + + + + + Remote Play key layout configuration A. + + + + + Remote Play key layout configuration B. + + + + + Remote Play key layout configuration C. + + + + + Remote Play key layout configuration D. + + + + + Remote Play key layout configuration E. + + + + + Remote Play key layout configuration F. + + + + + Remote Play key layout configuration G. + + + + + Remote Play key layout configuration H. + + + + + Save Data Image path. + + + + + Folder containing PS4 SDK. + + + + + Path to the share parameter file, as generated by the share file editor. + + + + + Path to file used for share screen overlay. + + + + + Startup Image path. + + + + + PS Vita specific player settings. + + + + + Aquire PS Vita background music. + + + + + The PS Vita application version. + + + + + The package build category. + + + + + The applications content ID. + + + + + PS Vita DRM Type. + + + + + Specifies whether circle or cross will be used as the default enter button. + + + + + Specifies whether or not a health warning will be added to the software manual. + + + + + Specifies the color of the PS Vita information bar, true = white, false = black. + + + + + Specifies whether or not to show the PS Vita information bar when the application starts. + + + + + Keystone file. + + + + + PS Vita Live area background image. + + + + + PS Vita Live area gate image. + + + + + PS Vita Live area path. + + + + + PS Vita Live area trial path. + + + + + PS Vita sofware manual. + + + + + PS Vita content master version. + + + + + Should always = 01.00. + + + + + PS Vita memory expansion mode. + + + + + PSN Age rating. + + + + + PS Vita NP Passphrase. + + + + + PS Vita NP Signature. + + + + + PS Vita NP Communications ID. + + + + + Support Game Boot Message or Game Joining Presence. + + + + + PS Vita NP Title Data File. + + + + + Path specifying wher to copy a trophy pack from. + + + + + 32 character password for use if you want to access the contents of a package. + + + + + Path specifying where to copy the package parameter file (param.sfx) from. + + + + + PS Vita parental level. + + + + + For cumlative patch packages. + + + + + For building cumulative patch packages. + + + + + PS Vita power mode. + + + + + Save data quota. + + + + + The applications short title. + + + + + PS Vita media type. + + + + + PS Vita TV boot mode. + + + + + PS Vita TV Disable Emu flag. + + + + + Indicates that this is an upgradable (trial) type application which can be converted to a full application by purchasing an upgrade. + + + + + Indicates that the application makes use of libLocation. + + + + + Allow Twitter Dialog. + + + + + Application package category enum. + + + + + An application package. + + + + + Application patch package. + + + + + DRM type enum. + + + + + Free content. + + + + + Paid for content. + + + + + Enter button assignment enum. + + + + + Circle button. + + + + + Cross button. + + + + + Default. + + + + + Memory expansion mode enum. + + + + + Enable 29MB memory expansion mode. + + + + + Enable 77MB memory expansion mode. + + + + + Memory expansion disabled. + + + + + Power mode enum. + + + + + Mode A - default. + + + + + Mode B - GPU High - No WLAN or COM. + + + + + Mode C - GPU High - No Camera, OLED Low brightness. + + + + + PS Vita TV boot mode enum. + + + + + Default (Managed by System Software) (SCEE or SCEA). + + + + + PS Vita Bootable, PS Vita TV Bootable (SCEJ or SCE Asia). + + + + + PS Vita Bootable, PS Vita TV Not Bootable (SCEJ or SCE Asia). + + + + + Samsung Smart TV specific Player Settings. + + + + + The address used when accessing the device. + + + + + Author of the created product. + + + + + Product author's e-mail. + + + + + The category of the created product. + + + + + The description of the created product. + + + + + The author's website link. + + + + + Types of available product categories. + + + + + The education category. + + + + + The games category (default). + + + + + The information category. + + + + + The kids category. + + + + + The lifestyle category. + + + + + The sports category. + + + + + The videos category. + + + + + Enables the specified aspect ratio. + + + + + + + Set graphics APIs to be used on a build platform. + + Platform to set APIs for. + Array of graphics APIs. + + + + Assign a list of icons for the specified platform. + + + + + + + Sets a PlayerSettings named bool property. + + Name of the property. + Value of the property (bool). + BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets). + + + + Sets a PlayerSettings named int property. + + Name of the property. + Value of the property (int). + BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets). + + + + Sets a PlayerSettings named string property. + + Name of the property. + Value of the property (string). + BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets). + + + + Set user-specified symbols for script compilation for the given build target group. + + + + + + + Should a build platform use automatic graphics API choice. + + Platform to set the flag for. + Should best available graphics API be used? + + + + Tizen specific player settings. + + + + + Description of your project to be displayed in the Tizen Store. + + + + + URL of your project to be displayed in the Tizen Store. + + + + + Name of the security profile to code sign Tizen applications with. + + + + + Tizen application capabilities. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Wii U specific player settings. + + + + + Account's size in kiB for BOSS. + + + + + Account's size in kiB for SAVE. + + + + + Unique IDs of Add-ons. + + + + + Allow screen capture during gameplay. + + + + + Common account's size in kiB for BOSS. + + + + + Common account's size in kiB for SAVE. + + + + + Max number of supported Wii controllers. + + + + + GamePad's MSAA quality. + + + + + Image displayed on GamePad during startup. + + + + + Group ID. + + + + + Join-in game ID (game server ID) provided by Nintendo. + + + + + Join-in game mode mask. + + + + + Stack size for the loader thread in kilobytes. + + + + + Stack size for the main thread in kilobytes. + + + + + OLV access key provided by Nintendo. + + + + + Path to CPU profiler library that should be passed to linker. + + + + + Is Balance Board is supported? + + + + + Is Classic Controller supported? + + + + + Is Motion Plus extension controller supported? + + + + + Is Nunchuk extension supported? + + + + + Is Pro Controller supported? + + + + + System heap size in kilobytes. + + + + + TIN (Title Identification Number) provided by Nintendo. + + + + + Title ID. + + + + + TV resolution. + + + + + Image displayed on TV during startup. + + + + + Compilation overrides for C# files. + + + + + C# files are compiled using Mono compiler. + + + + + C# files are compiled using Microsoft compiler and .NET Core, you can use Windows Runtime API, but classes implemented in C# files aren't accessible from JS or Boo languages. + + + + + C# files not located in Plugins, Standard Assets, Pro Standard Assets folders are compiled using Microsoft compiler and .NET Core, all other C# files are compiled using Mono compiler. The advantage is that classes implemented in C# are accessible from JS and Boo languages. + + + + + Xbox One Specific Player Settings. + + + + + Add a ProductId to the list of products that can load the content package created from your project. This setting is only available for content packages. + + + + Returns false if the product Id was already in the allowed list. + + + + + Get the list of projects that can load this content package. This setting is only available for content packages. + + + + + Xbox One optional parameter that lets you use a specified Manifest file rather than generated for you. + + + + + Xbox One Content ID to be used in constructing game package. + + + + + A friendly description that can be displayed to users. + + + + + Disabling the kinect frees up additional GPU resources for use. + + + + + Turns on notifications that you are gaining/losing GPU resources. + + + + + (optional override) Location of Xbox One Game OS image file to link into ERA package being created. + + + + + Returns a bool indicating if the given capability is enabled or not. Please see the XDK whitepaper titled "Xbox One Submission Validator" for valid capability names. + + + + + + Get the rating value that is specified in the appxmanifest.xml file for the given ratings board. + + The name of the ratings board that you want the rating value for. + + The current rating level. The meaning of the value depends on the name of the ratings board. The value corresponds to the entries the rating board's drop down menu, top most entry being 0 and each item lower in the list being 1 higher than the previous. + + + + + Get the values for the socket description with the given name. + + The name of the socket description. + The port or port range the socket can use. + The protocol the socket uses. + The allowed usage flags for this socket description. + The name of the device association template. + Mutiplayer requirement setting for the device association template. + The allowed usage flags for the device association template. + + + + Indicates if the game is a standalone game or a content package to an existing game. + + + + + The update granularity the package will be built with. + + + + + Xbox One optional parameter that causes the makepkg process to encrypt the package for performance testing or with final retail encryption. + + + + + Xbox One optional parameter that causes the makepkg process to use your specified layout file rather than generating one for you. Required if working with asset bundles. + + + + + Sets the size of the persistent local storage. + + + + + Xbox One Product ID to use when building a streaming install package. + + + + + Remove a ProductId from the list of products that can load the content package created from your project. This setting is only available for content packages. + + + + + + Remove the socket description with the given name. + + + + + + Xbox One makepkg option. Specifies the Sandbox ID to be used when building a streaming install package. + + + + + The service configuration ID for your title. + + + + + Mark a specific capability as enabled or enabled in the appxmanifest.xml file. Please see the XDK whitepaper titled "Xbox One Submission Validator" for valid capability names. + + The name of the capability to set. + Whether or not to enable the capability. + + + + Set the rating value that is specified in the appxmanifest.xml file. + + The name of the ratings board that you are setting the rating value for. + The new rating level. The meaning of the value depends on the name of the ratings board. The value corresponds to the entries the rating board's drop down menu, top most entry being 0 and each item lower in the list being 1 higher than the previous. + + + + Set the values for the socket description with the given name. + + The name of the socket description. + The port or port range the socket can use. + The protocol the socket uses. + The allowed usage flags for this socket description. + The name of the device association template. + Mutiplayer requirement setting for the device association template. + The allowed usage flags for the device association template. + + + + Get the names of the socket descriptions for the project. + + + + + The TitleID uniquely identifying your title to Xbox Live services. + + + + + Update the value at the given index in the list of products that can load this content package. You can use the PlayerSettings.XboxOne.AllowedProductIds property to get the existing productIds and determine their indexes. + + + + + + + Xbox One makepkg.exe option. Specifies the update key required when building game updates. + + + + + Xbox One Version Identifier used in the Application Manifest. + + + + + Represents plugin importer. + + + + + Is plugin native or managed? Note: C++ libraries with CLR support are treated as native plugins, because Unity cannot load such libraries. You can still access them via P/Invoke. + + + + + Constructor. + + + + + Returns all plugin importers for all platforms. + + + + + Is plugin comptabile with any platform. + + + + + Is plugin compatible with editor. + + + + + Is plugin compatible with specified platform. + + Target platform. + + + + + Is plugin compatible with specified platform. + + Target platform. + + + + + Returns editor specific data for specified key. + + Key value for data. + + + + Returns all plugin importers for specfied platform. + + Target platform. + Name of the target platform. + + + + Returns all plugin importers for specfied platform. + + Target platform. + Name of the target platform. + + + + Get platform specific data. + + Target platform. + Key value for data. + + + + + Get platform specific data. + + Target platform. + Key value for data. + + + + + Set compatiblity with any platform. + + Is plugin compatible with any platform. + + + + Set compatiblity with any editor. + + Is plugin compatible with editor. + + + + Set compatiblity with specified platform. + + Target platform. + Is plugin compatible with specified platform. + Target platform. + + + + Set compatiblity with specified platform. + + Target platform. + Is plugin compatible with specified platform. + Target platform. + + + + Set editor specific data. + + Key value for data. + Data. + + + + Set platform specific data. + + Target platform. + Key value for data. + Data. + + + + + Set platform specific data. + + Target platform. + Key value for data. + Data. + + + + + Class used to display popup windows that inherit from PopupWindowContent. + + + + + Show a popup with the given PopupWindowContent. + + The rect of the button that opens the popup. + The content to show in the popup window. + + + + Class used to implement content for a popup window. + + + + + The EditorWindow that contains the popup content. + + + + + The size of the popup window. + + + + + Callback when the popup window is closed. + + + + + Callback for drawing GUI controls for the popup window. + + The rectangle to draw the GUI inside. + + + + Callback when the popup window is opened. + + + + + The type of a prefab object as returned by EditorUtility.GetPrefabType. + + + + + The object is an instance of an imported 3D model, but the connection is broken. + + + + + The object is an instance of a user created prefab, but the connection is broken. + + + + + The object was an instance of a prefab, but the original prefab could not be found. + + + + + The object is an imported 3D model asset. + + + + + The object is an instance of an imported 3D model. + + + + + The object is not a prefab nor an instance of a prefab. + + + + + The object is a user created prefab asset. + + + + + The object is an instance of a user created prefab. + + + + + Utility class for any prefab related operations. + + + + + Called after prefab instances in the scene have been updated. + + + + + Creates an empty prefab at given path. + + + + + + Creates a prefab from a game object hierarchy. + + + + + + + + Creates a prefab from a game object hierarchy. + + + + + + + + Disconnects the prefab instance from its parent prefab. + + + + + + Helper function to find the prefab root of an object (used for picking niceness). + + + + + + Returns the topmost game object that has the same prefab parent as target. + + + + + + Returns root game object of the prefab instance if that root prefab instance is a parent of the prefab. + + + + + + Retrieves the enclosing prefab for any object contained within. + + An object contained within a prefab object. + + The prefab the object is contained in. + + + + + Returns the parent asset object of source, or null if it can't be found. + + + + + + Given an object, returns its prefab type (None, if it's not a prefab). + + + + + + Extract all modifications that are applied to the prefab instance compared to the parent prefab. + + + + + + Instantiate an asset that is referenced by a prefab and use it on the prefab instance. + + + + + + Instantiates the given prefab. + + + + + + Force re-merging all prefab instances of this prefab. + + + + + + Delegate for method that is called after prefab instances in the scene have been updated. + + + + + + Connects the game object to the prefab that it was last connected to. + + + + + + Force record property modifications by comparing against the parent prefab. + + + + + + Replaces the targetPrefab with a copy of the game object hierarchy go. + + + + + + + + Replaces the targetPrefab with a copy of the game object hierarchy go. + + + + + + + + Resets the properties of the component or game object to the parent prefab state. + + + + + + Resets the properties of all objects in the prefab, including child game objects and components that were added to the prefab instance. + + + + + + Assigns all modifications that are applied to the prefab instance compared to the parent prefab. + + + + + + + The PreferenceItem attribute allows you to add preferences sections to the Preferences Window. + + + + + Creates a section in the Preferences Window called name and invokes the static function following it for the section's GUI. + + + + + + Base class to derive custom property drawers from. Use this to create custom drawers for your own Serializable classes or for script variables with custom PropertyAttributes. + + + + + The PropertyAttribute for the property. Not applicable for custom class drawers. (Read Only) + + + + + The reflection FieldInfo for the member this property represents. (Read Only) + + + + + Override this method to specify how tall the GUI for this field is in pixels. + + The SerializedProperty to make the custom GUI for. + The label of this property. + + The height in pixels. + + + + + Override this method to make your own GUI for the property. + + Rectangle on the screen to use for the property GUI. + The SerializedProperty to make the custom GUI for. + The label of this property. + + + + Defines a single modified property. + + + + + The value being applied when it is a object reference (which can not be represented as a string). + + + + + Property path of the property being modified (Matches as SerializedProperty.propertyPath). + + + + + Object that will be modified. + + + + + The value being applied. + + + + + Type of build to generate. + + + + + Package build for installation on either a dev or test kit. + + + + + Build hosted on a PC, for file serving to a dev or test kit. + + + + + Target PS Vita build type. + + + + + For building a PS Vita package that can be installed on a PS Vita memory card. + + + + + For general development, creates a build stored on the host PC which the Vita reads from. + + + + + Options for removing assets + + + + + Delete the asset without moving it to the trash. + + + + + The asset should be moved to trash. + + + + + Flags for the PrefabUtility.ReplacePrefab function. + + + + + Connects the passed objects to the prefab after uploading the prefab. + + + + + Replaces prefabs by matching pre-existing connections to the prefab. + + + + + Replaces the prefab using name based lookup in the transform hierarchy. + + + + + Resolution dialog setting. + + + + + Never show the resolution dialog. + + + + + Show the resolution dialog on first launch. + + + + + Hide the resolution dialog on first launch. + + + + + Target PS3 or PS4 build type. + + + + + Build a package suited for BluRay Submission. + + + + + Build a package suited for DLC Submission. + + + + + Build package that it's hosted on the PC. + + + + + Derive from this class to create an editor wizard. + + + + + Allows you to set the text shown on the create button of the wizard. + + + + + Allows you to set the error text of the wizard. + + + + + Allows you to set the help text of the wizard. + + + + + Allows you to enable and disable the wizard create button, so that the user can not click it. + + + + + Allows you to set the text shown on the optional other button of the wizard. Leave this parameter out to leave the button out. + + + + + Creates a wizard. + + The title shown at the top of the wizard window. + + The wizard. + + + + + Creates a wizard. + + The title shown at the top of the wizard window. + The text shown on the create button. + The text shown on the optional other button. Leave this parameter out to leave the button out. + + The wizard. + + + + + Creates a wizard. + + The title shown at the top of the wizard window. + The text shown on the create button. + The text shown on the optional other button. Leave this parameter out to leave the button out. + + The wizard. + + + + + Creates a wizard. + + The title shown at the top of the wizard window. + The class implementing the wizard. It has to derive from ScriptableWizard. + The text shown on the create button. + The text shown on the optional other button. Leave this parameter out to leave the button out. + + The wizard. + + + + + Will be called for drawing contents when the ScriptableWizard needs to update its GUI. + + + Returns true if any property has been modified. + + + + + Script call optimization level. + + + + + Script method call overhead decreased at the expense of limited compatibility. + + + + + Default setting. + + + + + Scripting implementation (backend). + + + + + Unity's .NET runtime. + + + + + The standard Mono 2.6 runtime. + + + + + Microsoft's .NET runtime. + + + + + Access to the selection in the editor. + + + + + Returns the active game object. (The one shown in the inspector). + + + + + Returns the instanceID of the actual object selection. Includes prefabs, non-modifyable objects. + + + + + Returns the actual object selection. Includes prefabs, non-modifyable objects. + + + + + Returns the active transform. (The one shown in the inspector). + + + + + Returns the guids of the selected assets. + + + + + Returns the actual game object selection. Includes prefabs, non-modifyable objects. + + + + + The actual unfiltered selection from the Scene returned as instance ids instead of objects. + + + + + The actual unfiltered selection from the Scene. + + + + + Delegate callback triggered when currently active/selected item has changed. + + + + + Returns the top level selection, excluding prefabs. + + + + + Returns whether an object is contained in the current selection. + + + + + + + Returns whether an object is contained in the current selection. + + + + + + + Returns the current selection filtered by type and mode. + + Only objects of this type will be retrieved. + Further options to refine the selection. + + + + Allows for fine grained control of the selection type using the SelectionMode bitmask. + + Options for refining the selection. + + + + SelectionMode can be used to tweak the selection returned by Selection.GetTransforms. + + + + + Only return objects that are assets in the Asset directory. + + + + + Return the selection and all child transforms of the selection. + + + + + If the selection contains folders, also include all assets and subfolders within that folder in the file hierarchy. + + + + + Excludes any objects which shall not be modified. + + + + + Excludes any prefabs from the selection. + + + + + Only return the topmost selected transform. A selected child of another selected transform will be filtered out. + + + + + Return the whole selection. + + + + + Behavior of semantic merge. + + + + + Disable use of semantic merging. + + + + + SerializedObject and SerializedProperty are classes for editing properties on objects in a completely generic way that automatically handles undo and styling UI for prefabs. + + + + + Does the serialized object represents multiple objects due to multi-object editing? (Read Only) + + + + + The inspected object (Read Only). + + + + + The inspected objects (Read Only). + + + + + Apply property modifications. + + + + + Applies property modifications without registering an undo operation. + + + + + Copies a value from a SerializedProperty to the same serialized property on this serialized object. + + + + + + Create SerializedObject for inspected object. + + + + + + Create SerializedObject for inspected object. + + + + + + Find serialized property by name. + + + + + + Get the first serialized property. + + + + + Update hasMultipleDifferentValues cache on the next Update() call. + + + + + Update serialized object's representation. + + + + + Update serialized object's representation, only if the object has been modified since the last call to Update or if it is a script. + + + + + SerializedProperty and SerializedObject are classes for editing properties on objects in a completely generic way that automatically handles undo and styling UI for prefabs. + + + + + Value of a animation curve property. + + + + + The number of elements in the array. If the SerializedObject contains multiple objects it will return the smallest number of elements. So it is always possible to iterate through the SerializedObject and only get properties found in all objects. + + + + + Value of a boolean property. + + + + + Value of bounds property. + + + + + Value of a color property. + + + + + Nesting depth of the property. (Read Only) + + + + + Nice display name of the property. (Read Only) + + + + + Value of a float property as a double. + + + + + Is this property editable? (Read Only) + + + + + Display-friendly names of enumeration of an enum property. + + + + + Names of enumeration of an enum property. + + + + + Enum index of an enum property. + + + + + Value of a float property. + + + + + Does it have child properties? (Read Only) + + + + + Does this property represent multiple different values due to multi-object editing? (Read Only) + + + + + Does it have visible child properties? (Read Only) + + + + + Value of an integer property. + + + + + Is this property an array? (Read Only) + + + + + Is this property expanded in the inspector? + + + + + Is property part of a prefab instance? (Read Only) + + + + + Value of a integer property as a long. + + + + + Name of the property. (Read Only) + + + + + Value of an object reference property. + + + + + Is property's value different from the prefab it belongs to? + + + + + Full path of the property. (Read Only) + + + + + Type of this property (Read Only). + + + + + Value of a quaternion property. + + + + + Value of a rectangle property. + + + + + SerializedObject this property belongs to (Read Only). + + + + + Value of a string property. + + + + + Tooltip of the property. (Read Only) + + + + + Type name of the property. (Read Only) + + + + + Value of a 2D vector property. + + + + + Value of a 3D vector property. + + + + + Value of a 4D vector property. + + + + + Remove all elements from the array. + + + + + Returns a copy of the SerializedProperty iterator in its current state. This is useful if you want to keep a reference to the current property but continue with the iteration. + + + + + Count visible children of this property, including this property itself. + + + + + Count remaining visible properties. + + + + + Delete the element at the specified index in the array. + + + + + + Deletes the serialized property. + + + + + Duplicates the serialized property. + + + + + See if contained serialized properties are equal. + + + + + + + Retrieves the SerializedProperty at a relative path to the current property. + + + + + + Returns the element at the specified index in the array. + + + + + + Retrieves the SerializedProperty that defines the end range of this property. + + + + + + Retrieves the SerializedProperty that defines the end range of this property. + + + + + + Retrieves an iterator that allows you to iterator over the current nexting of a serialized property. + + + + + Insert an empty element at the specified index in the array. + + + + + + Move an array element from srcIndex to dstIndex. + + + + + + + Move to next property. + + + + + + Move to next visible property. + + + + + + Move to first property of the object. + + + + + Type of a SerializedProperty. + + + + + AnimationCurve property. + + + + + Array size property. + + + + + Boolean property. + + + + + Bounds property. + + + + + Character property. + + + + + Color property. + + + + + Enumeration property. + + + + + Float property. + + + + + Gradient property. + + + + + Integer property. + + + + + LayerMask property. + + + + + Reference to another object. + + + + + Quaternion property. + + + + + Rectangle property. + + + + + String property. + + + + + 2D vector property. + + + + + 3D vector property. + + + + + 4D vector property. + + + + + Abstract class to derive from for defining custom GUI for shader properties and for extending the material preview. + + + + + This method is called when a new shader has been selected for a Material. + + The material the newShader should be assigned to. + Previous shader. + New shader to assign to the material. + + + + Find shader properties. + + Name of the material property. + The array of available properties. + If true then this method will throw an exception if a property with propertyName was not found. + + The material property found, otherwise null. + + + + + Find shader properties. + + Name of the material property. + The array of available properties. + If true then this method will throw an exception if a property with propertyName was not found. + + The material property found, otherwise null. + + + + + To define a custom shader GUI use the methods of materialEditor to render controls for the properties array. + + The MaterialEditor that are calling this OnGUI (the 'owner'). + Material properties of the current selected shader. + + + + Override for extending the rendering of the Preview area or completly replace the preview (by not calling base.OnMaterialPreviewGUI). + + The MaterialEditor that are calling this method (the 'owner'). + Preview rect. + Style for the background. + + + + Override for extending the functionality of the toolbar of the preview area or completly replace the toolbar by not calling base.OnMaterialPreviewSettingsGUI. + + The MaterialEditor that are calling this method (the 'owner'). + + + + Utility functions to assist with working with shaders from the editor. + + + + + Does the current hardware support render textues. + + + + + Get the number of properties in Shader s. + + The shader to check against. + + + + Get the description of the shader propery at index propertyIdx of Shader s. + + The shader to check against. + The property index to use. + + + + Get the name of the shader propery at index propertyIdx of Shader s. + + The shader to check against. + The property index to use. + + + + Get the ShaderProperyType of the shader propery at index propertyIdx of Shader s. + + The shader to check against. + The property index to use. + + + + Get Limits for a range property at index propertyIdx of Shader s. + + Which value to get: 0 = default, 1 = min, 2 = max. + The shader to check against. + The property index to use. + + + + Gets the ShaderPropertyTexDim of the texture at property index propertyIdx of Shader s. + + The shader to check against. + The property index to use. + + + + Is the shader propery at index propertyIdx of Shader s hidden? + + The shader to check against. + The property index to use. + + + + Representation of the texture dimensions. + + + + + 2D Texture. + + + + + 3D Texture. + + + + + Any texture dimension (catch all). + + + + + Texure Cube (Cubemap). + + + + + Texture Rect. + + + + + Unknown Texture dimension. + + + + + Type of a given texture property. + + + + + Color Property. + + + + + Float Property. + + + + + Range Property. + + + + + Texture Property. + + + + + Vector Property. + + + + + Structure to hold camera data extracted from a SketchUp file. + + + + + Aspect ratio of the camera. + + + + + Field of view of the camera. + + + + + Indicate if the camera is using a perspective or orthogonal projection. + + + + + The position the camera is looking at. + + + + + The orthogonal projection size of the camera. This value only make sense if SketchUpImportCamera.isPerspective is false. + + + + + The position of the camera. + + + + + Up vector of the camera. + + + + + Derives from AssetImporter to handle importing of SketchUp files. + + + + + Retrieves the latitude Geo Coordinate imported from the SketchUp file. + + + + + Retrieves the longitude Geo Coordinate imported from the SketchUp file. + + + + + Retrieves the north correction value imported from the SketchUp file. + + + + + The default camera or the camera of the active scene which the SketchUp file was saved with. + + + The default camera. + + + + + The method returns an array of SketchUpImportScene which represents SketchUp scenes. + + + Array of scenes extracted from a SketchUp file. + + + + + Structure to hold scene data extracted from a SketchUp file. + + + + + The camera data of the SketchUp scene. + + + + + The name of the SketchUp scene. + + + + + AssetImportor for importing SpeedTree model assets. + + + + + Gets and sets a default alpha test reference values. + + + + + Indicates if the cross-fade LOD transition, applied to the last mesh LOD and the billboard, should be animated. + + + + + Returns the best-possible wind quality on this asset (configured in SpeedTree modeler). + + + + + Proportion of the last 3D mesh LOD region width which is used for cross-fading to billboard tree. + + + + + Gets and sets an array of booleans to enable shadow casting for each LOD. + + + + + Gets and sets an array of booleans to enable normal mapping for each LOD. + + + + + Gets and sets an array of booleans to enable Hue variation effect for each LOD. + + + + + Enables smooth LOD transitions. + + + + + Proportion of the billboard LOD region width which is used for fading out the billboard. + + + + + Tells if there is a billboard LOD. + + + + + Tells if the SPM file has been previously imported. + + + + + Gets and sets a default Hue variation color and amount (in alpha). + + + + + Gets and sets a default main color. + + + + + Returns the folder path where generated materials will be placed in. + + + + + Gets and sets an array of booleans to enable shadow receiving for each LOD. + + + + + Gets and sets an array of Reflection Probe usages for each LOD. + + + + + How much to scale the tree model compared to what is in the .spm file. + + + + + Gets and sets a default Shininess value. + + + + + Gets and sets a default specular color. + + + + + Gets and sets an array of booleans to enable Light Probe lighting for each LOD. + + + + + Gets and sets an array of integers of the wind qualities on each LOD. Values will be clampped by BestWindQuality internally. + + + + + Gets an array of name strings for wind quality value. + + + + + Construct a new SpeedTreeImporter object. + + + + + Generates all necessary materials under materialFolderPath. If Version Control is enabled please first check out the folder. + + + + + Gets and sets an array of floats of each LOD's screen height value. + + + + + Texture importer modes for Sprite import. + + + + + Graphic is not a Sprite. + + + + + Sprite is a single image section extracted automatically from the texture. + + + + + Editor data used in producing a Sprite. + + + + + Edge-relative alignment of the sprite graphic. + + + + + Edge border size for a sprite (in pixels). + + + + + Name of the Sprite. + + + + + Pivot point of the Sprite relative to its bounding rectangle. + + + + + Bounding rectangle of the sprite's graphic within the atlas image. + + + + + Sprite Packer mode for the current project. + + + + + Always maintain an up-to-date sprite atlas cache. + + + + + Updates sprite atlas cache when building player/bundles. + + + + + Doesn't pack sprites. + + + + + Describes the final atlas texture. + + + + + Marks this atlas so that it contains textures that have been flagged for Alpha splitting when needed (for example ETC1 compression for textures with transparency). + + + + + Anisotropic filtering level of the atlas texture. + + + + + Desired color space. + + + + + Quality of atlas texture compression in the range [0..100]. + + + + + Allows Sprite Packer to rotate/flip the Sprite to ensure optimal Packing. + + + + + Filtering mode of the atlas texture. + + + + + The format of the atlas texture. + + + + + Should sprite atlas textures generate mip maps? + + + + + Maximum height of the atlas texture. + + + + + Maximum width of the atlas texture. + + + + + The amount of extra padding between packed sprites. + + + + + Sprite packing policy interface. Provide a custom implementation to control which Sprites go into which atlases. + + + + + Return the version of your policy. Sprite Packer needs to know if atlas grouping logic changed. + + + + + Implement custom atlas grouping here. + + + + + + + + Sprite Packer helpers. + + + + + Array of Sprite atlas names found in the current atlas cache. + + + + + Name of the default Sprite Packer policy. + + + + + Sprite Packer execution mode. + + + + + Will always trigger IPackerPolicy.OnGroupAtlases. + + + + + Normal execution. Will not trigger IPackerPolicy.OnGroupAtlases unless IPackerPolicy, IPackerPolicy version or TextureImporter settings have changed. + + + + + Returns atlasing data for the specified Sprite. + + Sprite to query. + Gets set to the name of the atlas containing the specified Sprite. + Gets set to the Texture containing the specified Sprite. + + + + Returns all atlas textures generated for the specified atlas. + + Atlas name. + + + + Available Sprite Packer policies for this project. + + + + + Rebuilds the Sprite atlas cache. + + + + + + + + The active Sprite Packer policy for this project. + + + + + Current Sprite Packer job definition. + + + + + Registers a new atlas. + + + + + + + Assigns a Sprite to an already registered atlas. + + + + + + + + + Helper utilities for accessing Sprite data. + + + + + Returns the generated Sprite mesh indices. + + If Sprite is packed, it is possible to access data as if it was on the atlas texture. + + + + + Returns the generated Sprite mesh positions. + + If Sprite is packed, it is possible to access data as if it was on the atlas texture. + + + + + Returns the generated Sprite texture. If Sprite is packed, it is possible to query for both source and atlas textures. + + If Sprite is packed, it is possible to access data as if it was on the atlas texture. + + + + + Returns the generated Sprite mesh uvs. + + If Sprite is packed, it is possible to access data as if it was on the atlas texture. + + + + + Static Editor Flags. + + + + + Consider for static batching. + + + + + Considered static for lightmapping. + + + + + Considered static for navigation. + + + + + Considered static for occlusion. + + + + + Considered static for occlusion. + + + + + Auto-generate OffMeshLink. + + + + + Consider static for reflection probe. + + + + + StaticOcclusionCulling lets you perform static occlusion culling operations. + + + + + Does the scene contain any occlusion portals that were added manually rather than automatically? + + + + + Used to check if asynchronous generation of static occlusion culling data is still running. + + + + + Returns the size in bytes that the PVS data is currently taking up in this scene on disk. + + + + + Used to cancel asynchronous generation of static occlusion culling data. + + + + + Clears the PVS of the opened scene. + + + + + Used to generate static occlusion culling data. + + + + + Used to compute static occlusion culling data asynchronously. + + + + + Used to compute static occlusion culling data asynchronously. + + + + + Used to visualize static occlusion culling at development time in scene view. + + + + + If set to true, culling of geometry is enabled. + + + + + If set to true, visualization of target volumes is enabled. + + + + + If set to true, visualization of portals is enabled. + + + + + If set to true, the visualization lines of the PVS volumes will show all cells rather than cells after culling. + + + + + If set to true, visualization of view volumes is enabled. + + + + + If set to true, visualization of portals is enabled. + + + + + Managed code stripping level. + + + + + Managed code stripping is disabled. + + + + + Unused parts of managed code are stripped away. + + + + + Managed method bodies are stripped away. AOT platforms only. + + + + + Lightweight mscorlib version will be used at expense of limited compatibility. + + + + + Class for Substance Archive handling. + + + + + The SubstanceImporter class lets you access the imported ProceduralMaterial instances. + + + + + Clone an existing ProceduralMaterial instance. + + + + + + Destroy an existing ProceduralMaterial instance. + + + + + + Get the ProceduralMaterial animation update rate in millisecond. + + + + + + Check if the ProceduralMaterial needs to force generation of all its outputs. + + + + + + Return true if the mipmaps are generated for this ProceduralMaterial. + + + + + + Get the number of ProceduralMaterial instances. + + + + + Get the material offset, which is used for all the textures that are part of this ProceduralMaterial. + + + + + + Get an array with the ProceduralMaterial instances. + + + + + Get the material scale, which is used for all the textures that are part of this ProceduralMaterial. + + + + + + Get the import settings for a given ProceduralMaterial for a given platform (width and height, RAW/Compressed format, loading behavior). + + The name of the ProceduralMaterial. + The name of the platform (can be empty). + The maximum texture width for this ProceduralMaterial (output value). + The maximum texture height for this ProceduralMaterial (output value). + The texture format (0=Compressed, 1=RAW) for this ProceduralMaterial (output value). + The load behavior for this ProceduralMaterial (output value). +Values match the ProceduralMaterial::ProceduralLoadingBehavior enum. + + + + Get a list of the names of the ProceduralMaterial prototypes in the package. + + + + + Get the alpha source of the given texture in the ProceduralMaterial. + + + + + + + Instantiate a new ProceduralMaterial instance from a prototype. + + + + + + After modifying the shader of a ProceduralMaterial, call this function to apply the changes to the importer. + + + + + + Rename an existing ProceduralMaterial instance. + + + + + + + Reset the ProceduralMaterial to its default values. + + + + + + Set the ProceduralMaterial animation update rate in millisecond. + + + + + + + Specify if the ProceduralMaterial needs to force generation of all its outputs. + + + + + + + Force the generation of mipmaps for this ProceduralMaterial. + + + + + + + Set the material offset, which is used for all the textures that are part of this ProceduralMaterial. + + + + + + + Set the material scale, which is used for all the textures that are part of this ProceduralMaterial. + + + + + + + Set the import settings for the input ProceduralMaterial for the input platform (width and height, RAW/Compressed format, loading behavior). + + The name of the Procedural Material. + The name of the platform (can be empty). + The maximum texture width for this Procedural Material. + The maximum texture height for this Procedural Material. + The texture format (0=Compressed, 1=RAW) for this Procedural Material. + The load behavior for this Procedural Material. +Values match the ProceduralMaterial::ProceduralLoadingBehavior enum. + + + + Set the alpha source of the given texture in the ProceduralMaterial. + + + + + + + + A Takeinfo object contains all the information needed to describe a take. + + + + + Start time in second. + + + + + Stop time in second. + + + + + This is the default clip name for the clip generated for this take. + + + + + Take name as define from imported file. + + + + + Sample rate of the take. + + + + + Start time in second. + + + + + Stop time in second. + + + + + Texture importer lets you modify Texture2D import settings from editor scripts. + + + + + Anisotropic filtering level of the texture. + + + + + Keep texture borders the same when generating mipmaps? + + + + + Quality of Texture Compression in the range [0..100]. + + + + + Convert heightmap to normal map? + + + + + Fade out mip levels to gray color? + + + + + Filtering mode of the texture. + + + + + Cubemap generation mode. + + + + + Should mip maps be generated with gamma correction? + + + + + Generate alpha channel from intensity? + + + + + Amount of bumpyness in the heightmap. + + + + + Is texture data readable from scripts. + + + + + Is this texture a lightmap? + + + + + When in linear rendering should this texture be sampled with hardware gamma correction (sRGB) or without (linear)? + + + + + Maximum texture size. + + + + + Mip map bias of the texture. + + + + + Generate mip maps for the texture? + + + + + Mip level where texture is faded out completely. + + + + + Mip level where texture begins to fade out. + + + + + Mipmap filtering mode. + + + + + Is this texture a normal map? + + + + + Normal map filtering mode. + + + + + Scaling mode for non power of two textures. + + + + + Returns true if this TextureImporter is setup for Sprite packing. + + + + + Border sizes of the generated sprites. + + + + + Selects Single or Manual import mode for Sprite textures. + + + + + Selects the Sprite packing tag. + + + + + The point in the Sprite object's coordinate space where the graphic is located. + + + + + The number of pixels in the sprite that correspond to one unit in world space. + + + + + Scale factor for mapping pixels in the graphic to units in world space. + + + + + Array representing the sections of the atlas corresponding to individual sprite graphics. + + + + + Format of imported texture. + + + + + Which type of texture are we dealing with here. + + + + + Wrap mode (Repeat or Clamp) of the texture. + + + + + Clear specific target platform settings. + + The platform whose settings are to be cleared (see below). + + + + Does textures source image have alpha channel. + + + + + Does textures source image have RGB channels. + + + + + Getter for the flag that allows Alpha splitting on the imported texture when needed (for example ETC1 compression for textures with transparency). + + + True if the importer allows alpha split on the imported texture, False otherwise. + + + + + Get platform specific texture settings. + + The platform whose settings are required (see below). + Maximum texture width/height in pixels. + Data format of the texture. + Value from 0..100, equivalent to the standard JPEG quality setting. + + + + Get platform specific texture settings. + + The platform whose settings are required (see below). + Maximum texture width/height in pixels. + Data format of the texture. + + + + Reads the active texture output instructions of this TextureImporter. + + + + + Read texture settings into TextureImporterSettings class. + + + + + + Setter for the flag that allows Alpha splitting on the imported texture when needed (for example ETC1 compression for textures with transparency). + + + + + + Set specific target platform settings. + + The platforms whose settings are to be changed (see below). + Maximum texture width/height in pixels. + Data format for the texture. + Value from 0..100, equivalent to the standard JPEG quality setting. + Allows splitting of imported texture into RGB+A so that ETC1 compression can be applied (Android only, and works only on textures that are a part of some atlas). + + + + Set specific target platform settings. + + The platforms whose settings are to be changed (see below). + Maximum texture width/height in pixels. + Data format for the texture. + Value from 0..100, equivalent to the standard JPEG quality setting. + Allows splitting of imported texture into RGB+A so that ETC1 compression can be applied (Android only, and works only on textures that are a part of some atlas). + + + + Set texture importers settings from TextureImporterSettings class. + + + + + + Defines Cubemap convolution mode. + + + + + Diffuse convolution (aka irradiance Cubemap). + + + + + No convolution needed. This Cubemap texture represents mirror reflection or Skybox. + + + + + Specular convolution (aka Prefiltered Environment Map). + + + + + Imported texture format for TextureImporter. + + + + + Alpha 8 bit texture format. + + + + + RGBA 16 bit texture format. + + + + + ARGB 32 bit texture format. + + + + + ASTC compressed RGB texture format, 10x10 block size. + + + + + ASTC compressed RGB texture format, 12x12 block size. + + + + + ASTC compressed RGB texture format, 4x4 block size. + + + + + ASTC compressed RGB texture format, 5x5 block size. + + + + + ASTC compressed RGB texture format, 6x6 block size. + + + + + ASTC compressed RGB texture format, 8x8 block size. + + + + + ASTC compressed RGBA texture format, 10x10 block size. + + + + + ASTC compressed RGBA texture format, 12x12 block size. + + + + + ASTC compressed RGBA texture format, 4x4 block size. + + + + + ASTC compressed RGBA texture format, 5x5 block size. + + + + + ASTC compressed RGBA texture format, 6x6 block size. + + + + + ASTC compressed RGBA texture format, 8x8 block size. + + + + + ATC (Android) 4 bits/pixel compressed RGB texture format. + + + + + ATC (Android) 8 bits/pixel compressed RGBA texture format. + + + + + Choose a 16 bit format automatically. + + + + + Choose a compressed format automatically. + + + + + Choose a crunched format automatically. + + + + + Choose a Truecolor format automatically. + + + + + DXT1 compresed texture format. + + + + + DXT1 compresed texture format with crunch compression for small storage sizes. + + + + + DXT5 compresed texture format. + + + + + DXT5 compresed texture format with crunch compression for small storage sizes. + + + + + ETC2EAC compressed 4 bits pixel unsigned R texture format. + + + + + ETC2EAC compressed 4 bits pixel signed R texture format. + + + + + ETC2EAC compressed 8 bits pixel unsigned RG texture format. + + + + + ETC2EAC compressed 4 bits pixel signed RG texture format. + + + + + ETC (GLES2.0) 4 bits/pixel compressed RGB texture format. + + + + + ETC2 compressed 4 bits / pixel RGB texture format. + + + + + ETC2 compressed 4 bits / pixel RGB + 1-bit alpha texture format. + + + + + ETC2 compressed 8 bits / pixel RGBA texture format. + + + + + PowerVR (iPhone) 2 bits/pixel compressed color texture format. + + + + + PowerVR (iPhone) 4 bits/pixel compressed color texture format. + + + + + PowerVR (iPhone) 2 bits/pixel compressed with alpha channel texture format. + + + + + PowerVR (iPhone) 4 bits/pixel compressed with alpha channel texture format. + + + + + RGB 16 bit texture format. + + + + + RGB 24 bit texture format. + + + + + RGBA 16 bit (4444) texture format. + + + + + RGBA 32 bit texture format. + + + + + Cubemap generation mode for TextureImporter. + + + + + Automatically determine type of cubemap generation from the source image. + + + + + Generate cubemap from cylindrical texture. + + + + + Generate cubemap from vertical or horizontal cross texture. + + + + + Do not generate cubemap (default). + + + + + Generate cubemap from spheremap texture. + + + + + Mip map filter for TextureImporter. + + + + + Box mipmap filter. + + + + + Kaiser mipmap filter. + + + + + Normal map filtering mode for TextureImporter. + + + + + Sobel normal map filter. + + + + + Standard normal map filter. + + + + + Scaling mode for non power of two textures in TextureImporter. + + + + + Keep non power of two textures as is. + + + + + Scale to larger power of two. + + + + + Scale to nearest power of two. + + + + + Scale to smaller power of two. + + + + + RGBM encoding mode for HDR textures in TextureImporter. + + + + + Do RGBM encoding when source data is HDR in TextureImporter. + + + + + Source texture is already RGBM encoded in TextureImporter. + + + + + Do not perform RGBM encoding in TextureImporter. + + + + + Do RGBM encoding in TextureImporter. + + + + + Stores settings of a TextureImporter. + + + + + Allow Alpha splitting on the imported texture when needed (for example ETC1 compression for textures with transparency). + + + + + Convolution mode. + + + + + Defines how fast Phong exponent wears off in mip maps. Higher value will apply less blur to high resolution mip maps. + + + + + Defines how many different Phong exponents to store in mip maps. Higher value will give better transition between glossy and rough reflections, but will need higher texture resolution. + + + + + RGBM encoding mode for HDR textures in TextureImporter. + + + + + Edge-relative alignment of the sprite graphic. + + + + + Border sizes of the generated sprites. + + + + + The number of blank pixels to leave between the edge of the graphic and the mesh. + + + + + Sprite texture import mode. + + + + + Pivot point of the Sprite relative to its graphic's rectangle. + + + + + The number of pixels in the sprite that correspond to one unit in world space. + + + + + Scale factor between pixels in the sprite graphic and world space units. + + + + + Configure parameters to import a texture for a purpose of type, as described TextureImporterType|here. + + Texture type. See TextureImporterType. + If false, change only specific properties. Exactly which, depends on type. + + + + Copy parameters into another TextureImporterSettings object. + + TextureImporterSettings object to copy settings to. + + + + Test texture importer settings for equality. + + + + + + + Select this to set basic parameters depending on the purpose of your texture. + + + + + Select this when you want to have specific parameters on your texture and you want to have total control over your texture. + + + + + Select this to turn the color channels into a format suitable for real-time normal mapping. + + + + + This sets up your texture with the basic parameters used for the Cookies of your lights. + + + + + This converts your texture into Cubemap suitable for Skyboxes, Environment Reflections or Image Based Lighting (IBL). + + + + + Use this if your texture is going to be used as a cursor. + + + + + Use this if your texture is going to be used on any HUD/GUI Controls. + + + + + This is the most common setting used for all the textures in general. + + + + + This sets up your texture with the parameters used by the lightmap. + + + + + Select this if you will be using your texture for Sprite graphics. + + + + + Which tool is active in the editor. + + + + + The move tool is active. + + + + + No tool is active. Set this to implement your own in-inspector toolbar (like the terrain editor does). + + + + + The rect tool is active. + + + + + The rotate tool is active. + + + + + The scale tool is active. + + + + + The view tool is active - Use Tools.viewTool to find out which view tool we're talking about. + + + + + Class used to manipulate the tools used in Unity's Scene View. + + + + + The tool that is currently selected for the Scene View. + + + + + The position of the tool handle in world space. + + + + + The rectangle used for the rect tool. + + + + + The rotation of the rect tool handle in world space. + + + + + The rotation of the tool handle in world space. + + + + + Hides the Tools(Move, Rotate, Resize) on the Scene view. + + + + + Are we in Center or Pivot mode. + + + + + What's the rotation of the tool handle. + + + + + Is the rect handle in blueprint mode? + + + + + The option that is currently active for the View tool in the Scene view. + + + + + Which layers are visible in the scene view. + + + + + Is the default sorting method used by the hierarchy. + + + + + Content to visualize the transform sorting method. + + + + + AssetImporter for importing Fonts. + + + + + Border pixels added to character images for padding. This is useful if you want to render text using a shader which needs to render outside of the character area (like an outline shader). + + + + + Spacing between character images in the generated texture in pixels. This is useful if you want to render text using a shader which samples pixels outside of the character area (like an outline shader). + + + + + A custom set of characters to be included in the Font Texture. + + + + + An array of font names, to be used when includeFontData is set to false. + + + + + References to other fonts to be used looking for fallbacks. + + + + + Font rendering mode to use for this font. + + + + + Font size to use for importing the characters. + + + + + Use this to adjust which characters should be imported. + + + + + The internal font name of the TTF file. + + + + + If this is enabled, the actual font will be embedded into the asset for Dynamic fonts. + + + + + Create an editable copy of the font asset at path. + + + + + + Default mobile device orientation. + + + + + Auto Rotation Enabled. + + + + + Landscape : counter-clockwise from Portrait. + + + + + Landscape: clockwise from Portrait. + + + + + Portrait. + + + + + Portrait upside down. + + + + + Lets you register undo operations on specific objects you are about to perform changes on. + + + + + Callback that is triggered after an undo or redo was executed. + + + + + Invoked before the Undo system performs a flush. + + + + + Adds a component to the game object and registers an undo operation for this action. + + The game object you want to add the component to. + The type of component you want to add. + + The newly added component. + + + + + Generic version. + + The game object you want to add the component to. + + The newly added component. + + + + + Removes all Undo operation for the identifier object registered using Undo.RegisterCompleteObjectUndo from the undo stack. + + + + + + Collapses all undo operation up to group index together into one step. + + + + + + Destroys the object and records an undo operation so that it can be recreated. + + The object that will be destroyed. + + + + Ensure objects recorded using RecordObject or ::ref:RecordObjects are registered as an undoable action. In most cases there is no reason to invoke FlushUndoRecordObjects since it's automatically done right after mouse-up and certain other events that conventionally marks the end of an action. + + + + + Unity automatically groups undo operations by the current group index. + + + + + Get the name that will be shown in the UI for the current undo group. + + + Name of the current group or an empty string if the current group is empty. + + + + + Unity automatically groups undo operations by the current group index. + + + + + Perform an Redo operation. + + + + + Perform an Undo operation. + + + + + Records any changes done on the object after the RecordObject function. + + + + + + + Records multiple undoable objects in a single call. This is the same as calling Undo.RecordObject multiple times. + + + + + + + Stores a copy of the object states on the undo stack. + + The object whose state changes need to be undone. + The name of the undo operation. + + + + This is equivalent to calling the first overload mutiple times, save for the fact that only one undo operation will be generated for this one. + + An array of objects whose state changes need to be undone. + The name of the undo operation. + + + + Register an undo operations for a newly created object. + + The object that was created. + The name of the action to undo. Think "Undo ...." in the main menu. + + + + Copy the states of a hierarchy of objects onto the undo stack. + + The object used to determine a hierarchy of objects whose state changes need to be undone. + The name of the undo operation. + + + + This overload is deprecated. Use Undo.RegisterFullObjectHierarchyUndo(Object, string) instead. + + + + + + Performs all undo operations up to the group index without storing a redo operation in the process. + + + + + + Performs the last undo operation but does not record a redo operation. + + + + + Set the name of the current undo group. + + New name of the current undo group. + + + + Sets the parent of transform to the new parent and records an undo operation. + + + + + + + + Delegate used for undoRedoPerformed. + + + + + Delegate used for willFlushUndoRecord. + + + + + See Also: Undo.postprocessModifications. + + + + + Unwrapping settings. + + + + + Maximum allowed angle distortion (0..1). + + + + + Maximum allowed area distortion (0..1). + + + + + This angle (in degrees) or greater between triangles will cause seam to be created. + + + + + How much uv-islands will be padded. + + + + + Will set default values for params. + + + + + + This class holds everything you may need in regard to uv-unwrapping. + + + + + Will generate per-triangle uv (3 uv pairs for each triangle) with default settings. + + + + + + Will generate per-triangle uv (3 uv pairs for each triangle) with provided settings. + + + + + + + Will auto generate uv2 with default settings for provided mesh, and fill them in. + + + + + + Will auto generate uv2 with provided settings for provided mesh, and fill them in. + + + + + + + This class containes information about the version control state of an asset. + + + + + Gets the full name of the asset including extension. + + + + + Returns true if the asset is a folder. + + + + + Returns true if the assets is in the current project. + + + + + Returns true if the instance of the Asset class actually refers to a .meta file. + + + + + Returns true if the asset is locked by the version control system. + + + + + Get the name of the asset. + + + + + Gets the path of the asset. + + + + + Returns true is the asset is read only. + + + + + Gets the version control state of the asset. + + + + + Opens the assets in an associated editor. + + + + + Returns true if the version control state of the assets is one of the input states. + + Array of states to test for. + + + + Returns true if the version control state of the asset exactly matches the input state. + + State to check for. + + + + Loads the asset to memory. + + + + + Describes the various version control states an asset can have. + + + + + The was locally added to version control. + + + + + Remotely this asset was added to version control. + + + + + The asset has been checked out on the local machine. + + + + + The asset has been checked out on a remote machine. + + + + + There is a conflict with the asset that needs to be resolved. + + + + + The asset has been deleted locally. + + + + + The asset has been deleted on a remote machine. + + + + + The asset is not under version control. + + + + + The asset is locked by the local machine. + + + + + The asset is locked by a remote machine. + + + + + This instance of the class actaully refers to a .meta file. + + + + + The asset exists in version control but is missing on the local machine. + + + + + The version control state is unknown. + + + + + A newer version of the asset is available on the version control server. + + + + + The asset is read only. + + + + + The asset is up to date. + + + + + The state of the asset is currently being queried from the version control server. + + + + + A list of version control information about assets. + + + + + Based on the current list and the states a new list is returned which only contains the assets with the requested states. + + Whether or not folders should be included. + Which states to filter by. + + + + Create an optimised list of assets by removing children of folders in the same list. + + + + + Count the list of assets by given a set of states. + + Whether or not to include folders. + Which states to include in the count. + + + + Wrapper around a changeset description and ID. + + + + + The ID of the default changeset. + + + + + Description of a changeset. + + + + + Version control specific ID of a changeset. + + + + + Simply a list of changetsets. + + + + + What to checkout when starting the Checkout task through the version control Provider. + + + + + Checkout the asset only. + + + + + Checkout both asset and .meta file. + + + + + Checkout. + + + + + Checkout .meta file only. + + + + + Different actions a version control task can do upon completion. + + + + + Refresh windows upon task completion. + + + + + Update the content of a pending changeset with the result of the task upon completion. + + + + + Update the pending changesets with the result of the task upon completion. + + + + + Show or update the checkout failure window. + + + + + Refreshes the incoming and pensing changes window upon task completion. + + + + + Update incoming changes window with the result of the task upon completion. + + + + + Refresh the submit window with the result of the task upon completion. + + + + + Update the list of pending changes when a task completes. + + + + + This class describes the. + + + + + Descrition of the configuration field. + + + + + This is true if the configuration field is a password field. + + + + + This is true if the configuration field is required for the version control plugin to function correctly. + + + + + Label that is displayed next to the configuration field in the editor. + + + + + Name of the configuration field. + + + + + Mode of the file. + + + + + Binary file. + + + + + No mode set. + + + + + Text file. + + + + + Which method to use when merging. + + + + + Merge all changes. + + + + + Merge non-conflicting changes. + + + + + Don't merge any changes. + + + + + Messages from the version control system. + + + + + The message text. + + + + + The severity of the message. + + + + + Severity of a version control message. + + + + + Error message. + + + + + Informational message. + + + + + Verbose message. + + + + + Warning message. + + + + + Write the message to the console. + + + + + Represent the connection state of the version control provider. + + + + + Connection to the version control server could not be established. + + + + + Connection to the version control server has been established. + + + + + The version control provider is currently trying to connect to the version control server. + + + + + The plugin class describes a version control plugin and which configuratin options it has. + + + + + Configuration fields of the plugin. + + + + + This class provides acces to the version control API. + + + + + Gets the currently executing task. + + + + + Returns true if the version control provider is enabled and a valid Unity Pro License was found. + + + + + Returns true if a version control plugin has been selected and configured correctly. + + + + + Returns the reason for the version control provider being offline (if it is offline). + + + + + Returns the OnlineState of the version control provider. + + + + + This is true if a network connection is required by the currently selected version control plugin to perform any action. + + + + + Adds an assets or list of assets to version control. + + List of assets to add to version control system. + Set this true if adding should be done recursively into subfolders. + Single asset to add to version control system. + + + + Adds an assets or list of assets to version control. + + List of assets to add to version control system. + Set this true if adding should be done recursively into subfolders. + Single asset to add to version control system. + + + + Given a list of assets this function returns true if Add is a valid task to perform. + + List of assets to test. + + + + Given a changeset only containing the changeset ID, this will start a task for quering the description of the changeset. + + Changeset to query description of. + + + + Move an asset or list of assets from their current changeset to a new changeset. + + List of asset to move to changeset. + Changeset to move asset to. + Asset to move to changeset. + ChangesetID to move asset to. + + + + Move an asset or list of assets from their current changeset to a new changeset. + + List of asset to move to changeset. + Changeset to move asset to. + Asset to move to changeset. + ChangesetID to move asset to. + + + + Move an asset or list of assets from their current changeset to a new changeset. + + List of asset to move to changeset. + Changeset to move asset to. + Asset to move to changeset. + ChangesetID to move asset to. + + + + Move an asset or list of assets from their current changeset to a new changeset. + + List of asset to move to changeset. + Changeset to move asset to. + Asset to move to changeset. + ChangesetID to move asset to. + + + + Get a list of pending changesets owned by the current user. + + + + + Retrieves the list of assets belonging to a changeset. + + Changeset to query for assets. + ChangesetID to query for assets. + + + + Retrieves the list of assets belonging to a changeset. + + Changeset to query for assets. + ChangesetID to query for assets. + + + + Checkout an asset or list of asset from the version control system. + + List of assets to checkout. + Tell the Provider to checkout the asset, the .meta file or both. + Asset to checkout. + + + + Checkout an asset or list of asset from the version control system. + + List of assets to checkout. + Tell the Provider to checkout the asset, the .meta file or both. + Asset to checkout. + + + + Checkout an asset or list of asset from the version control system. + + List of assets to checkout. + Tell the Provider to checkout the asset, the .meta file or both. + Asset to checkout. + + + + Checkout an asset or list of asset from the version control system. + + List of assets to checkout. + Tell the Provider to checkout the asset, the .meta file or both. + Asset to checkout. + + + + Checkout an asset or list of asset from the version control system. + + List of assets to checkout. + Tell the Provider to checkout the asset, the .meta file or both. + Asset to checkout. + + + + Checkout an asset or list of asset from the version control system. + + List of assets to checkout. + Tell the Provider to checkout the asset, the .meta file or both. + Asset to checkout. + + + + Given an asset or a list of assets this function returns true if Checkout is a valid task to perform. + + List of assets. + Single asset. + + + + Given an asset or a list of assets this function returns true if Checkout is a valid task to perform. + + List of assets. + Single asset. + + + + This will invalidate the cached state information for all assets. + + + + + This will statt a task for deleting an asset or assets both from disk and from version control system. + + Project path of asset. + List of assets to delete. + Asset to delete. + + + + This will statt a task for deleting an asset or assets both from disk and from version control system. + + Project path of asset. + List of assets to delete. + Asset to delete. + + + + This will statt a task for deleting an asset or assets both from disk and from version control system. + + Project path of asset. + List of assets to delete. + Asset to delete. + + + + Starts a task that will attempt to delete the given changeset. + + List of changetsets. + + + + Test if deleting a changeset is a valid task to perform. + + Changeset to test. + + + + Starts a task for showing a diff of the given assest versus their head revision. + + List of assets. + Whether or not to include .meta. + + + + Return true is starting a Diff task is a valid operation. + + List of assets. + + + + Returns the configuration fields for the currently active version control plugin. + + + + + Gets the currently user selected verson control plugin. + + + + + Returns version control information about an asset. + + GUID of asset. + + + + Returns version control information about an asset. + + Path to asset. + + + + Return version control information about the currently selected assets. + + + + + Start a task for getting the latest version of an asset from the version control server. + + List of assets to update. + Asset to update. + + + + Start a task for getting the latest version of an asset from the version control server. + + List of assets to update. + Asset to update. + + + + Returns true if getting the latest version of an asset is a valid operation. + + List of assets to test. + Asset to test. + + + + Returns true if getting the latest version of an asset is a valid operation. + + List of assets to test. + Asset to test. + + + + Start a task for quering the version control server for incoming changes. + + + + + Given an incoming changeset this will start a task to query the version control server for which assets are part of the changeset. + + Incoming changeset. + Incoming changesetid. + + + + Given an incoming changeset this will start a task to query the version control server for which assets are part of the changeset. + + Incoming changeset. + Incoming changesetid. + + + + Returns true if an asset can be edited. + + Asset to test. + + + + Attempt to lock an asset for exclusive editing. + + List of assets to lock/unlock. + True to lock assets, false to unlock assets. + Asset to lock/unlock. + + + + Attempt to lock an asset for exclusive editing. + + List of assets to lock/unlock. + True to lock assets, false to unlock assets. + Asset to lock/unlock. + + + + Return true if the task can be executed. + + List of assets to test. + Asset to test. + + + + Return true if the task can be executed. + + List of assets to test. + Asset to test. + + + + This method will initiate a merge task handle merging of the conflicting assets. + + The list of conflicting assets to be merged. + How to merge the assets. + + + + Uses the version control plugin to move an asset from one path to another. + + Path to source asset. + Path to destination. + + + + Start a task that will resolve conflicting assets in version control. + + The list of asset to mark as resolved. + How the assets should be resolved. + + + + Tests if any of the assets in the list is resolvable. + + The list of asset to be resolved. + + + + Reverts the specified assets by undoing any changes done since last time you synced. + + The list of assets to be reverted. + How to revert the assets. + The asset to be reverted. + + + + Reverts the specified assets by undoing any changes done since last time you synced. + + The list of assets to be reverted. + How to revert the assets. + The asset to be reverted. + + + + Return true if Revert is a valid task to perform. + + List of assets to test. + Revert mode to test for. + Asset to test. + + + + Return true if Revert is a valid task to perform. + + List of assets to test. + Revert mode to test for. + Asset to test. + + + + Start a task that will fetch the most recent status from revision control system. + + The assets fetch new state for. + The asset path to fetch new state for. + If any assets specified are folders this flag will get status for all descendants of the folder as well. + + + + Start a task that will fetch the most recent status from revision control system. + + The assets fetch new state for. + The asset path to fetch new state for. + If any assets specified are folders this flag will get status for all descendants of the folder as well. + + + + Start a task that will fetch the most recent status from revision control system. + + The assets fetch new state for. + The asset path to fetch new state for. + If any assets specified are folders this flag will get status for all descendants of the folder as well. + + + + Start a task that will fetch the most recent status from revision control system. + + The assets fetch new state for. + The asset path to fetch new state for. + If any assets specified are folders this flag will get status for all descendants of the folder as well. + + + + Start a task that will fetch the most recent status from revision control system. + + The assets fetch new state for. + The asset path to fetch new state for. + If any assets specified are folders this flag will get status for all descendants of the folder as well. + + + + Start a task that will fetch the most recent status from revision control system. + + The assets fetch new state for. + The asset path to fetch new state for. + If any assets specified are folders this flag will get status for all descendants of the folder as well. + + + + Start a task that will fetch the most recent status from revision control system. + + The assets fetch new state for. + The asset path to fetch new state for. + If any assets specified are folders this flag will get status for all descendants of the folder as well. + + + + Start a task that will fetch the most recent status from revision control system. + + The assets fetch new state for. + The asset path to fetch new state for. + If any assets specified are folders this flag will get status for all descendants of the folder as well. + + + + Start a task that submits the assets to version control. + + The changeset to submit. + The list of assets to submit. + The description of the changeset. + If true then only save the changeset to be submitted later. + + + + Returns true if submitting the assets is a valid operation. + + The changeset to submit. + The asset to submit. + + + + Returns true if locking the assets is a valid operation. + + The assets to lock. + The asset to lock. + + + + Returns true if locking the assets is a valid operation. + + The assets to lock. + The asset to lock. + + + + Start a task that sends the version control settings to the version control system. + + + + + How assets should be resolved. + + + + + Use merged version. + + + + + Use "mine" (local version). + + + + + Use "theirs" (other/remote version). + + + + + Defines the behaviour of the version control revert methods. + + + + + Revert files but keep locally changed ones. + + + + + Use the version control regular revert approach. + + + + + Revert only unchanged files. + + + + + The status of an operation returned by the VCS. + + + + + Files conflicted. + + + + + An error was returned. + + + + + Submission worked. + + + + + Files were unable to be added. + + + + + A UnityEditor.VersionControl.Task is created almost everytime UnityEditor.VersionControl.Provider is ask to perform an action. + + + + + The result of some types of tasks. + + + + + List of changesets returned by some tasks. + + + + + A short description of the current task. + + + + + May contain messages from the version control plugins. + + + + + Progress of current task in precent. + + + + + Some task return result codes, these are stored here. + + + + + Total time spent in task since the task was started. + + + + + Get whether or not the task was completed succesfully. + + + + + Will contain the result of the Provider.ChangeSetDescription task. + + + + + Upon completion of a task a completion task will be performed if it is set. + + Which completion action to perform. + + + + A blocking wait for the task to complete. + + + + + This enum is used to build a bitmask for controlling per-channel vertex compression. + + + + + Vertex color. + + + + + Vertex normal. + + + + + Position. + + + + + Tangent. + + + + + Texture coordinate channel 0. Usually used for Albedo texture. + + + + + Texture coordinate channel 1. Usually used for baked lightmap. + + + + + Texture coordinate channel 2. Usually used for realtime GI. + + + + + Texture coordinate channel 3. + + + + + Enum for Tools.viewTool. + + + + + The FPS tool is selected. + + + + + View tool is not selected. + + + + + The orbit tool is selected. + + + + + The pan tool is selected. + + + + + The zoom tool is selected. + + + + + Wii U Player debugging level. + + + + + Asserts enabled, memory profiling enabled, Nintendo Wii U profiler linked, no optimizations. + + + + + Asserts enabled, memory profiling enabled, Nintendo Wii U profiler linked, optimized build. + + + + + Memory profiling enabled, Nintendo Wii U profiler linked, optimizations enabled. + + + + + Optimizations enabled. + + + + + Player packaging. + + + + + Download image. + + + + + Unpacked. + + + + + WUMAD package. + + + + + Resolution setting for TV output. + + + + + 1920×1080 (Full HD). + + + + + 1280×720 pixels. + + + + + Specifies Windows SDK which used when building Windows Store Apps. + + + + + Target Xbox build type. + + + + + Debug player (for building with source code). + + + + + Development player. + + + + + Master player (submission-proof). + + + + diff --git a/Tesselate Skbox/Library/UnityAssemblies/UnityEngine.Networking.xml b/Tesselate Skbox/Library/UnityAssemblies/UnityEngine.Networking.xml new file mode 100644 index 00000000..39fb6138 --- /dev/null +++ b/Tesselate Skbox/Library/UnityAssemblies/UnityEngine.Networking.xml @@ -0,0 +1,3926 @@ + + + + + UnityEngine.Networking + + + + An enumeration of the options that can be set on a network channel. + + + + + The option to set the numbet of pending buffers for a channel. + + + + + Class containing constants for default network channels. + + + + + The id of the default reliable channel used by the UNet HLAPI, This channel is used for state updates and spawning. + + + + + The id of the default unreliable channel used for the UNet HLAPI. This channel is used for movement updates. + + + + + A Custom Attribute that can be added to member functions of NetworkBehaviour scripts, to make them only run on clients. + + + + + A Custom Attribute that can be added to member functions of NetworkBehaviour scripts, to make them only run on clients, but not generate warnings. + + + + + This is an attribute that can be put on methods of NetworkBehaviour classes to allow them to be invoked on clients from a server. + + + + + The channel ID which this RPC transmission will use. + + + + + A client manager which contains non-instance centrict client information and functions. + + + + + A list of all players added to the game. + + + + + This is a dictionary of networked objects that have been spawned on the client. + + + + + This is a dictionary of the prefabs that are registered on the client. + + + + + Return true when a client connection has been set as ready. + + + + + The NetworkConnection object that is currently "ready". This is the connection being used connect to the server where objects are spawned from. + + + + + This is dictionary of the disabled NetworkIdentity objects in the scene that could be spawned by messages from the server. + + + + + This adds a player object for this client. This causes an AddPlayer message to be sent to the server, and NetworkManager.OnServerAddPlayer will be called. If an extra message was passed to AddPlayer, then OnServerAddPlayer will be called with a NetworkReader that contains the contents of the message. + + The connection to become ready for this client. + The local player ID number. + An extra message object that can be passed to the server for this player. + + True if player was added. + + + + + This adds a player object for this client. This causes an AddPlayer message to be sent to the server, and NetworkManager.OnServerAddPlayer will be called. If an extra message was passed to AddPlayer, then OnServerAddPlayer will be called with a NetworkReader that contains the contents of the message. + + The connection to become ready for this client. + The local player ID number. + An extra message object that can be passed to the server for this player. + + True if player was added. + + + + + This adds a player object for this client. This causes an AddPlayer message to be sent to the server, and NetworkManager.OnServerAddPlayer will be called. If an extra message was passed to AddPlayer, then OnServerAddPlayer will be called with a NetworkReader that contains the contents of the message. + + The connection to become ready for this client. + The local player ID number. + An extra message object that can be passed to the server for this player. + + True if player was added. + + + + + This clears the registered spawn prefabs and spawn handler functions for this client. + + + + + Create and connect a local client instance to the local server. + + + A client object for communicating with the local server. + + + + + Destroys all networked objects on the client. + + + + + This finds the local NetworkIdentity object with the specified network Id. + + The id of a networked object. + + The game object that matches the netId. + + + + + Signal that the client connection is ready to enter the game. + + The client connection which is ready. + + + + Registers a prefab with the UNET spawning system. + + A Prefab that will be spawned. + A method to use as a custom spawnhandler on clients. + A method to use as a custom un-spawnhandler on clients. + + + + Registers a prefab with the UNET spawning system. + + A Prefab that will be spawned. + A method to use as a custom spawnhandler on clients. + A method to use as a custom un-spawnhandler on clients. + + + + This is an advanced spawning funciotn that registers a custom assetId with the UNET spawning system. + + Custom assetId string. + A method to use as a custom spawnhandler on clients. + A method to use as a custom un-spawnhandler on clients. + + + + Remove the specified player ID from the game. + + The local player ID number . + + + Returns true if the player was successfully destoyed and removed. + + + + + NetId is a unique number assigned to all objects with NetworkIdentity components in a game. + + NetId of object. + Networked object. + + + + Removes a registered spawn prefab. + + + + + + Removes a registered spawn handler function. + + + + + + This is an attribute that can be put on methods of NetworkBehaviour classes to allow them to be invoked on the server by sending a command from a client. + + + + + The QoS channel to use to send this command on, see Networking.QosType. + + + + + FilterLog is a utility class that controls the level of logging generated by UNET clients and servers. + + + + + The current logging level that UNET is running with. + + + + + The current logging level that UNET is running with. + + + + + Checks if debug logging is enabled. + + + + + Checks if error logging is enabled. + + + + + Checks if info level logging is enabled. + + + + + Checks if wanring level logging is enabled. + + + + + Setting LogFilter.currentLogLevel to this will enable verbose debug logging. + + + + + Setting LogFilter.currentLogLevel to this will error and above messages. + + + + + Control how verbose the network log messages are. + + + + + Show log messages with priority Debug and higher. + + + + + Show log messages with priority Developer and higher, this it the most verbose setting. + + + + + Show log messages with priority Error and higher. + + + + + Show log messages with priority Fatal and higher. this is the least verbose setting. + + + + + Show log messages with priority Info and higher. This is the default setting. + + + + + Show log messages with priority Warning and higher. + + + + + Setting LogFilter.currentLogLevel to this will log only info and above messages. This is the default level. + + + + + Setting LogFilter.currentLogLevel to this will log wanring and above messages. + + + + + Network message classes should be derived from this class. These message classes can then be sent using the various Send functions of NetworkConnection, NetworkClient and NetworkServer. + + + + + This method is used to populate a message object from a NetworkReader stream. + + Stream to read from. + + + + The method is used to populate a NetworkWriter stream from a message object. + + Stream to write to. + + + + Container class for networking system built-in message types. + + + + + Internal networking system message for adding player objects to client instances. + + + + + Internal networking system message for sending synchronizing animation state. + + + + + Internal networking system message for sending synchronizing animation parameter state. + + + + + Internal networking system message for sending animation triggers. + + + + + Internal networking system message for sending a command from client to server. + + + + + Internal networking system message for communicating a connection has occurred. + + + + + Internal networking system message for HLAPI CRC checking. + + + + + Internal networking system message for communicating a disconnect has occurred,. + + + + + Internal networking system message for communicating an error. + + + + + The highest value of built-in networking system message ids. User messages must be above this value. + + + + + The highest value of internal networking system message ids. User messages must be above this value. User code cannot replace these handlers. + + + + + Internal networking system message for communicating failing to add lobby player. + + + + + Internal networking system message for communicating a player is ready in the lobby. + + + + + Internal networking system messages used to return the game to the lobby scene. + + + + + Internal networking system message for communicating a lobby player has loaded the game scene. + + + + + Internal networking system message for sending tranforms for client object from client to server. + + + + + Internal networking system message for setting authority to a client for an object. + + + + + Internal networking system message for sending tranforms from client to server. + + + + + Returns the name of internal message types by their id. + + A internal message id value. + + The name of the internal message. + + + + + Internal networking system message for sending information about network peers to clents. + + + + + Internal networking system message for server to tell clients they are no longer ready. + + + + + Internal networking system message for destroying objects. + + + + + Internal networking system message for hiding objects. + + + + + Internal networking system message for spawning objects. + + + + + Internal networking system message for spawning scene objects. + + + + + Internal networking system message for telling clients they own a player object. + + + + + Internal networking system message for clients to tell server they are ready. + + + + + Internal networking system message for removing a player object which was spawned for a client. + + + + + Internal networking system message for sending a ClientRPC from server to client. + + + + + Internal networking system message that tells clients which scene to load when they connect to a server. + + + + + Internal networking system messages used to tell when the initial contents of a scene is being spawned. + + + + + Internal networking system message for sending a SyncEvent from server to client. + + + + + Internal networking system message for sending a USyncList generic list. + + + + + Internal networking system message for updating SyncVars on a client from a server. + + + + + A component to synchronize Mecanim animation states for networked objects. + + + + + The animator component to synchronize. + + + + + Gets whether an animation parameter should be auto sent. + + Index of the parameter in the Animator. + + True if the parameter should be sent. + + + + + Sets whether an animation parameter should be auto sent. + + Index of the parameter in the Animator. + The new value. + + + + Causes an animation trigger to be invoked for a networked object. + + Name of trigger. + Hash id of trigger (from the Animator). + + + + + Causes an animation trigger to be invoked for a networked object. + + Name of trigger. + Hash id of trigger (from the Animator). + + + + + Base class which should be inherited by scripts which contain networking functionality. + + + + + The NetworkConnection associated with this NetworkIdentity. This is only valid for player objects on the server. + + + + + The NetworkConnection associated with this NetworkIdentity. This is only valid for player objects on the server. + + + + + This returns true if this object is the authoritative version of the object in the distributed network application. + + + + + Returns true if running as a client and this object was spawned by a server. + + + + + This returns true if this object is the one that represents the player on the local machine. + + + + + Returns true if this object is active on an active server. + + + + + This value is set on the NetworkIdentity and is accessible here for convenient access for scripts. + + + + + The unique network Id of this object. + + + + + The id of the player associated with thei behaviour. + + + + + This clears all the dirty bits that were set on this script by SetDirtyBits(); + + + + + Delegate for Command functions. + + + + + + + Delegate for Event functions. + + + + + + + This virtual function is used to specify the QoS channel to use for SyncVar updates for this script. + + + The QoS channel for this script. + + + + + This virtual function is used to specify the send interval to use for SyncVar updates for this script. + + + The time in seconds between updates. + + + + + Manually invoke a Command. + + Hash of the Command name. + Parameters to pass to the command. + + Returns true if successful. + + + + + Manually invoke an RPC function. + + Hash of the RPC name. + Parameters to pass to the RPC function. + + Returns true if successful. + + + + + Manually invoke a SyncEvent. + + Hash of the SyncEvent name. + Parameters to pass to the SyncEvent. + + Returns true if successful. + + + + + Callback used by the visibility system to determine if an observer (player) can see this object. + + Network connection of a player. + + True if the player can see this object. + + + + + Virtual function to override to receive custom serialization data. + + Reader to read from the stream. + True if being sent initial state. + + + + This is invoked on clients when the server has caused this object to be destroyed. + + + + + Callback used by the visibility system to (re)construct the set of observers that can see this object. + + The new set of observers for this object. + True if the set of observers is being built for the first time. + + Return true if this function did work. + + + + + Virtual function to override to send custom serialization data. + + Writer to use to write to the stream. + If this is being called to send initial state. + + True if data was written. + + + + + Callback used by the visibility system for objects on a host. + + New visibility state. + + + + This is invoked on behaviours that have authority, based on context and the LocalPlayerAuthority value on the NetworkIdentity. + + + + + Called on every NetworkBehaviour when it is activated on a client. + + + + + Called when the local player object has been set up. + + + + + Called when the server starts listening. + + + + + This is invoked on behaviours when authority is removed. + + + + + An internal method called on client objects to resolve GameObject references. + + + + + Used to set the behaviour as dirty, so that a network update will be sent for the object. + + Bit mask to set. + + + + A structure that contains data from a NetworkDiscovery server broadcast. + + + + + The data broadcast by the server. + + + + + The IP address of the server that broadcasts this data. + + + + + High level UNET client. + + + + + True if a network client is currently active. + + + + + A list of all the active network clients in the current process. + + + + + The NetworkConnection object this client is using. + + + + + The registered network message handlers. + + + + + The host topology that this client is using. + + + + + This gives the current connection status of the client. + + + + + The class to use when creating new NetworkConnections. + + + + + The number of QoS channels currently configured for this client. + + + + + The other network participants in the current game. + + + + + The IP address of the server that this client is connected to. + + + + + The port of the server that this client is connected to. + + + + + This configures the transport layer settings for a client. + + Transport layer configuration object. + The maximum number of connections to allow. + Transport layer topology object. + + True if the configuration was successful. + + + + + This configures the transport layer settings for a client. + + Transport layer configuration object. + The maximum number of connections to allow. + Transport layer topology object. + + True if the configuration was successful. + + + + + Connect client to a NetworkServer instance. + + Target IP address or hostname. + Target port number. + + + + Connect client to a NetworkServer instance with simulated latency and packet loss. + + Target IP address or hostname. + Target port number. + Simulated latency in milliseconds. + Simulated packet loss percentage. + + + + Creates a new NetworkClient instance. + + + + + Disconnect from server. + + + + + Retrieves statistics about the network packets sent on this connection. + + + Dictionary of packet statistics for the client's connection. + + + + + Gets the Return Trip Time for this connection. + + + Return trip time in milliseconds. + + + + + Get inbound network statistics for the client. + + Number of messages received so far. + Number of bytes received so far. + + + + Get outbound network statistics for the client. + + Number of messages sent so far (including collated messages send through buffer). + Number of messages sent through buffer. + Number of bytes sent so far. + Number of messages buffered for sending per second. + + + + Retrieves statistics about the network packets sent on all connections. + + + Dictionary of stats. + + + + + Register a handler for a particular message type. + + Message type number. + Function handler which will be invoked for when this message type is received. + + + + Resets the statistics return by NetworkClient.GetConnectionStats() to zero values. + + + + + This sends a network message with a message Id to the server. This message is sent on channel zero, which be default is the reliable channel. + + The id of the message to send. + A message instance to send. + + True if message was sent. + + + + + This sends a network message with a message Id to the server on a specific channel. + + The id of the message to send. + The message to send. + The channel to send the message on. + + True if the message was sent. + + + + + This sends the data in an array of bytes to the server that the client is connected to. + + Data to send. + Number of bytes of data. + The QoS channel to send data on. + + True if successfully sent. + + + + + This sends a network message with a message Id to the server on channel one, which be default is the un-reliable channel. + + The message id to send. + The message to send. + + True if the message was sent. + + + + + This sends the contents of the NetworkWriter's buffer to the connected server on the specified channel. + + Writer object containing data to send. + QoS channel to send data on. + + True if data successfully sent. + + + + + Set the maximum amount of time that can pass for transmitting the send buffer. + + Delay in seconds. + + + + This sets the class that is used when creating new network connections. + + + + + Shut down a client. + + + + + Shuts down all network clients. + + + + + Unregisters a network message handler. + + The message type to unregister. + + + + High level network connection. + + + + + The IP address associated with the connection. + + + + + A list of the NetworkIdentity objects owned by this connection. + + + + + Unique identifier for this connection. + + + + + Transport level host id for this connection. + + + + + Flag that tells if the connection has been marked as "ready" by a client calling ClientScene.Ready(). + + + + + The last time that a message was received on this connection. + + + + + Setting this to true will log the contents of network message to the console. + + + + + The list of players for this connection. + + + + + Disconnects this connection. + + + + + Disposes of this connection, releasing channel buffers that it holds. + + + + + This causes the channels of the network connection to flush their data to the transport layer. + + + + + Get statistics for incoming traffic. + + Number of messages received. + Number of bytes received. + + + + Get statistics for outgoing traffic. + + Number of messages sent. + Number of messages currently buffered for sending. + Number of bytes sent. + How many messages were buffered in the last second. + + + + This makes the connection process the data contained in the buffer, and call handler functions. + + Data to process. + Size of the data to process. + Channel the data was recieved on. + + + + This makes the connection process the data contained in the stream, and call handler functions. + + Stream that contains data. + Size of the data. + Channel the data was received on. + + + + This inializes the internal data structures of a NetworkConnection object, including channel buffers. + + The host or IP connected to. + The transport hostId for the connection. + The transport connectionId for the connection. + The topology to be used. + + + + + + + This function invokes the registered handler function for a message. + + The message type of the handler to use. + The stream to read the contents of the message from. + The channel that the message arrived on. + The message object to process. + + True if a handler function was found and invoked. + + + + + This function invokes the registered handler function for a message. + + The message type of the handler to use. + The stream to read the contents of the message from. + The channel that the message arrived on. + The message object to process. + + True if a handler function was found and invoked. + + + + + This function invokes the registered handler function for a message, without any message data. + + The message id of the handler to invoke. + + True if a handler function was found and invoked. + + + + + Structure used to track the number and size of packets of each packets type. + + + + + Total bytes of all messages of this type. + + + + + The total number of messages of this type. + + + + + The message type these stats are for. + + + + + This registers a handler function for a message Id. + + The message Id to register. + The handler function to register. + + + + Resets the statistics that are returned from NetworkClient.GetConnectionStats(). + + + + + This sends a network message with a message Id on the connection. This message is sent on channel zero, which be default is the reliable channel. + + The id of the message to send. + The message to send. + + True if the message was sent. + + + + + This sends a network message on the connection using a specific transport layer channel. + + The message id to send. + The message to send. + The transport layer channel to send on. + + True if the message was sent. + + + + + This sends an array of bytes on the connection. + + The array of data to be sent. + The number of bytes in the array to be sent. + The transport channel to send on. + + Success if data was sent. + + + + + This sends a network message with a message Id on the connection. This message is sent on channel one, which be default is the un-reliable channel. + + The message id to send. + The message to send. + + True if the message was sent. + + + + + This sends the contents of a NetworkWriter object on the connection. + + A writer object containing data to send. + The transport channel to send on. + + True if the data was sent. + + + + + This sets an option on the network channel. + + The channel the option will be set on. + The option to set. + The value for the option. + + True if the option was set. + + + + + The maximum time in seconds that messages are buffered before being sent. + + Time in seconds. + + + + Returns a string representation of the NetworkConnection object state. + + + + + This virtual function allows custom network connection classes to process data from the network before it is passed to the application. + + The data recieved. + The size of the data recieved. + The channel that the data was received on. + + + + This virtual function allows custom network connection classes to process data send by the application before it goes to the network transport layer. + + Data to send. + Size of data to send. + Channel to send data on. + Error code for send. + + True if data was sent. + + + + + This removes the handler registered for a message Id. + + The message id to unregister. + + + + This class holds information about which networked scripts use which QoS channels for updates. + + + + + Enables a CRC check between server and client that ensures the NetworkBehaviour scripts match. + + + + + A dictionary of script QoS channels. + + + + + This is used to setup script network settings CRC data. + + Script name. + QoS Channel. + + + + This can be used to reinitialize the set of script CRCs. + + + + + The NetworkDiscovery component allows Unity games to find each other on a local network. It can broadcast presence and listen for broadcasts, and optionally join matching games using the NetworkManager. + + + + + The data to include in the broadcast message when running as a server. + + + + + How often in milliseconds to broadcast when running as a server. + + + + + A key to identify this application in broadcasts. + + + + + The network port to broadcast on and listen to. + + + + + A dictionary of broadcasts received from servers. + + + + + The sub-version of the application to broadcast. This is used to match versions of the same application. + + + + + The version of the application to broadcast. This is used to match versions of the same application. + + + + + The TransportLayer hostId being used (read-only). + + + + + True if running in client mode (read-only). + + + + + True if running in server mode (read-only). + + + + + The horizontal offset of the GUI if active. + + + + + The vertical offset of the GUI if active. + + + + + True is broadcasting or listening (read-only). + + + + + True to draw the default Broacast control UI. + + + + + True to integrate with the NetworkManager. + + + + + Initializes the NetworkDiscovery component. + + + Return true if the network port was available. + + + + + This is a virtual function that can be implemented to handle broadcast messages when running as a client. + + The IP address of the server. + The data broadcast by the server. + + + + Starts listening for broadcasts messages. + + + True is able to listen. + + + + + Starts sending broadcast messages. + + + True is able to broadcast. + + + + + Stops listening and broadcasting. + + + + + A 128 bit number used to represent assets in a networking context. + + + + + A valid NetworkHash has a non-zero value. + + + True if the value is non-zero. + + + + + This parses the string representation of a NetworkHash into a binary object. + + A hex string to parse. + + A 128 bit network hash object. + + + + + Resets the value of a NetworkHash to zero (invalid). + + + + + Returns a string representation of a NetworkHash object. + + + A hex asset string. + + + + + A component used to add an object to the UNET networking system. + + + + + Unique identifier used to find the source assets when server spawns the on clients. + + + + + The client that has authority for this object. This will be null if no client has authority. + + + + + The UConnection associated with this NetworkIdentity. This is only valid for player objects on the server. + + + + + The UConnection associated with this NetworkIdentity. This is only valid for player objects on a local client. + + + + + This returns true if this object is the authoritative version of the object in the distributed network application. + + + + + Returns true if running as a client and this object was spawned by a server. + + + + + This returns true if this object is the one that represents the player on the local machine. + + + + + Returns true if running as a server, which spawned the object. + + + + + LocalPlayerAuthority means that the client of the "owning" player has authority over their own player object. + + + + + Unique identifier for this particular object instance, used for tracking objects between networked clients and the server. + + + + + The set of network connections (players) that can see this object. + + + + + The id of the player associated with this object. + + + + + A unique identifier for NetworkIdentity objects within a scene. + + + + + Flag to make this object only exist when the game is running as a server (or host). + + + + + This assigns control of an object to a client via the client's NetworkConnection. + + The connection of the client to assign authority to. + + True if authority was assigned. + + + + + Force the scene ID to a specific value. + + The new scene ID. + + + + + This causes the set of players that can see this object to be rebuild. The OnRebuildObservers callback function will be invoked on each NetworkBehaviour. + + True if this is the first time. + + + + Removes ownership for an object for a client by its conneciton. + + The connection of the client to remove authority for. + + True if authority is removed. + + + + + This is used to identify networked objects across all participants of a network. It is assigned at runtime by the server when an object is spawned. + + + + + A static invalid NetworkInstanceId that can be used for comparisons. + + + + + Returns true if the value of the NetworkInstanceId is zero. + + + True if zero. + + + + + Returns a string of "NetID:value". + + + String representation of this object. + + + + + The internal value of this identifier. + + + + + This is a specialized NetworkManager that includes a networked lobby. + + + + + This is the prefab of the player to be created in the PlayScene. + + + + + This is the prefab of the player to be created in the LobbyScene. + + + + + The scene to use for the lobby. This is similar to the offlineScene of the NetworkManager. + + + + + These slots track players that enter the lobby. + + + + + The maximum number of players allowed in the game. + + + + + The maximum number of players per connection. + + + + + The minimum number of players required to be ready for the game to start. + + + + + The scene to use for the playing the game from the lobby. This is similar to the onlineScene of the NetworkManager. + + + + + This flag enables display of the default lobby UI. + + + + + CheckReadyToBegin checks all of the players in the lobby to see if their readyToBegin flag is set. + + + + + Called on the client when adding a player to the lobby fails. + + + + + This is called on the client when it connects to server. + + The connection that connected. + + + + This is called on the client when disconnected from a server. + + The connection that disconnected. + + + + This is a hook to allow custom behaviour when the game client enters the lobby. + + + + + This is a hook to allow custom behaviour when the game client exits the lobby. + + + + + This is called on the client when the client is finished loading a new networked scene. + + + + + + This is called on the server when a new client connects to the server. + + The new connection. + + + + This allows customization of the creation of the GamePlayer object on the server. + + The connection the player object is for. + The controllerId of the player on the connnection. + + A new GamePlayer object. + + + + + This allows customization of the creation of the lobby-player object on the server. + + The connection the player object is for. + The controllerId of the player. + + The new lobby-player object. + + + + + This is called on the server when a client disconnects. + + The connection that disconnected. + + + + This is called on the server when a player is removed. + + + + + + + This is called on the server when all the players in the lobby are ready. + + + + + This is called on the server when a networked scene finishes loading. + + Name of the new scene. + + + + This is called on the server when it is told that a client has finished switching from the lobby scene to a game player scene. + + The lobby player object. + The game player object. + + False to not allow this player to replace the lobby player. + + + + + This is called on the client when a client is started. + + + + + + This is called on the host when a host is started. + + + + + This is called on the server when the server is started - including when a host is started. + + + + + This is called on the client when the client stops. + + + + + This is called on the host when the host is stopped. + + + + + Sends a message to the server to make the game return to the lobby scene. + + + True if message was sent. + + + + + Calling this causes the server to switch back to the lobby scene. + + + + + This is used on clients to attempt to add a player to the game. + + + + + This component works in conjunction with the NetworkLobbyManager to make up the multiplayer lobby system. + + + + + This is a flag that control whether this player is ready for the game to begin. + + + + + The slot within the lobby that this player inhabits. + + + + + This is a hook that is invoked on all player objects when entering the lobby. + + + + + This is a hook that is invoked on all player objects when exiting the lobby. + + + + + This removes this player from the lobby. + + + + + This is used on clients to tell the server that this player is not ready for the game to begin. + + + + + This is used on clients to tell the server that this player is ready for the game to begin. + + + + + This is used on clients to tell the server that the client has switched from the lobby to the GameScene and is ready to play. + + + + + This flag controls whether the default UI is shown for the lobby player. + + + + + The NetworkManager is a convenience class for the HLAPI for managing networking systems. + + + + + A flag to control whether or not player objects are automatically created on connect, and on scene change. + + + + + The Quality-of-Service channels to use for the network transport layer. + + + + + The current NetworkClient being used by the manager. + + + + + The custom network configuration to use. + + + + + Flag to enable custom network configuration. + + + + + A flag to control whether the NetworkManager object is destroyed when the scene changes. + + + + + True if the NetworkServer or NetworkClient isactive. + + + + + The log level specifically to user for network log messages. + + + + + The list of matches that are available to join. + + + + + The hostname of the matchmaking server. + + + + + A MatchInfo instance that will be used when StartServer() or StartClient() are called. + + + + + The UMatch matchmaker object. + + + + + The name of the current match. + + + + + The port of the matchmaking service. + + + + + The maximum number of players in the current match. + + + + + The maximum number of concurrent network connections to support. + + + + + The maximum delay before sending packets on connections. + + + + + The network address currently in use. + + + + + The network port currently in use. + + + + + The name of the current network scene. + + + + + NumPlayers is the number of active player objects across all connections on the server. + + + + + The scene to switch to when offline. + + + + + The scene to switch to when online. + + + + + The percentage of incoming and outgoing packets to be dropped for clients. + + + + + The default prefab to be used to create player objects on the server. + + + + + The current method of spawning players used by the NetworkManager. + + + + + Controls whether the program runs when it is in the background. + + + + + Flag for using the script CRC check between server and clients. + + + + + Allows you to specify an EndPoint object instead of setting networkAddress and networkPort (required for some platforms such as Xbox One). + + + + + A flag to control sending the network information about every peer to all members of a match. + + + + + The IP address to bind the server to. + + + + + Flag to tell the server whether to bind to a specific IP address. + + + + + The delay in milliseconds to be added to incoming and outgoing packets for clients. + + + + + The NetworkManager singleton object. + + + + + List of prefabs that will be registered with the spawning system. + + + + + The list of currently registered player start positions for the current scene. + + + + + Flag that control whether clients started by this NetworkManager will use simulated latency and packet loss. + + + + + This makes the NetworkServer listen for WebSockets connections instead of normal transport layer connections. + + + + + This finds a spawn position based on NetworkStartPosition objects in the scene. + + + Returns the transform to spawn a player at, or null. + + + + + This checks if the NetworkManager has a client and that it is connected to a server. + + + True if the NetworkManagers client is connected to a server. + + + + + Called on the client when connected to a server. + + Connection to the server. + + + + Called on clients when disconnected from a server. + + Connection to the server. + + + + Called on clients when a network error occurs. + + Connection to a server. + Error code. + + + + Called on clients when a servers tells the client it is no longer ready. + + Connection to a server. + + + + Called on clients when a scene has completed loaded, when the scene load was initiated by the server. + + The network connection that the scene change message arrived on. + + + + This is invoked when a match has been created. + + Info about the match that has been created. + + + + This is invoked when a match is joined. + + + + + + This is invoked when a list of matches is returned from ListMatches(). + + A list of available matches. + + + + Called on the server when a client adds a new player with ClientScene.AddPlayer. + + Connection from client. + Id of the new player. + An extra message object passed for the new player. + + + + Called on the server when a new client connects. + + Connection from client. + + + + Called on the server when a client disconnects. + + Connection from client. + + + + Called on the server when a network error occurs for a client connection. + + Connection from client. + Error code. + + + + Called on the server when a client is ready. + + Connection from client. + + + + Called on the server when a client removes a player. + + The connection to remove the player from. + The controller id of the player to remove. + + + + Called on the server when a scene is completed loaded, when the scene load was initiated by the server with ServerChangeScene(). + + The name of the new scene. + + + + This is a hook that is invoked when the client is started. + + The NetworkClient object that was started. + + + + This hook is invoked when a host is started. + + + + + This hook is invoked when a server is started - including when a host is started. + + + + + This hook is called when a client is stopped. + + + + + This hook is called when a host is stopped. + + + + + This hook is called when a server is stopped - including when a host is stopped. + + + + + Registers the transform of a game object as a player spawn location. + + Transform to register. + + + + This causes the server to switch scenes and sets the networkSceneName. + + The name of the scene to change to. The server will change scene immediately, and a message will be sent to connected clients to ask them to change scene also. + + + + This set the address of the matchmaker service. + + Hostname of matchmaker service. + Port of matchmaker service. + Protocol used by matchmaker service. + + + + Shuts down the NetworkManager completely and destroy the singleton. + + + + + This starts a network client. It uses the networkAddress and networkPort properties as the address to connect to. + + + The client object created. + + + + + This starts a network "host" - a server and client in the same application. + + + The client object created - this is a "local client". + + + + + This starts matchmaker for the NetworkManager. + + + + + This starts a new server. + + + True is the server was started. + + + + + Stops the client that the manager is using. + + + + + This stops both the client and the server that the manager is using. + + + + + Stops the matchmaker that the NetworkManager is using. + + + + + Stops the server that the manager is using. + + + + + Unregisters the transform of a game object as a player spawn location. + + + + + + This allows the NetworkManager to use a client object created externally to the NetworkManager instead of using StartClient(). + + The NetworkClient object to use. + + + + An extension for the NetworkManager that displays a default HUD for controlling the network state of the game. + + + + + The NetworkManager associated with this HUD. + + + + + The horizontal offset in pixels to draw the HUD runtime GUI at. + + + + + The vertical offset in pixels to draw the HUD runtime GUI at. + + + + + Whether to show the default control HUD at runtime. + + + + + The details of a network message received by a client or server on a network connection. + + + + + The transport layer channel the message was sent on. + + + + + The connection the message was recieved on. + + + + + The id of the message type of the message. + + + + + A NetworkReader object that contains the contents of the message. + + + + + Returns a string with the numeric representation of each byte in the payload. + + Network message payload to dump. + Length of payload in bytes. + + Dumped info from payload. + + + + + ReadMessage is used to extract a typed network message from the NetworkReader of a NetworkMessage object. + + + The type of the Network Message, must be derived from MessageBase. + + + + + The callback delegate used in message handler functions. + + Network message for the message callback. + + + + Component that controls visibility of networked objects for players. + + + + + Which method to use for checking proximity of players. + + + + + Flag to force this object to be hidden for players. + + + + + The maximim range that objects will be visible at. + + + + + How often (in seconds) that this object should update the set of players that can see it. + + + + + Enumeration of methods to use to check proximity. + + + + + Use 2D physics to determine proximity. + + + + + Use 3D physics to determine proximity. + + + + + General purpose serializer for UNET (for reading byte arrays). + + + + + Creates a new NetworkReader object. + + A buffer to construct the reader with, this buffer is NOT copied. + + + + Creates a new NetworkReader object. + + A buffer to construct the reader with, this buffer is NOT copied. + + + + The current position within the buffer. + + + + + Reads a boolean from the stream. + + + The value read. + + + + + Reads a byte from the stream. + + + The value read. + + + + + Reads a number of bytes from the stream. + + Number of bytes to read. + + Bytes read. (this is a copy). + + + + + This read a 16-bit byte count and a array of bytes of that size from the stream. + + + The bytes read from the stream. + + + + + Reads a char from the stream. + + + Value read. + + + + + Reads a unity Color objects. + + + The color read from the stream. + + + + + Reads a unity color32 objects. + + + The colo read from the stream. + + + + + Reads a double from the stream. + + + Value read. + + + + + Reads a reference to a GameObject from the stream. + + + The GameObject referenced. + + + + + Reads a signed 16 bit integer from the stream. + + + Value read. + + + + + Reads a signed 32bit integer from the stream. + + + Value read. + + + + + Reads a signed 64 bit integer from the stream. + + + Value read. + + + + + Reads a unity Matrix4x4 object. + + + The matrix read from the stream. + + + + + This is a utility function to read a typed network message from the stream. + + + The type of the Network Message, must be derived from MessageBase. + + + + + Reads a NetworkHash128 assetId. + + + The assetId object read from the stream. + + + + + Reads a NetworkInstanceId from the stream. + + + The NetworkInstanceId read. + + + + + Reads a reference to a NetworkIdentity from the stream. + + + The NetworkIdentity object read. + + + + + Reads a 32-bit variable-length-encoded value. + + + The 32 bit value read. + + + + + Reads a 64-bit variable-length-encoded value. + + + The 64 bit value read. + + + + + Reads a unity Plane object. + + + The plane read from the stream. + + + + + Reads a Unity Quaternion object. + + + The quaternion read from the stream. + + + + + Reads a Unity Ray object. + + + The ray read from the stream. + + + + + Reads a Unity Rect object. + + + The rect read from the stream. + + + + + Reads a signed byte from the stream. + + + Value read. + + + + + Reads a NetworkSceneId from the stream. + + + The NetworkSceneId read. + + + + + Reads a float from the stream. + + + Value read. + + + + + Reads a string from the stream. (max of 32k bytes). + + + Value read. + + + + + Reads a reference to a Transform from the stream. + + + The transform object read. + + + + + Reads an unsigned 16 bit integer from the stream. + + + Value read. + + + + + Reads an unsigned 32 bit integer from the stream. + + + Value read. + + + + + Reads an unsigned 64 bit integer from the stream. + + + Value read. + + + + + Reads a Unity Vector2 object. + + + The vector read from the stream. + + + + + Reads a Unity Vector3 objects. + + + The vector read from the stream. + + + + + Reads a Unity Vector4 object. + + + The vector read from the stream. + + + + + Sets the current position of the reader's stream to the start of the stream. + + + + + Returns a string representation of the reader's buffer. + + + Buffer contents. + + + + + This is used to identify networked objects in a scene. These values are allocated in the editor and are persistent for the lifetime of the object in the scene. + + + + + Returns true if the value is zero. Non-scene objects - ones which are spawned at runtime will have a sceneId of zero. + + + True if zero. + + + + + Returns a string like SceneId:value. + + + String representation of this object. + + + + + The internal value for this object. + + + + + High level network server. + + + + + Checks if the server has been started. + + + + + A list of all the current connections from clients. + + + + + Dictionary of the message handlers registered with the server. + + + + + The host topology that the server is using. + + + + + True is a local client is currently active on the server. + + + + + A list of local connections on the server. + + + + + The maximum delay before sending packets on connections. + + + + + The class to be used when creating new network connections. + + + + + The number of channels the network is configure with. + + + + + This is a dictionary of networked objects that have been spawned on the server. + + + + + Setting this true will make the server send peer info to all participants of the network. + + + + + This makes the server listen for WebSockets connections instead of normal transport layer connections. + + + + + This accepts a network connection from another external source and adds it to the server. + + Network connection to add. + + True if added. + + + + + When an AddPlayer message handler has received a request from a player, the server calls this to assoicate the player object with the connection. + + Connection which is adding the player. + Player object spawned for the player. + The player controller ID number as specified by client. + + True if player was added. + + + + + When an AddPlayer message handler has received a request from a player, the server calls this to assoicate the player object with the connection. + + Connection which is adding the player. + Player object spawned for the player. + The player controller ID number as specified by client. + + True if player was added. + + + + + Clear all registered callback handlers. + + + + + This clears all of the networked objects that the server is aware of. This can be required if a scene change deleted all of the objects without destroying them in the normal manner. + + + + + Clears all registered spawn prefab and spawn handler functions for this server. + + + + + This configures the transport layer settings for the server. + + Transport layer confuration object. + The maximum number of client connections to allow. + Transport layer topology object to use. + + True if successfully configured. + + + + + This configures the transport layer settings for the server. + + Transport layer confuration object. + The maximum number of client connections to allow. + Transport layer topology object to use. + + True if successfully configured. + + + + + Destroys this object and corresponding objects on all clients. + + Game object to destroy. + + + + This destroys all the player objects associated with a NetworkConnections on a server. + + The connections object to clean up for. + + + + Disconnect all currently connected clients. + + + + + This finds the NetworkIdentity game object that matches a netId. + + The netId of the NetworkIdentity object to find. + + The game object that matches the netId. + + + + + Gets aggregate packet stats for all connections. + + + Dictionary of msg types and packet statistics. + + + + + Get inbound network statistics for the server. + + Number of messages received so far. + Number of bytes received so far. + + + + Get outbound network statistics for the client. + + Number of messages sent so far (including collated messages send through buffer). + Number of messages sent through buffer. + Number of bytes sent so far. + Number of messages buffered for sending per second. + + + + Start the server on the given port number. Note that if a match has been created, this will listen using the relay server instead of a local socket. + + The IP address to bind to (optional). + Listen port number. + + True if listen succeeded. + + + + + Start the server on the given port number. Note that if a match has been created, this will listen using the relay server instead of a local socket. + + The IP address to bind to (optional). + Listen port number. + + True if listen succeeded. + + + + + Starts a server using a relay server. This is the manual way of using the relay server, as the regular NetworkServer.Connect() will automatically use the relay server if a match exists. + + Relay server IP Address. + Relay server port. + GUID of the network to create. + This server's sourceId. + The node to join the network with. + + + + Register a handler for a particular message type. + + Message type number. + Function handler which will be invoked for when this message type is received. + + + + This removes an external connection added with AddExternalConnection(). + + The id of the connection to remove. + + + + This replaces the player object for a connection with a different player object. The old player object is not destroyed. + + Connection which is adding the player. + Player object spawned for the player. + The player controller ID number as specified by client. + + True if player was replaced. + + + + + This replaces the player object for a connection with a different player object. The old player object is not destroyed. + + Connection which is adding the player. + Player object spawned for the player. + The player controller ID number as specified by client. + + True if player was replaced. + + + + + Reset the NetworkServer singleton. + + + + + Resets the packet stats on all connections. + + + + + Sends a network message to all connected clients on a specified transport layer QoS channel. + + The message id. + The message to send. + The transport layer channel to use. + + True if the message was sent. + + + + + Sends a network message to all connected clients that are "ready" on a specified transport layer QoS channel. + + An object to use for context when calculating object visibility. If null, then the message is sent to all ready clients. + The message id. + The message to send. + The transport layer channel to send on. + + True if the message was sent. + + + + + This sends an array of bytes to a specific player. + + The player to send he bytes to. + Array of bytes to send. + Size of array. + Transport layer channel id to send bytes on. + + + + This sends an array of bytes to all ready players. + + Array of bytes to send. + Size of array. + Transport layer channel id to send bytes on. + + + + This sends information about all participants in the current network game to the connection. + + Connection to send peer info to. + + + + Send a message structure with the given type number to all connected clients. + + Message structure. + Message type. + + Success if message is sent. + + + + + Send a message to the client which owns the given connection ID. + + Client connection ID. + Message struct to send. + Message type. + + + + Send a message to the client which owns the given player object instance. + + The players game object. + Message struct. + Message type. + + + + Send a message structure with the given type number to only clients which are ready. + + Message structure. + Message type. + + Success if message is sent. + + + + + Send given message structure as an unreliable message to all connected clients. + + Message structure. + Message type. + + Success if message is sent. + + + + + Send given message structure as an unreliable message only to ready clients. + + Message structure. + Message type. + + Success if message is sent. + + + + + Sends the contents of a NetworkWriter object to the ready players. + + The writer object to send. + The QoS channel to send the data on. + + + + Marks all connected clients as no longer ready. + + + + + Sets the client of the connection to be not-ready. + + The connection of the client to make not ready. + + + + Sets the client to be ready. + + The connection of the client to make ready. + + + + This sets the class used when creating new network connections. + + + + + This shuts down the server and disconnects all clients. + + + + + Spawn the given game object on all clients which are ready. + + Game object with NetworkIdentity to spawn. + + + + Spawn the given game object on all clients which are ready. + + Game object with NetworkIdentity to spawn. + + + + This causes NetworkIdentity objects in a scene to be spawned on a server. + + + Success if objects where spawned. + + + + + This spawns an object like NetworkServer.Spawn() but also assigns Client Authority to the specified client. + + The object to spawn. + The player object to set Client Authority to. + The assetId of the object to spawn. Used for custom spawn handlers. + The connection to set Client Authority to. + + True if the object was spawned. + + + + + This spawns an object like NetworkServer.Spawn() but also assigns Client Authority to the specified client. + + The object to spawn. + The player object to set Client Authority to. + The assetId of the object to spawn. Used for custom spawn handlers. + The connection to set Client Authority to. + + True if the object was spawned. + + + + + This spawns an object like NetworkServer.Spawn() but also assigns Client Authority to the specified client. + + The object to spawn. + The player object to set Client Authority to. + The assetId of the object to spawn. Used for custom spawn handlers. + The connection to set Client Authority to. + + True if the object was spawned. + + + + + Unregisters a handler for a particular message type. + + The message type to remove the handler for. + + + + This takes an object that has been spawned and un-spawns it. + + The spawned object to be unspawned. + + + + This attribute is used to configure the network settings of scripts that are derived from the NetworkBehaviour base class. + + + + + The QoS channel to use for updates for this script. + + + + + The sendInterval control how frequently updates are sent for this script. + + + + + This component is used to make a gameObject a starting position for spawning player objects in multiplayer games. + + + + + This is passed to handler funtions registered for the SYSTEM_ADD_PLAYER built-in message. + + + + + The extra message data included in the AddPlayerMessage. + + + + + The size of the extra message data included in the AddPlayerMessage. + + + + + The playerId of the new player. + + + + + A utility class to send a network message with no contents. + + + + + This is passed to handler functions registered for the SYSTEM_ERROR built-in message. + + + + + The error code. + + + + + A utility class to send simple network messages that only contain an integer. + + + + + The integer value to serialize. + + + + + This is passed to handler funtions registered for the SYSTEM_NOT_READY built-in message. + + + + + Information about another participant in the same network game. + + + + + The IP address of the peer. + + + + + The id of the NetworkConnection associated with the peer. + + + + + True if this peer is the host of the network game. + + + + + True if the peer if the same as the current client. + + + + + The network port being used by the peer. + + + + + Internal UNET message for sending information about network peers to clients. + + + + + The list of participants in a networked game. + + + + + This is passed to handler funtions registered for the SYSTEM_READY built-in message. + + + + + This is passed to handler funtions registered for the SYSTEM_REMOVE_PLAYER built-in message. + + + + + The player ID of the player object which should be removed. + + + + + This is a utility class for simple network messages that contain only a string. + + + + + The string that will be serialized. + + + + + A component to synchronize the position of networked objects. + + + + + Cached CharacterController. + + + + + A callback that can be used to validate on the server, the movement of client authoritative objects. + + + + + A callback that can be used to validate on the server, the movement of client authoritative objects. + + + + + Tells the NetworkTransform that it is on a surface (this is the default). + + + + + Enables interpolation of the synchronized movement. + + + + + Enables interpolation of the synchronized rotation. + + + + + The most recent time when a movement synchronization packet arrived for this object. + + + + + The distance that an object can move without sending a movement synchronization update. + + + + + Cached Rigidbody2D. + + + + + Cached Rigidbody. + + + + + How much to compress rotation sync updates. + + + + + The sendInterval controls how often state updates are sent for this object. + + + + + If a movement update puts an object further from its current position that this value, it will snap to the position instead of moving smoothly. + + + + + Which axis should rotation by synchronized for. + + + + + The target position interpolating towards. + + + + + The target rotation interpolating towards. + + + + + The target position interpolating towards. + + + + + The velocity send for synchronization. + + + + + What method to use to sync the object's position. + + + + + An axis or set of axis. + + + + + Only x axis. + + + + + The x and y axis. + + + + + The x, y and z axis. + + + + + The x and z axis. + + + + + Only the y axis. + + + + + The y and z axis. + + + + + Only the z axis. + + + + + Do not sync. + + + + + This is the delegate use for the movement validation callback function clientMoveCallback2D on NetworkTransforms. + + The new position from the client. + The new velocity from the client. + The new rotation from the client. + + + + This is the delegate use for the movement validation callback function clientMoveCallback3D on NetworkTransforms. + + The new position from the client. + The new velocity from the client. + The new rotation from the client. + + + + How much to compress sync data. + + + + + High Compression - sacrificing accuracy. + + + + + A low amount of compression that preserves accuracy. + + + + + Do not compress. + + + + + How to synchronize an object's position. + + + + + Sync using the CharacterController component. + + + + + Dont synchronize. + + + + + Sync using the Rigidbody2D component. + + + + + Sync using the Rigidbody component. + + + + + Sync using the game object's base transform. + + + + + A component to synchronize the position of child transforms of networked objects. + + + + + A unique Identifier for this NetworkTransformChild component on this root object. + + + + + A callback function to allow server side validation of the movement of the child object. + + + + + The rate to interpolate towards the target position. + + + + + The rate to interpolate to the target rotation. + + + + + The most recent time when a movement synchronization packet arrived for this object. + + + + + The distance that an object can move without sending a movement synchronization update. + + + + + How much to compress rotation sync updates. + + + + + The sendInterval controls how often state updates are sent for this object. + + + + + Which axis should rotation by synchronized for. + + + + + The child transform to be synchronized. + + + + + The target position interpolating towards. + + + + + The target rotation interpolating towards. + + + + + This is a helper component to help understand and debug networked movement synchronization with the NetworkTransform component. + + + + + The prefab to use for the visualization object. + + + + + General purpose serializer for UNET (for serializing data to byte arrays). + + + + + Returns the internal array of bytes the writer is using. This is NOT a copy. + + + Internal buffer. + + + + + Creates a new NetworkWriter object. + + A buffer to write into. This is not copied. + + + + Creates a new NetworkWriter object. + + A buffer to write into. This is not copied. + + + + This fills out the size header of a message begun with StartMessage(), so that it can be send using Send() functions. + + + + + The current position of the internal buffer. + + + + + Seeks to the start of the internal buffer. + + + + + This begins a new message, which should be completed with FinishMessage() once the payload has been written. + + Message type. + + + + Returns a copy of internal array of bytes the writer is using, it copies only the bytes used. + + + Copy of data used by the writer. + + + + + This writes the a reference to a GameObject with a NetworkIdentity component to the stream. The object should have been spawned for clients to know about it. + + The GameObject to write. + + + + This writes a 16-bit count and a array of bytes of that length to the stream. + + Array of bytes to write. + Number of bytes from the array to write. + + + + This writes a 16-bit count and an array of bytes of that size to the stream. + + Bytes to write. + + + + This writes the 32-bit value to the stream using variable-length-encoding. + + Value to write. + + + + This writes the 64-bit value to the stream using variable-length-encoding. + + Value to write. + + + + This represents a networked player. + + + + + The game object for this player. + + + + + The local player ID number of this player. + + + + + The NetworkIdentity component of the player. + + + + + Checks if this PlayerController has an actual player attached to it. + + + + + The maximum number of local players that a client connection can have. + + + + + String representation of the player objects state. + + + String with the object state. + + + + + Enumeration of methods of where to spawn player objects in multiplayer games. + + + + + Spawn players at a randomly chosen starting position. + + + + + Spawn players at the next start position. + + + + + A Custom Attribute that can be added to member functions of NetworkBehaviour scripts, to make them only run on servers. + + + + + A Custom Attribute that can be added to member functions of NetworkBehaviour scripts, to make them only run on servers, but not generate warnings. + + + + + Signature of spawn functions that are passed to NetworkClient.RegisterSpawnFunction(). This is optional, as in most cases RegisterPrefab will be used instead. + + + + + + + This is an attribute that can be put on events in NetworkBehaviour classes to allow them to be invoked on client when the event is called on the sserver. + + + + + The UNET QoS channel that this event should be sent on. + + + + + This is the base class for type-specific SyncList classes. + + + + + Same as List:Add() but the item is added on clients. + + Item to add. + + + + The delegate type used for SyncListChanged. + + + + + Same as List:Clear() but the list is cleared on clients. + + + + + This method is used when deserializing SyncList items from a stream. + + Stream to read from. + + New instance of the SyncList value type. + + + + + Marks an item in the list as dirty, so it will be updated on clients. + + Index of item to dirty. + + + + Internal function used for remote list operations. + + List operation. + The index of the item being operated on. + The item being operated on. + + + + Internal function. + + The behaviour the list belongs to. + Identifies this list. + + + + Same as List::Insert() but also inserts into list on clients. + + Where to insert the item. + Item to insert. + + + + The types of operations that can occur for SyncLists. + + + + + Item was added to the list. + + + + + The list was cleared. + + + + + An item in the list was manually marked dirty. + + + + + An item was inserted into the list. + + + + + An item was removed from the list. + + + + + An item was removed at an index from the list. + + + + + An item was set to a new value in the list. + + + + + Same as List:Remove except removes on clients also. + + Item to remove. + + Success if removed. + + + + + Same as List:Remove except it removes the index on clients also. + + Index to remove. + + + + This is used to write a value object from a SyncList to a stream. + + Stream to write to. + Item to write. + + + + A delegate that can be populated to recieve callbacks when the list changes. + + The operation that occurred. + The index of the item that was effected. + + + + A list of booleans that will be synchronized from server to clients. + + + + + A list of floats that will be synchronized from server to clients. + + + + + A list of integers that will be synchronized from server to clients. + + + + + This is a list of strings that will be synchronized from the server to clients. + + + + + This class is used for lists of structs that are synchronized from the server to clients. + + + + + A list of unsigned integers that will be synchronized from server to clients. + + + + + [SyncVar] is an attribute that can be put on member variables of UNeBehaviour classes. These variables will have their values sychronized from the server to clients in the game that are in the ready state. + + + + + + The hook attribute can be used to specify a function to be called when the sync var changes value on the client. + + + + + Delegate for a function which will handle destruction of objects created with NetworkServer.Spawn. + + + + + + Enumeration of Networking versions. + + + + + The current UNET version. + + + + diff --git a/Tesselate Skbox/Library/UnityAssemblies/UnityEngine.UI.xml b/Tesselate Skbox/Library/UnityAssemblies/UnityEngine.UI.xml new file mode 100644 index 00000000..027ecd53 --- /dev/null +++ b/Tesselate Skbox/Library/UnityAssemblies/UnityEngine.UI.xml @@ -0,0 +1,5843 @@ + + + + + UnityEngine.UI + + + + Event Data associated with Axis Events (Controller / Keyboard). + + + + + MoveDirection for this event. + + + + + Raw input vector associated with this event. + + + + + A class that contains the base event data that is common to all event types in the new EventSystem. + + + + + A reference to the BaseInputModule that sent this event. + + + + + The object currently considered selected by the EventSystem. + + + + + Has the event been marked as used? + + + + + Construct a BaseEventData tied to the passed EventSystem. + + + + + + Reset the Event to the default state. + + + + + Use the event. + + + + + A base module that raises events and sends them to GameObjects. + + + + + Called when the module is activated. Override this if you want custom code to execute when you activate your module. + + + + + Called when the module is deactivated. Override this if you want custom code to execute when you deactivate your module. + + + + + Given an input movement, determine the best MoveDirection. + + X movement. + Y movement. + Dead zone. + + + + Given an input movement, determine the best MoveDirection. + + X movement. + Y movement. + Dead zone. + + + + Given 2 GameObjects, return a common root GameObject (or null). + + + + + + + Return the first valid RaycastResult. + + + + + + Given some input data generate an AxisEventData that can be used by the event system. + + X movement. + Y movement. + Dead Zone. + + + + Generate a BaseEventData that can be used by the EventSystem. + + + + + Handle sending enter and exit events when a new enter targer is found. + + + + + + + Check to see if the module is supported. Override this if you have a platfrom specific module (eg. TouchInputModule that you do not want to activate on standalone. + + + Is the module supported. + + + + + Is the pointer over a GameObject that is controlled by the EventSystem. + + Pointer id. + + + + See MonoBehaviour.OnDisable. + + + + + Process the current tick for the module. + + + + + Should be activated. + + + Should the module be activated. + + + + + Update the internal state of the Module. + + + + + Base class for any RayCaster. + + + + + The camera that will generate rays for this raycaster. + + + + + Priority of the caster relative to other casters. + + + + + Priority of the raycaster based upon render order. + + + + + Priority of the raycaster based upon sort order. + + + + + See MonoBehaviour.OnDisable. + + + + + Raycast against the scene. + + Current event data. + List of hit Objects. + + + + Enum that tracks event State. + + + + + Unused. + + + + + Used. + + + + + Handles input, raycasting, and sending events. + + + + + Returns true if the EventSystem is already in a SetSelectedGameObject. + + + + + Return the current EventSystem. + + + + + The currently active EventSystems.BaseInputModule. + + + + + The GameObject currently considered active by the EventSystem. + + + + + The GameObject that was selected first. + + + + + The soft area for dragging in pixels. + + + + + Should the EventSystem allow navigation events (move submit cancel). + + + + + Is the pointer with the given id over an EventSystem object? + + Pointer (touch / mouse) id. + + + + Is the pointer with the given id over an EventSystem object? + + Pointer (touch / mouse) id. + + + + See MonoBehaviour.OnDisable. + + + + + Raycast into the scene using all configured BaseRaycasters. + + Current pointer data. + List of 'hits' to populate. + + + + Set the object as selected. Will send an OnDeselect the the old selected object and OnSelect to the new selected object. + + GameObject to select. + Associated EventData. + + + + Recalculate the internal list of BaseInputModules. + + + + + Receives events from the EventSystem and calls registered functions for each event. + + + + + All the functions registered in this EventTrigger. + + + + + All the functions registered in this EventTrigger. + + + + + An Entry in the EventSystem delegates list. + + + + + The desired UnityEvent to be Invoked. + + + + + What type of event is the associated callback listening for. + + + + + See IBeginDragHandler.OnBeginDrag. + + + + + + See ICancelHandler.OnCancel. + + + + + + See IDeselectHandler.OnDeselect. + + + + + + See IDragHandler.OnDrag. + + + + + + See IDropHandler.OnDrop. + + + + + + See See IBeginDragHandler.OnEndDrag. + + + + + + Called by a BaseInputModule when a drag has been found but before it is valid to begin the drag. + + + + + + See IMoveHandler.OnMove. + + + + + + See IPointerClickHandler.OnPointerClick. + + + + + + See IPointerDownHandler.OnPointerDown. + + + + + + See IPointerEnterHandler.OnPointerEnter. + + + + + + See IPointerExitHandler.OnPointerExit. + + + + + + See IPointerUpHandler.OnPointerUp. + + + + + + See IScrollHandler.OnScroll. + + + + + + See ISelectHandler.OnSelect. + + + + + + See ISubmitHandler.OnSubmit. + + + + + + See IUpdateSelectedHandler.OnUpdateSelected. + + + + + + UnityEvent class for Triggers. + + + + + The type of event the TriggerEvent is intercepting. + + + + + Intercepts IBeginDragHandler.OnBeginDrag. + + + + + Intercepts ICancelHandler.OnCancel. + + + + + Intercepts a IDeselectHandler.OnDeselect. + + + + + Intercepts a IDragHandler.OnDrag. + + + + + Intercepts a IDropHandler.OnDrop. + + + + + Intercepts IEndDragHandler.OnEndDrag. + + + + + Intercepts IInitializePotentialDrag.InitializePotentialDrag. + + + + + Intercepts a IMoveHandler.OnMove. + + + + + Intercepts a IPointerClickHandler.OnPointerClick. + + + + + Intercepts a IPointerDownHandler.OnPointerDown. + + + + + Intercepts a IPointerEnterHandler.OnPointerEnter. + + + + + Intercepts a IPointerExitHandler.OnPointerExit. + + + + + Intercepts a IPointerUpHandler.OnPointerUp. + + + + + Intercepts a IScrollHandler.OnScroll. + + + + + Intercepts a ISelectHandler.OnSelect. + + + + + Intercepts ISubmitHandler.Submit. + + + + + Intercepts a IUpdateSelectedHandler.OnUpdateSelected. + + + + + Helper class that can be used to send IEventSystemHandler events to GameObjects. + + + + + IBeginDragHandler execute helper function. + + + + + ICancelHandler execute helper function. + + + + + IDeselectHandler execute helper function. + + + + + IDragHandler execute helper function. + + + + + IDropHandler execute helper function. + + + + + IEndDragHandler execute helper function. + + + + + IInitializePotentialDragHandler execute helper function. + + + + + IMoveHandler execute helper function. + + + + + IPointerClickHandler execute helper function. + + + + + IPointerDownHandler execute helper function. + + + + + IPointerEnterHandler execute helper function. + + + + + IPointerExitHandler execute helper function. + + + + + IPointerUpHandler execute helper function. + + + + + IScrollHandler execute helper function. + + + + + ISelectHandler execute helper function. + + + + + ISubmitHandler execute helper function. + + + + + IUpdateSelectedHandler execute helper function. + + + + + Can the given GameObject handle the IEventSystemHandler of type T. + + GameObject. + + Can Handle. + + + + + Funtion definition for an EventFunction that is used to map a given EventInterface into a specific event call. + + + + + + + Execute the event of type T : IEventSystemHandler on GameObject. + + Target GameObject. + Data associated with the Executing event. + Function to execute on the gameObject components. + + Was there a handler for the event. + + + + + Recurse up the hierarchy calling Execute<T> until there is a GameObject that can handle the event. + + Start GameObject. + Data associated with the Executing event. + Function to execute on the gameObject components. + + GameObject that handled the event. + + + + + Starting the hierarchy (starting at root) for a GameObject that can handle <T> + + Root GameObject. + + Handling GameObject. + + + + + Attempt to convert the data to type T. If conversion fails an ArgumentException is thrown. + + Data to validate. + + Data as T. + + + + + Interface to implement if you wish to receive OnBeginDrag callbacks. + + + + + Called by a BaseInputModule before a drag is started. + + Current event data. + + + + Interface to implement if you wish to receive OnCancel callbacks. + + + + + Called by a BaseInputModule when a Cancel event occurs. + + Current event data. + + + + Interface to implement if you wish to receive OnDeselect callbacks. + + + + + Called by the EventSystem when a new object is being selected. + + Current event data. + + + + Interface to implement if you wish to receive OnDrag callbacks. + + + + + When draging is occuring this will be called every time the cursor is moved. + + Current event data. + + + + Interface to implement if you wish to receive OnDrop callbacks. + + + + + Called by a BaseInputModule on a target that can accept a drop. + + Current event data. + + + + Interface to implement if you wish to receive OnEndDrag callbacks. + + + + + Called by a BaseInputModule when a drag is ended. + + Current event data. + + + + Base class that all EventSystem events inherit from. + + + + + Interface to implement if you wish to receive OnInitializePotentialDrag callbacks. + + + + + Called by a BaseInputModule when a drag has been found but before it is valid to begin the drag. + + + + + + Interface to implement if you wish to receive OnMove callbacks. + + + + + Called by a BaseInputModule when a move event occurs. + + Current event data. + + + + Interface to implement if you wish to receive OnPointerClick callbacks. + + + + + + + Current event data. + + + + Interface to implement if you wish to receive OnPointerDown callbacks. + + + + + + + Current event data. + + + + Interface to implement if you wish to receive OnPointerEnter callbacks. + + + + + + + Current event data. + + + + Interface to implement if you wish to receive OnPointerExit callbacks. + + + + + + + Current event data. + + + + Interface to implement if you wish to receive OnPointerUp callbacks. + + + + + + + Current event data. + + + + Interface to implement if you wish to receive OnScroll callbacks. + + + + + + + Current event data. + + + + Interface to implement if you wish to receive OnSelect callbacks. + + + + + + + Current event data. + + + + Interface to implement if you wish to receive OnSubmit callbacks. + + + + + + + Current event data. + + + + Interface to implement if you wish to receive OnUpdateSelected callbacks. + + + + + + + Current event data. + + + + 8 direction movement enum. + + + + + Down. + + + + + Left. + + + + + None. + + + + + Right. + + + + + Up. + + + + + Raycaster for casting against 2D Physics components. + + + + + See: BaseRaycaster. + + + + + + + Raycaster for casting against 3D Physics components. + + + + + Get the depth of the configured camera. + + + + + Get the camera that is used for this module. + + + + + Mask of allowed raycast events. + + + + + Logical and of Camera mask and eventMask. + + + + + See: BaseRaycaster. + + + + + + + Event payload associated with pointer (mouse / touch) events. + + + + + The EventSystems.PointerEventData.InputButton for this event. + + + + + Number of clicks in a row. + + + + + The last time a click event was sent. + + + + + Pointer delta since last update. + + + + + Is a drag operation currently occuring. + + + + + The camera associated with the last OnPointerEnter event. + + + + + List of objects in the hover stack. + + + + + The GameObject for the last press event. + + + + + RaycastResult associated with the current event. + + + + + The object that is receiving 'OnDrag'. + + + + + The object that received 'OnPointerEnter'. + + + + + Id of the pointer (touch id). + + + + + The GameObject that received the OnPointerDown. + + + + + RaycastResult associated with the pointer press. + + + + + Current pointer position. + + + + + The camera associated with the last OnPointerPress event. + + + + + Position of the press. + + + + + The object that the press happened on even if it can not handle the press event. + + + + + The amount of scroll since the last update. + + + + + Should a drag threshold be used? + + + + + The state of a press for the given frame. + + + + + Same as last frame. + + + + + Button was pressed this frame. + + + + + Button was pressed and released this frame. + + + + + Button was released this frame. + + + + + Input press tracking. + + + + + Left button. + + + + + Middle button. + + + + + Right button. + + + + + Is the pointer moving. + + + Moving. + + + + + Is scroll being used on the input device. + + + Scrolling. + + + + + A BaseInputModule for pointer input. + + + + + Touch id for when simulating touches on a non touch device. + + + + + Id of the cached left mouse pointer event. + + + + + Id of the cached middle mouse pointer event. + + + + + Id of the cached right mouse pointer event. + + + + + Clear all pointers and deselect any selected objects in the EventSystem. + + + + + Copy one PointerEventData to another. + + + + + + + Deselect the current selected GameObject if the currently pointed-at GameObject is different. + + The GameObject the pointer is currently over. + Current event data. + + + + Return the last PointerEventData for the given touch / mouse id. + + + + + + Return the current MouseState. + + + + + + Return the current MouseState. + + + + + + Seach the cache for currently active pointers, return true if found. + + Touch ID. + Found data. + If not found should it be created. + + True if a pointer is found. + + + + + Given a touch populate the PointerEventData and return if we are pressed or released. + + Processing Touch. + Are we pressed. + Are we released. + + + + Information about a mouse button event. + + + + + Pointer data associated with the mouse event. + + + + + The state of the button this frame. + + + + + Was the button pressed this frame? + + + + + Was the button released this frame? + + + + + Process the drag for the current frame with the given pointer event. + + + + + + Process movement for the current frame with the given pointer event. + + + + + + Remove the PointerEventData from the cache. + + + + + + Given a mouse button return the current state for the frame. + + Mouse Button id. + + + + A hit result from a BaseRaycastModule. + + + + + The relative depth of the element. + + + + + Distance to the hit. + + + + + The GameObject that was hit by the raycast. + + + + + Hit index. + + + + + Is there an associated module and a hit GameObject. + + + + + BaseInputModule that raised the hit. + + + + + The screen position from which the raycast was generated. + + + + + The SortingLayer of the hit object. + + + + + The SortingOrder for the hit object. + + + + + The normal at the hit location of the raycast. + + + + + The world position of the where the raycast has hit. + + + + + Reset the result. + + + + + A BaseInputModule designed for mouse keyboard controller input. + + + + + Is this module allowed to be activated if you are on mobile. + + + + + Input manager name for the 'cancel' button. + + + + + Force this module to be active. + + + + + Input manager name for the horizontal axis button. + + + + + Number of keyboard / controller inputs allowed per second. + + + + + Delay in seconds before the input actions per second repeat rate takes effect. + + + + + Maximum number of input events handled per second. + + + + + Input manager name for the vertical axis. + + + + + See BaseInputModule. + + + + + See BaseInputModule. + + + + + See BaseInputModule. + + + Supported. + + + + + See BaseInputModule. + + + + + Iterate through all the different mouse events. + + The mouse pointer Event data id to get. + + + + Iterate through all the different mouse events. + + The mouse pointer Event data id to get. + + + + Calulate and process any mouse button state changes. + + The data pertaining to the current mouse state. + + + + Calculate and send a move event to the current selected object. + + + If the move event was used by the selected object. + + + + + Calculate and send a submit event to the current selected object. + + + If the submit event was used by the selected object. + + + + + Send a update event to the currently selected object. + + + If the update event was used by the selected object. + + + + + See BaseInputModule. + + + Should activate. + + + + + See BaseInputModule. + + + + + Input module used for touch based input. + + + + + Can this module be activated on a standalone platform? + + + + + Force this module to be active. + + + + + See BaseInputModule. + + + + + See BaseInputModule. + + + Supported. + + + + + See BaseInputModule. + + + + + See BaseInputModule. + + + Should activate. + + + + + See BaseInputModule. + + + + + Base behaviour that has protected implementations of Unity lifecycle functions. + + + + + See MonoBehaviour.Awake. + + + + + Returns true if the GameObject and the Component are active. + + + Active. + + + + + Returns true if the native representation of the behaviour has been destroyed. + + + True if Destroyed. + + + + + See MonoBehaviour.OnBeforeTransformParentChanged. + + + + + See MonoBehaviour.OnCanvasGroupChanged. + + + + + Called when the state of the parent Canvas is changed. + + + + + See MonoBehaviour.OnDestroy. + + + + + See MonoBehaviour.OnDidApplyAnimationProperties. + + + + + See MonoBehaviour.OnDisable. + + + + + See MonoBehaviour.OnEnable. + + + + + See MonoBehaviour.OnRectTransformDimensionsChange. + + + + + See MonoBehaviour.OnRectTransformParentChanged. + + + + + See MonoBehaviour.OnValidate. + + + + + See MonoBehaviour.Reset. + + + + + See MonoBehaviour.Start. + + + + + Structure to store the state of an animation transition on a Selectable. + + + + + Trigger to send to animator when entering disabled state. + + + + + Trigger to send to animator when entering highlighted state. + + + + + Trigger to send to animator when entering normal state. + + + + + Trigger to send to animator when entering pressed state. + + + + + Resizes a RectTransform to fit a specified aspect ratio. + + + + + The mode to use to enforce the aspect ratio. + + + + + The aspect ratio to enforce. This means width divided by height. + + + + + Specifies a mode to use to enforce an aspect ratio. + + + + + Sizes the rectangle such that the parent rectangle is fully contained within. + + + + + Sizes the rectangle such that it's fully contained within the parent rectangle. + + + + + Changes the width of the rectangle to match the aspect ratio. + + + + + The aspect ratio is not enforced. + + + + + Changes the height of the rectangle to match the aspect ratio. + + + + + See MonoBehaviour.OnDisable. + + + + + Mark the AspectRatioFitter as dirty. + + + + + Method called by the layout system. + + + + + Method called by the layout system. + + + + + Base class for effects that modify the generated Mesh. + + + + + See:IMeshModifier. + + + + + + See MonoBehaviour.OnDisable. + + + + + Base class for effects that modify the the generated Vertex Buffers. + + + + + See:IVertexModifier. + + + + + + A standard button that can be clicked in order to trigger an event. + + + + + UnityEvent to be fired when the buttons is pressed. + + + + + Function definition for a button click event. + + + + + Registered IPointerClickHandler callback. + + Data passed in (Typically by the event system). + + + + Registered ISubmitHandler callback. + + Data passed in (Typically by the event system). + + + + The Canvas Scaler component is used for controlling the overall scale and pixel density of UI elements in the Canvas. This scaling affects everything under the Canvas, including font sizes and image borders. + + + + + The pixels per inch to use for sprites that have a 'Pixels Per Unit' setting that matches the 'Reference Pixels Per Unit' setting. + + + + + The amount of pixels per unit to use for dynamically created bitmaps in the UI, such as Text. + + + + + The DPI to assume if the screen DPI is not known. + + + + + Setting to scale the Canvas to match the width or height of the reference resolution, or a combination. + + + + + The physical unit to specify positions and sizes in. + + + + + If a sprite has this 'Pixels Per Unit' setting, then one pixel in the sprite will cover one unit in the UI. + + + + + The resolution the UI layout is designed for. + + + + + Scales all UI elements in the Canvas by this factor. + + + + + A mode used to scale the canvas area if the aspect ratio of the current resolution doesn't fit the reference resolution. + + + + + Determines how UI elements in the Canvas are scaled. + + + + + Method that handles calculations of canvas scaling. + + + + + Handles canvas scaling for a constant physical size. + + + + + Handles canvas scaling for a constant pixel size. + + + + + Handles canvas scaling that scales with the screen size. + + + + + Handles canvas scaling for world canvas. + + + + + See MonoBehaviour.OnDisable. + + + + + Determines how UI elements in the Canvas are scaled. + + + + + Using the Constant Physical Size mode, positions and sizes of UI elements are specified in physical units, such as millimeters, points, or picas. + + + + + Using the Constant Pixel Size mode, positions and sizes of UI elements are specified in pixels on the screen. + + + + + Using the Scale With Screen Size mode, positions and sizes can be specified according to the pixels of a specified reference resolution. +If the current screen resolution is larger then the reference resolution, the Canvas will keep having only the resolution of the reference resolution, but will scale up in order to fit the screen. If the current screen resolution is smaller than the reference resolution, the Canvas will similarly be scaled down to fit. + + + + + Scale the canvas area with the width as reference, the height as reference, or something in between. + + + + + Expand the canvas area either horizontally or vertically, so the size of the canvas will never be smaller than the reference. + + + + + Scale the canvas area with the width as reference, the height as reference, or something in between. + + + + + Crop the canvas area either horizontally or vertically, so the size of the canvas will never be larger than the reference. + + + + + Sets the referencePixelsPerUnit on the Canvas. + + + + + + Sets the scale factor on the canvas. + + The scale factor to use. + + + + Settings used to specify a physical unit. + + + + + Use centimeters. +A centimeter is 1/100 of a meter. + + + + + Use inches. + + + + + Use millimeters. +A millimeter is 110 of a centimeter, and 11000 of a meter. + + + + + Use picas. +One pica is 1/6 of an inch. + + + + + Use points. +One point is 112 of a pica, and 172 of an inch. + + + + + Handles per-frame checking if the canvas scaling needs to be updated. + + + + + Values of 'update' called on a Canvas update. + + + + + Called late, before render. + + + + + Called for layout. + + + + + Max enum value. + + + + + Called after layout. + + + + + Called before layout. + + + + + Called before rendering. + + + + + A place where CanvasElements can register themselves for rebuilding. + + + + + Get the singleton registry. + + + + + Are graphics being rebuild. + + + Rebuilding graphics. + + + + + Is layout being rebuilt? + + + Rebuilding layout. + + + + + Rebuild the graphics of the given element. + + Element to rebuild. + + + + Rebuild the layout of the given element. + + Element to rebuild. + + + + Rebuild the layout of the given element. + + Element to rebuild. + + Was the element scheduled. + + + + + Was the element scheduled. + + Element to rebuild. + + Was the element scheduled. + + + + + Remove the given element from rebuild. + + Element to remove. + + + + Registry class to keep track of all IClippers that exist in the scene. + + + + + Singleton instance. + + + + + Perform the clipping on all registered IClipper. + + + + + Register an IClipper. + + + + + + Unregister an IClipper. + + + + + + Utility class to help when clipping using IClipper. + + + + + Find the Rect to use for clipping. + + RectMasks to build the overlap rect from. + Was there a valid Rect found. + + The compound Rect. + + + + + Structure to store the state of a color transition on a Selectable. + + + + + Multiplier applied to colors (allows brightening greater then base color). + + + + + Simple getter for the default ColorBlock. + + + + + Disabled Color. + + + + + How long a color transition should take. + + + + + Highlighted Color. + + + + + Normal Color. + + + + + Pressed Color. + + + + + Resizes a RectTransform to fit the size of its content. + + + + + The fit mode to use to determine the width. + + + + + The fit mode to use to determine the height. + + + + + The size fit mode to use. + + + + + Resize to the minimum size of the content. + + + + + Resize to the preferred size of the content. + + + + + Don't perform any resizing. + + + + + See MonoBehaviour.OnDisable. + + + + + Mark the ContentSizeFitter as dirty. + + + + + Method called by the layout system. + + + + + Method called by the layout system. + + + + + Utility class for creating default implementations of builtin UI controls. + + + + + Create a button. + + Object with resources to use. + + The root GameObject of the created element. + + + + + Create a dropdown. + + Object with resources to use. + + The root GameObject of the created element. + + + + + Create an image. + + Object with resources to use. + + The root GameObject of the created element. + + + + + Create an input field. + + Object with resources to use. + + The root GameObject of the created element. + + + + + Create a panel. + + Object with resources to use. + + The root GameObject of the created element. + + + + + Create a raw image. + + Object with resources to use. + + The root GameObject of the created element. + + + + + Create a scrollbar. + + Object with resources to use. + + The root GameObject of the created element. + + + + + Create a scroll view. + + Object with resources to use. + + The root GameObject of the created element. + + + + + Create a slider. + + Object with resources to use. + + The root GameObject of the created element. + + + + + Create a text object. + + C. + + The root GameObject of the created element. + + + + + Create a toggle. + + Object with resources to use. + + The root GameObject of the created element. + + + + + Object used to pass resources to use for the default controls. + + + + + Sprite used for background elements. + + + + + Sprite used for representation of an "on" state when present, such as a checkmark. + + + + + Sprite used to indicate that a button will open a dropdown when clicked. + + + + + Sprite used as background for input fields. + + + + + Sprite used for knobs that can be dragged, such as on a slider. + + + + + Sprite used for masking purposes, for example to be used for the viewport of a scroll view. + + + + + The primary sprite to be used for graphical UI elements, used by the button, toggle, and dropdown controls, among others. + + + + + A standard dropdown that presents a list of options when clicked, of which one can be chosen. + + + + + The Image component to hold the image of the currently selected option. + + + + + The Text component to hold the text of the currently selected option. + + + + + The Image component to hold the image of the item. + + + + + The Text component to hold the text of the item. + + + + + A UnityEvent that is invoked when when a user has clicked one of the options in the dropdown list. + + + + + The list of possible options. A text string and an image can be specified for each option. + + + + + The Rect Transform of the template for the dropdown list. + + + + + The index of the currently selected option. 0 is the first option, 1 is the second, and so on. + + + + + Override this method to implement a different way to obtain a blocker GameObject. + + The root canvas the dropdown is under. + + The obtained blocker. + + + + + Override this method to implement a different way to obtain a dropdown list GameObject. + + The template to create the dropdown list from. + + The obtained dropdown list. + + + + + Override this method to implement a different way to obtain an option item. + + The template to create the option item from. + + The obtained option item. + + + + + Override this method to implement a different way to dispose of a blocker GameObject that blocks clicks to other controls while the dropdown list is open. + + The blocker to dispose of. + + + + Override this method to implement a different way to dispose of a dropdown list GameObject. + + The dropdown list to dispose of. + + + + Override this method to implement a different way to dispose of an option item. + + The option item to dispose of. + + + + UnityEvent callback for when a dropdown current option is changed. + + + + + Hide the dropdown list. + + + + + Called by a BaseInputModule when a Cancel event occurs. + + + + + + Handling for when the dropdown is 'clicked'. + + Current event. + + + + What to do when the event system sends a submit Event. + + Current event. + + + + Class to store the text and/or image of a single option in the dropdown list. + + + + + The image associated with the option. + + + + + The text associated with the option. + + + + + Create an object representing a single option for the dropdown list. + + Optional text for the option. + Optional image for the option. + + + + Create an object representing a single option for the dropdown list. + + Optional text for the option. + Optional image for the option. + + + + Create an object representing a single option for the dropdown list. + + Optional text for the option. + Optional image for the option. + + + + Create an object representing a single option for the dropdown list. + + Optional text for the option. + Optional image for the option. + + + + Class used internally to store the list of options for the dropdown list. + + + + + The list of options for the dropdown list. + + + + + Show the dropdown list. + + + + + Struct for storing Text generation settings. + + + + + How is the text aligned. + + + + + Is best fit used. + + + + + Get a font data with sensible defaults. + + + + + Font to use. + + + + + Font size. + + + + + Font Style. + + + + + Horizontal overflow mode. + + + + + Line spacing. + + + + + Maximum text size. + + + + + Minimum text size. + + + + + Should RichText be used? + + + + + Vertical overflow mode. + + + + + Utility class that is used to help with Text update. + + + + + Register a Text element for receiving texture atlas rebuild calls. + + + + + + Deregister a Text element from receiving texture atlas rebuild calls. + + + + + + Base class for all visual UI Component. + + + + + A reference to the Canvas this Graphic is rendering to. + + + + + The CanvasRenderer used by this Graphic. + + + + + Base color of the Graphic. + + + + + Default material used to draw UI elements if no explicit material was specified. + + + + + Returns the default material for the graphic. + + + + + Absolute depth of the graphic in the hierarchy, used by rendering and events. + + + + + The graphic's texture. (Read Only). + + + + + The Material set by the user. + + + + + The material that will be sent for Rendering (Read only). + + + + + Should this graphic be considered a target for raycasting? + + + + + The RectTransform component used by the Graphic. + + + + + Tweens the alpha of the CanvasRenderer color associated with this Graphic. + + Target alpha. + Duration of the tween in seconds. + Should ignore Time.scale? + + + + Tweens the CanvasRenderer color associated with this Graphic. + + Target color. + Tween duration. + Should ignore Time.scale? + Should also Tween the alpha channel? + + + + Returns a pixel perfect Rect closest to the Graphic RectTransform. + + + Pixel perfect Rect. + + + + + See ICanvasElement.GraphicUpdateComplete. + + + + + See ICanvasElement.LayoutComplete. + + + + + See MonoBehaviour.OnDisable. + + + + + Callback function when a UI element needs to generate vertices. + + Mesh to populate with UI data. + + + + + Callback function when a UI element needs to generate vertices. + + Mesh to populate with UI data. + + + + + Editor-only callback that is issued by Unity if a rebuild of the Graphic is required. + + + + + Adjusts the given pixel to be pixel perfect. + + Local space point. + + Pixel perfect adjusted point. + + + + + When a GraphicRaycaster is raycasting into the scene it will first filter the elments using their RectTransform rect and then it will use this function to determine the elements hit mby the raycast. + + Screen point. + Camera. + + True if the provided point is a valid location for GraphicRaycaster raycasts. + + + + + Rebuilds the graphic geometry and its material on the PreRender cycle. + + The current step of the rendering CanvasUpdate cycle. + + + + Add a listener to receive notification when the graphics layout is dirtied. + + + + + + Add a listener to receive notification when the graphics material is dirtied. + + + + + + Add a listener to receive notification when the graphics vertices are dirtied. + + + + + + Mark the Graphic as dirty. + + + + + Mark the layout as dirty. + + + + + Mark the Material as dirty. + + + + + Adjusts the graphic size to make it pixel-perfect. + + + + + Mark the vertices as dirty. + + + + + Remove a listener from receiving notifications when the graphics layout is dirtied. + + + + + + Remove a listener from receiving notifications when the graphics material is dirtied. + + + + + + Remove a listener from receiving notifications when the graphics vertices are dirtied. + + The delegate function to remove. + + + + Call to update the geometry of the Graphic onto the CanvasRenderer. + + + + + Call to update the Material of the graphic onto the CanvasRenderer. + + + + + A BaseRaycaster to raycast against Graphic elements. + + + + + Type of objects that will block graphic raycasts. + + + + + See: BaseRaycaster. + + + + + Should graphics facing away from the raycaster be considered? + + + + + List of Raycasters to check for canvas blocking elements. + + + + + Blocked by 2D and 3D. + + + + + Not blocked. + + + + + 3D physics blocking. + + + + + 2D physics blocking. + + + + + See: BaseRaycaster. + + + + + + + EditorOnly class for tracking all Graphics. + + + + + Track a Graphic. + + + + + + Untrack a Graphic. + + + + + + Registry which maps a Graphic to the canvas it belongs to. + + + + + Singleton instance. + + + + + Return a list of Graphics that are registered on the Canvas. + + Input canvas. + + Graphics on the input canvas. + + + + + Store a link between the given canvas and graphic in the registry. + + Canvas to register. + Graphic to register. + + + + Deregister the given Graphic from a Canvas. + + Canvas. + Graphic to deregister. + + + + Layout child layout elements in a grid. + + + + + The size to use for each cell in the grid. + + + + + Which constraint to use for the GridLayoutGroup. + + + + + How many cells there should be along the constrained axis. + + + + + The spacing to use between layout elements in the grid. + + + + + Which axis should cells be placed along first? + + + + + Which corner should the first cell be placed in? + + + + + An axis that can be horizontal or vertical. + + + + + Horizontal. + + + + + Vertical. + + + + + Called by the layout system. + + + + + Called by the layout system. + + + + + A constraint on either the number of columns or rows. + + + + + Constraint the number of columns to a specified number. + + + + + Constraint the number of rows to a specified number. + + + + + Don't constrain the number of rows or columns. + + + + + One of the four corners in a rectangle. + + + + + Lower left. + + + + + Lower right. + + + + + Upper left. + + + + + Upper right. + + + + + Called by the layout system. + + + + + Called by the layout system. + + + + + Layout child layout elements side by side. + + + + + Called by the layout system. + + + + + Called by the layout system. + + + + + Called by the layout system. + + + + + Called by the layout system. + + + + + Abstract base class for HorizontalLayoutGroup and VerticalLayoutGroup. + + + + + Whether to force the children to expand to fill additional available vertical space. + + + + + Whether to force the children to expand to fill additional available horizontal space. + + + + + The spacing to use between layout elements in the layout group. + + + + + Calculate the layout element properties for this layout element along the given axis. + + The axis to calculate for. 0 is horizontal and 1 is vertical. + Is this group a vertical group? + + + + Set the positions and sizes of the child layout elements for the given axis. + + The axis to handle. 0 is horizontal and 1 is vertical. + Is this group a vertical group? + + + + This is an element that can live on a Canvas. + + + + + Get the transform associated with the ICanvasElement. + + + + + Callback sent when this ICanvasElement has completed Graphic rebuild. + + + + + Return true if the element is considered destroyed. +Used if the native representation has been destroyed. + + + + + Callback sent when this ICanvasElement has completed layout. + + + + + Rebuild the element for the given stage. + + Stage being rebuild. + + + + Interface for elements that can be clipped if they are under an [[IClipper]. + + + + + RectTransform of the clippable. + + + + + Clip and cull the IClippable given the clipRect. + + Rectangle to clip against. + Is the Rect valid. If not then the rect has 0 size. + + + + Called when the state of a parent IClippable changes. + + + + + Set the clip rect for the IClippable. + + + + + + + Interface that can be used to recieve clipping callbacks as part of the canvas update loop. + + + + + Called after layout and before Graphic update of the Canvas update loop. + + + + + Base interface to implement by componets that control the layout of RectTransforms. + + + + + Callback invoked by the auto layout system which handles horizontal aspects of the layout. + + + + + Callback invoked by the auto layout system which handles vertical aspects of the layout. + + + + + A component is treated as a layout element by the auto layout system if it implements ILayoutElement. + + + + + The extra relative height this layout element should be allocated if there is additional available space. + + + + + The extra relative width this layout element should be allocated if there is additional available space. + + + + + The layout priority of this component. + + + + + The minimum height this layout element may be allocated. + + + + + The minimum width this layout element may be allocated. + + + + + The preferred height this layout element should be allocated if there is sufficient space. + + + + + The preferred width this layout element should be allocated if there is sufficient space. + + + + + The minWidth, preferredWidth, and flexibleWidth values may be calculated in this callback. + + + + + The minHeight, preferredHeight, and flexibleHeight values may be calculated in this callback. + + + + + ILayoutGroup is an ILayoutController that should drive the RectTransforms of its children. + + + + + A RectTransform will be ignored by the layout system if it has a component which implements ILayoutIgnorer. + + + + + Should this RectTransform be ignored bvy the layout system? + + + + + ILayoutSelfController is an ILayoutController that should drive its own RectTransform. + + + + + Displays a Sprite for the UI System. + + + + + The alpha threshold specifying the minimum alpha a pixel must have for the event to be passed through. + + + + + Amount of the Image shown when the Image.type is set to Image.Type.Filled. + + + + + Whether or not to render the center of a Tiled or Sliced image. + + + + + Whether the Image should be filled clockwise (true) or counter-clockwise (false). + + + + + What type of fill method to use. + + + + + Controls the origin point of the Fill process. Value means different things with each fill method. + + + + + See ILayoutElement.flexibleHeight. + + + + + See ILayoutElement.flexibleWidth. + + + + + True if the sprite used has borders. + + + + + See ILayoutElement.layoutPriority. + + + + + The image's texture. (ReadOnly). + + + + + See ILayoutElement.minHeight. + + + + + See ILayoutElement.minWidth. + + + + + Set an override sprite to be used for rendering. + + + + + The number of pixels in the Image that correspond to one unit in world space. + + + + + See ILayoutElement.preferredHeight. + + + + + See ILayoutElement.preferredWidth. + + + + + Whether this image should preserve its Sprite aspect ratio. + + + + + The sprite that is used to render this image. + + + + + How the Image is draw. + + + + + See ILayoutElement.CalculateLayoutInputHorizontal. + + + + + See ILayoutElement.CalculateLayoutInputVertical. + + + + + Fill method to be used by the Image. + + + + + The Image will be filled Horizontally. + + + + + The Image will be filled Radially with the radial center in one of the edges. + + + + + The Image will be filled Radially with the radial center at the center. + + + + + The Image will be filled Radially with the radial center in one of the corners. + + + + + The Image will be filled Vertically. + + + + + See:ICanvasRaycastFilter. + + + + + + + Serialization Callback. + + + + + Serialization Callback. + + + + + Origin for the Image.FillMethod.Radial180. + + + + + Center of the radial at the center of the Bottom edge. + + + + + Center of the radial at the center of the Left edge. + + + + + Center of the radial at the center of the Right edge. + + + + + Center of the radial at the center of the Top edge. + + + + + One of the points of the Arc for the Image.FillMethod.Radial360. + + + + + Arc starting at the center of the Bottom edge. + + + + + Arc starting at the center of the Left edge. + + + + + Arc starting at the center of the Right edge. + + + + + Arc starting at the center of the Top edge. + + + + + Origin for the Image.FillMethod.Radial90. + + + + + Radial starting at the Bottom Left corner. + + + + + Radial starting at the Bottom Right corner. + + + + + Radial starting at the Top Left corner. + + + + + Radial starting at the Top Right corner. + + + + + Origin for the Image.FillMethod.Horizontal. + + + + + Origin at the Left side. + + + + + Origin at the Right side. + + + + + Origin for the Image.FillMethod.Vertical. + + + + + Origin at the Bottom edge. + + + + + Origin at the Top edge. + + + + + Adjusts the image size to make it pixel-perfect. + + + + + Image Type. + + + + + Display portion of the Image. + + + + + Displayes the full Image. + + + + + Displays the Image as a 9-sliced Image. + + + + + Displays the Image Tiling the central part of the Sprite. + + + + + Is this element a mask. + + + + + Return the RectTransform associated with this mask. + + + + + Is the mask enabled. + + + + + This element is capable of being masked out. + + + + + Recalculate masking for this element and all children elements. + + + + + Interface which allows for the modification of the Material used to render a Graphic before they are passed to the CanvasRenderer. + + + + + Perform material modification in this function. + + Configured Material. + + Modified material. + + + + + Interface which allows for the modification of verticies in a Graphic before they are passed to the CanvasRenderer. + + + + + Call used to modify mesh. + + + + + + Turn a simple label into a interactable input field. + + + + + The character used for password fields. + + + + + The blinking rate of the input caret, defined as the number of times the blink cycle occurs per second. + + + + + Current InputField caret position (also selection tail). + + + + + Current InputField selection head. + + + + + How many characters the input field is limited to. 0 = infinite. + + + + + The type of validation to perform on a character. + + + + + Specifies the type of the input text content. + + + + + The type of input expected. See InputField.InputType. + + + + + Does the InputField currently have focus and is able to process events. + + + + + They type of mobile keyboard that will be used. + + + + + The LineType used by the InputField. + + + + + If the input field supports multiple lines. + + + + + The Unity Event to call when editing has ended. + + + + + The function to call to validate the input characters. + + + + + Accessor to the OnChangeEvent. + + + + + Optional graphic to show when the InputField text is empty. +A placeholder graphic can be used to show subtle hints or make it more obvious that the control is an InputField. + + + + + The beginning point of the selection. + + + + + The color of the highlight to show which characters are selected. + + + + + The the end point of the selection. + + + + + Should the mobile keyboard input be hidden. + + + + + The current value of the input field. + + + + + The Text component that is going to be used to render the text to screen. + + + + + If the UI.InputField was canceled and will revert back to the original text upon DeactivateInputField. + + + + + Function to activate the InputField to begin processing Events. + + + + + Append a character to the input field. + + Character / string to append. + + + + Append a character to the input field. + + Character / string to append. + + + + The type of characters that are allowed to be added to the string. + + + + + Allows letters A-Z, a-z and numbers 0-9. + + + + + Allows decimal numbers (positive or negative). +Characters 0-9, . (dot), and - (dash / minus sign) are allowed. The dash is only allowed as the first character. Only one dot in the string is allowed. + + + + + Allows the characters that are allowed in an email address. + + + + + Allow whole numbers (positive or negative). + + + + + Only allow names and enforces capitalization. + + + + + No validation. Any input is valid. + + + + + Clamp the pos to be between 0 and the current text length. + + The position represenation to be clamped. + + + + Specifies the type of the input text content. + + + + + Allows letters A-Z, a-z and numbers 0-9. + + + + + Allows all input and performs auto-correction on platforms that support it. + + + + + Custom types that allows user-defined settings. + + + + + Allows decimal numbers (positive or negative). + + + + + The input is used for typing in an email address. + + + + + Allow whole numbers (positive or negative). + + + + + The InputField is used for typing in a name and enforces capitalization. + + + + + Allows all input and hides the typed characters by showing them as asterisks characters. + + + + + Allows integer numbers and hides the typed characters by showing them as asterisks characters. + + + + + Allows all input. + + + + + Function to deactivate the InputField to stop the processing of Events and send OnSubmit if not canceled. + + + + + The character that is under the mouse. + + Mouse position. + + Character index with in value. + + + + + See ICanvasElement.GraphicUpdateComplete. + + + + + Type of data expected by the input field. + + + + + The mobile autocorrect keyboard. + + + + + The mobile password keyboard. + + + + + The standard mobile keyboard. + + + + + Process the Event and perform the appropreate action for that key. + + The Event that is currently being processed. + + If we should continue processing events or we have hit an end condition. + + + + + See ICanvasElement.LayoutComplete. + + + + + The LineType is used to describe the behavior of the InputField. + + + + + Is a multiline InputField with vertical scrolling and overflow. Pressing the return key will insert a new line character. + + + + + Is a multiline InputField with vertical scrolling and overflow. Pressing the return key will submit. + + + + + Only allows 1 line to be entered. Has horizontal scrolling and no word wrap. Pressing enter will submit the InputField. + + + + + Move the caret index to end of text. + + Only move the selectionPosition. + + + + Move the caret index to start of text. + + Only move the selectionPosition. + + + + Capture the OnBeginDrag callback from the EventSystem and ensure we should listen to the drag events to follow. + + The data passed by the EventSystem. + + + + The callback sent anytime the Inputfield is updated. + + + + + What to do when the event system sends a Deselect Event. + + + + + + See MonoBehaviour.OnDisable. + + + + + What to do when the event system sends a Drag Event. + + + + + + Capture the OnEndDrag callback from the EventSystem and cancel the listening of drag events. + + The eventData sent by the EventSystem. + + + + Focus the input field initializing properties. + + + + + What to do when the event system sends a pointer click Event. + + + + + + What to do when the event system sends a pointer down Event. + + + + + + What to do when the event system sends a submit Event. + + + + + + What to do when the event system sends a Update selected Event. + + + + + + Custom validation callback. + + + + + + + + Helper function to allow separate events to be processed by the InputField. + + The Event to be processed. + + + + Rebuild the input fields geometry. (caret and highlight). + + + + + + Convert screen space into input field local space. + + + + + + Highlight the whole InputField. + + + + + Convenience function to make functionality to send the SubmitEvent easier. + + + + + Unity Event with a inputfield as a param. + + + + + Update the Text associated with this input field. + + + + + Predefined validation functionality for different characterValidation types. + + The whole text string to validate. + The position at which the current character is being inserted. + The character that is being inserted. + + The character that should be inserted. + + + + + Interface which allows for the modification of verticies in a Graphic before they are passed to the CanvasRenderer. + + + + + Call used to modify vertices. + + To modify. + + + + Add this component to a GameObject to make it into a layout element or override values on an existing layout element. + + + + + The extra relative height this layout element should be allocated if there is additional available space. + + + + + The extra relative width this layout element should be allocated if there is additional available space. + + + + + Should this RectTransform be ignored by the layout system? + + + + + Called by the layout system. + + + + + The minimum height this layout element may be allocated. + + + + + The minimum width this layout element may be allocated. + + + + + The preferred height this layout element should be allocated if there is sufficient space. + + + + + The preferred width this layout element should be allocated if there is sufficient space. + + + + + Called by the layout system. + + + + + Called by the layout system. + + + + + See MonoBehaviour.OnDisable. + + + + + Mark the LayoutElement as dirty. + + + + + Abstract base class to use for layout groups. + + + + + The alignment to use for the child layout elements in the layout group. + + + + + Called by the layout system. + + + + + Called by the layout system. + + + + + Called by the layout system. + + + + + Called by the layout system. + + + + + Called by the layout system. + + + + + The padding to add around the child layout elements. + + + + + Called by the layout system. + + + + + Called by the layout system. + + + + + Called by the layout system. + + + + + Called by the layout system. + + + + + Returns the calculated position of the first child layout element along the given axis. + + The axis index. 0 is horizontal and 1 is vertical. + The total space required on the given axis for all the layout elements including spacing and excluding padding. + + The position of the first child along the given axis. + + + + + The flexible size for the layout group on the given axis. + + The axis index. 0 is horizontal and 1 is vertical. + + The flexible size. + + + + + The min size for the layout group on the given axis. + + The axis index. 0 is horizontal and 1 is vertical. + + The min size. + + + + + The preferred size for the layout group on the given axis. + + The axis index. 0 is horizontal and 1 is vertical. + + The preferred size. + + + + + Callback for when properties have been changed by animation. + + + + + See MonoBehaviour.OnDisable. + + + + + Set the position and size of a child layout element along the given axis. + + The RectTransform of the child layout element. + The axis to set the position and size along. 0 is horizontal and 1 is vertical. + The position from the left side or top. + The size. + + + + Mark the LayoutGroup as dirty. + + + + + Called by the layout system. + + + + + Used to set the calculated layout properties for the given axis. + + The min size for the layout group. + The preferred size for the layout group. + The flexible size for the layout group. + The axis to set sizes for. 0 is horizontal and 1 is vertical. + + + + Called by the layout system. + + + + + Helper method used to set a given property if it has changed. + + A reference to the member value. + The new value. + + + + Wrapper class for managing layout rebuilding of CanvasElement. + + + + + See ICanvasElement. + + + + + Does the passed rebuilder point to the same CanvasElement. + + Other. + + Equal. + + + + + Forces an immediate rebuild of the layout element and child layout elements affected by the calculations. + + The layout element to perform the layout rebuild on. + + + + See ICanvasElement.GraphicUpdateComplete. + + + + + Has the native representation of this LayoutRebuilder been destroyed? + + + + + See ICanvasElement.LayoutComplete. + + + + + Mark the given RectTransform as needing it's layout to be recalculated during the next layout pass. + + Rect to rebuild. + + + + See ICanvasElement.Rebuild. + + + + + + Utility functions for querying layout elements for their minimum, preferred, and flexible sizes. + + + + + Returns the flexible height of the layout element. + + The RectTransform of the layout element to query. + + + + Returns the flexible size of the layout element. + + The RectTransform of the layout element to query. + The axis to query. This can be 0 or 1. + + + + Returns the flexible width of the layout element. + + The RectTransform of the layout element to query. + + + + Gets a calculated layout property for the layout element with the given RectTransform. + + The RectTransform of the layout element to get a property for. + The property to calculate. + The default value to use if no component on the layout element supplies the given property. + Optional out parameter to get the component that supplied the calculated value. + + The calculated value of the layout property. + + + + + Gets a calculated layout property for the layout element with the given RectTransform. + + The RectTransform of the layout element to get a property for. + The property to calculate. + The default value to use if no component on the layout element supplies the given property. + Optional out parameter to get the component that supplied the calculated value. + + The calculated value of the layout property. + + + + + Returns the minimum height of the layout element. + + The RectTransform of the layout element to query. + + + + Returns the minimum size of the layout element. + + The RectTransform of the layout element to query. + The axis to query. This can be 0 or 1. + + + + Returns the minimum width of the layout element. + + The RectTransform of the layout element to query. + + + + Returns the preferred height of the layout element. + + The RectTransform of the layout element to query. + + + + Returns the preferred size of the layout element. + + The RectTransform of the layout element to query. + The axis to query. This can be 0 or 1. + + + + Returns the preferred width of the layout element. + + The RectTransform of the layout element to query. + + + + A component for masking children elements. + + + + + The graphic associated with the Mask. + + + + + Cached RectTransform. + + + + + Show the graphic that is associated with the Mask render area. + + + + + See: IMaterialModifier. + + + + + + See:ICanvasRaycastFilter. + + + + + + + See:IMask. + + + + + See MonoBehaviour.OnDisable. + + + + + See:IGraphicEnabledDisabled. + + + + + A Graphic that is capable of being mased out. + + + + + Does this graphic allow masking. + + + + + Callback issued when culling changes. + + + + + See IClippable.Cull. + + + + + + + See IMaterialModifier.GetModifiedMaterial. + + + + + + See MonoBehaviour.OnDisable. + + + + + See: IMaskable. + + + + + See: IClippable.RecalculateClipping. + + + + + See: IMaskable.RecalculateMasking. + + + + + See IClippable.SetClipRect. + + + + + + + Mask related utility class. + + + + + Find a root Canvas. + + Search start. + + Canvas transform. + + + + + Find the correct RectMask2D for a given IClippable. + + Clippable to search from. + + + + Search for all RectMask2D that apply to the given RectMask2D (includes self). + + + + + + + Find the stencil depth for a given element. + + + + + + + Notify all IClippables under the given component that they need to recalculate clipping. + + + + + + Notify all IMaskable under the given component that they need to recalculate masking. + + + + + + Structure storing details related to navigation. + + + + + Return a Navigation with sensible default values. + + + + + Navitation mode. + + + + + Selectable to select on down. + + + + + Selectable to select on left. + + + + + Selectable to select on right. + + + + + Selectable to select on up. + + + + + Navigation mode. Used by Selectable. + + + + + Automatic navigation. + + + + + Explicit navigaion. + + + + + Horizontal Navigation. + + + + + No navigation. + + + + + Vertical navigation. + + + + + Adds an outline to a graphic using IVertexModifier. + + + + + An IVertexModifier which sets the raw vertex position into UV1 of the generated verts. + + + + + Displays a Texture2D for the UI System. + + + + + The RawImage's texture. (ReadOnly). + + + + + The RawImage's texture. + + + + + The RawImage texture coordinates. + + + + + Adjusts the raw image size to make it pixel-perfect. + + + + + A 2D rectangular mask that allows for clipping / masking of areas outside the mask. + + + + + Get the Rect for the mask in canvas space. + + + + + Get the RectTransform for the mask. + + + + + Add a [IClippable]] to be tracked by the mask. + + + + + + See:ICanvasRaycastFilter. + + + + + + + See: IClipper.PerformClipping. + + + + + Remove an IClippable from being tracked by the mask. + + + + + + A standard scrollbar with a variable sized handle that can be dragged between 0 and 1. + + + + + The direction of the scrollbar from minimum to maximum value. + + + + + The RectTransform to use for the handle. + + + + + The number of steps to use for the value. A value of 0 disables use of steps. + + + + + Handling for when the scrollbar value is changed. + + + + + The size of the scrollbar handle where 1 means it fills the entire scrollbar. + + + + + The current value of the scrollbar, between 0 and 1. + + + + + Coroutine function for handling continual press during OnPointerDown. + + + + + + Setting that indicates one of four directions. + + + + + From bottom to top. + + + + + From left to right. + + + + + From right to left. + + + + + From top to bottom. + + + + + See member in base class. + + + + + See member in base class. + + + + + See member in base class. + + + + + See member in base class. + + + + + See ICanvasElement.GraphicUpdateComplete. + + + + + See ICanvasElement.LayoutComplete. + + + + + Handling for when the scrollbar value is begin being dragged. + + + + + + See MonoBehaviour.OnDisable. + + + + + Handling for when the scrollbar value is dragged. + + + + + + See: IInitializePotentialDragHandler.OnInitializePotentialDrag. + + + + + + Handling for movement events. + + + + + + Handling for when the canvas is rebuilt. + + + + + + UnityEvent callback for when a scrollbar is scrolled. + + + + + Set the direction of the scrollbar, optionally setting the layout as well. + + The direction of the scrollbar. + Should the layout be flipped together with the direction? + + + + A component for making a child RectTransform scroll. + + + + + The content that can be scrolled. It should be a child of the GameObject with ScrollRect on it. + + + + + The rate at which movement slows down. + + + + + The amount of elasticity to use when the content moves beyond the scroll rect. + + + + + Called by the layout system. + + + + + Called by the layout system. + + + + + Should horizontal scrolling be enabled? + + + + + The horizontal scroll position as a value between 0 and 1, with 0 being at the left. + + + + + Optional Scrollbar object linked to the horizontal scrolling of the ScrollRect. + + + + + The space between the scrollbar and the viewport. + + + + + The mode of visibility for the horizontal scrollbar. + + + + + Should movement inertia be enabled? + + + + + Called by the layout system. + + + + + Called by the layout system. + + + + + Called by the layout system. + + + + + The behavior to use when the content moves beyond the scroll rect. + + + + + The scroll position as a Vector2 between (0,0) and (1,1) with (0,0) being the lower left corner. + + + + + Callback executed when the scroll position of the slider is changed. + + + + + Called by the layout system. + + + + + Called by the layout system. + + + + + The sensitivity to scroll wheel and track pad scroll events. + + + + + The current velocity of the content. + + + + + Should vertical scrolling be enabled? + + + + + The vertical scroll position as a value between 0 and 1, with 0 being at the bottom. + + + + + Optional Scrollbar object linked to the vertical scrolling of the ScrollRect. + + + + + The space between the scrollbar and the viewport. + + + + + The mode of visibility for the vertical scrollbar. + + + + + Reference to the viewport RectTransform that is the parent of the content RectTransform. + + + + + Called by the layout system. + + + + + Called by the layout system. + + + + + See ICanvasElement.GraphicUpdateComplete. + + + + + See member in base class. + + + + + See ICanvasElement.LayoutComplete. + + + + + A setting for which behavior to use when content moves beyond the confines of its container. + + + + + Clamped movement. The content can not be moved beyond its container. + + + + + Elastic movement. The content is allowed to temporarily move beyond the container, but is pulled back elastically. + + + + + Unrestricted movement. The content can move forever. + + + + + Handling for when the content is beging being dragged. + + + + + + See MonoBehaviour.OnDisable. + + + + + Handling for when the content is dragged. + + + + + + Handling for when the content has finished being dragged. + + + + + + See: IInitializePotentialDragHandler.OnInitializePotentialDrag. + + + + + + See IScrollHandler.OnScroll. + + + + + + Rebuilds the scroll rect data after initialization. + + The current step of the rendering CanvasUpdate cycle. + + + + Enum for which behavior to use for scrollbar visibility. + + + + + Automatically hide the scrollbar when no scrolling is needed on this axis. The viewport rect will not be changed. + + + + + Automatically hide the scrollbar when no scrolling is needed on this axis, and expand the viewport rect accordingly. + + + + + Always show the scrollbar. + + + + + Event type used by the ScrollRect. + + + + + Sets the anchored position of the content. + + + + + + Override to alter or add to the code that keeps the appearance of the scroll rect synced with its data. + + + + + Override to alter or add to the code that caches data to avoid repeated heavy operations. + + + + + Called by the layout system. + + + + + Called by the layout system. + + + + + Sets the velocity to zero on both axes so the content stops moving. + + + + + Simple selectable object - derived from to create a selectable control. + + + + + List of all the selectable objects currently active in the scene. + + + + + The AnimationTriggers for this selectable object. + + + + + Convenience function to get the Animator component on the GameObject. + + + + + The ColorBlock for this selectable object. + + + + + Convenience function that converts the referenced Graphic to a Image, if possible. + + + + + UI.Selectable.interactable. + + + + + The Navigation setting for this selectable object. + + + + + The SpriteState for this selectable object. + + + + + Graphic that will be transitioned upon. + + + + + The type of transition that will be applied to the targetGraphic when the state changes. + + + + + Transition the Selectable to the entered state. + + State to transition to. + Should the transition occur instantly. + + + + Finds the selectable object next to this one. + + The direction in which to search for a neighbouring Selectable object. + + The neighbouring Selectable object. Null if none found. + + + + + Find the selectable object below this one. + + + The Selectable object below current. + + + + + Find the selectable object to the left of this one. + + + The Selectable object to the left of current. + + + + + Find the selectable object to the right of this one. + + + The Selectable object to the right of current. + + + + + Find the selectable object above this one. + + + The Selectable object above current. + + + + + Clear any internal state from the Selectable (used when disabling). + + + + + Is the selectable currently 'highlighted'. + + + + + + UI.Selectable.IsInteractable. + + + + + Unset selection and transition to appropriate state. + + The eventData usually sent by the EventSystem. + + + + See MonoBehaviour.OnDisable. + + + + + Determine in which of the 4 move directions the next selectable object should be found. + + The EventData usually sent by the EventSystem. + + + + Evaluate current state and transition to pressed state. + + The EventData usually sent by the EventSystem. + + + + Evaluate current state and transition to appropriate state. + + The EventData usually sent by the EventSystem. + + + + Evaluate current state and transition to normal state. + + The EventData usually sent by the EventSystem. + + + + Evaluate eventData and transition to appropriate state. + + The EventData usually sent by the EventSystem. + + + + Set selection and transition to appropriate state. + + The EventData usually sent by the EventSystem. + + + + Selects this Selectable. + + + + + Transition mode for a Selectable. + + + + + Use an animation transition. + + + + + Use an color tint transition. + + + + + No Transition. + + + + + Use a sprite swap transition. + + + + + Internally update the selection state of the Selectable. + + + + + + Adds an outline to a graphic using IVertexModifier. + + + + + Color for the effect. + + + + + How far is the shadow from the graphic. + + + + + Should the shadow inherit the alpha from the graphic? + + + + + Duplicate vertices from start to end and turn them into shadows with the given offset. + + Verts List. + Shadow Color. + Start Index. + End Index. + Shadow x offset. + Shadow y offset. + + + + See: IMeshModifier. + + + + + A standard slider that can be moved between a minimum and maximum value. + + + + + The direction of the slider, from minimum to maximum value. + + + + + Optional RectTransform to use as fill for the slider. + + + + + Optional RectTransform to use as a handle for the slider. + + + + + The maximum allowed value of the slider. + + + + + The minimum allowed value of the slider. + + + + + The current value of the slider normalized into a value between 0 and 1. + + + + + Callback executed when the value of the slider is changed. + + + + + The current value of the slider. + + + + + Should the value only be allowed to be whole numbers? + + + + + Setting that indicates one of four directions. + + + + + From bottom to top. + + + + + From left to right. + + + + + From right to left. + + + + + From top to bottom. + + + + + See member in base class. + + + + + See member in base class. + + + + + See member in base class. + + + + + See member in base class. + + + + + See ICanvasElement.GraphicUpdateComplete. + + + + + See ICanvasElement.LayoutComplete. + + + + + See MonoBehaviour.OnDisable. + + + + + Handling for when the slider is dragged. + + + + + + See: IInitializePotentialDragHandler.OnInitializePotentialDrag. + + + + + + Handling for movement events. + + + + + + Handling for when the canvas is rebuilt. + + + + + + Set the value of the slider. + + The new value for the slider. + If the OnValueChanged callback should be invoked. + + + + Sets the direction of this slider, optionally changing the layout as well. + + The direction of the slider. + Should the layout be flipped together with the slider direction? + + + + Event type used by the Slider. + + + + + Structure to store the state of a sprite transition on a Selectable. + + + + + Disabled sprite. + + + + + Highlighted sprite. + + + + + Pressed sprite. + + + + + The default Graphic to draw font data to screen. + + + + + The positioning of the text reliative to its RectTransform. + + + + + The cached TextGenerator used when generating visible Text. + + + + + The cached TextGenerator used when determine Layout. + + + + + Called by the layout system. + + + + + Called by the layout system. + + + + + The Font used by the text. + + + + + The size that the Font should render at. + + + + + FontStyle used by the text. + + + + + Horizontal overflow mode. + + + + + Called by the layout system. + + + + + Line spacing, specified as a factor of font line height. A value of 1 will produce normal line spacing. + + + + + The Texture that comes from the Font. + + + + + Called by the layout system. + + + + + Called by the layout system. + + + + + (Read Only) Provides information about how fonts are scale to the screen. + + + + + Called by the layout system. + + + + + Called by the layout system. + + + + + Should the text be allowed to auto resized. + + + + + The maximum size the text is allowed to be. 1 = infinitly large. + + + + + The minimum size the text is allowed to be. + + + + + Whether this Text will support rich text. + + + + + The string value this text will display. + + + + + Vertical overflow mode. + + + + + Called by the layout system. + + + + + Called by the layout system. + + + + + Called by the [FontUpdateTracker] when the texture associated with a font is modified. + + + + + Convenience function to populate the generation setting for the text. + + The extents the text can draw in. + + Generated settings. + + + + + Convenience function to determine the vector offset of the anchor. + + + + + + See MonoBehaviour.OnDisable. + + + + + A standard toggle that has an on / off state. + + + + + Graphic affected by the toggle. + + + + + Group the toggle belongs to. + + + + + Is the toggle on. + + + + + Callback executed when the value of the toggle is changed. + + + + + Transition mode for the toggle. + + + + + See ICanvasElement.GraphicUpdateComplete. + + + + + See ICanvasElement.LayoutComplete. + + + + + See MonoBehaviour.OnDisable. + + + + + Handling for when the toggle is 'clicked'. + + Current event. + + + + Handling for when the submit key is pressed. + + Current event. + + + + Handling for when the canvas is rebuilt. + + + + + + UnityEvent callback for when a toggle is toggled. + + + + + Display settings for when a toggle is activated or deactivated. + + + + + Fade the toggle in / out. + + + + + Show / hide the toggle instantly. + + + + + A component that represents a group of Toggles. + + + + + Is it allowed that no toggle is switched on? + + + + + Returns the toggles in this group that are active. + + + The active toggles in the group. + + + + + Are any of the toggles on? + + + + + Notify the group that the given toggle is enabled. + + + + + + Register a toggle with the group. + + To register. + + + + Switch all toggles off. + + + + + Toggle to unregister. + + Unregister toggle. + + + + A utility class that can aid in the generation of meshes for the UI. + + + + + Get the number of indices set on the VertexHelper. + + + + + Current number of vertices in the buffer. + + + + + Add a triangle to the buffer. + + Index 0. + Index 1. + Index 2. + + + + Add a quad to the stream. + + 4 Vertices representing the quad. + + + + Add a stream of custom UIVertex and corrisponding indices. + + The custom stream of verts to add to the helpers internal data. + The custom stream of indices to add to the helpers internal data. + + + + + Add a list of triangles to the stream. + + Vertices to add. Length should be divisible by 3. + + + + Add a single vertex to the stream. + + + + + + + + + + + + Add a single vertex to the stream. + + + + + + + + + + + + Add a single vertex to the stream. + + + + + + + + + + + + Clear all vertices from the stream. + + + + + Cleanup allocated memory. + + + + + Fill the given mesh with the stream data. + + + + + + Create a stream of UI vertex (in triangles) from the stream. + + + + + + Fill a UIVertex with data from index i of the stream. + + Vertex to populate. + Index to populate from. + + + + Set a UIVertex at the given index. + + + + + + + Layout child layout elements below each other. + + + + + Called by the layout system. + + + + + Called by the layout system. + + + + + Called by the layout system. + + + + + Called by the layout system. + + + + diff --git a/Tesselate Skbox/Library/UnityAssemblies/UnityEngine.xml b/Tesselate Skbox/Library/UnityAssemblies/UnityEngine.xml new file mode 100644 index 00000000..5e474256 --- /dev/null +++ b/Tesselate Skbox/Library/UnityAssemblies/UnityEngine.xml @@ -0,0 +1,42872 @@ + + + + + UnityEngine + + + + Structure describing acceleration status of the device. + + + + + Value of acceleration. + + + + + Amount of time passed since last accelerometer measurement. + + + + + The AddComponentMenu attribute allows you to place a script anywhere in the "Component" menu, instead of just the "Component->Scripts" menu. + + + + + The order of the component in the component menu (lower is higher to the top). + + + + + Add an item in the Component menu. + + The path to the component. + Where in the component menu to add the new item. + + + + Add an item in the Component menu. + + The path to the component. + Where in the component menu to add the new item. + + + + Editor API for the Unity Connect editor feature. Normally UnityAds is enabled from the Connect window, but if writing your own editor extension, this API can be used. + + + + + Global boolean for enabling or disabling the advertisement feature. + + + + + Controls if the advertisement system should be initialized immediately on startup. + + + + + Controls if testing advertisements are used instead of production advertisements. + + + + + Gets the game identifier specified for a runtime platform. + + + + The platform specific game identifier. + + + + + Returns if a specific platform is enabled. + + + + Boolean for the platform. + + + + + Sets the game identifier for the specified platform. + + + + + + + Enable the specific platform. + + + + + + + Parent class for all joints that have anchor points. + + + + + The joint's anchor point on the object that has the joint component. + + + + + The joint's anchor point on the second object (ie, the one which doesn't have the joint component). + + + + + ActivityIndicator Style (Android Specific). + + + + + Do not show ActivityIndicator. + + + + + Large Inversed (android.R.attr.progressBarStyleLargeInverse). + + + + + Small Inversed (android.R.attr.progressBarStyleSmallInverse). + + + + + Large (android.R.attr.progressBarStyleLarge). + + + + + Small (android.R.attr.progressBarStyleSmall). + + + + + AndroidInput provides support for off-screen touch input, such as a touchpad. + + + + + Property indicating whether the system provides secondary touch input. + + + + + Property indicating the height of the secondary touchpad. + + + + + Property indicating the width of the secondary touchpad. + + + + + Number of secondary touches. Guaranteed not to change throughout the frame. (Read Only). + + + + + Returns object representing status of a specific touch on a secondary touchpad (Does not allocate temporary variables). + + + + + + AndroidJavaClass is the Unity representation of a generic instance of java.lang.Class. + + + + + Construct an AndroidJavaClass from the class name. + + Specifies the Java class name (e.g. <tt>java.lang.String</tt>). + + + + AndroidJavaObject is the Unity representation of a generic instance of java.lang.Object. + + + + + Calls a Java method on an object (non-static). + + Specifies which method to call. + An array of parameters passed to the method. + + + + Call a Java method on an object. + + Specifies which method to call. + An array of parameters passed to the method. + + + + Call a static Java method on a class. + + Specifies which method to call. + An array of parameters passed to the method. + + + + Call a static Java method on a class. + + Specifies which method to call. + An array of parameters passed to the method. + + + + Construct an AndroidJavaObject based on the name of the class. + + Specifies the Java class name (e.g. "<tt>java.lang.String<tt>" or "<tt>javalangString<tt>"). + An array of parameters passed to the constructor. + + + + IDisposable callback. + + + + + Get the value of a field in an object (non-static). + + The name of the field (e.g. int counter; would have fieldName = "counter"). + + + + Retrieve the raw jclass pointer to the Java class. + + + + + Retrieve the raw jobject pointer to the Java object. + + + + + Get the value of a static field in an object type. + + The name of the field (e.g. <i>int counter;</i> would have fieldName = "counter"). + + + + Set the value of a field in an object (non-static). + + The name of the field (e.g. int counter; would have fieldName = "counter"). + The value to assign to the field. It has to match the field type. + + + + Set the value of a static field in an object type. + + The name of the field (e.g. int counter; would have fieldName = "counter"). + The value to assign to the field. It has to match the field type. + + + + This class can be used to implement any java interface. Any java vm method invocation matching the interface on the proxy object will automatically be passed to the c# implementation. + + + + + Java interface implemented by the proxy. + + + + + + + Java interface to be implemented by the proxy. + + + + + + Java interface to be implemented by the proxy. + + + + Called by the java vm whenever a method is invoked on the java proxy interface. You can override this to run special code on method invokation, or you can leave the implementation as is, and leave the default behavior which is to look for c# methods matching the signature of the java method. + + Name of the invoked java method. + Arguments passed from the java vm - converted into AndroidJavaObject, AndroidJavaClass or a primitive. + Arguments passed from the java vm - all objects are represented by AndroidJavaObject, int for instance is represented by a java.lang.Integer object. + + + + Called by the java vm whenever a method is invoked on the java proxy interface. You can override this to run special code on method invokation, or you can leave the implementation as is, and leave the default behavior which is to look for c# methods matching the signature of the java method. + + Name of the invoked java method. + Arguments passed from the java vm - converted into AndroidJavaObject, AndroidJavaClass or a primitive. + Arguments passed from the java vm - all objects are represented by AndroidJavaObject, int for instance is represented by a java.lang.Integer object. + + + + AndroidJavaRunnable is the Unity representation of a java.lang.Runnable object. + + + + + 'Raw' JNI interface to Android Dalvik (Java) VM from Mono (CS/JS). + + + + + Allocates a new Java object without invoking any of the constructors for the object. + + + + + + Attaches the current thread to a Java (Dalvik) VM. + + + + + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Deletes the global reference pointed to by <tt>obj</tt>. + + + + + + Deletes the local reference pointed to by <tt>obj</tt>. + + + + + + Detaches the current thread from a Java (Dalvik) VM. + + + + + Ensures that at least a given number of local references can be created in the current thread. + + + + + + Clears any exception that is currently being thrown. + + + + + Prints an exception and a backtrace of the stack to the <tt>logcat</tt> + + + + + Determines if an exception is being thrown. + + + + + Raises a fatal error and does not expect the VM to recover. This function does not return. + + + + + + This function loads a locally-defined class. + + + + + + Convert a Java array of <tt>boolean</tt> to a managed array of System.Boolean. + + + + + + Convert a Java array of <tt>byte</tt> to a managed array of System.Byte. + + + + + + Convert a Java array of <tt>char</tt> to a managed array of System.Char. + + + + + + Convert a Java array of <tt>double</tt> to a managed array of System.Double. + + + + + + Convert a Java array of <tt>float</tt> to a managed array of System.Single. + + + + + + Convert a Java array of <tt>int</tt> to a managed array of System.Int32. + + + + + + Convert a Java array of <tt>long</tt> to a managed array of System.Int64. + + + + + + Convert a Java array of <tt>java.lang.Object</tt> to a managed array of System.IntPtr, representing Java objects. + + + + + + Converts a <tt>java.lang.reflect.Field</tt> to a field ID. + + + + + + Converts a <tt>java.lang.reflect.Method<tt> or <tt>java.lang.reflect.Constructor<tt> object to a method ID. + + + + + + Convert a Java array of <tt>short</tt> to a managed array of System.Int16. + + + + + + Returns the number of elements in the array. + + + + + + Returns the value of one element of a primitive array. + + + + + + + This function returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns the value of one element of a primitive array. + + + + + + + This function returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns the value of one element of a primitive array. + + + + + + + This function returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns the value of one element of a primitive array. + + + + + + + This function returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns the field ID for an instance (nonstatic) field of a class. + + + + + + + + Returns the value of one element of a primitive array. + + + + + + + This function returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns the value of one element of a primitive array. + + + + + + + This function returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns the value of one element of a primitive array. + + + + + + + This function returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns the method ID for an instance (nonstatic) method of a class or interface. + + + + + + + + Returns an element of an <tt>Object</tt> array. + + + + + + + Returns the class of an object. + + + + + + This function returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns the value of one element of a primitive array. + + + + + + + This function returns the value of an instance (nonstatic) field of an object. + + + + + + + This function returns the value of a static field of an object. + + + + + + + This function returns the value of a static field of an object. + + + + + + + This function returns the value of a static field of an object. + + + + + + + This function returns the value of a static field of an object. + + + + + + + Returns the field ID for a static field of a class. + + + + + + + + This function returns the value of a static field of an object. + + + + + + + This function returns the value of a static field of an object. + + + + + + + This function returns the value of a static field of an object. + + + + + + + Returns the method ID for a static method of a class. + + + + + + + + This function returns the value of a static field of an object. + + + + + + + This function returns the value of a static field of an object. + + + + + + + This function returns the value of a static field of an object. + + + + + + + This function returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns a managed string object representing the string in modified UTF-8 encoding. + + + + + + Returns the length in bytes of the modified UTF-8 representation of a string. + + + + + + If <tt>clazz<tt> represents any class other than the class <tt>Object<tt>, then this function returns the object that represents the superclass of the class specified by <tt>clazz</tt>. + + + + + + Returns the version of the native method interface. + + + + + Determines whether an object of <tt>clazz1<tt> can be safely cast to <tt>clazz2<tt>. + + + + + + + Tests whether an object is an instance of a class. + + + + + + + Tests whether two references refer to the same Java object. + + + + + + + Construct a new primitive array object. + + + + + + Construct a new primitive array object. + + + + + + Construct a new primitive array object. + + + + + + Construct a new primitive array object. + + + + + + Construct a new primitive array object. + + + + + + Creates a new global reference to the object referred to by the <tt>obj</tt> argument. + + + + + + Construct a new primitive array object. + + + + + + Creates a new local reference that refers to the same object as <tt>obj</tt>. + + + + + + Construct a new primitive array object. + + + + + + Constructs a new Java object. The method ID indicates which constructor method to invoke. This ID must be obtained by calling GetMethodID() with <init> as the method name and void (V) as the return type. + + + + + + + + Constructs a new array holding objects in class <tt>clazz<tt>. All elements are initially set to <tt>obj<tt>. + + + + + + + + Construct a new primitive array object. + + + + + + Constructs a new <tt>java.lang.String</tt> object from an array of characters in modified UTF-8 encoding. + + + + + + Pops off the current local reference frame, frees all the local references, and returns a local reference in the previous local reference frame for the given <tt>result</tt> object. + + + + + + Creates a new local reference frame, in which at least a given number of local references can be created. + + + + + + Sets the value of one element in a primitive array. + + + + + + + + This function sets the value of an instance (nonstatic) field of an object. + + + + + + + + Sets the value of one element in a primitive array. + + + + + + + + This function sets the value of an instance (nonstatic) field of an object. + + + + + + + + Sets the value of one element in a primitive array. + + + + + + + + This function sets the value of an instance (nonstatic) field of an object. + + + + + + + + Sets the value of one element in a primitive array. + + + + + + + + This function sets the value of an instance (nonstatic) field of an object. + + + + + + + + Sets the value of one element in a primitive array. + + + + + + + + This function sets the value of an instance (nonstatic) field of an object. + + + + + + + + Sets the value of one element in a primitive array. + + + + + + + + This function sets the value of an instance (nonstatic) field of an object. + + + + + + + + Sets the value of one element in a primitive array. + + + + + + + + This function sets the value of an instance (nonstatic) field of an object. + + + + + + + + Sets an element of an <tt>Object</tt> array. + + + + + + + + This function sets the value of an instance (nonstatic) field of an object. + + + + + + + + Sets the value of one element in a primitive array. + + + + + + + + This function sets the value of an instance (nonstatic) field of an object. + + + + + + + + This function ets the value of a static field of an object. + + + + + + + + This function ets the value of a static field of an object. + + + + + + + + This function ets the value of a static field of an object. + + + + + + + + This function ets the value of a static field of an object. + + + + + + + + This function ets the value of a static field of an object. + + + + + + + + This function ets the value of a static field of an object. + + + + + + + + This function ets the value of a static field of an object. + + + + + + + + This function ets the value of a static field of an object. + + + + + + + + This function ets the value of a static field of an object. + + + + + + + + This function ets the value of a static field of an object. + + + + + + + + This function sets the value of an instance (nonstatic) field of an object. + + + + + + + + Causes a <tt>java.lang.Throwable</tt> object to be thrown. + + + + + + Constructs an exception object from the specified class with the <tt>message</tt> specified by message and causes that exception to be thrown. + + + + + + + Convert a managed array of System.Boolean to a Java array of <tt>boolean</tt>. + + + + + + Convert a managed array of System.Byte to a Java array of <tt>byte</tt>. + + + + + + Convert a managed array of System.Char to a Java array of <tt>char</tt>. + + + + + + Convert a managed array of System.Double to a Java array of <tt>double</tt>. + + + + + + Convert a managed array of System.Single to a Java array of <tt>float</tt>. + + + + + + Convert a managed array of System.Int32 to a Java array of <tt>int</tt>. + + + + + + Convert a managed array of System.Int64 to a Java array of <tt>long</tt>. + + + + + + Convert a managed array of System.IntPtr, representing Java objects, to a Java array of <tt>java.lang.Object</tt>. + + + + + + Converts a field ID derived from cls to a <tt>java.lang.reflect.Field</tt> object. + + + + + + + + Converts a method ID derived from clazz to a <tt>java.lang.reflect.Method<tt> or <tt>java.lang.reflect.Constructor<tt> object. + + + + + + + + Convert a managed array of System.Int16 to a Java array of <tt>short</tt>. + + + + + + Helper interface for JNI interaction; signature creation and method lookups. + + + + + Set debug to true to log calls through the AndroidJNIHelper. + + + + + Creates a managed array from a Java array. + + Java array object to be converted into a managed array. + + + + Creates a Java array from a managed array. + + Managed array to be converted into a Java array object. + + + + Creates a java proxy object which connects to the supplied proxy implementation. + + An implementatinon of a java interface in c#. + + + + Creates a UnityJavaRunnable object (implements java.lang.Runnable). + + A delegate representing the java.lang.Runnable. + + + + + Creates the parameter array to be used as argument list when invoking Java code through CallMethod() in AndroidJNI. + + An array of objects that should be converted to Call parameters. + + + + Deletes any local jni references previously allocated by CreateJNIArgArray(). + + The array of arguments used as a parameter to CreateJNIArgArray(). + The array returned by CreateJNIArgArray(). + + + + Scans a particular Java class for a constructor method matching a signature. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Constructor method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + + + + Scans a particular Java class for a constructor method matching a signature. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Constructor method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + + + + Get a JNI method ID for a constructor based on calling arguments. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Array with parameters to be passed to the constructor when invoked. + + + + + Scans a particular Java class for a field matching a name and a signature. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the field as declared in Java. + Field signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + Set to <tt>true<tt> for static fields; <tt>false<tt> for instance (nonstatic) fields. + + + + Scans a particular Java class for a field matching a name and a signature. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the field as declared in Java. + Field signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + Set to <tt>true<tt> for static fields; <tt>false<tt> for instance (nonstatic) fields. + + + + Scans a particular Java class for a field matching a name and a signature. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the field as declared in Java. + Field signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + Set to <tt>true<tt> for static fields; <tt>false<tt> for instance (nonstatic) fields. + + + + Get a JNI field ID based on type detection. Generic parameter represents the field type. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the field as declared in Java. + Set to <tt>true<tt> for static fields; <tt>false<tt> for instance (nonstatic) fields. + + + + + Scans a particular Java class for a method matching a name and a signature. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the method as declared in Java. + Method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. + + + + Scans a particular Java class for a method matching a name and a signature. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the method as declared in Java. + Method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. + + + + Scans a particular Java class for a method matching a name and a signature. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the method as declared in Java. + Method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. + + + + Get a JNI method ID based on calling arguments. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the method as declared in Java. + Array with parameters to be passed to the method when invoked. + Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. + + + + + Get a JNI method ID based on calling arguments. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the method as declared in Java. + Array with parameters to be passed to the method when invoked. + Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. + + + + + Creates the JNI signature string for particular object type. + + Object for which a signature is to be produced. + + + + Creates the JNI signature string for an object parameter list. + + Array of object for which a signature is to be produced. + + + + Creates the JNI signature string for an object parameter list. + + Array of object for which a signature is to be produced. + + + + The animation component is used to play back animations. + + + + + When turned on, Unity might stop animating if it thinks that the results of the animation won't be visible to the user. + + + + + When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies. + + + + + The default animation. + + + + + Controls culling of this Animation component. + + + + + Are we playing any animations? + + + + + AABB of this Animation animation component in local space. + + + + + Should the default animation clip (the Animation.clip property) automatically start playing on startup? + + + + + How should time beyond the playback range of the clip be treated? + + + + + Adds a clip to the animation with name newName. + + + + + + + Adds clip to the only play between firstFrame and lastFrame. The new clip will also be added to the animation with name newName. + + Should an extra frame be inserted at the end that matches the first frame? Turn this on if you are making a looping animation. + + + + + + + + Adds clip to the only play between firstFrame and lastFrame. The new clip will also be added to the animation with name newName. + + Should an extra frame be inserted at the end that matches the first frame? Turn this on if you are making a looping animation. + + + + + + + + Blends the animation named animation towards targetWeight over the next time seconds. + + + + + + + + Blends the animation named animation towards targetWeight over the next time seconds. + + + + + + + + Blends the animation named animation towards targetWeight over the next time seconds. + + + + + + + + Fades the animation with name animation in over a period of time seconds and fades other animations out. + + + + + + + + Fades the animation with name animation in over a period of time seconds and fades other animations out. + + + + + + + + Fades the animation with name animation in over a period of time seconds and fades other animations out. + + + + + + + + Cross fades an animation after previous animations has finished playing. + + + + + + + + + Cross fades an animation after previous animations has finished playing. + + + + + + + + + Cross fades an animation after previous animations has finished playing. + + + + + + + + + Cross fades an animation after previous animations has finished playing. + + + + + + + + + Get the number of clips currently assigned to this animation. + + + + + Is the animation named name playing? + + + + + + Plays an animation without any blending. + + + + + + + Plays an animation without any blending. + + + + + + + Plays an animation without any blending. + + + + + + + Plays an animation without any blending. + + + + + + + Plays an animation after previous animations has finished playing. + + + + + + + + Plays an animation after previous animations has finished playing. + + + + + + + + Plays an animation after previous animations has finished playing. + + + + + + + + Remove clip from the animation list. + + + + + + Remove clip from the animation list. + + + + + + Rewinds the animation named name. + + + + + + Rewinds all animations. + + + + + Samples animations at the current state. + + + + + Stops all playing animations that were started with this Animation. + + + + + Stops an animation named name. + + + + + + Returns the animation state named name. + + + + + Used by Animation.Play function. + + + + + Animations will be added. + + + + + Animations will be blended. + + + + + Stores keyframe based animations. + + + + + Animation Events for this animation clip. + + + + + Frame rate at which keyframes are sampled. (Read Only) + + + + + Returns true if the animation contains curve that drives a humanoid rig. + + + + + Set to true if the AnimationClip will be used with the Legacy Animation component ( instead of the Animator ). + + + + + Animation length in seconds. (Read Only) + + + + + AABB of this Animation Clip in local space of Animation component that it is attached too. + + + + + Sets the default wrap mode used in the animation state. + + + + + Adds an animation event to the clip. + + AnimationEvent to add. + + + + Clears all curves from the clip. + + + + + Creates a new animation clip. + + + + + In order to insure better interpolation of quaternions, call this function after you are finished setting animation curves. + + + + + Samples an animation at a given time for any animated properties. + + The animated game object. + The time to sample an animation. + + + + Assigns the curve to animate a specific property. + + Path to the game object this curve applies to. relativePath is formatted similar to a pathname, e.g. "rootspineleftArm". +If relativePath is empty it refers to the game object the animation clip is attached to. + The class type of the component that is animated. + The name or path to the property being animated. + The animation curve. + + + + This class defines a pair of clips used by AnimatorOverrideController. + + + + + The original clip from the controller. + + + + + The override animation clip. + + + + + This enum controlls culling of Animation component. + + + + + Animation culling is disabled - object is animated even when offscreen. + + + + + Animation is disabled when renderers are not visible. + + + + + A collection of curves form an AnimationClip. + + + + + All keys defined in the animation curve. + + + + + The number of keys in the curve. (Read Only) + + + + + The behaviour of the animation after the last keyframe. + + + + + The behaviour of the animation before the first keyframe. + + + + + Add a new key to the curve. + + The time at which to add the key (horizontal axis in the curve graph). + The value for the key (vertical axis in the curve graph). + + The index of the added key, or -1 if the key could not be added. + + + + + Add a new key to the curve. + + The key to add to the curve. + + The index of the added key, or -1 if the key could not be added. + + + + + Creates an animation curve from arbitrary number of keyframes. + + + + + + Creates an empty animation curve. + + + + + Creates an ease-in and out curve starting at timeStart, valueStart and ending at timeEnd, valueEnd. + + The start time for the ease curve. + The start value for the ease curve. + The end time for the ease curve. + The end value for the ease curve. + + The ease-in and out curve generated from the specified values. + + + + + Evaluate the curve at time. + + The time within the curve you want to evaluate (the horizontal axis in the curve graph). + + The value of the curve, at the point in time specified. + + + + + A straight Line starting at timeStart, valueStart and ending at timeEnd, valueEnd. + + The start time for the linear curve. + The start value for the linear curve. + The end time for the linear curve. + The end value for the linear curve. + + The (straight) curve created from the values specified. + + + + + Removes the keyframe at index and inserts key. + + The index of the key to move. + The key (with its new time) to insert. + + The index of the keyframe after moving it. + + + + + Removes a key. + + The index of the key to remove. + + + + Smooth the in and out tangents of the keyframe at index. + + The index of the keyframe to be smoothed. + The smoothing weight to apply to the keyframe's tangents. + + + + Retrieves the key at index. (Read Only) + + + + + AnimationEvent lets you call a script function similar to SendMessage as part of playing back an animation. + + + + + The animation state that fired this event (Read Only). + + + + + The animator clip info related to this event (Read Only). + + + + + The animator state info related to this event (Read Only). + + + + + Float parameter that is stored in the event and will be sent to the function. + + + + + The name of the function that will be called. + + + + + Int parameter that is stored in the event and will be sent to the function. + + + + + Returns true if this Animation event has been fired by an Animator component. + + + + + Returns true if this Animation event has been fired by an Animation component. + + + + + Function call options. + + + + + Object reference parameter that is stored in the event and will be sent to the function. + + + + + String parameter that is stored in the event and will be sent to the function. + + + + + The time at which the event will be fired off. + + + + + Creates a new animation event. + + + + + Information about what animation clips is played and its weight. + + + + + Animation clip that is played. + + + + + The weight of the animation clip. + + + + + The AnimationState gives full control over animation blending. + + + + + Which blend mode should be used? + + + + + The clip that is being played by this animation state. + + + + + Enables / disables the animation. + + + + + The length of the animation clip in seconds. + + + + + The name of the animation. + + + + + The normalized playback speed. + + + + + The normalized time of the animation. + + + + + The playback speed of the animation. 1 is normal playback speed. + + + + + The current time of the animation. + + + + + The weight of animation. + + + + + Wrapping mode of the animation. + + + + + Adds a transform which should be animated. This allows you to reduce the number of animations you have to create. + + + + + + + Adds a transform which should be animated. This allows you to reduce the number of animations you have to create. + + + + + + + Removes a transform which should be animated. + + + + + + Interface to control the Mecanim animation system. + + + + + Gets the avatar angular velocity for the last evaluated frame. + + + + + When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies. + + + + + Should root motion be applied? + + + + + Gets/Sets the current Avatar. + + + + + The position of the body center of mass. + + + + + The rotation of the body center of mass. + + + + + Controls culling of this Animator component. + + + + + Gets the avatar delta position for the last evaluated frame. + + + + + Gets the avatar delta rotation for the last evaluated frame. + + + + + Blends pivot point between body center of mass and feet pivot. At 0%, the blending point is body center of mass. At 100%, the blending point is feet pivot. + + + + + The current gravity weight based on current animations that are played. + + + + + Returns true if the current rig has root motion. + + + + + Returns true if the object has a transform hierarchy. + + + + + Returns the scale of the current Avatar for a humanoid rig, (1 by default if the rig is generic). + + + + + Returns true if the current rig is humanoid, false if it is generic. + + + + + Returns whether the animator is initialized successfully. + + + + + If automatic matching is active. + + + + + Returns true if the current rig is optimizable with AnimatorUtility.OptimizeTransformHierarchy. + + + + + See IAnimatorControllerPlayable.layerCount. + + + + + Additional layers affects the center of mass. + + + + + Get left foot bottom height. + + + + + When linearVelocityBlending is set to true, the root motion velocity and angular velocity will be blended linearly. + + + + + See IAnimatorControllerPlayable.parameterCount. + + + + + Read only acces to the AnimatorControllerParameters used by the animator. + + + + + Get the current position of the pivot. + + + + + Gets the pivot weight. + + + + + Sets the playback position in the recording buffer. + + + + + Gets the mode of the Animator recorder. + + + + + Start time of the first frame of the buffer relative to the frame at which StartRecording was called. + + + + + End time of the recorded clip relative to when StartRecording was called. + + + + + Get right foot bottom height. + + + + + The root position, the position of the game object. + + + + + The root rotation, the rotation of the game object. + + + + + The runtime representation of AnimatorController that controls the Animator. + + + + + The playback speed of the Animator. 1 is normal playback speed. + + + + + Automatic stabilization of feet during transition and blending. + + + + + Returns the position of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)). + + + + + Returns the rotation of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)). + + + + + Specifies the update mode of the Animator. + + + + + Gets the avatar velocity for the last evaluated frame. + + + + + Apply the default Root Motion. + + + + + See IAnimatorControllerPlayable.CrossFade. + + + + + + + + + + See IAnimatorControllerPlayable.CrossFade. + + + + + + + + + + See IAnimatorControllerPlayable.CrossFadeInFixedTime. + + + + + + + + + + See IAnimatorControllerPlayable.CrossFadeInFixedTime. + + + + + + + + + + See IAnimatorControllerPlayable.GetAnimatorTransitionInfo. + + + + + + Return the first StateMachineBehaviour that match type T or derived from T. Return null if none are found. + + + + + Returns all StateMachineBehaviour that match type T or are derived from T. Returns null if none are found. + + + + + Returns transform mapped to this human bone id. + + The human bone that is queried, see enum HumanBodyBones for a list of possible values. + + + + See IAnimatorControllerPlayable.GetBool. + + + + + + + See IAnimatorControllerPlayable.GetBool. + + + + + + + Gets the list of AnimatorClipInfo currently played by the current state. + + The layer's index. + + + + See IAnimatorControllerPlayable.GetCurrentAnimatorClipInfo. + + + + + + See IAnimatorControllerPlayable.GetCurrentAnimatorStateInfo. + + + + + + See IAnimatorControllerPlayable.GetFloat. + + + + + + + See IAnimatorControllerPlayable.GetFloat. + + + + + + + Gets the position of an IK hint. + + The AvatarIKHint that is queried. + + Return the current position of this IK hint in world space. + + + + + Gets the translative weight of an IK Hint (0 = at the original animation before IK, 1 = at the hint). + + The AvatarIKHint that is queried. + + Return translative weight. + + + + + Gets the position of an IK goal. + + The AvatarIKGoal that is queried. + + Return the current position of this IK goal in world space. + + + + + Gets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal). + + The AvatarIKGoal that is queried. + + + + Gets the rotation of an IK goal. + + The AvatarIKGoal that is is queried. + + + + Gets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal). + + The AvatarIKGoal that is queried. + + + + See IAnimatorControllerPlayable.GetInteger. + + + + + + + See IAnimatorControllerPlayable.GetInteger. + + + + + + + See IAnimatorControllerPlayable.GetLayerIndex. + + + + + + See IAnimatorControllerPlayable.GetLayerName. + + + + + + See IAnimatorControllerPlayable.GetLayerWeight. + + + + + + Gets the list of AnimatorClipInfo currently played by the next state. + + The layer's index. + + + + See IAnimatorControllerPlayable.GetNextAnimatorClipInfo. + + + + + + See IAnimatorControllerPlayable.GetNextAnimatorStateInfo. + + + + + + See AnimatorController.GetParameter. + + + + + + Gets the value of a quaternion parameter. + + The name of the parameter. + + + + Gets the value of a quaternion parameter. + + The id of the parameter. The id is generated using Animator::StringToHash. + + + + Gets the value of a vector parameter. + + The name of the parameter. + + + + Gets the value of a vector parameter. + + The id of the parameter. The id is generated using Animator::StringToHash. + + + + See IAnimatorControllerPlayable.HasState. + + + + + + + Interrupts the automatic target matching. + + + + + + Interrupts the automatic target matching. + + + + + + Returns true if the transform is controlled by the Animator\. + + The transform that is queried. + + + + See IAnimatorControllerPlayable.IsInTransition. + + + + + + See IAnimatorControllerPlayable.IsParameterControlledByCurve. + + + + + + + See IAnimatorControllerPlayable.IsParameterControlledByCurve. + + + + + + + Automatically adjust the gameobject position and rotation so that the AvatarTarget reaches the matchPosition when the current state is at the specified progress. + + The position we want the body part to reach. + The rotation in which we want the body part to be. + The body part that is involved in the match. + Structure that contains weights for matching position and rotation. + Start time within the animation clip (0 - beginning of clip, 1 - end of clip). + End time within the animation clip (0 - beginning of clip, 1 - end of clip), values greater than 1 can be set to trigger a match after a certain number of loops. Ex: 2.3 means at 30% of 2nd loop. + + + + See IAnimatorControllerPlayable.Play. + + + + + + + + + See IAnimatorControllerPlayable.Play. + + + + + + + + + See IAnimatorControllerPlayable.PlayInFixedTime. + + + + + + + + + See IAnimatorControllerPlayable.PlayInFixedTime. + + + + + + + + + Rebind all the animated properties and mesh data with the Animator. + + + + + See IAnimatorControllerPlayable.ResetTrigger. + + + + + + + See IAnimatorControllerPlayable.ResetTrigger. + + + + + + + Sets local rotation of a human bone during a IK pass. + + The human bone Id. + The local rotation. + + + + See IAnimatorControllerPlayable.SetBool. + + + + + + + + See IAnimatorControllerPlayable.SetBool. + + + + + + + + See IAnimatorControllerPlayable.SetFloat. + + + + + + + + + + See IAnimatorControllerPlayable.SetFloat. + + + + + + + + + + See IAnimatorControllerPlayable.SetFloat. + + + + + + + + + + See IAnimatorControllerPlayable.SetFloat. + + + + + + + + + + Sets the position of an IK hint. + + The AvatarIKHint that is set. + The position in world space. + + + + Sets the translative weight of an IK hint (0 = at the original animation before IK, 1 = at the hint). + + The AvatarIKHint that is set. + The translative weight. + + + + Sets the position of an IK goal. + + The AvatarIKGoal that is set. + The position in world space. + + + + Sets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal). + + The AvatarIKGoal that is set. + The translative weight. + + + + Sets the rotation of an IK goal. + + The AvatarIKGoal that is set. + The rotation in world space. + + + + Sets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal). + + The AvatarIKGoal that is set. + The rotational weight. + + + + See IAnimatorControllerPlayable.SetInteger. + + + + + + + + See IAnimatorControllerPlayable.SetInteger. + + + + + + + + See IAnimatorControllerPlayable.SetLayerWeight. + + + + + + + Sets the look at position. + + The position to lookAt. + + + + Set look at weights. + + (0-1) the global weight of the LookAt, multiplier for other parameters. + (0-1) determines how much the body is involved in the LookAt. + (0-1) determines how much the head is involved in the LookAt. + (0-1) determines how much the eyes are involved in the LookAt. + (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees). + + + + Set look at weights. + + (0-1) the global weight of the LookAt, multiplier for other parameters. + (0-1) determines how much the body is involved in the LookAt. + (0-1) determines how much the head is involved in the LookAt. + (0-1) determines how much the eyes are involved in the LookAt. + (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees). + + + + Set look at weights. + + (0-1) the global weight of the LookAt, multiplier for other parameters. + (0-1) determines how much the body is involved in the LookAt. + (0-1) determines how much the head is involved in the LookAt. + (0-1) determines how much the eyes are involved in the LookAt. + (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees). + + + + Set look at weights. + + (0-1) the global weight of the LookAt, multiplier for other parameters. + (0-1) determines how much the body is involved in the LookAt. + (0-1) determines how much the head is involved in the LookAt. + (0-1) determines how much the eyes are involved in the LookAt. + (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees). + + + + Set look at weights. + + (0-1) the global weight of the LookAt, multiplier for other parameters. + (0-1) determines how much the body is involved in the LookAt. + (0-1) determines how much the head is involved in the LookAt. + (0-1) determines how much the eyes are involved in the LookAt. + (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees). + + + + Sets the value of a quaternion parameter. + + The name of the parameter. + The new value for the parameter. + + + + Sets the value of a quaternion parameter. + + Of the parameter. The id is generated using Animator::StringToHash. + The new value for the parameter. + + + + Sets an AvatarTarget and a targetNormalizedTime for the current state. + + The avatar body part that is queried. + The current state Time that is queried. + + + + See IAnimatorControllerPlayable.SetTrigger. + + + + + + + See IAnimatorControllerPlayable.SetTrigger. + + + + + + + Sets the value of a vector parameter. + + The name of the parameter. + The new value for the parameter. + + + + Sets the value of a vector parameter. + + The id of the parameter. The id is generated using Animator::StringToHash. + The new value for the parameter. + + + + Sets the animator in playback mode. + + + + + Sets the animator in recording mode, and allocates a circular buffer of size frameCount. + + The number of frames (updates) that will be recorded. If frameCount is 0, the recording will continue until the user calls StopRecording. The maximum value for frameCount is 10000. + + + + Stops the animator playback mode. When playback stops, the avatar resumes getting control from game logic. + + + + + Stops animator record mode. + + + + + Generates an parameter id from a string. + + The string to convert to Id. + + + + Evaluates the animator based on deltaTime. + + The time delta. + + + + Information about clip been played and blended by the Animator. + + + + + Returns the animation clip played by the Animator. + + + + + Returns the blending weight used by the Animator to blend this clip. + + + + + Used to communicate between scripting and the controller. Some parameters can be set in scripting and used by the controller, while other parameters are based on Custom Curves in Animation Clips and can be sampled using the scripting API. + + + + + The default bool value for the parameter. + + + + + The default bool value for the parameter. + + + + + The default bool value for the parameter. + + + + + The name of the parameter. + + + + + Returns the hash of the parameter based on its name. + + + + + The type of the parameter. + + + + + The type of the parameter. + + + + + Boolean type parameter. + + + + + Float type parameter. + + + + + Int type parameter. + + + + + Trigger type parameter. + + + + + Culling mode for the Animator. + + + + + Always animate the entire character. Object is animated even when offscreen. + + + + + Animation is completely disabled when renderers are not visible. + + + + + Retarget, IK and write of Transforms are disabled when renderers are not visible. + + + + + Interface to control AnimatorOverrideController. + + + + + Returns the list of orignal clip from the controller and their override clip. + + + + + The Controller that the AnimatorOverrideController overrides. + + + + + Returns either the overriding clip if set or the original clip named name. + + + + + Returns either the overriding clip if set or the original clip named name. + + + + + The mode of the Animator's recorder. + + + + + The Animator recorder is offline. + + + + + The Animator recorder is in Playback. + + + + + The Animator recorder is in Record. + + + + + Information about the current or next state. + + + + + The full path hash for this state. + + + + + Current duration of the state. + + + + + Is the state looping. + + + + + The hashed name of the State. + + + + + Normalized time of the State. + + + + + The hash is generated using Animator::StringToHash. The string to pass doest not include the parent layer's name. + + + + + The playback speed of the animation. 1 is the normal playback speed. + + + + + The speed multiplier for this state. + + + + + The Tag of the State. + + + + + Does name match the name of the active state in the statemachine? + + + + + + Does tag match the tag of the active state in the statemachine. + + + + + + Information about the current transition. + + + + + Returns true if the transition is from an AnyState node, or from Animator.CrossFade(). + + + + + The unique name of the Transition. + + + + + The simplified name of the Transition. + + + + + Normalized time of the Transition. + + + + + The user-specidied name of the Transition. + + + + + Does name match the name of the active Transition. + + + + + + Does userName match the name of the active Transition. + + + + + + The update mode of the Animator. + + + + + Updates the animator during the physic loop in order to have the animation system synchronized with the physics engine. + + + + + Normal update of the animator. + + + + + Animator updates independently of Time.timeScale. + + + + + Various utilities for animator manipulation. + + + + + This function will recreate all transform hierarchy under GameObject. + + GameObject to Deoptimize. + + + + This function will remove all transform hierarchy under GameObject, the animator will write directly transform matrices into the skin mesh matrices saving alot of CPU cycles. + + GameObject to Optimize. + List of transform name to expose. + + + + Anisotropic filtering mode. + + + + + Disable anisotropic filtering for all textures. + + + + + Enable anisotropic filtering, as set for each texture. + + + + + Enable anisotropic filtering for all textures. + + + + + Access to application run-time data. + + + + + The absolute path to the web player data file (Read Only). + + + + + Priority of background loading thread. + + + + + Returns application bundle identifier at runtime. + + + + + A unique cloud project identifier. It is unique for every project (Read Only). + + + + + Return application company name (Read Only). + + + + + Contains the path to the game data folder (Read Only). + + + + + Returns false if application is altered in any way after it was built. + + + + + Returns true if application integrity can be confirmed. + + + + + Returns application install mode (Read Only). + + + + + Returns the type of Internet reachability currently possible on the device. + + + + + Is the current Runtime platform a known console platform. + + + + + Are we running inside the Unity editor? (Read Only) + + + + + Is some level being loaded? (Read Only) + + + + + Is the current Runtime platform a known mobile platform. + + + + + Returns true when in any kind of player (Read Only). + + + + + Checks whether splash screen is being shown. + + + + + Are we running inside a web player? (Read Only) + + + + + The total number of levels available (Read Only). + + + + + The level index that was last loaded (Read Only). + + + + + The name of the level that was last loaded (Read Only). + + + + + Event that is fired if a log message is received. + + + + + + Event that is fired if a log message is received. + + + + + + Contains the path to a persistent data directory (Read Only). + + + + + Returns the platform the game is running (Read Only). + + + + + Returns application product name (Read Only). + + + + + Should the player be running when the application is in the background? + + + + + Returns application running in sandbox (Read Only). + + + + + The path to the web player data file relative to the html file (Read Only). + + + + + Stack trace logging options. The default value is StackTraceLogType.ScriptOnly. + + + + + How many bytes have we downloaded from the main unity web stream (Read Only). + + + + + Contains the path to the StreamingAssets folder (Read Only). + + + + + The language the user's operating system is running in. + + + + + Instructs game to try to render at a specified frame rate. + + + + + Contains the path to a temporary data / cache directory (Read Only). + + + + + The version of the Unity runtime used to play the content. + + + + + Returns application version number (Read Only). + + + + + Indicates whether Unity's webplayer security model is enabled. + + + + + Cancels quitting the application. This is useful for showing a splash screen at the end of a game. + + + + + Can the streamed level be loaded? + + + + + + Can the streamed level be loaded? + + + + + + Captures a screenshot at path filename as a PNG file. + + Pathname to save the screenshot file to. + Factor by which to increase resolution. + + + + Captures a screenshot at path filename as a PNG file. + + Pathname to save the screenshot file to. + Factor by which to increase resolution. + + + + Calls a function in the containing web page (Web Player only). + + + + + + + Evaluates script function in the containing web page. + + The Javascript function to call. + + + + How far has the download progressed? [0...1]. + + + + + + How far has the download progressed? [0...1]. + + + + + + Is Unity activated with the Pro license? + + + + + Check if the user has authorized use of the webcam or microphone in the Web Player. + + + + + + Loads the level by its name or index. + + The level to load. + The name of the level to load. + + + + Loads the level by its name or index. + + The level to load. + The name of the level to load. + + + + Loads a level additively. + + + + + + + Loads a level additively. + + + + + + + Loads the level additively and asynchronously in the background. + + + + + + + Loads the level additively and asynchronously in the background. + + + + + + + Loads the level asynchronously in the background. + + + + + + + Loads the level asynchronously in the background. + + + + + + + Use this delegate type with Application.logMessageReceived or Application.logMessageReceivedThreaded to monitor what gets logged. + + + + + + + + Opens the url in a browser. + + + + + + Quits the player application. + + + + + Request authorization to use the webcam or microphone in the Web Player. + + + + + + Unloads all GameObject associated with the given scene. Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets. + + Index of the scene in the PlayerSettings to unload. + Name of the scene to Unload. + + Return true if the scene is unloaded. + + + + + Unloads all GameObject associated with the given scene. Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets. + + Index of the scene in the PlayerSettings to unload. + Name of the scene to Unload. + + Return true if the scene is unloaded. + + + + + Application installation mode (Read Only). + + + + + Application installed via ad hoc distribution. + + + + + Application installed via developer build. + + + + + Application running in editor. + + + + + Application installed via enterprise distribution. + + + + + Application installed via online store. + + + + + Application install mode unknown. + + + + + Application sandbox type. + + + + + Application not running in a sandbox. + + + + + Application is running in broken sandbox. + + + + + Application is running in a sandbox. + + + + + Application sandbox type is unknown. + + + + + Applies forces within an area. + + + + + The angular drag to apply to rigid-bodies. + + + + + The linear drag to apply to rigid-bodies. + + + + + The angle of the force to be applied. + + + + + The magnitude of the force to be applied. + + + + + The target for where the effector applies any force. + + + + + The variation of the magnitude of the force to be applied. + + + + + Should the forceAngle use global space? + + + + + Assembly level attribute. Any classes in an assembly with this attribute will be considered to be Editor Classes. + + + + + Constructor. + + + + + The Assert class contains assertion methods for setting invariants in the code. + + + + + Should an exception be thrown on a failure. + + + + + Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. + + Tolerance of approximation. + + + + + + + Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. + + Tolerance of approximation. + + + + + + + Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. + + Tolerance of approximation. + + + + + + + Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. + + Tolerance of approximation. + + + + + + + Asserts that the values are equal. If no comparer is specified, EqualityComparer<T>.Default is used. + + + + + + + + + Asserts that the values are equal. If no comparer is specified, EqualityComparer<T>.Default is used. + + + + + + + + + Asserts that the values are equal. If no comparer is specified, EqualityComparer<T>.Default is used. + + + + + + + + + Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. + + Tolerance of approximation. + + + + + + + Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. + + Tolerance of approximation. + + + + + + + Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. + + Tolerance of approximation. + + + + + + + Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. + + Tolerance of approximation. + + + + + + + Asserts that the values are not equal. + + + + + + + + + Asserts that the values are not equal. + + + + + + + + + Asserts that the values are not equal. + + + + + + + + + Asserts that the condition is false. + + + + + + + Asserts that the condition is false. + + + + + + + Asserts that the value is not null. + + + + + + + Asserts that the value is not null. + + + + + + + Asserts that the value is null. + + + + + + + Asserts that the value is null. + + + + + + + Asserts that the condition is true. + + + + + + + Asserts that the condition is true. + + + + + + + An exception that is thrown on a failure. Assertions.Assert._raiseExceptions needs to be set to true. + + + + + An extension class that serves as a wrapper for the Assert class. + + + + + An extension method for Assertions.Assert.AreApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreEqual. + + + + + + + + An extension method for Assertions.Assert.AreEqual. + + + + + + + + An extension method for Assertions.Assert.IsFalse. + + + + + + + An extension method for Assertions.Assert.IsFalse. + + + + + + + An extension method for Assertions.Assert.IsNull. + + + + + + + An extension method for Assertions.Assert.IsNull. + + + + + + + An extension method for Assertions.Assert.IsTrue. + + + + + + + An extension method for Assertions.Assert.IsTrue. + + + + + + + An extension method for Assertions.Assert.AreNotApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreNotApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreNotApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreNotApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreNotEqual. + + + + + + + + An extension method for Assertions.Assert.AreNotEqual. + + + + + + + + An extension method for Assertions.Assert.AreNotNull. + + + + + + + An extension method for Assertions.Assert.AreNotNull. + + + + + + + AssetBundles let you stream additional assets via the WWW class and instantiate them at runtime. AssetBundles are created via BuildPipeline.BuildAssetBundle. + + + + + Main asset that was supplied when building the asset bundle (Read Only). + + + + + Check if an AssetBundle contains a specific object. + + + + + + Loads an asset bundle from a disk. + + Path of the file on disk + +See Also: WWW.assetBundle, WWW.LoadFromCacheOrDownload. + + + + Asynchronously create an AssetBundle from a memory region. + + + + + + Synchronously create an AssetBundle from a memory region. + + Array of bytes with the AssetBundle data. + + + + Return all asset names in the AssetBundle. + + + + + Return all the scene asset paths (paths to *.unity assets) in the AssetBundle. + + + + + Loads all assets contained in the asset bundle that inherit from type. + + + + + + Loads all assets contained in the asset bundle. + + + + + Loads all assets contained in the asset bundle that inherit from type T. + + + + + Loads all assets contained in the asset bundle asynchronously. + + + + + Loads all assets contained in the asset bundle that inherit from T asynchronously. + + + + + Loads all assets contained in the asset bundle that inherit from type asynchronously. + + + + + + Loads asset with name from the bundle. + + + + + + Loads asset with name of a given type from the bundle. + + + + + + + Loads asset with name of type T from the bundle. + + + + + + Asynchronously loads asset with name from the bundle. + + + + + + Asynchronously loads asset with name of a given T from the bundle. + + + + + + Asynchronously loads asset with name of a given type from the bundle. + + + + + + + Loads asset and sub assets with name from the bundle. + + + + + + Loads asset and sub assets with name of a given type from the bundle. + + + + + + + Loads asset and sub assets with name of type T from the bundle. + + + + + + Loads asset with sub assets with name from the bundle asynchronously. + + + + + + Loads asset with sub assets with name of type T from the bundle asynchronously. + + + + + + Loads asset with sub assets with name of a given type from the bundle asynchronously. + + + + + + + Unloads all assets in the bundle. + + + + + + Asynchronous create request for an AssetBundle. + + + + + Asset object being loaded (Read Only). + + + + + Manifest for all the assetBundle in the build. + + + + + Get all the AssetBundles in the manifest. + + + An array of asset bundle names. + + + + + Get all the AssetBundles with variant in the manifest. + + + An array of asset bundle names. + + + + + Get all the dependent AssetBundles for the given AssetBundle. + + Name of the asset bundle. + + + + Get the hash for the given AssetBundle. + + Name of the asset bundle. + + The 128-bit hash for the asset bundle. + + + + + Get the direct dependent AssetBundles for the given AssetBundle. + + Name of the asset bundle. + + Array of asset bundle names this asset bundle depends on. + + + + + Asynchronous load request from an AssetBundle. + + + + + Asset objects with sub assets being loaded. (Read Only) + + + + + Asset object being loaded (Read Only). + + + + + Asynchronous operation coroutine. + + + + + Allow scenes to be activated as soon as it is ready. + + + + + Has the operation finished? (Read Only) + + + + + Priority lets you tweak in which order async operation calls will be performed. + + + + + What's the operation's progress. (Read Only) + + + + + AudioMixer asset. + + + + + Routing target. + + + + + Resets an exposed parameter to its initial value. + + Exposed parameter. + + Returns false if the parameter was not found or could not be set. + + + + + Connected groups in the mixer form a path from the mixer's master group to the leaves. This path has the format "Master GroupChild of Master GroupGrandchild of Master Group", so to find the grandchild group in this example, a valid search string would be for instance "randchi" which would return exactly one group while "hild" or "oup/" would return 2 different groups. + + Sub-string of the paths to be matched. + + Groups in the mixer whose paths match the specified search path. + + + + + The name must be an exact match. + + Name of snapshot object to be returned. + + The snapshot identified by the name. + + + + + Returns the value of the exposed parameter specified. If the parameter doesn't exist the function returns false. Prior to calling SetFloat and after ClearFloat has been called on this parameter the value returned will be that of the current snapshot or snapshot transition. + + Name of exposed parameter. + Return value of exposed parameter. + + Returns false if the exposed parameter specified doesn't exist. + + + + + Sets the value of the exposed parameter specified. When a parameter is exposed, it is not controlled by mixer snapshots and can therefore only be changed via this function. + + Name of exposed parameter. + New value of exposed parameter. + + Returns false if the exposed parameter was not found or snapshots are currently being edited. + + + + + Transitions to a weighted mixture of the snapshots specified. This can be used for games that specify the game state as a continuum between states or for interpolating snapshots from a triangulated map location. + + The set of snapshots to be mixed. + The mix weights for the snapshots specified. + Relative time after which the mixture should be reached from any current state. + + + + Object representing a group in the mixer. + + + + + Object representing a snapshot in the mixer. + + + + + Performs an interpolated transition towards this snapshot over the time interval specified. + + Relative time after which this snapshot should be reached from any current state. + + + + The Audio Chorus Filter takes an Audio Clip and processes it creating a chorus effect. + + + + + Chorus delay in ms. 0.1 to 100.0. Default = 40.0 ms. + + + + + Chorus modulation depth. 0.0 to 1.0. Default = 0.03. + + + + + Volume of original signal to pass to output. 0.0 to 1.0. Default = 0.5. + + + + + Chorus feedback. Controls how much of the wet signal gets fed back into the chorus buffer. 0.0 to 1.0. Default = 0.0. + + + + + Chorus modulation rate in hz. 0.0 to 20.0. Default = 0.8 hz. + + + + + Volume of 1st chorus tap. 0.0 to 1.0. Default = 0.5. + + + + + Volume of 2nd chorus tap. This tap is 90 degrees out of phase of the first tap. 0.0 to 1.0. Default = 0.5. + + + + + Volume of 3rd chorus tap. This tap is 90 degrees out of phase of the second tap. 0.0 to 1.0. Default = 0.5. + + + + + A container for audio data. + + + + + The number of channels in the audio clip. (Read Only) + + + + + The sample frequency of the clip in Hertz. (Read Only) + + + + + Returns true if the AudioClip is ready to play (read-only). + + + + + The length of the audio clip in seconds. (Read Only) + + + + + Corresponding to the "Load In Background" flag in the inspector, when this flag is set, the loading will happen delayed without blocking the main thread. + + + + + Returns the current load state of the audio data associated with an AudioClip. + + + + + The load type of the clip (read-only). + + + + + Preloads audio data of the clip when the clip asset is loaded. When this flag is off, scripts have to call AudioClip.LoadAudioData() to load the data before the clip can be played. Properties like length, channels and format are available before the audio data has been loaded. + + + + + The length of the audio clip in samples. (Read Only) + + + + + Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + + Name of clip. + Number of sample frames. + Number of channels per frame. + Sample frequency of clip. + Audio clip is played back in 3D. + True if clip is streamed, that is if the pcmreadercallback generates data on the fly. + This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. + This callback is invoked whenever the clip loops or changes playback position. + + A reference to the created AudioClip. + + + + + Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + + Name of clip. + Number of sample frames. + Number of channels per frame. + Sample frequency of clip. + Audio clip is played back in 3D. + True if clip is streamed, that is if the pcmreadercallback generates data on the fly. + This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. + This callback is invoked whenever the clip loops or changes playback position. + + A reference to the created AudioClip. + + + + + Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + + Name of clip. + Number of sample frames. + Number of channels per frame. + Sample frequency of clip. + Audio clip is played back in 3D. + True if clip is streamed, that is if the pcmreadercallback generates data on the fly. + This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. + This callback is invoked whenever the clip loops or changes playback position. + + A reference to the created AudioClip. + + + + + Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + + Name of clip. + Number of sample frames. + Number of channels per frame. + Sample frequency of clip. + Audio clip is played back in 3D. + True if clip is streamed, that is if the pcmreadercallback generates data on the fly. + This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. + This callback is invoked whenever the clip loops or changes playback position. + + A reference to the created AudioClip. + + + + + Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + + Name of clip. + Number of sample frames. + Number of channels per frame. + Sample frequency of clip. + Audio clip is played back in 3D. + True if clip is streamed, that is if the pcmreadercallback generates data on the fly. + This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. + This callback is invoked whenever the clip loops or changes playback position. + + A reference to the created AudioClip. + + + + + Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + + Name of clip. + Number of sample frames. + Number of channels per frame. + Sample frequency of clip. + Audio clip is played back in 3D. + True if clip is streamed, that is if the pcmreadercallback generates data on the fly. + This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. + This callback is invoked whenever the clip loops or changes playback position. + + A reference to the created AudioClip. + + + + + Fills an array with sample data from the clip. + + + + + + + Loads the audio data of a clip. Clips that have "Preload Audio Data" set will load the audio data automatically. + + + Returns true if loading succeeded. + + + + + Delegate called each time AudioClip reads data. + + Array of floats containing data read from the clip. + + + + Delegate called each time AudioClip changes read position. + + New position in the audio clip. + + + + Set sample data in a clip. + + + + + + + Unloads the audio data associated with the clip. This works only for AudioClips that are based on actual sound file assets. + + + Returns false if unloading failed. + + + + + Determines how the audio clip is loaded in. + + + + + The audio data of the clip will be kept in memory in compressed form. + + + + + The audio data is decompressed when the audio clip is loaded. + + + + + Streams audio data from disk. + + + + + An enum containing different compression types. + + + + + AAC Audio Compression. + + + + + Adaptive differential pulse-code modulation. + + + + + Nintendo ADPCM audio compression format. + + + + + Sony proprietory hardware codec. + + + + + MPEG Audio Layer III. + + + + + Uncompressed pulse-code modulation. + + + + + Sony proprietary hardware format. + + + + + Vorbis compression format. + + + + + Xbox One proprietary hardware format. + + + + + Specifies the current properties or desired properties to be set for the audio system. + + + + + The length of the DSP buffer in samples determining the latency of sounds by the audio output device. + + + + + The current maximum number of simultaneously audible sounds in the game. + + + + + The maximum number of managed sounds in the game. Beyond this limit sounds will simply stop playing. + + + + + The current sample rate of the audio output device used. + + + + + The current speaker mode used by the audio output device. + + + + + Value describing the current load state of the audio data associated with an AudioClip. + + + + + Value returned by AudioClip.loadState for an AudioClip that has failed loading its audio data. + + + + + Value returned by AudioClip.loadState for an AudioClip that has succeeded loading its audio data. + + + + + Value returned by AudioClip.loadState for an AudioClip that is currently loading audio data. + + + + + Value returned by AudioClip.loadState for an AudioClip that has no audio data loaded and where loading has not been initiated yet. + + + + + The Audio Distortion Filter distorts the sound from an AudioSource or. + + + + + Distortion value. 0.0 to 1.0. Default = 0.5. + + + + + The Audio Echo Filter repeats a sound after a given Delay, attenuating. + + + + + Echo decay per delay. 0 to 1. 1.0 = No decay, 0.0 = total decay (i.e. simple 1 line delay). Default = 0.5. + + + + + Echo delay in ms. 10 to 5000. Default = 500. + + + + + Volume of original signal to pass to output. 0.0 to 1.0. Default = 1.0. + + + + + Volume of echo signal to pass to output. 0.0 to 1.0. Default = 1.0. + + + + + The Audio High Pass Filter passes high frequencies of an AudioSource and. + + + + + Highpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0. + + + + + Determines how much the filter's self-resonance isdampened. + + + + + Representation of a listener in 3D space. + + + + + The paused state of the audio system. + + + + + This lets you set whether the Audio Listener should be updated in the fixed or dynamic update. + + + + + Controls the game sound volume (0.0 to 1.0). + + + + + Returns a block of the listener (master)'s output data. + + + + + + + Returns a block of the listener (master)'s output data. + + + + + + + Returns a block of the listener (master)'s spectrum data. + + + + + + + + + + + + + + + + The Audio Low Pass Filter filter passes low frequencies of an. + + + + + Returns or sets the current custom frequency cutoff curve. + + + + + Lowpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0. + + + + + Determines how much the filter's self-resonance is dampened. + + + + + The Audio Reverb Filter takes an Audio Clip and distortionates it in a. + + + + + Decay HF Ratio : High-frequency to low-frequency decay time ratio. Ranges from 0.1 to 2.0. Default is 0.5. + + + + + Reverberation decay time at low-frequencies in seconds. Ranges from 0.1 to 20.0. Default is 1.0. + + + + + Reverberation density (modal density) in percent. Ranges from 0.0 to 100.0. Default is 100.0. + + + + + Reverberation diffusion (echo density) in percent. Ranges from 0.0 to 100.0. Default is 100.0. + + + + + Mix level of dry signal in output in mB. Ranges from -10000.0 to 0.0. Default is 0. + + + + + Reference high frequency in Hz. Ranges from 20.0 to 20000.0. Default is 5000.0. + + + + + Reference low-frequency in Hz. Ranges from 20.0 to 1000.0. Default is 250.0. + + + + + Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0. + + + + + Early reflections level relative to room effect in mB. Ranges from -10000.0 to 1000.0. Default is -10000.0. + + + + + Late reverberation delay time relative to first reflection in seconds. Ranges from 0.0 to 0.1. Default is 0.04. + + + + + Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0. + + + + + Set/Get reverb preset properties. + + + + + Room effect level at low frequencies in mB. Ranges from -10000.0 to 0.0. Default is 0.0. + + + + + Room effect high-frequency level re. low frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0. + + + + + Room effect low-frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0. + + + + + Rolloff factor for room effect. Ranges from 0.0 to 10.0. Default is 10.0. + + + + + Reverb presets used by the Reverb Zone class and the audio reverb filter. + + + + + Alley preset. + + + + + Arena preset. + + + + + Auditorium preset. + + + + + Bathroom preset. + + + + + Carpeted hallway preset. + + + + + Cave preset. + + + + + City preset. + + + + + Concert hall preset. + + + + + Dizzy preset. + + + + + Drugged preset. + + + + + Forest preset. + + + + + Generic preset. + + + + + Hallway preset. + + + + + Hangar preset. + + + + + Livingroom preset. + + + + + Mountains preset. + + + + + No reverb preset selected. + + + + + Padded cell preset. + + + + + Parking Lot preset. + + + + + Plain preset. + + + + + Psychotic preset. + + + + + Quarry preset. + + + + + Room preset. + + + + + Sewer pipe preset. + + + + + Stone corridor preset. + + + + + Stoneroom preset. + + + + + Underwater presset. + + + + + User defined preset. + + + + + Reverb Zones are used when you want to create location based ambient effects in the scene. + + + + + High-frequency to mid-frequency decay time ratio. + + + + + Reverberation decay time at mid frequencies. + + + + + Value that controls the modal density in the late reverberation decay. + + + + + Value that controls the echo density in the late reverberation decay. + + + + + The distance from the centerpoint that the reverb will not have any effect. Default = 15.0. + + + + + The distance from the centerpoint that the reverb will have full effect at. Default = 10.0. + + + + + Early reflections level relative to room effect. + + + + + Initial reflection delay time. + + + + + Late reverberation level relative to room effect. + + + + + Late reverberation delay time relative to initial reflection. + + + + + Set/Get reverb preset properties. + + + + + Room effect level (at mid frequencies). + + + + + Relative room effect level at high frequencies. + + + + + Relative room effect level at low frequencies. + + + + + Like rolloffscale in global settings, but for reverb room size effect. + + + + + Reference high frequency (hz). + + + + + Reference low frequency (hz). + + + + + Rolloff modes that a 3D sound can have in an audio source. + + + + + Use this when you want to use a custom rolloff. + + + + + Use this mode when you want to lower the volume of your sound over the distance. + + + + + Use this mode when you want a real-world rolloff. + + + + + Controls the global audio settings from script. + + + + + Returns the speaker mode capability of the current audio driver. (Read Only) + + + + + Returns the current time of the audio system. + + + + + Get the mixer's current output rate. + + + + + Gets the current speaker mode. Default is 2 channel stereo. + + + + + A delegate called whenever the global audio settings are changed, either by AudioSettings.Reset or by an external device change such as the OS control panel changing the sample rate or because the default output device was changed, for example when plugging in an HDMI monitor or a USB headset. + + True if the change was caused by an device change. + + + + Returns the current configuration of the audio device and system. The values in the struct may then be modified and reapplied via AudioSettings.Reset. + + + The new configuration to be applied. + + + + + Get the mixer's buffer size in samples. + + Is the length of each buffer in the ringbuffer. + Is number of buffers. + + + + A delegate called whenever the global audio settings are changed, either by AudioSettings.Reset or by an external factor such as the OS control panel changing the sample rate or because the default output device was changed, for example when plugging in an HDMI monitor or a USB headset. + + True if the change was caused by an device change. + + + + Performs a change of the device configuration. In response to this the AudioSettings.OnAudioConfigurationChanged delegate is invoked with the argument deviceWasChanged=false. It cannot be guaranteed that the exact settings specified can be used, but the an attempt is made to use the closest match supported by the system. + + The new configuration to be used. + + True if all settings could be successfully applied. + + + + + A representation of audio sources in 3D. + + + + + Bypass effects (Applied from filter components or global listener filters). + + + + + When set global effects on the AudioListener will not be applied to the audio signal generated by the AudioSource. Does not apply if the AudioSource is playing into a mixer group. + + + + + When set doesn't route the signal from an AudioSource into the global reverb associated with reverb zones. + + + + + The default AudioClip to play. + + + + + Sets the Doppler scale for this AudioSource. + + + + + Allows AudioSource to play even though AudioListener.pause is set to true. This is useful for the menu element sounds or background music in pause menus. + + + + + This makes the audio source not take into account the volume of the audio listener. + + + + + Is the clip playing right now (Read Only)? + + + + + Is the audio clip looping? + + + + + (Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at. + + + + + Within the Min distance the AudioSource will cease to grow louder in volume. + + + + + Un- / Mutes the AudioSource. Mute sets the volume=0, Un-Mute restore the original volume. + + + + + The target group to which the AudioSource should route its signal. + + + + + Pan has been deprecated. Use panStereo instead. + + + + + PanLevel has been deprecated. Use spatialBlend instead. + + + + + Pans a playing sound in a stereo way (left or right). This only applies to sounds that are Mono or Stereo. + + + + + The pitch of the audio source. + + + + + If set to true, the audio source will automatically start playing on awake. + + + + + Sets the priority of the AudioSource. + + + + + The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones. + + + + + Sets/Gets how the AudioSource attenuates over distance. + + + + + Sets how much this AudioSource is affected by 3D spatialisation calculations (attenuation, doppler etc). 0.0 makes the sound full 2D, 1.0 makes it full 3D. + + + + + Enables or disables spatialization. + + + + + Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space. + + + + + Playback position in seconds. + + + + + Playback position in PCM samples. + + + + + Whether the Audio Source should be updated in the fixed or dynamic update. + + + + + The volume of the audio source (0.0 to 1.0). + + + + + Get the current custom curve for the given AudioSourceCurveType. + + The curve type to get. + + The custom AnimationCurve corresponding to the given curve type. + + + + + Returns a block of the currently playing source's output data. + + + + + + + Returns a block of the currently playing source's output data. + + + + + + + Reads a user-defined parameter of a custom spatializer effect that is attached to an AudioSource. + + Zero-based index of user-defined parameter to be read. + Return value of the user-defined parameter that is read. + + True, if the parameter could be read. + + + + + Returns a block of the currently playing source's spectrum data. + + + + + + + + Returns a block of the currently playing source's spectrum data. + + + + + + + + Pauses playing the clip. + + + + + Plays the clip with an optional certain delay. + + Delay in number of samples, assuming a 44100Hz sample rate (meaning that Play(44100) will delay the playing by exactly 1 sec). + + + + Plays the clip with an optional certain delay. + + Delay in number of samples, assuming a 44100Hz sample rate (meaning that Play(44100) will delay the playing by exactly 1 sec). + + + + Plays an AudioClip at a given position in world space. + + Audio data to play. + Position in world space from which sound originates. + Playback volume. + + + + Plays an AudioClip at a given position in world space. + + Audio data to play. + Position in world space from which sound originates. + Playback volume. + + + + Plays the clip with a delay specified in seconds. Users are advised to use this function instead of the old Play(delay) function that took a delay specified in samples relative to a reference rate of 44.1 kHz as an argument. + + Delay time specified in seconds. + + + + Plays an AudioClip, and scales the AudioSource volume by volumeScale. + + The clip being played. + The scale of the volume (0-1). + + + + Plays an AudioClip, and scales the AudioSource volume by volumeScale. + + The clip being played. + The scale of the volume (0-1). + + + + Plays the clip at a specific time on the absolute time-line that AudioSettings.dspTime reads from. + + Time in seconds on the absolute time-line that AudioSettings.dspTime refers to for when the sound should start playing. + + + + Set the custom curve for the given AudioSourceCurveType. + + The curve type that should be set. + The curve that should be applied to the given curve type. + + + + Changes the time at which a sound that has already been scheduled to play will end. Notice that depending on the timing not all rescheduling requests can be fulfilled. + + Time in seconds. + + + + Changes the time at which a sound that has already been scheduled to play will start. + + Time in seconds. + + + + Sets a user-defined parameter of a custom spatializer effect that is attached to an AudioSource. + + Zero-based index of user-defined parameter to be set. + New value of the user-defined parameter. + + True, if the parameter could be set. + + + + + Stops playing the clip. + + + + + Unpause the paused playback of this AudioSource. + + + + + This defines the curve type of the different custom curves that can be queried and set within the AudioSource. + + + + + Custom Volume Rolloff. + + + + + Reverb Zone Mix. + + + + + The Spatial Blend. + + + + + The 3D Spread. + + + + + These are speaker types defined for use with AudioSettings.speakerMode. + + + + + Channel count is set to 6. 5.1 speaker setup. This includes front left, front right, center, rear left, rear right and a subwoofer. + + + + + Channel count is set to 8. 7.1 speaker setup. This includes front left, front right, center, rear left, rear right, side left, side right and a subwoofer. + + + + + Channel count is set to 1. The speakers are monaural. + + + + + Channel count is set to 2. Stereo output, but data is encoded in a way that is picked up by a Prologic/Prologic2 decoder and split into a 5.1 speaker setup. + + + + + Channel count is set to 4. 4 speaker setup. This includes front left, front right, rear left, rear right. + + + + + Channel count is unaffected. + + + + + Channel count is set to 2. The speakers are stereo. This is the editor default. + + + + + Channel count is set to 5. 5 speaker setup. This includes front left, front right, center, rear left, rear right. + + + + + Type of the imported(native) data. + + + + + Acc - not supported. + + + + + Aiff. + + + + + iPhone hardware decoder, supports AAC, ALAC and MP3. Extracodecdata is a pointer to an FMOD_AUDIOQUEUE_EXTRACODECDATA structure. + + + + + Impulse tracker. + + + + + Protracker / Fasttracker MOD. + + + + + MP2/MP3 MPEG. + + + + + Ogg vorbis. + + + + + ScreamTracker 3. + + + + + 3rd party / unknown plugin format. + + + + + VAG. + + + + + Microsoft WAV. + + + + + FastTracker 2 XM. + + + + + Xbox360 XMA. + + + + + Describes when an AudioSource or AudioListener is updated. + + + + + Updates the source or listener in the fixed update loop if it is attached to a Rigidbody, dynamic otherwise. + + + + + Updates the source or listener in the dynamic update loop. + + + + + Updates the source or listener in the fixed update loop. + + + + + Avatar definition. + + + + + Return true if this avatar is a valid human avatar. + + + + + Return true if this avatar is a valid mecanim avatar. It can be a generic avatar or a human avatar. + + + + + Class to build avatars from user scripts. + + + + + Create a new generic avatar. + + Root object of your transform hierarchy. + Transform name of the root motion transform. If empty no root motion is defined and you must take care of avatar movement yourself. + + + + Create a humanoid avatar. + + Root object of your transform hierachy. + Description of the avatar. + + + + IK Goal. + + + + + The left foot. + + + + + The left hand. + + + + + The right foot. + + + + + The right hand. + + + + + IK Hint. + + + + + The left elbow IK hint. + + + + + The left knee IK hint. + + + + + The right elbow IK hint. + + + + + The right knee IK hint. + + + + + Target. + + + + + The body, center of mass. + + + + + The left foot. + + + + + The left hand. + + + + + The right foot. + + + + + The right hand. + + + + + The root, the position of the game object. + + + + + Behaviours are Components that can be enabled or disabled. + + + + + Enabled Behaviours are Updated, disabled Behaviours are not. + + + + + Has the Behaviour had enabled called. + + + + + BillboardAsset describes how a billboard is rendered. + + + + + Height of the billboard that is below ground. + + + + + Height of the billboard. + + + + + Number of pre-baked images that can be switched when the billboard is viewed from different angles. + + + + + Number of indices in the billboard mesh. The mesh is not necessarily a quad. It can be a more complex shape which fits the actual image more precisely. + + + + + The material used for rendering. + + + + + Number of vertices in the billboard mesh. The mesh is not necessarily a quad. It can be a more complex shape which fits the actual image more precisely. + + + + + Width of the billboard. + + + + + Constructs a new BillboardAsset. + + + + + Renders a billboard. + + + + + The BillboardAsset to render. + + + + + Constructor. + + + + + The BitStream class represents seralized variables, packed into a stream. + + + + + Is the BitStream currently being read? (Read Only) + + + + + Is the BitStream currently being written? (Read Only) + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Blend weights. + + + + + Four bones affect each vertex. + + + + + One bone affects each vertex. + + + + + Two bones affect each vertex. + + + + + Skinning bone weights of a vertex in the mesh. + + + + + Index of first bone. + + + + + Index of second bone. + + + + + Index of third bone. + + + + + Index of fourth bone. + + + + + Skinning weight for first bone. + + + + + Skinning weight for second bone. + + + + + Skinning weight for third bone. + + + + + Skinning weight for fourth bone. + + + + + Describes a single bounding sphere for use by a CullingGroup. + + + + + The position of the center of the BoundingSphere. + + + + + The radius of the BoundingSphere. + + + + + Initializes a BoundingSphere. + + The center of the sphere. + The radius of the sphere. + A four-component vector containing the position (packed into the XYZ components) and radius (packed into the W component). + + + + Initializes a BoundingSphere. + + The center of the sphere. + The radius of the sphere. + A four-component vector containing the position (packed into the XYZ components) and radius (packed into the W component). + + + + Represents an axis aligned bounding box. + + + + + The center of the bounding box. + + + + + The extents of the box. This is always half of the size. + + + + + The maximal point of the box. This is always equal to center+extents. + + + + + The minimal point of the box. This is always equal to center-extents. + + + + + The total size of the box. This is always twice as large as the extents. + + + + + The closest point on the bounding box. + + Arbitrary point. + + The point on the bounding box or inside the bounding box. + + + + + Is point contained in the bounding box? + + + + + + Creates new Bounds with a given center and total size. Bound extents will be half the given size. + + + + + + + Grows the Bounds to include the point. + + + + + + Grow the bounds to encapsulate the bounds. + + + + + + Expand the bounds by increasing its size by amount along each side. + + + + + + Expand the bounds by increasing its size by amount along each side. + + + + + + Does ray intersect this bounding box? + + + + + + Does ray intersect this bounding box? + + + + + + + Does another bounding box intersect with this bounding box? + + + + + + Sets the bounds to the min and max value of the box. + + + + + + + The smallest squared distance between the point and this bounding box. + + + + + + Returns a nicely formatted string for the bounds. + + + + + + Returns a nicely formatted string for the bounds. + + + + + + A box-shaped primitive collider. + + + + + The center of the box, measured in the object's local space. + + + + + The size of the box, measured in the object's local space. + + + + + Collider for 2D physics representing an axis-aligned rectangle. + + + + + The center point of the collider in local space. + + + + + The width and height of the rectangle. + + + + + The Caching class lets you manage cached AssetBundles, downloaded using WWW.LoadFromCacheOrDownload. + + + + + Is Caching enabled? + + + + + The number of seconds that an AssetBundle may remain unused in the cache before it is automatically deleted. + + + + + The total number of bytes that can potentially be allocated for caching. + + + + + Is caching ready? + + + + + The number of currently unused bytes in the cache. + + + + + Used disk space in bytes. + + + + + (This is a WebPlayer-only function). + + Signature The authentification signature provided by Unity. + Size The number of bytes allocated to this cache. + + + + + + + + + (This is a WebPlayer-only function). + + Signature The authentification signature provided by Unity. + Size The number of bytes allocated to this cache. + + + + + + + + + TODO. + + + + + + + + + + TODO. + + + + + + + + + + Delete all AssetBundle and Procedural Material content that has been cached by the current application. + + + True when cache cleaning succeeded, false if cache was in use. + + + + + Checks if an AssetBundle is cached. + + Url The filename of the AssetBundle. Domain and path information are stripped from this string automatically. + Version The version number of the AssetBundle to check for. Negative values are not allowed. + + + + True if an AssetBundle matching the url and version parameters has previously been loaded using WWW.LoadFromCacheOrDownload() and is currently stored in the cache. Returns false if the AssetBundle is not in cache, either because it has been flushed from the cache or was never loaded using the Caching API. + + + + + Bumps the timestamp of a cached file to be the current time. + + + + + + + A Camera is a device through which the player views the world. + + + + + Actually used rendering path (Read Only). + + + + + Returns all enabled cameras in the scene. + + + + + The number of cameras in the current scene. + + + + + The aspect ratio (width divided by height). + + + + + The color with which the screen will be cleared. + + + + + Matrix that transforms from camera space to world space (Read Only). + + + + + Identifies what kind of camera this is. + + + + + How the camera clears the background. + + + + + Should the camera clear the stencil buffer after the deferred light pass? + + + + + Number of command buffers set up on this camera (Read Only). + + + + + This is used to render parts of the scene selectively. + + + + + The camera we are currently rendering with, for low-level render control only (Read Only). + + + + + Camera's depth in the camera rendering order. + + + + + How and if camera generates a depth texture. + + + + + Mask to select which layers can trigger events on the camera. + + + + + The far clipping plane distance. + + + + + The field of view of the camera in degrees. + + + + + High dynamic range rendering. + + + + + Per-layer culling distances. + + + + + How to perform per-layer culling for a Camera. + + + + + The first enabled camera tagged "MainCamera" (Read Only). + + + + + The near clipping plane distance. + + + + + Event that is fired after any camera finishes rendering. + + + + + Event that is fired before any camera starts culling. + + + + + Event that is fired before any camera starts rendering. + + + + + Opaque object sorting mode. + + + + + Is the camera orthographic (true) or perspective (false)? + + + + + Camera's half-size when in orthographic mode. + + + + + How tall is the camera in pixels (Read Only). + + + + + Where on the screen is the camera rendered in pixel coordinates. + + + + + How wide is the camera in pixels (Read Only). + + + + + Set a custom projection matrix. + + + + + Where on the screen is the camera rendered in normalized coordinates. + + + + + Rendering path. + + + + + Distance to a point where virtual eyes converge. + + + + + Stereoscopic rendering. + + + + + Render only once and use resulting image for both eyes. + + + + + Distance between the virtual eyes. + + + + + Set the target display for this Camera. + + + + + Destination render texture. + + + + + Transparent object sorting mode. + + + + + Whether or not the Camera will use occlusion culling during rendering. + + + + + Get the world-space speed of the camera (Read Only). + + + + + Matrix that transforms from world to camera space. + + + + + Add a command buffer to be executed at a specified place. + + When to execute the command buffer during rendering. + The buffer to execute. + + + + Calculates and returns oblique near-plane projection matrix. + + Vector4 that describes a clip plane. + + Oblique near-plane projection matrix. + + + + + Delegate type for camera callbacks. + + + + + + Makes this camera's settings match other camera. + + + + + + Fills an array of Camera with the current cameras in the scene, without allocating a new array. + + An array to be filled up with cameras currently in the scene. + + + + Get command buffers to be executed at a specified place. + + When to execute the command buffer during rendering. + + Array of command buffers. + + + + + Remove all command buffers set on this camera. + + + + + Remove command buffer from execution at a specified place. + + When to execute the command buffer during rendering. + The buffer to execute. + + + + Remove command buffers from execution at a specified place. + + When to execute the command buffer during rendering. + + + + Render the camera manually. + + + + + Render into a static cubemap from this camera. + + The cube map to render to. + A bitmask which determines which of the six faces are rendered to. + + False is rendering fails, else true. + + + + + Render into a cubemap from this camera. + + A bitfield indicating which cubemap faces should be rendered into. + The texture to render to. + + False is rendering fails, else true. + + + + + Render the camera with shader replacement. + + + + + + + Revert the aspect ratio to the screen's aspect ratio. + + + + + Make the projection reflect normal camera's parameters. + + + + + Remove shader replacement from camera. + + + + + Make the rendering position reflect the camera's position in the scene. + + + + + Returns a ray going from camera through a screen point. + + + + + + Transforms position from screen space into viewport space. + + + + + + Transforms position from screen space into world space. + + + + + + Make the camera render with shader replacement. + + + + + + + Sets the Camera to render to the chosen buffers of one or more RenderTextures. + + The RenderBuffer(s) to which color information will be rendered. + The RenderBuffer to which depth information will be rendered. + + + + Sets the Camera to render to the chosen buffers of one or more RenderTextures. + + The RenderBuffer(s) to which color information will be rendered. + The RenderBuffer to which depth information will be rendered. + + + + Returns a ray going from camera through a viewport point. + + + + + + Transforms position from viewport space into screen space. + + + + + + Transforms position from viewport space into world space. + + + + + + Transforms position from world space into screen space. + + + + + + Transforms position from world space into viewport space. + + + + + + Values for Camera.clearFlags, determining what to clear when rendering a Camera. + + + + + Clear only the depth buffer. + + + + + Don't clear anything. + + + + + Clear with the skybox. + + + + + Clear with a background color. + + + + + Describes different types of camera. + + + + + Used to indicate a regular in-game camera. + + + + + Used to indicate a camera that is used for rendering previews in the Editor. + + + + + Used to indicate that a camera is used for rendering the Scene View in the Editor. + + + + + Element that can be used for screen rendering. + + + + + Cached calculated value based upon SortingLayerID. + + + + + Is this the root Canvas? + + + + + Allows for nested canvases to override pixelPerfect settings inherited from parent canvases. + + + + + Override the sorting of canvas. + + + + + Force elements in the canvas to be aligned with pixels. Only applies with renderMode is Screen Space. + + + + + Get the render rect for the Canvas. + + + + + How far away from the camera is the Canvas generated. + + + + + The number of pixels per unit that is considered the default. + + + + + Is the Canvas in World or Overlay mode? + + + + + The render order in which the canvas is being emitted to the scene. + + + + + Used to scale the entire canvas, while still making it fit the screen. Only applies with renderMode is Screen Space. + + + + + Unique ID of the Canvas' sorting layer. + + + + + Name of the Canvas' sorting layer. + + + + + Canvas' order within a sorting layer. + + + + + Event that is called just before Canvas rendering happens. + + + + + + Camera used for sizing the Canvas when in Screen Space - Camera. Also used as the Camera that events will be sent through for a World Space [[Canvas]. + + + + + Force all canvases to update their content. + + + + + Returns the default material that can be used for rendering normal elements on the Canvas. + + + + + Returns the default material that can be used for rendering text elements on the Canvas. + + + + + A Canvas placable element that can be used to modify children Alpha, Raycasting, Enabled state. + + + + + Set the alpha of the group. + + + + + Does this group block raycasting (allow collision). + + + + + Should the group ignore parent groups? + + + + + Is the group interactable (are the elements beneath the group enabled). + + + + + Returns true if the Group allows raycasts. + + + + + + + A component that will render to the screen after all normal rendering has completed when attached to a Canvas. Designed for GUI application. + + + + + Depth of the renderer realitive to the root canvas. + + + + + Indicates whether geometry emitted by this rendered is ignored. + + + + + True if any change has occured that would invalidate the positions of generated geometry. + + + + + Enable 'render stack' pop draw call. + + + + + True if rect clipping has been enabled on this renderer. +See Also: CanvasRenderer.EnableRectClipping, CanvasRenderer.DisableRectClipping. + + + + + Is the UIRenderer a mask component. + + + + + The number of materials usable by this renderer. + + + + + (Editor Only) Event that gets fired whenever the data in the CanvasRenderer gets invalidated and needs to be rebuilt. + + + + + + The number of materials usable by this renderer. Used internally for masking. + + + + + Depth of the renderer realative to the parent canvas. + + + + + Take the Vertex steam and split it corrisponding arrays (positions, colors, uv0s, uv1s, normals and tangents). + + The UIVertex list to split. + The destination list for the verts positions. + The destination list for the verts colors. + The destination list for the verts uv0s. + The destination list for the verts uv1s. + The destination list for the verts normals. + The destination list for the verts tangents. + + + + Remove all cached vertices. + + + + + Convert a set of vertex components into a stream of UIVertex. + + + + + + + + + + + + + Disables rectangle clipping for this CanvasRenderer. + + + + + Enables rect clipping on the CanvasRendered. Geometry outside of the specified rect will be clipped (not rendered). + + + + + + Get the current alpha of the renderer. + + + + + Get the current color of the renderer. + + + + + Gets the current Material assigned to the CanvasRenderer. + + The material index to retrieve (0 if this parameter is omitted). + + Result. + + + + + Gets the current Material assigned to the CanvasRenderer. + + The material index to retrieve (0 if this parameter is omitted). + + Result. + + + + + Gets the current Material assigned to the CanvasRenderer. Used internally for masking. + + + + + + Set the alpha of the renderer. Will be multiplied with the UIVertex alpha and the Canvas alpha. + + Alpha. + + + + Set the color of the renderer. Will be multiplied with the UIVertex color and the Canvas color. + + Renderer multiply color. + + + + Set the material for the canvas renderer. If a texture is specified then it will be used as the 'MainTex' instead of the material's 'MainTex'. +See Also: CanvasRenderer.SetMaterialCount, CanvasRenderer.SetTexture. + + Material for rendering. + Material texture overide. + Material index. + + + + Set the material for the canvas renderer. If a texture is specified then it will be used as the 'MainTex' instead of the material's 'MainTex'. +See Also: CanvasRenderer.SetMaterialCount, CanvasRenderer.SetTexture. + + Material for rendering. + Material texture overide. + Material index. + + + + Sets the Mesh used by this renderer. + + + + + + Set the material for the canvas renderer. Used internally for masking. + + + + + + + Sets the texture used by this renderer's material. + + + + + + Set the vertices for the UIRenderer. + + Array of vertices to set. + Number of vertices to set. + + + + Set the vertices for the UIRenderer. + + Array of vertices to set. + Number of vertices to set. + + + + Given a list of UIVertex, split the stream into it's component types. + + + + + + + + + + + + + A capsule-shaped primitive collider. + + + + + The center of the capsule, measured in the object's local space. + + + + + The direction of the capsule. + + + + + The height of the capsule meased in the object's local space. + + + + + The radius of the sphere, measured in the object's local space. + + + + + A CharacterController allows you to easily do movement constrained by collisions without having to deal with a rigidbody. + + + + + The center of the character's capsule relative to the transform's position. + + + + + What part of the capsule collided with the environment during the last CharacterController.Move call. + + + + + Determines whether other rigidbodies or character controllers collide with this character controller (by default this is always enabled). + + + + + The height of the character's capsule. + + + + + Was the CharacterController touching the ground during the last move? + + + + + The radius of the character's capsule. + + + + + The character's collision skin width. + + + + + The character controllers slope limit in degrees. + + + + + The character controllers step offset in meters. + + + + + The current relative velocity of the Character (see notes). + + + + + A more complex move function taking absolute movement deltas. + + + + + + Moves the character with speed. + + + + + + Specification for how to render a character from the font texture. See Font.characterInfo. + + + + + The horizontal distance from the origin of this character to the origin of the next character. + + + + + The horizontal distance from the origin of this glyph to the begining of the glyph image. + + + + + Is the character flipped? + + + + + The height of the glyph image. + + + + + The width of the glyph image. + + + + + Unicode value of the character. + + + + + The maximum extend of the glyph image in the x-axis. + + + + + The maximum extend of the glyph image in the y-axis. + + + + + The minium extend of the glyph image in the x-axis. + + + + + The minimum extend of the glyph image in the y-axis. + + + + + The size of the character or 0 if it is the default font size. + + + + + The style of the character. + + + + + UV coordinates for the character in the texture. + + + + + The uv coordinate matching the bottom left of the glyph image in the font texture. + + + + + The uv coordinate matching the bottom right of the glyph image in the font texture. + + + + + The uv coordinate matching the top left of the glyph image in the font texture. + + + + + The uv coordinate matching the top right of the glyph image in the font texture. + + + + + Screen coordinates for the character in generated text meshes. + + + + + How far to advance between the beginning of this charcater and the next. + + + + + Character Joints are mainly used for Ragdoll effects. + + + + + Brings violated constraints back into alignment even when the solver fails. + + + + + The upper limit around the primary axis of the character joint. + + + + + The lower limit around the primary axis of the character joint. + + + + + Set the angular tolerance threshold (in degrees) for projection. + + + + + Set the linear tolerance threshold for projection. + + + + + The angular limit of rotation (in degrees) around the primary axis of the character joint. + + + + + The angular limit of rotation (in degrees) around the primary axis of the character joint. + + + + + The secondary axis around which the joint can rotate. + + + + + The configuration of the spring attached to the swing limits of the joint. + + + + + The configuration of the spring attached to the twist limits of the joint. + + + + + Collider for 2D physics representing an circle. + + + + + The center point of the collider in local space. + + + + + Radius of the circle. + + + + + The Cloth class provides an interface to cloth simulation physics. + + + + + Bending stiffness of the cloth. + + + + + An array of CapsuleColliders which this Cloth instance should collide with. + + + + + The cloth skinning coefficients used to set up how the cloth interacts with the skinned mesh. + + + + + How much to increase mass of colliding particles. + + + + + Damp cloth motion. + + + + + Is this cloth enabled? + + + + + A constant, external acceleration applied to the cloth. + + + + + The friction of the cloth when colliding with the character. + + + + + The current normals of the cloth object. + + + + + A random, external acceleration applied to the cloth. + + + + + Cloth's sleep threshold. + + + + + Number of solver iterations per second. + + + + + An array of ClothSphereColliderPairs which this Cloth instance should collide with. + + + + + Stretching stiffness of the cloth. + + + + + Enable continuous collision to improve collision stability. + + + + + Should gravity affect the cloth simulation? + + + + + Add one virtual particle per triangle to improve collision stability. + + + + + The current vertex positions of the cloth object. + + + + + How much world-space acceleration of the character will affect cloth vertices. + + + + + How much world-space movement of the character will affect cloth vertices. + + + + + Clear the pending transform changes from affecting the cloth simulation. + + + + + Fade the cloth simulation in or out. + + Fading enabled or not. + + + + + The ClothSkinningCoefficient struct is used to set up how a Cloth component is allowed to move with respect to the SkinnedMeshRenderer it is attached to. + + + + + Definition of a sphere a vertex is not allowed to enter. This allows collision against the animated cloth. + + + + + Distance a vertex is allowed to travel from the skinned mesh vertex position. + + + + + A pair of SphereColliders used to define shapes for Cloth objects to collide against. + + + + + The first SphereCollider of a ClothSphereColliderPair. + + + + + The second SphereCollider of a ClothSphereColliderPair. + + + + + Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two. + + The first SphereCollider of a ClothSphereColliderPair. + The second SphereCollider of a ClothSphereColliderPair. + + + + Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two. + + The first SphereCollider of a ClothSphereColliderPair. + The second SphereCollider of a ClothSphereColliderPair. + + + + A base class of all colliders. + + + + + The rigidbody the collider is attached to. + + + + + The world space bounding volume of the collider. + + + + + Contact offset value of this collider. + + + + + Enabled Colliders will collide with other colliders, disabled Colliders won't. + + + + + Is the collider a trigger? + + + + + The material used by the collider. + + + + + The shared physic material of this collider. + + + + + The closest point to the bounding box of the attached collider. + + + + + + Casts a Ray that ignores all Colliders except this one. + + The starting point and direction of the ray. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + The max length of the ray. + + True when the ray intersects any collider, otherwise false. + + + + + Parent class for collider types used with 2D gameplay. + + + + + The Rigidbody2D attached to the Collider2D's GameObject. + + + + + The world space bounding area of the collider. + + + + + Is this collider configured as a trigger? + + + + + The local offset of the collider geometry. + + + + + The number of separate shaped regions in the collider. + + + + + The PhysicsMaterial2D that is applied to this collider. + + + + + Whether the collider is used by an attached effector or not. + + + + + Check whether this collider is touching the collider or not. + + The collider to check if it is touching this collider. + + Whether the collider is touching this collider or not. + + + + + Checks whether this collider is touching any colliders on the specified layerMask or not. + + Any colliders on any of these layers count as touching. + + Whether this collider is touching any collider on the specified layerMask or not. + + + + + Check if a collider overlaps a point in space. + + A point in world space. + + + + Describes a collision. + + + + + The Collider we hit (Read Only). + + + + + The contact points generated by the physics engine. + + + + + The GameObject whose collider we are colliding with. (Read Only). + + + + + The total impulse applied to this contact pair to resolve the collision. + + + + + The relative linear velocity of the two colliding objects (Read Only). + + + + + The Rigidbody we hit (Read Only). This is null if the object we hit is a collider with no rigidbody attached. + + + + + The Transform of the object we hit (Read Only). + + + + + Information returned by a collision in 2D physics. + + + + + The incoming Collider2D involved in the collision. + + + + + The specific points of contact with the incoming Collider2D. + + + + + Whether the collision was disabled or not. + + + + + The incoming GameObject involved in the collision. + + + + + The relative linear velocity of the two colliding objects (Read Only). + + + + + The incoming Rigidbody2D involved in the collision. + + + + + The Transform of the incoming object involved in the collision. + + + + + The collision detection mode constants used for Rigidbody.collisionDetectionMode. + + + + + Continuous collision detection is on for colliding with static mesh geometry. + + + + + Continuous collision detection is on for colliding with static and dynamic geometry. + + + + + Continuous collision detection is off for this Rigidbody. + + + + + Controls how collisions are detected when a Rigidbody2D moves. + + + + + Ensures that all collisions are detected when a Rigidbody2D moves. + + + + + When a Rigidbody2D moves, only collisions at the new position are detected. + + + + + This mode is obsolete. You should use Discrete mode. + + + + + CollisionFlags is a bitmask returned by CharacterController.Move. + + + + + CollisionFlags is a bitmask returned by CharacterController.Move. + + + + + CollisionFlags is a bitmask returned by CharacterController.Move. + + + + + CollisionFlags is a bitmask returned by CharacterController.Move. + + + + + CollisionFlags is a bitmask returned by CharacterController.Move. + + + + + Representation of RGBA colors. + + + + + Alpha component of the color. + + + + + Blue component of the color. + + + + + Solid black. RGBA is (0, 0, 0, 1). + + + + + Solid blue. RGBA is (0, 0, 1, 1). + + + + + Completely transparent. RGBA is (0, 0, 0, 0). + + + + + Cyan. RGBA is (0, 1, 1, 1). + + + + + Green component of the color. + + + + + A version of the color that has had the gamma curve applied. + + + + + Gray. RGBA is (0.5, 0.5, 0.5, 1). + + + + + The grayscale value of the color. (Read Only) + + + + + Solid green. RGBA is (0, 1, 0, 1). + + + + + English spelling for gray. RGBA is the same (0.5, 0.5, 0.5, 1). + + + + + A version of the color that has had the inverse gamma curve applied. + + + + + Magenta. RGBA is (1, 0, 1, 1). + + + + + Returns the maximum color component value: Max(r,g,b). + + + + + Red component of the color. + + + + + Solid red. RGBA is (1, 0, 0, 1). + + + + + Solid white. RGBA is (1, 1, 1, 1). + + + + + Yellow. RGBA is (1, 0.92, 0.016, 1), but the color is nice to look at! + + + + + Constructs a new Color with given r,g,b,a components. + + Red component. + Green component. + Blue component. + Alpha component. + + + + Constructs a new Color with given r,g,b components and sets a to 1. + + Red component. + Green component. + Blue component. + + + + Colors can be implicitly converted to and from Vector4. + + + + + + Colors can be implicitly converted to and from Vector4. + + + + + + Linearly interpolates between colors a and b by t. + + + + + + + + Linearly interpolates between colors a and b by t. + + + + + + + + Divides color a by the float b. Each color component is scaled separately. + + + + + + + Subtracts color b from color a. Each component is subtracted separately. + + + + + + + Multiplies two colors together. Each component is multiplied separately. + + + + + + + Multiplies color a by the float b. Each color component is scaled separately. + + + + + + + Multiplies color a by the float b. Each color component is scaled separately. + + + + + + + Adds two colors together. Each component is added separately. + + + + + + + Access the r, g, b,a components using [0], [1], [2], [3] respectively. + + + + + Returns a nicely formatted string of this color. + + + + + + Returns a nicely formatted string of this color. + + + + + + Representation of RGBA colors in 32 bit format. + + + + + Alpha component of the color. + + + + + Blue component of the color. + + + + + Green component of the color. + + + + + Red component of the color. + + + + + Constructs a new Color with given r, g, b, a components. + + + + + + + + + Color32 can be implicitly converted to and from Color. + + + + + + Color32 can be implicitly converted to and from Color. + + + + + + Linearly interpolates between colors a and b by t. + + + + + + + + Linearly interpolates between colors a and b by t. + + + + + + + + Returns a nicely formatted string of this color. + + + + + + Returns a nicely formatted string of this color. + + + + + + Valid color spaces. + + + + + Lightmap has been baked for gamma rendering. + + + + + Lightmap has been baked for linear rendering. + + + + + Uninitialized colorspace. + + + + + Attribute used to configure the usage of the ColorField and Color Picker for a color. + + + + + If set to true the Color is treated as a HDR color. + + + + + Maximum allowed HDR color component value when using the HDR Color Picker. + + + + + Maximum exposure value allowed in the HDR Color Picker. + + + + + Minimum allowed HDR color component value when using the Color Picker. + + + + + Minimum exposure value allowed in the HDR Color Picker. + + + + + If false then the alpha bar is hidden in the ColorField and the alpha value is not shown in the Color Picker. + + + + + Attribute for Color fields. Used for configuring the GUI for the color. + + If false then the alpha channel info is hidden both in the ColorField and in the Color Picker. + Set to true if the color should be treated as a HDR color (default value: false). + Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0). + Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8). + Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125). + Maximum exposure value allowed in the HDR Color Picker (default value: 3). + + + + Attribute for Color fields. Used for configuring the GUI for the color. + + If false then the alpha channel info is hidden both in the ColorField and in the Color Picker. + Set to true if the color should be treated as a HDR color (default value: false). + Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0). + Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8). + Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125). + Maximum exposure value allowed in the HDR Color Picker (default value: 3). + + + + A collection of common color functions. + + + + + Returns the color as a hexadecimal string in the format "RRGGBB". + + The color to be converted. + + Hexadecimal string representing the color. + + + + + Returns the color as a hexadecimal string in the format "RRGGBBAA". + + The color to be converted. + + Hexadecimal string representing the color. + + + + + Attempts to convert a html color string. + + Case insensitive html string to be converted into a color. + The converted color. + + True if the string was successfully converted else false. + + + + + Struct used to describe meshes to be combined using Mesh.CombineMeshes. + + + + + Mesh to combine. + + + + + Submesh index of the mesh. + + + + + Matrix to transform the mesh with before combining. + + + + + Interface into compass functionality. + + + + + Used to enable or disable compass. Note, that if you want Input.compass.trueHeading property to contain a valid value, you must also enable location updates by calling Input.location.Start(). + + + + + Accuracy of heading reading in degrees. + + + + + The heading in degrees relative to the magnetic North Pole. (Read Only) + + + + + The raw geomagnetic data measured in microteslas. (Read Only) + + + + + Timestamp (in seconds since 1970) when the heading was last time updated. (Read Only) + + + + + The heading in degrees relative to the geographic North Pole. (Read Only) + + + + + Base class for everything attached to GameObjects. + + + + + The Animation attached to this GameObject (null if there is none attached). + + + + + The AudioSource attached to this GameObject (null if there is none attached). + + + + + The Camera attached to this GameObject (null if there is none attached). + + + + + The Collider attached to this GameObject (null if there is none attached). + + + + + The Collider2D component attached to the object. + + + + + The ConstantForce attached to this GameObject (null if there is none attached). + + + + + The game object this component is attached to. A component is always attached to a game object. + + + + + The GUIText attached to this GameObject (null if there is none attached). + + + + + The GUITexture attached to this GameObject (Read Only). (null if there is none attached). + + + + + The HingeJoint attached to this GameObject (null if there is none attached). + + + + + The Light attached to this GameObject (null if there is none attached). + + + + + The NetworkView attached to this GameObject (Read Only). (null if there is none attached). + + + + + The ParticleEmitter attached to this GameObject (null if there is none attached). + + + + + The ParticleSystem attached to this GameObject (null if there is none attached). + + + + + The Renderer attached to this GameObject (null if there is none attached). + + + + + The Rigidbody attached to this GameObject (null if there is none attached). + + + + + The Rigidbody2D that is attached to the Component's GameObject. + + + + + The tag of this game object. + + + + + The Transform attached to this GameObject (null if there is none attached). + + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + Name of the method to call. + Optional parameter to pass to the method (can be any value). + Should an error be raised if the method does not exist for a given target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + Name of the method to call. + Optional parameter to pass to the method (can be any value). + Should an error be raised if the method does not exist for a given target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + Name of the method to call. + Optional parameter to pass to the method (can be any value). + Should an error be raised if the method does not exist for a given target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + Name of the method to call. + Optional parameter to pass to the method (can be any value). + Should an error be raised if the method does not exist for a given target object? + + + + Is this game object tagged with tag ? + + The tag to compare. + + + + Returns the component of Type type if the game object has one attached, null if it doesn't. + + The type of Component to retrieve. + + + + Generic version. See the page for more details. + + + + + Returns the component with name type if the game object has one attached, null if it doesn't. + + + + + + Returns the component of Type type in the GameObject or any of its children using depth first search. + + The type of Component to retrieve. + + + + Generic version. See the page for more details. + + + + + Returns the component of Type type in the GameObject or any of its parents. + + The type of Component to retrieve. + + + + Generic version. See the page for more details. + + + + + Returns all components of Type type in the GameObject. + + The type of Component to retrieve. + + + + Generic version. See the page for more details. + + + + + Returns all components of Type type in the GameObject or any of its children. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? + + + + Returns all components of Type type in the GameObject or any of its children. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? + + + + Generic version. See the page for more details. + + Should inactive Components be included in the found set? + + + + Generic version. See the page for more details. + + + + + Returns all components of Type type in the GameObject or any of its parents. + + The type of Component to retrieve. + Should inactive Components be included in the found set? + + + + Generic version. See the page for more details. + + Should inactive Components be included in the found set? + + + + Generic version. See the page for more details. + + Should inactive Components be included in the found set? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + Name of the method to call. + Optional parameter for the method. + Should an error be raised if the target object doesn't implement the method for the message? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + Name of the method to call. + Optional parameter for the method. + Should an error be raised if the target object doesn't implement the method for the message? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + Name of the method to call. + Optional parameter for the method. + Should an error be raised if the target object doesn't implement the method for the message? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + Name of the method to call. + Optional parameter for the method. + Should an error be raised if the target object doesn't implement the method for the message? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + Name of method to call. + Optional parameter value for the method. + Should an error be raised if the method does not exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + Name of method to call. + Optional parameter value for the method. + Should an error be raised if the method does not exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + Name of method to call. + Optional parameter value for the method. + Should an error be raised if the method does not exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + Name of method to call. + Optional parameter value for the method. + Should an error be raised if the method does not exist on the target object? + + + + Data buffer to hold data for compute shaders. + + + + + Number of elements in the buffer (Read Only). + + + + + Size of one element in the buffer (Read Only). + + + + + Copy counter value of append/consume buffer into another buffer. + + Append/consume buffer to copy the counter from. + A buffer to copy the counter to. + Target byte offset in dst. + + + + Create a Compute Buffer. + + Number of elements in the buffer. + Size of one element in the buffer. Has to match size of buffer type in the shader. See for cross-platform compatibility information. + Type of the buffer, default is ComputeBufferType.Default. + + + + Create a Compute Buffer. + + Number of elements in the buffer. + Size of one element in the buffer. Has to match size of buffer type in the shader. See for cross-platform compatibility information. + Type of the buffer, default is ComputeBufferType.Default. + + + + Read data values from the buffer into an array. + + An array to receive the data. + + + + Release a Compute Buffer. + + + + + Set the buffer with values from an array. + + Array of values to fill the buffer. + + + + ComputeBuffer type. + + + + + Append-consume ComputeBuffer type. + + + + + ComputeBuffer with a counter. + + + + + Default ComputeBuffer type. + + + + + ComputeBuffer used for Graphics.DrawProceduralIndirect. + + + + + Raw ComputeBuffer type. + + + + + Compute Shader asset. + + + + + Execute a compute shader. + + Which kernel to execute. A single compute shader asset can have multiple kernel entry points. + Work size in X dimension. + Work size in Y dimension. + Work size in Z dimension. + + + + Find ComputeShader kernel index. + + Name of kernel function. + + Kernel index, or -1 if not found. + + + + + Sets an input or output compute buffer. + + For which kernel the buffer is being set. See FindKernel. + Name of the buffer variable in shader code. + Buffer to set. + + + + Set a float parameter. + + Variable name in shader code. + Value to set. + + + + Set multiple consecutive float parameters at once. + + Array variable name in the shader code. + Value array to set. + + + + Set an integer parameter. + + Variable name in shader code. + Value to set. + + + + Set multiple consecutive integer parameters at once. + + Array variable name in the shader code. + Value array to set. + + + + Set a texture parameter. + + For which kernel the texture is being set. See FindKernel. + Name of the buffer variable in shader code. + Texture to set. + + + + Set a vector parameter. + + Variable name in shader code. + Value to set. + + + + The configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion. + + + + + Definition of how the joint's rotation will behave around its local X axis. Only used if Rotation Drive Mode is Swing & Twist. + + + + + The configuration of the spring attached to the angular X limit of the joint. + + + + + Allow rotation around the X axis to be Free, completely Locked, or Limited according to Low and High Angular XLimit. + + + + + Boundary defining rotation restriction, based on delta from original rotation. + + + + + Allow rotation around the Y axis to be Free, completely Locked, or Limited according to Angular YLimit. + + + + + Definition of how the joint's rotation will behave around its local Y and Z axes. Only used if Rotation Drive Mode is Swing & Twist. + + + + + The configuration of the spring attached to the angular Y and angular Z limits of the joint. + + + + + Boundary defining rotation restriction, based on delta from original rotation. + + + + + Allow rotation around the Z axis to be Free, completely Locked, or Limited according to Angular ZLimit. + + + + + If enabled, all Target values will be calculated in world space instead of the object's local space. + + + + + Boundary defining upper rotation restriction, based on delta from original rotation. + + + + + Boundary defining movement restriction, based on distance from the joint's origin. + + + + + The configuration of the spring attached to the linear limit of the joint. + + + + + Boundary defining lower rotation restriction, based on delta from original rotation. + + + + + Set the angular tolerance threshold (in degrees) for projection. + +If the joint deviates by more than this angle around its locked angular degrees of freedom, +the solver will move the bodies to close the angle. + +Setting a very small tolerance may result in simulation jitter or other artifacts. + +Sometimes it is not possible to project (for example when the joints form a cycle). + + + + + Set the linear tolerance threshold for projection. + +If the joint separates by more than this distance along its locked degrees of freedom, the solver +will move the bodies to close the distance. + +Setting a very small tolerance may result in simulation jitter or other artifacts. + +Sometimes it is not possible to project (for example when the joints form a cycle). + + + + + Brings violated constraints back into alignment even when the solver fails. Projection is not a physical process and does not preserve momentum or respect collision geometry. It is best avoided if practical, but can be useful in improving simulation quality where joint separation results in unacceptable artifacts. + + + + + Control the object's rotation with either X & YZ or Slerp Drive by itself. + + + + + The joint's secondary axis. + + + + + Definition of how the joint's rotation will behave around all local axes. Only used if Rotation Drive Mode is Slerp Only. + + + + + If enabled, the two connected rigidbodies will be swapped, as if the joint was attached to the other body. + + + + + This is a Vector3. It defines the desired angular velocity that the joint should rotate into. + + + + + The desired position that the joint should move into. + + + + + This is a Quaternion. It defines the desired rotation that the joint should rotate into. + + + + + The desired velocity that the joint should move along. + + + + + Definition of how the joint's movement will behave along its local X axis. + + + + + Allow movement along the X axis to be Free, completely Locked, or Limited according to Linear Limit. + + + + + Definition of how the joint's movement will behave along its local Y axis. + + + + + Allow movement along the Y axis to be Free, completely Locked, or Limited according to Linear Limit. + + + + + Definition of how the joint's movement will behave along its local Z axis. + + + + + Allow movement along the Z axis to be Free, completely Locked, or Limited according to Linear Limit. + + + + + Constrains movement for a ConfigurableJoint along the 6 axes. + + + + + Motion along the axis will be completely free and completely unconstrained. + + + + + Motion along the axis will be limited by the respective limit. + + + + + Motion along the axis will be locked. + + + + + The various test results the connection tester may return with. + + + + + Some unknown error occurred. + + + + + Port-restricted NAT type, can do NAT punchthrough to everyone except symmetric. + + + + + Symmetric NAT type, cannot do NAT punchthrough to other symmetric types nor port restricted type. + + + + + Address-restricted cone type, NAT punchthrough fully supported. + + + + + Full cone type, NAT punchthrough fully supported. + + + + + Public IP address detected and game listen port is accessible to the internet. + + + + + Public IP address detected but server is not initialized and no port is listening. + + + + + Public IP address detected but the port is not connectable from the internet. + + + + + Test result undetermined, still in progress. + + + + + A force applied constantly. + + + + + The force applied to the rigidbody every frame. + + + + + The force - relative to the rigid bodies coordinate system - applied every frame. + + + + + The torque - relative to the rigid bodies coordinate system - applied every frame. + + + + + The torque applied to the rigidbody every frame. + + + + + Applies both linear and angular (torque) forces continuously to the rigidbody each physics update. + + + + + The linear force applied to the rigidbody each physics update. + + + + + The linear force, relative to the rigid-body coordinate system, applied each physics update. + + + + + The torque applied to the rigidbody each physics update. + + + + + Describes a contact point where the collision occurs. + + + + + Normal of the contact point. + + + + + The other collider in contact at the point. + + + + + The point of contact. + + + + + The first collider in contact at the point. + + + + + Details about a specific point of contact involved in a 2D physics collision. + + + + + The collider attached to the object receiving the collision message. + + + + + Surface normal at the contact point. + + + + + The incoming collider involved in the collision at this contact point. + + + + + The point of contact between the two colliders in world space. + + + + + The ContextMenu attribute allows you to add commands to the context menu. + + + + + Adds the function to the context menu of the component. + + + + + + Use this attribute to add a context menu to a field that calls a named method. + + + + + The name of the function that should be called. + + + + + The name of the context menu item. + + + + + Use this attribute to add a context menu to a field that calls a named method. + + The name of the context menu item. + The name of the function that should be called. + + + + ControllerColliderHit is used by CharacterController.OnControllerColliderHit to give detailed information about the collision and how to deal with it. + + + + + The collider that was hit by the controller. + + + + + The controller that hit the collider. + + + + + The game object that was hit by the controller. + + + + + The direction the CharacterController was moving in when the collision occured. + + + + + How far the character has travelled until it hit the collider. + + + + + The normal of the surface we collided with in world space. + + + + + The impact point in world space. + + + + + The rigidbody that was hit by the controller. + + + + + The transform that was hit by the controller. + + + + + MonoBehaviour.StartCoroutine returns a Coroutine. Instances of this class are only used to reference these coroutines and do not hold any exposed properties or functions. + + + + + Holds data for a single application crash event and provides access to all gathered crash reports. + + + + + Returns last crash report, or null if no reports are available. + + + + + Returns all currently available reports in a new array. + + + + + Crash report data as formatted text. + + + + + Time, when the crash occured. + + + + + Remove report from available reports list. + + + + + Remove all reports from available reports list. + + + + + Mark a ScriptableObject-derived type to be automatically listed in the Assets/Create submenu, so that instances of the type can be easily created and stored in the project as ".asset" files. + + + + + The default file name used by newly created instances of this type. + + + + + The display name for this type shown in the Assets/Create menu. + + + + + The position of the menu item within the Assets/Create menu. + + + + + Class for handling cube maps, Use this to create or modify existing. + + + + + The format of the pixel data in the texture (Read Only). + + + + + How many mipmap levels are in this texture (Read Only). + + + + + Actually apply all previous SetPixel and SetPixels changes. + + Should all mipmap levels be updated? + Should the Cubemap texture data be readable/modifiable after changes are applied? + + + + Create a new empty cubemap texture. + + Width/height of a cube face in pixels. + Pixel data format to be used for the Cubemap. + Should mipmaps be created? + + + + Returns pixel color at coordinates (face, x, y). + + + + + + + + Returns pixel colors of a cubemap face. + + The face from which pixel data is taken. + Mipmap level for the chosen face. + + + + Sets pixel color at coordinates (face, x, y). + + + + + + + + + Sets pixel colors of a cubemap face. + + Pixel data for the Cubemap face. + The face to which the new data should be applied. + The mipmap level for the face. + + + + Performs smoothing of near edge regions. + + Pixel distance at edges over which to apply smoothing. + + + + Cubemap face. + + + + + Left facing side (-x). + + + + + Downward facing side (-y). + + + + + Backward facing side (-z). + + + + + Right facing side (+x). + + + + + Upwards facing side (+y). + + + + + Forward facing side (+z). + + + + + Cubemap face is unknown or unspecified. + + + + + Describes a set of bounding spheres that should have their visibility and distances maintained. + + + + + Pauses culling group execution. + + + + + Sets the callback that will be called when a sphere's visibility and/or distance state has changed. + + + + + Locks the CullingGroup to a specific camera. + + + + + Create a CullingGroup. + + + + + Clean up all memory used by the CullingGroup immediately. + + + + + Erase a given bounding sphere by moving the final sphere on top of it. + + The index of the entry to erase. + + + + Erase a given entry in an arbitrary array by copying the final entry on top of it, then decrementing the number of entries used by one. + + The index of the entry to erase. + An array of entries. + The number of entries in the array that are actually used. + + + + Get the current distance band index of a given sphere. + + The index of the sphere. + + The sphere's current distance band index. + + + + + Returns true if the bounding sphere at index is currently visible from any of the contributing cameras. + + The index of the bounding sphere. + + True if the sphere is visible; false if it is invisible. + + + + + Retrieve the indices of spheres that have particular visibility and/or distance states. + + True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved. + The distance band that retrieved spheres must be in. + An array that will be filled with the retrieved sphere indices. + The index of the sphere to begin searching at. + + The number of sphere indices found and written into the result array. + + + + + Retrieve the indices of spheres that have particular visibility and/or distance states. + + True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved. + The distance band that retrieved spheres must be in. + An array that will be filled with the retrieved sphere indices. + The index of the sphere to begin searching at. + + The number of sphere indices found and written into the result array. + + + + + Retrieve the indices of spheres that have particular visibility and/or distance states. + + True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved. + The distance band that retrieved spheres must be in. + An array that will be filled with the retrieved sphere indices. + The index of the sphere to begin searching at. + + The number of sphere indices found and written into the result array. + + + + + Set bounding distances for 'distance bands' the group should compute, as well as options for how spheres falling into each distance band should be treated. + + An array of bounding distances. The distances should be sorted in increasing order. + An array of CullingDistanceBehaviour settings. The array should be the same length as the array provided to the distances parameter. It can also be omitted or passed as null, in which case all distances will be given CullingDistanceBehaviour.Normal behaviour. + + + + Set bounding distances for 'distance bands' the group should compute, as well as options for how spheres falling into each distance band should be treated. + + An array of bounding distances. The distances should be sorted in increasing order. + An array of CullingDistanceBehaviour settings. The array should be the same length as the array provided to the distances parameter. It can also be omitted or passed as null, in which case all distances will be given CullingDistanceBehaviour.Normal behaviour. + + + + Sets the number of bounding spheres in the bounding spheres array that are actually being used. + + The number of bounding spheres being used. + + + + Sets the array of bounding sphere definitions that the CullingGroup should compute culling for. + + The BoundingSpheres to cull. + + + + Set the reference point from which distance bands are measured. + + A fixed point to measure the distance from. + A transform to measure the distance from. The transform's position will be automatically tracked. + + + + Set the reference point from which distance bands are measured. + + A fixed point to measure the distance from. + A transform to measure the distance from. The transform's position will be automatically tracked. + + + + This delegate is used for recieving a callback when a sphere's distance or visibility state has changed. + + A CullingGroupEvent that provides information about the sphere that has changed. + + + + Provides information about the current and previous states of one sphere in a CullingGroup. + + + + + The current distance band index of the sphere, after the most recent culling pass. + + + + + Did this sphere change from being visible to being invisible in the most recent culling pass? + + + + + Did this sphere change from being invisible to being visible in the most recent culling pass? + + + + + The index of the sphere that has changed. + + + + + Was the sphere considered visible by the most recent culling pass? + + + + + The distance band index of the sphere before the most recent culling pass. + + + + + Was the sphere visible before the most recent culling pass? + + + + + Cursor API for setting the cursor that is used for rendering. + + + + + How should the cursor be handled? + + + + + Should the cursor be visible? + + + + + Change the mouse cursor to the set texture OnMouseEnter. + + + + + Specify a custom cursor that you wish to use as a cursor. + + The texture to use for the cursor or null to set the default cursor. Note that a texture needs to be imported with "Read/Write enabled" in the texture importer (or using the "Cursor" defaults), in order to be used as a cursor. + The offset from the top left of the texture to use as the target point (must be within the bounds of the cursor). + Allow this cursor to render as a hardware cursor on supported platforms, or force software cursor. + + + + How the cursor should behave. + + + + + Confine cursor to the game window. + + + + + Lock cursor to the center of the game window. + + + + + Cursor behavior is unmodified. + + + + + How should the custom cursor be rendered. + + + + + Use hardware cursors on supported platforms. + + + + + Force the use of software cursors. + + + + + Class containing methods to ease debugging while developing a game. + + + + + Opens or closes developer console. + + + + + In the Build Settings dialog there is a check box called "Development Build". + + + + + Assert the condition. + + Condition you expect to be true. + String or object to be converted to string representation for display. + Formatted string for display. + Arguments for the formatted string. + + + + Assert the condition. + + Condition you expect to be true. + String or object to be converted to string representation for display. + Formatted string for display. + Arguments for the formatted string. + + + + Assert the condition. + + Condition you expect to be true. + String or object to be converted to string representation for display. + Formatted string for display. + Arguments for the formatted string. + + + + Pauses the editor. + + + + + Clears errors from the developer console. + + + + + Draws a line between specified start and end points. + + Point in world space where the line should start. + Point in world space where the line should end. + Color of the line. + How long the line should be visible for. + Should the line be obscured by objects closer to the camera? + + + + Draws a line between specified start and end points. + + Point in world space where the line should start. + Point in world space where the line should end. + Color of the line. + How long the line should be visible for. + Should the line be obscured by objects closer to the camera? + + + + Draws a line between specified start and end points. + + Point in world space where the line should start. + Point in world space where the line should end. + Color of the line. + How long the line should be visible for. + Should the line be obscured by objects closer to the camera? + + + + Draws a line between specified start and end points. + + Point in world space where the line should start. + Point in world space where the line should end. + Color of the line. + How long the line should be visible for. + Should the line be obscured by objects closer to the camera? + + + + Draws a line from start to start + dir in world coordinates. + + Point in world space where the ray should start. + Direction and length of the ray. + Color of the drawn line. + How long the line will be visible for (in seconds). + Should the line be obscured by other objects closer to the camera? + + + + Draws a line from start to start + dir in world coordinates. + + Point in world space where the ray should start. + Direction and length of the ray. + Color of the drawn line. + How long the line will be visible for (in seconds). + Should the line be obscured by other objects closer to the camera? + + + + Draws a line from start to start + dir in world coordinates. + + Point in world space where the ray should start. + Direction and length of the ray. + Color of the drawn line. + How long the line will be visible for (in seconds). + Should the line be obscured by other objects closer to the camera? + + + + Draws a line from start to start + dir in world coordinates. + + Point in world space where the ray should start. + Direction and length of the ray. + Color of the drawn line. + How long the line will be visible for (in seconds). + Should the line be obscured by other objects closer to the camera? + + + + Logs message to the Unity Console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs message to the Unity Console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Debug.Log that logs an error message to the console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Debug.Log that logs an error message to the console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs a formatted error message to the Unity console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + Logs a formatted error message to the Unity console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + A variant of Debug.Log that logs an error message to the console. + + + + + + + A variant of Debug.Log that logs an error message to the console. + + + + + + + Logs a formatted message to the Unity Console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + Logs a formatted message to the Unity Console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + A variant of Debug.Log that logs a warning message to the console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Debug.Log that logs a warning message to the console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs a formatted warning message to the Unity Console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + Logs a formatted warning message to the Unity Console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + Depth texture generation mode for Camera. + + + + + Generate a depth texture. + + + + + Generate a depth + normals texture. + + + + + Do not generate depth texture (Default). + + + + + Detail prototype used by the Terrain GameObject. + + + + + Bend factor of the detailPrototype. + + + + + Color when the DetailPrototypes are "dry". + + + + + Color when the DetailPrototypes are "healthy". + + + + + Maximum height of the grass billboards (if render mode is GrassBillboard). + + + + + Maximum width of the grass billboards (if render mode is GrassBillboard). + + + + + Minimum height of the grass billboards (if render mode is GrassBillboard). + + + + + Minimum width of the grass billboards (if render mode is GrassBillboard). + + + + + How spread out is the noise for the DetailPrototype. + + + + + GameObject used by the DetailPrototype. + + + + + Texture used by the DetailPrototype. + + + + + Render mode for the DetailPrototype. + + + + + Render mode for detail prototypes. + + + + + The detail prototype will use the grass shader. + + + + + The detail prototype will be rendered as billboards that are always facing the camera. + + + + + Will show the prototype using diffuse shading. + + + + + Describes physical orientation of the device as determined by the OS. + + + + + The device is held parallel to the ground with the screen facing downwards. + + + + + The device is held parallel to the ground with the screen facing upwards. + + + + + The device is in landscape mode, with the device held upright and the home button on the right side. + + + + + The device is in landscape mode, with the device held upright and the home button on the left side. + + + + + The device is in portrait mode, with the device held upright and the home button at the bottom. + + + + + The device is in portrait mode but upside down, with the device held upright and the home button at the top. + + + + + The orientation of the device cannot be determined. + + + + + Enumeration for SystemInfo.deviceType, denotes a coarse grouping of kinds of devices. + + + + + A stationary gaming console. + + + + + Desktop or laptop computer. + + + + + A handheld device like mobile phone or a tablet. + + + + + Device type is unknown. You should never see this in practice. + + + + + Prevents MonoBehaviour of same type (or subtype) to be added more than once to a GameObject. + + + + + Provides access to a display / screen for rendering operations. + + + + + Color RenderBuffer. + + + + + Depth RenderBuffer. + + + + + The list of currently connected Displays. Contains at least one (main) display. + + + + + Main Display. + + + + + + Rendering Height. + + + + + Rendering Width. + + + + + System Height. + + + + + System Width. + + + + + Activate an external display. Eg. Secondary Monitors connected to the System. + + + + + This overloaded function available for Windows allows specifying desired Window Width, Height and Refresh Rate. + + Desired Width of the Window (for Windows only. On Linux and Mac uses Screen Width). + Desired Height of the Window (for Windows only. On Linux and Mac uses Screen Height). + Desired Refresh Rate. + + + + Check if MultiDisplayLicense is enabled. + + + + + Query relative mouse coordinates. + + Mouse Input Position as Coordinates. + + + + This Windows only function can be used to set Size and Position of the Screen when Multi-Display is enabled. + + Change Window Width (Windows Only). + Change Window Height (Windows Only). + Change Window Position X (Windows Only). + Change Window Position Y (Windows Only). + + + + Sets Rendering resolution for the display. + + Rendering width. + Rendering height. + + + + Joint that keeps two Rigidbody2D objects a fixed distance apart. + + + + + The distance separating the two ends of the joint. + + + + + Whether to maintain a maximum distance only or not. If not then the absolute distance will be maintained instead. + + + + + Gets the reaction force of the joint given the specified timestep. + + The time to calculate the reaction force for. + + + + Gets the reaction torque of the joint given the specified timestep. + + The time to calculate the reaction torque for. + + + + A component can be designed drive a RectTransform. The DrivenRectTransformTracker struct is used to specify which RectTransforms it is driving. + + + + + Add a RectTransform to be driven. + + The object to drive properties. + The RectTransform to be driven. + The properties to be driven. + + + + Clear the list of RectTransforms being driven. + + + + + An enumeration of transform properties that can be driven on a RectTransform by an object. + + + + + Selects all driven properties. + + + + + Selects driven property RectTransform.anchoredPosition. + + + + + Selects driven property RectTransform.anchoredPosition3D. + + + + + Selects driven property RectTransform.anchoredPosition.x. + + + + + Selects driven property RectTransform.anchoredPosition.y. + + + + + Selects driven property RectTransform.anchoredPosition3D.z. + + + + + Selects driven property combining AnchorMaxX and AnchorMaxY. + + + + + Selects driven property RectTransform.anchorMax.x. + + + + + Selects driven property RectTransform.anchorMax.y. + + + + + Selects driven property combining AnchorMinX and AnchorMinY. + + + + + Selects driven property RectTransform.anchorMin.x. + + + + + Selects driven property RectTransform.anchorMin.y. + + + + + Selects driven property combining AnchorMinX, AnchorMinY, AnchorMaxX and AnchorMaxY. + + + + + Deselects all driven properties. + + + + + Selects driven property combining PivotX and PivotY. + + + + + Selects driven property RectTransform.pivot.x. + + + + + Selects driven property RectTransform.pivot.y. + + + + + Selects driven property Transform.localRotation. + + + + + Selects driven property combining ScaleX, ScaleY && ScaleZ. + + + + + Selects driven property Transform.localScale.x. + + + + + Selects driven property Transform.localScale.y. + + + + + Selects driven property Transform.localScale.z. + + + + + Selects driven property combining SizeDeltaX and SizeDeltaY. + + + + + Selects driven property RectTransform.sizeDelta.x. + + + + + Selects driven property RectTransform.sizeDelta.y. + + + + + Allows to control the dynamic Global Illumination. + + + + + Allows for scaling the contribution coming from realtime & static lightmaps. + + + + + When enabled, new dynamic Global Illumination output is shown in each frame. + + + + + Threshold for limiting updates of realtime GI. + + + + + Allows to set an emissive color for a given renderer quickly, without the need to render the emissive input for the entire system. + + The Renderer that should get a new color. + The emissive Color. + The index of the submesh that should use the color. + + + + Schedules an update of the environment texture. + + + + + Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain. + + The Renderer to use when searching for a system to update. + The Terrain to use when searching for systems to update. + + + + + + + + Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain. + + The Renderer to use when searching for a system to update. + The Terrain to use when searching for systems to update. + + + + + + + + Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain. + + The Renderer to use when searching for a system to update. + The Terrain to use when searching for systems to update. + + + + + + + + Collider for 2D physics representing an arbitrary set of connected edges (lines) defined by its vertices. + + + + + Gets the number of edges. + + + + + Gets the number of points. + + + + + Get or set the points defining multiple continuous edges. + + + + + Reset to a single edge consisting of two points. + + + + + A base class for all 2D effectors. + + + + + The mask used to select specific layers allowed to interact with the effector. + + + + + Should the collider-mask be used or the global collision matrix? + + + + + The mode used to apply Effector2D forces. + + + + + The force is applied at a constant rate. + + + + + The force is applied inverse-linear relative to a point. + + + + + The force is applied inverse-squared relative to a point. + + + + + Selects the source and/or target to be used by an Effector2D. + + + + + The source/target is defined by the Collider2D. + + + + + The source/target is defined by the Rigidbody2D. + + + + + Class used to allow GameObject.AddComponent / GameObject.GetComponent to be used. + + + + + A UnityGUI event. + + + + + Is Alt/Option key held down? (Read Only) + + + + + Which mouse button was pressed. + + + + + Is Caps Lock on? (Read Only) + + + + + The character typed. + + + + + How many consecutive mouse clicks have we received. + + + + + Is Command/Windows key held down? (Read Only) + + + + + The name of an ExecuteCommand or ValidateCommand Event. + + + + + Is Control key held down? (Read Only) + + + + + The current event that's being processed right now. + + + + + The relative movement of the mouse compared to last event. + + + + + Is the current keypress a function key? (Read Only) + + + + + Is this event a keyboard event? (Read Only) + + + + + Is this event a mouse event? (Read Only) + + + + + The raw key code for keyboard events. + + + + + Which modifier keys are held down. + + + + + The mouse position. + + + + + Is the current keypress on the numeric keyboard? (Read Only) + + + + + Is Shift held down? (Read Only) + + + + + The type of event. + + + + + Returns the current number of events that are stored in the event queue. + + + Current number of events currently in the event queue. + + + + + Get a filtered event type for a given control ID. + + The ID of the control you are querying from. + + + + Create a keyboard event. + + + + + + Get the next queued [Event] from the event system. + + Next Event. + + + + Use this event. + + + + + Types of modifier key that can be active during a keystroke event. + + + + + Alt key. + + + + + Caps lock key. + + + + + Command key (Mac). + + + + + Control key. + + + + + Function key. + + + + + No modifier key pressed during a keystroke event. + + + + + Num lock key. + + + + + Shift key. + + + + + THe mode that a listener is operating in. + + + + + The listener will bind to one argument bool functions. + + + + + The listener will use the function binding specified by the even. + + + + + The listener will bind to one argument float functions. + + + + + The listener will bind to one argument int functions. + + + + + The listener will bind to one argument Object functions. + + + + + The listener will bind to one argument string functions. + + + + + The listener will bind to zero argument functions. + + + + + Zero argument delegate used by UnityEvents. + + + + + One argument delegate used by UnityEvents. + + + + + + Two argument delegate used by UnityEvents. + + + + + + + Three argument delegate used by UnityEvents. + + + + + + + + Four argument delegate used by UnityEvents. + + + + + + + + + A zero argument persistent callback that can be saved with the scene. + + + + + Add a non persistent listener to the UnityEvent. + + Callback function. + + + + Constructor. + + + + + Invoke all registered callbacks (runtime and peristent). + + + + + Remove a non persistent listener from the UnityEvent. + + Callback function. + + + + One argument version of UnityEvent. + + + + + Two argument version of UnityEvent. + + + + + Three argument version of UnityEvent. + + + + + Four argument version of UnityEvent. + + + + + Abstract base class for UnityEvents. + + + + + Get the number of registered persistent listeners. + + + + + Get the target method name of the listener at index index. + + Index of the listener to query. + + + + Get the target component of the listener at index index. + + Index of the listener to query. + + + + Given an object, function name, and a list of argument types; find the method that matches. + + Object to search for the method. + Function name to search for. + Argument types for the function. + + + + Remove all listeners from the event. + + + + + Modify the execution state of a persistent listener. + + Index of the listener to query. + State to set. + + + + Controls the scope of UnityEvent callbacks. + + + + + Callback is always issued. + + + + + Callback is not issued. + + + + + Callback is only issued in the Runtime and Editor playmode. + + + + + Types of UnityGUI input and processing events. + + + + + User has right-clicked (or control-clicked on the mac). + + + + + Editor only: drag & drop operation exited. + + + + + Editor only: drag & drop operation performed. + + + + + Editor only: drag & drop operation updated. + + + + + Execute a special command (eg. copy & paste). + + + + + Event should be ignored. + + + + + A keyboard key was pressed. + + + + + A keyboard key was released. + + + + + A layout event. + + + + + Mouse button was pressed. + + + + + Mouse was dragged. + + + + + Mouse was moved (editor views only). + + + + + Mouse button was released. + + + + + A repaint event. One is sent every frame. + + + + + The scroll wheel was moved. + + + + + Already processed event. + + + + + Validates a special command (e.g. copy & paste). + + + + + Makes a script execute in edit mode. + + + + + Playable that plays an AnimationClip. Can be used as an input to an AnimationPlayable. + + + + + AnimationClip played by this playable. + + + + + The speed at which the AnimationClip is played. + + + + + Playable used to mix AnimationPlayables. + + + + + Automatically creates an AnimationClipPlayable for each supplied AnimationClip, then sets them as inputs to the mixer. + + AnimationClips to be used as inputs. + + Returns false if the creation of the AnimationClipPlayables failed, or if the connection failed. + + + + + Base class for all animation related Playable classes. + + + + + Adds an AnimationPlayable as an input. + + A playable to connect. + + Returns the index of the port the playable was connected to. + + + + + Disconnects all input playables. + + + Returns false if the removal fails. + + + + + Removes a playable from the list of inputs. + + Index of the playable to remove. + AnimationPlayable to remove. + + Returns false if the removal could not be removed because it wasn't found. + + + + + Removes a playable from the list of inputs. + + Index of the playable to remove. + AnimationPlayable to remove. + + Returns false if the removal could not be removed because it wasn't found. + + + + + Sets an AnimationPlayable as an input. + + AnimationPlayable to be used as input. + Index of the input. + + Returns false if the operation could not be completed. + + + + + Replaces existing inputs with the supplied collection of AnimationPlayable. + + Collection of AnimationPlayables to be used as inputs. + + Returns false if the operation could not be completed. + + + + + Playable that plays a RuntimeAnimatorController. Can be used as an input to an AnimationPlayable. + + + + + RuntimeAnimatorController played by this playable. + + + + + See IAnimatorControllerPlayable.layerCount. + + + + + See IAnimatorControllerPlayable.parameterCount. + + + + + See IAnimatorControllerPlayable.CrossFade. + + + + + + + + + + See IAnimatorControllerPlayable.CrossFade. + + + + + + + + + + See IAnimatorControllerPlayable.CrossFadeInFixedTime. + + + + + + + + + + See IAnimatorControllerPlayable.CrossFadeInFixedTime. + + + + + + + + + + See IAnimatorControllerPlayable.GetAnimatorTransitionInfo. + + + + + + See IAnimatorControllerPlayable.GetBool. + + + + + + + See IAnimatorControllerPlayable.GetBool. + + + + + + + See IAnimatorControllerPlayable.GetCurrentAnimatorClipInfo. + + + + + + See IAnimatorControllerPlayable.GetCurrentAnimatorStateInfo. + + + + + + See IAnimatorControllerPlayable.GetFloat. + + + + + + + See IAnimatorControllerPlayable.GetFloat. + + + + + + + See IAnimatorControllerPlayable.GetInteger. + + + + + + + See IAnimatorControllerPlayable.GetInteger. + + + + + + + See IAnimatorControllerPlayable.GetLayerIndex. + + + + + + See IAnimatorControllerPlayable.GetLayerName. + + + + + + See IAnimatorControllerPlayable.GetLayerWeight. + + + + + + See IAnimatorControllerPlayable.GetNextAnimatorClipInfo. + + + + + + See IAnimatorControllerPlayable.GetNextAnimatorStateInfo. + + + + + + See AnimatorController.GetParameter. + + + + + + See IAnimatorControllerPlayable.HasState. + + + + + + + See IAnimatorControllerPlayable.IsInTransition. + + + + + + See IAnimatorControllerPlayable.IsParameterControlledByCurve. + + + + + + + See IAnimatorControllerPlayable.IsParameterControlledByCurve. + + + + + + + See IAnimatorControllerPlayable.Play. + + + + + + + + + See IAnimatorControllerPlayable.Play. + + + + + + + + + See IAnimatorControllerPlayable.PlayInFixedTime. + + + + + + + + + See IAnimatorControllerPlayable.PlayInFixedTime. + + + + + + + + + See IAnimatorControllerPlayable.ResetTrigger. + + + + + + + See IAnimatorControllerPlayable.ResetTrigger. + + + + + + + See IAnimatorControllerPlayable.SetBool. + + + + + + + + See IAnimatorControllerPlayable.SetBool. + + + + + + + + See IAnimatorControllerPlayable.SetFloat. + + + + + + + + See IAnimatorControllerPlayable.SetFloat. + + + + + + + + See IAnimatorControllerPlayable.SetInteger. + + + + + + + + See IAnimatorControllerPlayable.SetInteger. + + + + + + + + See IAnimatorControllerPlayable.SetLayerWeight. + + + + + + + See IAnimatorControllerPlayable.SetTrigger. + + + + + + + See IAnimatorControllerPlayable.SetTrigger. + + + + + + + The DirectorPlayer is the base class for all components capable of playing a Experimental.Director.Playable tree. + + + + + Returns the Player's current local time. + + + Current local time. + + + + + Returns the current Experimental.Director.DirectorUpdateMode. + + + Current update mode for this player. + + + + + Starts playing a Experimental.Director.Playable tree. + + The root Experimental.Director.Playable in the tree. + + + + Sets the Player's local time. + + The new local time. + + + + Specifies the way the Player's will increment when it is playing. + + + + + + Stop the playback of the Player and Experimental.Director.Playable. + + + + + Defines what time source is used to update a Director graph. + + + + + Update is based on DSP (Digital Sound Processing) clock. Use this for graphs that need to be synchronized with Audio. + + + + + Update is based on Time.time. Use this for graphs that need to be synchronized on gameplay, and that need to be paused when the game is paused. + + + + + Update mode is manual. You need to manually call PlayerController.Tick with your own deltaTime. This can be useful for graphs that can be completely disconnected from the rest of the the game. Example: Localized Bullet time. + + + + + Update is based on Time.unscaledTime. Use this for graphs that need to be updated even when gameplay is paused. Example: Menus transitions need to be updated even when the game is paused. + + + + + This structure contains the frame information a Playable receives in Playable.PrepareFrame. + + + + + Time difference between this frame and the preceding frame in double precision. + + + + + Time difference between this frame and the preceding frame. + + + + + Time difference between this frame and the preceding frame in double precision. + + + + + Current time at the start of the frame in double precision. + + + + + Time speed multiplier in double precision. + + + + + Last frame's start time. + + + + + Current time at the start of the frame. + + + + + Time speed multiplier. 1 is normal speed, 0 is stopped. + + + + + Frame update counter. Can be used to know when to initialize your Playable (when updateid is 0). + + + + + Interface for objects that can control an AnimatorController. + + + + + The AnimatorController layer count. + + + + + The number of AnimatorControllerParameters used by the AnimatorController. + + + + + Creates a dynamic transition between the current state and the destination state. + + The name of the destination state. + The duration of the transition. Value is in source state normalized time. + Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. + Start time of the current destination state. Value is in source state normalized time, should be between 0 and 1. If no explicit normalizedTime is specified or normalizedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time and no transition will happen. + The AnimatorState fullPathHash, nameHash or shortNameHash to play. Passing 0 will transition to self. + + + + Creates a dynamic transition between the current state and the destination state. + + The name of the destination state. + The duration of the transition. Value is in source state normalized time. + Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. + Start time of the current destination state. Value is in source state normalized time, should be between 0 and 1. If no explicit normalizedTime is specified or normalizedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time and no transition will happen. + The AnimatorState fullPathHash, nameHash or shortNameHash to play. Passing 0 will transition to self. + + + + Same as IAnimatorControllerPlayable.CrossFade, but the duration and offset in the target state are in fixed time. + + The name of the destination state. + The duration of the transition. Value is in seconds. + Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. + Start time of the current destination state. Value is in seconds. If no explicit fixedTime is specified or fixedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time and no transition will happen. + The AnimatorState fullPathHash, nameHash or shortNameHash to play. Passing 0 will transition to self. + + + + Same as IAnimatorControllerPlayable.CrossFade, but the duration and offset in the target state are in fixed time. + + The name of the destination state. + The duration of the transition. Value is in seconds. + Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. + Start time of the current destination state. Value is in seconds. If no explicit fixedTime is specified or fixedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time and no transition will happen. + The AnimatorState fullPathHash, nameHash or shortNameHash to play. Passing 0 will transition to self. + + + + Gets the Transition information on a specified AnimatorController layer. + + The layer's index. + + + + See IAnimatorControllerPlayable.GetBool. + + The name of the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. + + + + See IAnimatorControllerPlayable.GetBool. + + The name of the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. + + + + Gets the list of AnimatorClipInfo currently played by the current state. + + The layer's index. + + + + Gets the current State information on a specified AnimatorController layer. + + The layer's index. + + + + Gets the value of a float parameter. + + The name of the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. + + + + Gets the value of a float parameter. + + The name of the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. + + + + Gets the value of an integer parameter. + + The name of the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. + + + + Gets the value of an integer parameter. + + The name of the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. + + + + Gets the index of the layer with specified name. + + The layer's name. + + + + Gets name of the layer. + + The layer's index. + + + + Gets the layer's current weight. + + The layer's index. + + + + Gets the list of AnimatorClipInfo currently played by the next state. + + The layer's index. + + + + Gets the next State information on a specified AnimatorController layer. + + The layer's index. + + + + Read only access to the AnimatorControllerParameters used by the animator. + + The index of the parameter. + + + + Returns true if the AnimatorState is present in the Animator's controller. + + The layer's index. + The AnimatorState fullPathHash, nameHash or shortNameHash. + + + + Is the specified AnimatorController layer in a transition. + + The layer's index. + + + + Returns true if a parameter is controlled by an additional curve on an animation. + + The name of the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. + + + + Returns true if a parameter is controlled by an additional curve on an animation. + + The name of the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. + + + + Plays a state. + + The name of the state to play. + Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. + Start time of the current destination state. Value is in normalized time. If no explicit normalizedTime is specified or value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time. + The AnimatorState fullPathHash, nameHash or shortNameHash to play. Passing 0 will transition to self. + + + + Plays a state. + + The name of the state to play. + Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. + Start time of the current destination state. Value is in normalized time. If no explicit normalizedTime is specified or value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time. + The AnimatorState fullPathHash, nameHash or shortNameHash to play. Passing 0 will transition to self. + + + + Same as IAnimatorControllerPlayable.Play, but the offset in the target state is in fixed time. + + The name of the state to play. + Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. + Start time of the current destination state. Value is in seconds. If no explicit fixedTime is specified or fixedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time. + The AnimatorState fullPathHash, nameHash or shortNameHash to play. Passing 0 will transition to self. + + + + Same as IAnimatorControllerPlayable.Play, but the offset in the target state is in fixed time. + + The name of the state to play. + Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. + Start time of the current destination state. Value is in seconds. If no explicit fixedTime is specified or fixedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time. + The AnimatorState fullPathHash, nameHash or shortNameHash to play. Passing 0 will transition to self. + + + + Resets the trigger parameter to false. + + The name of the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. + + + + Resets the trigger parameter to false. + + The name of the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. + + + + See IAnimatorControllerPlayable.SetBool. + + The name of the parameter. + The new value for the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. + + + + See IAnimatorControllerPlayable.SetBool. + + The name of the parameter. + The new value for the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. + + + + Sets the value of a float parameter. + + The name of the parameter. + The new value for the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. + + + + Sets the value of a float parameter. + + The name of the parameter. + The new value for the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. + + + + Sets the value of an integer parameter. + + The name of the parameter. + The new value for the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. + + + + Sets the value of an integer parameter. + + The name of the parameter. + The new value for the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. + + + + Sets the layer's current weight. + + The layer's index. + The weight of the layer. + + + + Sets a trigger parameter to active. +A trigger parameter is a bool parameter that gets reset to false when it has been used in a transition. For state machines with multiple layers, the trigger will only get reset once all layers have been evaluated, so that the layers can synchronize their transitions on the same parameter. + + The name of the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. + + + + Sets a trigger parameter to active. +A trigger parameter is a bool parameter that gets reset to false when it has been used in a transition. For state machines with multiple layers, the trigger will only get reset once all layers have been evaluated, so that the layers can synchronize their transitions on the same parameter. + + The name of the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. + + + + Playables are customizable runtime objects that can be connected together in a tree to create complex behaviours. + + + + + The count of inputs on the Playable. This count includes slots that aren't connected to anything. This is equivalent to, but much faster than calling GetInputs().Length. + + + + + The count of inputs on the Playable. This count includes slots that aren't connected to anything. This is equivalent to, but much faster than calling GetOutputs().Length. + + + + + Current Experimental.Director.PlayState of this playable. This indicates whether the Playable is currently playing or paused. + + + + + Current local time for this Playable. + + + + + Safely disconnects all connected inputs and resizes the input array to 0. + + + + + Connects two Playables together. + + Playable to be used as input. + Playable on which the input will be connected. + Optional index of the output on the source Playable. + Optional index of the input on the target Playable. + + Returns false if the operation could not be completed. + + + + + Disconnects an input from a Playable. + + Playable from which the input will be disconnected. + Index of the input to disconnect. + + + + + Implements IDisposable. Call this method to release the resources allocated by the Playable. + + + + + Returns the Playable connected at the specified index. + + Index of the input. + + Playable connected at the index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected via Playable::Disconnect. + + + + + Returns a lists of the input Playables. + + List of Playables connected. This list can include nulls if Playables were disconnected from this Playable via Playable.Disconnect. + + + + Get the weight of the Playable at a specified index. + + Index of the Playable. + + Weight of the input Playable. Returns -1 if there is no input connected at this input index. + + + + + Returns the Playable connected at the specified output index. + + Index of the output. + + Playable connected at the output index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected via Playable::Disconnect. + + + + + Get the list of ouputs connected on this Playable. + + List of output Playables. + + + + Callback called when the PlayState has changed + + New PlayState + + + + Callback called when the current time has changed + + New local time + + + + Prepares the Experimental.Director.Playable tree for the next frame. PrepareFrame is called before the tree is evaluated. + + Data for the current frame. + + + + Evaluates the Playable with a delta time. + + The Experimental.Director.FrameData for the current frame. + Custom data passed down the tree, specified in DirectorPlayer.Play. + + + + Set the weight of an input. + + Index of the input. + Weight of the input. + + Returns false if there is no input Playable connected at that index. + + + + + Status of a Playable. + + + + + The Playable has been paused. Its local time will not advance. + + + + + The Playable is currently Playing. + + + + + Manage and process HTTP response body data received from a remote server. + + + + + Returns the raw bytes downloaded from the remote server, or null. (Read Only) + + + + + Returns true if this DownloadHandler has been informed by its parent UnityWebRequest that all data has been received, and this DownloadHandler has completed any necessary post-download processing. (Read Only) + + + + + Convenience property. Returns the bytes from data interpreted as a UTF8 string. (Read Only) + + + + + Callback, invoked when all data has been received from the remote server. + + + + + Signals that this [DownloadHandler] is no longer being used, and should clean up any resources it is using. + + + + + Callback, invoked when the data property is accessed. + + + Byte array to return as the value of the data property. + + + + + Callback, invoked when UnityWebRequest.downloadProgress is accessed. + + + The return value for UnityWebRequest.downloadProgress. + + + + + Callback, invoked when the text property is accessed. + + + String to return as the return value of the text property. + + + + + Callback, invoked with a Content-Length header is received. + + The value of the received Content-Length header. + + + + Callback, invoked as data is received from the remote server. + + A buffer containing unprocessed data, received from the remote server. + The number of bytes in data which are new. + + True if the download should continue, false to abort. + + + + + A DownloadHandler subclass specialized for downloading AssetBundles. + + + + + Returns the downloaded AssetBundle, or null. (Read Only) + + + + + Standard constructor for non-cached asset bundles. + + The nominal (pre-redirect) URL at which the asset bundle is located. + A checksum to compare to the downloaded data for integrity checking, or zero to skip integrity checking. + + + + Simple versioned constructor. Caches downloaded asset bundles. + + The nominal (pre-redirect) URL at which the asset bundle is located. + A checksum to compare to the downloaded data for integrity checking, or zero to skip integrity checking. + Current version number of the asset bundle at url. Increment to redownload. + + + + Versioned constructor. Caches downloaded asset bundles. + + The nominal (pre-redirect) URL at which the asset bundle is located. + A checksum to compare to the downloaded data for integrity checking, or zero to skip integrity checking. + A hash object defining the version of the asset bundle. + + + + Returns the downloaded AssetBundle, or null. (Read Only) + + A finished UnityWebRequest object with DownloadHandlerAssetBundle attached. + + The same as [DownloadHandlerAssetBundle.assetBundle] + + + + + Not implemented. Throws <a href="http:msdn.microsoft.comen-uslibrarysystem.notsupportedexception">NotSupportedException<a>. + + + Not implemented. + + + + + Not implemented. Throws <a href="http:msdn.microsoft.comen-uslibrarysystem.notsupportedexception">NotSupportedException<a>. + + + Not implemented. + + + + + A general-purpose DownloadHandler implementation which stores received data in a native byte buffer. + + + + + Default constructor. + + + + + Returns a copy of the native-memory buffer interpreted as a UTF8 string. + + A finished UnityWebRequest object with DownloadHandlerBuffer attached. + + The same as [DownloadHandlerBuffer.text] + + + + + Returns a copy of the contents of the native-memory data buffer as a byte array. + + + A copy of the data which has been downloaded. + + + + + Returns a copy of the native-memory buffer interpreted as a UTF8 string. + + + A string representing the data in the native-memory buffer. + + + + + An abstract base class for user-created scripting-driven DownloadHandler implementations. + + + + + Create a DownloadHandlerScript which allocates new buffers when passing data to callbacks. + + + + + Create a DownloadHandlerScript which reuses a preallocated buffer to pass data to callbacks. + + A byte buffer into which data will be copied, for use by DownloadHandler.ReceiveData. + + + + A DownloadHandler subclass specialized for downloading images for use as Texture objects. + + + + + Returns the downloaded Texture, or null. (Read Only) + + + + + Default constructor. + + + + + Constructor, allows TextureImporter.isReadable property to be set. + + Value to set for TextureImporter.isReadable. + + + + Returns the downloaded Texture, or null. (Read Only) + + A finished UnityWebRequest object with DownloadHandlerTexture attached. + + The same as [DownloadHandlerTexture.texture] + + + + + Called by DownloadHandler.data. Returns a copy of the downloaded image data as raw bytes. + + + A copy of the downloaded data. + + + + + An interface for composition of data into multipart forms. + + + + + Returns the value to use in the Content-Type header for this form section. + + + The value to use in the Content-Type header, or null. + + + + + Returns a string denoting the desired filename of this section on the destination server. + + + The desired file name of this section, or null if this is not a file section. + + + + + Returns the raw binary data contained in this section. Must not return null or a zero-length array. + + + The raw binary data contained in this section. Must not be null or empty. + + + + + Returns the name of this section, if any. + + + The section's name, or null. + + + + + A helper object for form sections containing generic, non-file data. + + + + + Returns the value to use in this section's Content-Type header. + + + The Content-Type header for this section, or null. + + + + + Returns a string denoting the desired filename of this section on the destination server. + + + The desired file name of this section, or null if this is not a file section. + + + + + Returns the raw binary data contained in this section. Will not return null or a zero-length array. + + + The raw binary data contained in this section. Will not be null or empty. + + + + + Returns the name of this section, if any. + + + The section's name, or null. + + + + + Raw data section, unnamed and no Content-Type header. + + Data payload of this section. + + + + Raw data section with a section name, no Content-Type header. + + Section name. + Data payload of this section. + + + + A raw data section with a section name and a Content-Type header. + + Section name. + Data payload of this section. + The value for this section's Content-Type header. + + + + A named raw data section whose payload is derived from a string, with a Content-Type header. + + Section name. + String data payload for this section. + The value for this section's Content-Type header. + An encoding to marshal data to or from raw bytes. + + + + A named raw data section whose payload is derived from a UTF8 string, with a Content-Type header. + + Section name. + String data payload for this section. + C. + + + + A names raw data section whose payload is derived from a UTF8 string, with a default Content-Type. + + Section name. + String data payload for this section. + + + + An anonymous raw data section whose payload is derived from a UTF8 string, with a default Content-Type. + + String data payload for this section. + + + + A helper object for adding file uploads to multipart forms via the [IMultipartFormSection] API. + + + + + Returns the value of the section's Content-Type header. + + + The Content-Type header for this section, or null. + + + + + Returns a string denoting the desired filename of this section on the destination server. + + + The desired file name of this section, or null if this is not a file section. + + + + + Returns the raw binary data contained in this section. Will not return null or a zero-length array. + + + The raw binary data contained in this section. Will not be null or empty. + + + + + Returns the name of this section, if any. + + + The section's name, or null. + + + + + Contains a named file section based on the raw bytes from data, with a custom Content-Type and file name. + + Name of this form section. + Raw contents of the file to upload. + Name of the file uploaded by this form section. + The value for this section's Content-Type header. + + + + Contains an anonymous file section based on the raw bytes from data, assigns a default Content-Type and file name. + + Raw contents of the file to upload. + + + + Contains an anonymous file section based on the raw bytes from data with a specific file name. Assigns a default Content-Type. + + Raw contents of the file to upload. + Name of the file uploaded by this form section. + + + + Contains a named file section with data drawn from data, as marshaled by dataEncoding. Assigns a specific file name from fileName and a default Content-Type. + + Name of this form section. + Contents of the file to upload. + A string encoding. + Name of the file uploaded by this form section. + + + + An anonymous file section with data drawn from data, as marshaled by dataEncoding. Assigns a specific file name from fileName and a default Content-Type. + + Contents of the file to upload. + A string encoding. + Name of the file uploaded by this form section. + + + + An anonymous file section with data drawn from the UTF8 string data. Assigns a specific file name from fileName and a default Content-Type. + + Contents of the file to upload. + Name of the file uploaded by this form section. + + + + The UnityWebRequest object is used to communicate with web servers. + + + + + Indicates whether the UnityWebRequest system should employ the HTTP/1.1 chunked-transfer encoding method. + + + + + If true, any DownloadHandler attached to this UnityWebRequest will have DownloadHandler.Dispose called automatically when UnityWebRequest.Dispose is called. + + + + + If true, any UploadHandler attached to this UnityWebRequest will have UploadHandler.Dispose called automatically when UnityWebRequest.Dispose is called. + + + + + Returns the number of bytes of body data the system has downloaded from the remote server. (Read Only) + + + + + Holds a reference to a DownloadHandler object, which manages body data received from the remote server by this UnityWebRequest. + + + + + Returns a floating-point value between 0.0 and 1.0, indicating the progress of downloading body data from the server. (Read Only) + + + + + A human-readable string describing any system errors encountered by this UnityWebRequest object while handling HTTP requests or responses. (Read Only) + + + + + Returns true after the UnityWebRequest has finished communicating with the remote server. (Read Only) + + + + + Returns true after this UnityWebRequest encounters a system error. (Read Only) + + + + + Returns true while a UnityWebRequest’s configuration properties can be altered. (Read Only) + + + + + The string "CREATE", commonly used as the verb for an HTTP CREATE request. + + + + + The string "DELETE", commonly used as the verb for an HTTP DELETE request. + + + + + The string "GET", commonly used as the verb for an HTTP GET request. + + + + + The string "HEAD", commonly used as the verb for an HTTP HEAD request. + + + + + The string "POST", commonly used as the verb for an HTTP POST request. + + + + + The string "PUT", commonly used as the verb for an HTTP PUT request. + + + + + Defines the HTTP verb used by this UnityWebRequest, such as GET or POST. + + + + + Indicates the number of redirects which this UnityWebRequest will follow before halting with a “Redirect Limit Exceeded” system error. + + + + + The numeric HTTP response code returned by the server, such as 200, 404 or 500. (Read Only) + + + + + Returns the number of bytes of body data the system has uploaded to the remote server. (Read Only) + + + + + Holds a reference to the UploadHandler object which manages body data to be uploaded to the remote server. + + + + + Returns a floating-point value between 0.0 and 1.0, indicating the progress of uploading body data to the server. + + + + + Defines the target URL for the UnityWebRequest to communicate with. + + + + + Determines whether this UnityWebRequest will include Expect: 100-Continue in its outgoing request headers. (Default: true). + + + + + If in progress, halts the UnityWebRequest as soon as possible. + + + + + Creates a UnityWebRequest with the default options and no attached DownloadHandler or UploadHandler. Default method is GET. + + The target URL with which this UnityWebRequest will communicate. Also accessible via the url property. + + + + Creates a UnityWebRequest with the default options and no attached DownloadHandler or UploadHandler. Default method is GET. + + The target URL with which this UnityWebRequest will communicate. Also accessible via the url property. + + + + Creates a UnityWebRequest configured for HTTP DELETE. + + The URI to which a DELETE request should be sent. + + A UnityWebRequest configured to send an HTTP DELETE request. + + + + + Signals that this [UnityWebRequest] is no longer being used, and should clean up any resources it is using. + + + + + Generate a random 40-byte array for use as a multipart form boundary. + + + 40 random bytes, guaranteed to contain only printable ASCII values. + + + + + Creates a UnityWebRequest configured for HTTP GET. + + The URI of the resource to retrieve via HTTP GET. + + A UnityWebRequest object configured to retrieve data from uri. + + + + + Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET. + + The URI of the asset bundle to download. + If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped. + An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle. + +Analogous to the version parameter for WWW.LoadFromCacheOrDownload. + A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded. + + A UnityWebRequest configured to downloading a Unity Asset Bundle. + + + + + Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET. + + The URI of the asset bundle to download. + If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped. + An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle. + +Analogous to the version parameter for WWW.LoadFromCacheOrDownload. + A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded. + + A UnityWebRequest configured to downloading a Unity Asset Bundle. + + + + + Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET. + + The URI of the asset bundle to download. + If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped. + An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle. + +Analogous to the version parameter for WWW.LoadFromCacheOrDownload. + A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded. + + A UnityWebRequest configured to downloading a Unity Asset Bundle. + + + + + Retrieves the value of a custom request header. + + Name of the custom request header. Case-sensitive. + + The value of the custom request header. If no custom header with a matching name has been set, returns an empty string. + + + + + Retrieves the value of a response header from the latest HTTP response received. + + The name of the HTTP header to retrieve. Case-sensitive. + + The value of the HTTP header from the latest HTTP response. If no header with a matching name has been received, or no responses have been received, returns null. + + + + + Retrieves a dictionary containing all the response headers received by this UnityWebRequest in the latest HTTP response. + + + A dictionary containing all the response headers received in the latest HTTP response. If no responses have been received, returns null. + + + + + Create a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data. + + The URI of the image to download. + If true, the texture's raw data will not be accessible to script. This can conserve memory. Default: false. + + A UnityWebRequest properly configured to download an image and convert it to a Texture. + + + + + Create a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data. + + The URI of the image to download. + If true, the texture's raw data will not be accessible to script. This can conserve memory. Default: false. + + A UnityWebRequest properly configured to download an image and convert it to a Texture. + + + + + Creates a UnityWebRequest configured to send a HTTP HEAD request. + + The URI to which to send a HTTP HEAD request. + + A UnityWebRequest configured to transmit a HTTP HEAD request. + + + + + Create a UnityWebRequest configured to send form data to a server via HTTP POST. + + The target URI to which form data will be transmitted. + Form body data. Will be URLEncoded via WWWTranscoder.URLEncode prior to transmission. + + A UnityWebRequest configured to send form data to uri via POST. + + + + + Create a UnityWebRequest configured to send form data to a server via HTTP POST. + + The target URI to which form data will be transmitted. + Form fields or files encapsulated in a WWWForm object, for formatting and transmission to the remote server. + + A UnityWebRequest configured to send form data to uri via POST. + + + + + Create a UnityWebRequest configured to send form data to a server via HTTP POST. + + The target URI to which form data will be transmitted. + A list of form fields or files to be formatted and transmitted to the remote server. + A unique boundary string, which will be used when separating form fields in a multipart form. If not supplied, a boundary will be generated for you. + + A UnityWebRequest configured to send form data to uri via POST. + + + + + Create a UnityWebRequest configured to send form data to a server via HTTP POST. + + The target URI to which form data will be transmitted. + A list of form fields or files to be formatted and transmitted to the remote server. + A unique boundary string, which will be used when separating form fields in a multipart form. If not supplied, a boundary will be generated for you. + + A UnityWebRequest configured to send form data to uri via POST. + + + + + Create a UnityWebRequest configured to send form data to a server via HTTP POST. + + The target URI to which form data will be transmitted. + Strings indicating the keys and values of form fields. Will be automatically formatted into a URL-encoded form body. + + A UnityWebRequest configured to send form data to uri via POST. + + + + + Create a UnityWebRequest configured to upload raw data to a remote server via HTTP PUT. + + The URI to which the data will be sent. + The data to transmit to the remote server. + +If a string, the string will be converted to raw bytes via <a href="http:msdn.microsoft.comen-uslibrarysystem.text.encoding.utf8">System.Text.Encoding.UTF8<a>. + + A UnityWebRequest configured to transmit bodyData to uri via HTTP PUT. + + + + + Create a UnityWebRequest configured to upload raw data to a remote server via HTTP PUT. + + The URI to which the data will be sent. + The data to transmit to the remote server. + +If a string, the string will be converted to raw bytes via <a href="http:msdn.microsoft.comen-uslibrarysystem.text.encoding.utf8">System.Text.Encoding.UTF8<a>. + + A UnityWebRequest configured to transmit bodyData to uri via HTTP PUT. + + + + + Begin communicating with the remote server. + + + An AsyncOperation indicating the progress/completion state of the UnityWebRequest. Yield this object to wait until the UnityWebRequest is done. + + + + + Converts a List of IMultipartFormSection objects into a byte array containing raw multipart form data. + + A List of IMultipartFormSection objects. + A unique boundary string to separate the form sections. + + A byte array of raw multipart form data. + + + + + Serialize a dictionary of strings into a byte array containing URL-encoded UTF8 characters. + + A dictionary containing the form keys and values to serialize. + + A byte array containing the serialized form. The form's keys and values have been URL-encoded. + + + + + Set a HTTP request header to a custom value. + + The key of the header to be set. Case-sensitive. + The header's intended value. + + + + Helper object for UnityWebRequests. Manages the buffering and transmission of body data during HTTP requests. + + + + + Determines the default Content-Type header which will be transmitted with the outbound HTTP request. + + + + + The raw data which will be transmitted to the remote server as body data. (Read Only) + + + + + Returns the proportion of data uploaded to the remote server compared to the total amount of data to upload. (Read Only) + + + + + Signals that this [UploadHandler] is no longer being used, and should clean up any resources it is using. + + + + + A general-purpose UploadHandler subclass, using a native-code memory buffer. + + + + + General constructor. Contents of the input argument are copied into a native buffer. + + Raw data to transmit to the remote server. + + + + Spectrum analysis windowing types. + + + + + W[n] = 0.42 - (0.5 * COS(nN) ) + (0.08 * COS(2.0 * nN) ). + + + + + W[n] = 0.35875 - (0.48829 * COS(1.0 * nN)) + (0.14128 * COS(2.0 * nN)) - (0.01168 * COS(3.0 * n/N)). + + + + + W[n] = 0.54 - (0.46 * COS(n/N) ). + + + + + W[n] = 0.5 * (1.0 - COS(n/N) ). + + + + + W[n] = 1.0. + + + + + W[n] = TRI(2n/N). + + + + + Filtering mode for textures. Corresponds to the settings in a. + + + + + Bilinear filtering - texture samples are averaged. + + + + + Point filtering - texture pixels become blocky up close. + + + + + Trilinear filtering - texture samples are averaged and also blended between mipmap levels. + + + + + The Fixed joint groups together 2 rigidbodies, making them stick together in their bound position. + + + + + A flare asset. Read more about flares in the. + + + + + FlareLayer component. + + + + + Used by GUIUtility.GetControlID to inform the UnityGUI system if a given control can get keyboard focus. + + + + + This is a proper keyboard control. It can have input focus on all platforms. Used for TextField and TextArea controls. + + + + + This control can get keyboard focus on Windows, but not on Mac. Used for buttons, checkboxes and other "pressable" things. + + + + + This control can never recieve keyboard focus. + + + + + Fog mode to use. + + + + + Exponential fog. + + + + + Exponential squared fog (default). + + + + + Linear fog. + + + + + Script interface for. + + + + + The ascent of the font. + + + + + Access an array of all characters contained in the font texture. + + + + + Is the font a dynamic font. + + + + + The default size of the font. + + + + + The line height of the font. + + + + + The material used for the font display. + + + + + Set a function to be called when the dynamic font texture is rebuilt. + + + + + + Creates a Font object which lets you render a font installed on the user machine. + + The name of the OS font to use for this font object. + The default character size of the generated font. + Am array of names of OS fonts to use for this font object. When rendering characters using this font object, the first font which is installed on the machine, which contains the requested character will be used. + + The generate Font object. + + + + + Creates a Font object which lets you render a font installed on the user machine. + + The name of the OS font to use for this font object. + The default character size of the generated font. + Am array of names of OS fonts to use for this font object. When rendering characters using this font object, the first font which is installed on the machine, which contains the requested character will be used. + + The generate Font object. + + + + + Create a new Font. + + The name of the created Font object. + + + + Create a new Font. + + The name of the created Font object. + + + + Get rendering info for a specific character. + + The character you need rendering information for. + Returns the CharacterInfo struct with the rendering information for the character (if available). + The size of the character (default value of zero will use font default size). + The style of the character. + + + + Get rendering info for a specific character. + + The character you need rendering information for. + Returns the CharacterInfo struct with the rendering information for the character (if available). + The size of the character (default value of zero will use font default size). + The style of the character. + + + + Get rendering info for a specific character. + + The character you need rendering information for. + Returns the CharacterInfo struct with the rendering information for the character (if available). + The size of the character (default value of zero will use font default size). + The style of the character. + + + + Returns the maximum number of verts that the text generator may return for a given string. + + Input string. + + + + Get names of fonts installed on the machine. + + + An array of the names of all fonts installed on the machine. + + + + + Does this font have a specific character? + + The character to check for. + + Whether or not the font has the character specified. + + + + + Request characters to be added to the font texture (dynamic fonts only). + + The characters which are needed to be in the font texture. + The size of the requested characters (the default value of zero will use the font's default size). + The style of the requested characters. + + + + Font Style applied to GUI Texts, Text Meshes or GUIStyles. + + + + + Bold style applied to your texts. + + + + + Bold and Italic styles applied to your texts. + + + + + Italic style applied to your texts. + + + + + No special style is applied. + + + + + Option for how to apply a force using Rigidbody.AddForce. + + + + + Add a continuous acceleration to the rigidbody, ignoring its mass. + + + + + Add a continuous force to the rigidbody, using its mass. + + + + + Add an instant force impulse to the rigidbody, using its mass. + + + + + Add an instant velocity change to the rigidbody, ignoring its mass. + + + + + Option for how to apply a force using Rigidbody2D.AddForce. + + + + + Add a force to the Rigidbody2D, using its mass. + + + + + Add an instant force impulse to the rigidbody2D, using its mass. + + + + + Describes options for displaying movie playback controls. + + + + + Do not display any controls, but cancel movie playback if input occurs. + + + + + Display the standard controls for controlling movie playback. + + + + + Do not display any controls. + + + + + Display minimal set of controls controlling movie playback. + + + + + Describes scaling modes for displaying movies. + + + + + Scale the movie until the movie fills the entire screen. + + + + + Scale the movie until one dimension fits on the screen exactly. + + + + + Scale the movie until both dimensions fit the screen exactly. + + + + + Do not scale the movie. + + + + + Base class for all entities in Unity scenes. + + + + + Is the GameObject active in the scene? + + + + + The local active state of this GameObject. (Read Only) + + + + + The Animation attached to this GameObject (Read Only). (null if there is none attached). + + + + + The AudioSource attached to this GameObject (Read Only). (null if there is none attached). + + + + + The Camera attached to this GameObject (Read Only). (null if there is none attached). + + + + + The Collider attached to this GameObject (Read Only). (null if there is none attached). + + + + + The Collider2D component attached to this object. + + + + + The ConstantForce attached to this GameObject (Read Only). (null if there is none attached). + + + + + The GUIText attached to this GameObject (Read Only). (null if there is none attached). + + + + + The GUITexture attached to this GameObject (Read Only). (null if there is none attached). + + + + + The HingeJoint attached to this GameObject (Read Only). (null if there is none attached). + + + + + Editor only API that specifies if a game object is static. + + + + + The layer the game object is in. A layer is in the range [0...31]. + + + + + The Light attached to this GameObject (Read Only). (null if there is none attached). + + + + + The NetworkView attached to this GameObject (Read Only). (null if there is none attached). + + + + + The ParticleEmitter attached to this GameObject (Read Only). (null if there is none attached). + + + + + The ParticleSystem attached to this GameObject (Read Only). (null if there is none attached). + + + + + The Renderer attached to this GameObject (Read Only). (null if there is none attached). + + + + + The Rigidbody attached to this GameObject (Read Only). (null if there is none attached). + + + + + The Rigidbody2D component attached to this GameObject. (Read Only) + + + + + The tag of this game object. + + + + + The Transform attached to this GameObject. (null if there is none attached). + + + + + Adds a component class named className to the game object. + + + + + + Adds a component class of type componentType to the game object. C# Users can use a generic version. + + + + + + Generic version. See the page for more details. + + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + + + + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + + + + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + + + + + + + + + + + + + + Is this game object tagged with tag ? + + The tag to compare. + + + + Creates a game object with a primitive mesh renderer and appropriate collider. + + The type of primitive object to create. + + + + Creates a new game object, named name. + + + + + + Creates a new game object. + + + + + Creates a game object and attaches the specified components. + + + + + + + Finds a game object by name and returns it. + + + + + + Returns a list of active GameObjects tagged tag. Returns empty array if no GameObject was found. + + The name of the tag to search GameObjects for. + + + + Returns one active GameObject tagged tag. Returns null if no GameObject was found. + + The tag to search for. + + + + Returns the component of Type type if the game object has one attached, null if it doesn't. + + The type of Component to retrieve. + + + + Generic version. See the page for more details. + + + + + Returns the component with name type if the game object has one attached, null if it doesn't. + + The type of Component to retrieve. + + + + Returns the component of Type type in the GameObject or any of its children using depth first search. + + The type of Component to retrieve. + + + + Generic version. See the page for more details. + + + + + Finds component in the parent. + + Type of component to find. + + + + Finds component in the parent. + + + + + Returns all components of Type type in the GameObject. + + The type of Component to retrieve. + + + + Generic version. See the page for more details. + + + + + Returns all components of Type type in the GameObject or any of its children. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? + + + + Returns all components of Type type in the GameObject or any of its children. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? + + + + Generic version. See the page for more details. + + Should inactive Components be included in the found set? + + + + Generic version. See the page for more details. + + + + + Returns all components of Type type in the GameObject or any of its parents. + + The type of Component to retrieve. + Should inactive Components be included in the found set? + + + + Generic version. See the page for more details. + + Should inactive Components be included in the found set? + + + + Generic version. See the page for more details. + + Should inactive Components be included in the found set? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + + + + + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + + + + + + + + Activates/Deactivates the GameObject. + + Activate or deactivation the object. + + + + Utility class for common geometric functions. + + + + + Calculates frustum planes. + + + + + + Calculates frustum planes. + + + + + + Returns true if bounds are inside the plane array. + + + + + + + Gizmos are used to give visual debugging or setup aids in the scene view. + + + + + Sets the color for the gizmos that will be drawn next. + + + + + Set the gizmo matrix used to draw all gizmos. + + + + + Draw a solid box with center and size. + + + + + + + Draw a camera frustum using the currently set Gizmos.matrix for it's location and rotation. + + The apex of the truncated pyramid. + Vertical field of view (ie, the angle at the apex in degrees). + Distance of the frustum's far plane. + Distance of the frustum's near plane. + Width/height ratio. + + + + Draw a texture in the scene. + + The size and position of the texture on the "screen" defined by the XY plane. + The texture to be displayed. + An optional material to apply the texture. + Inset from the rectangle's left edge. + Inset from the rectangle's right edge. + Inset from the rectangle's top edge. + Inset from the rectangle's bottom edge. + + + + Draw a texture in the scene. + + The size and position of the texture on the "screen" defined by the XY plane. + The texture to be displayed. + An optional material to apply the texture. + Inset from the rectangle's left edge. + Inset from the rectangle's right edge. + Inset from the rectangle's top edge. + Inset from the rectangle's bottom edge. + + + + Draw a texture in the scene. + + The size and position of the texture on the "screen" defined by the XY plane. + The texture to be displayed. + An optional material to apply the texture. + Inset from the rectangle's left edge. + Inset from the rectangle's right edge. + Inset from the rectangle's top edge. + Inset from the rectangle's bottom edge. + + + + Draw a texture in the scene. + + The size and position of the texture on the "screen" defined by the XY plane. + The texture to be displayed. + An optional material to apply the texture. + Inset from the rectangle's left edge. + Inset from the rectangle's right edge. + Inset from the rectangle's top edge. + Inset from the rectangle's bottom edge. + + + + Draw an icon at a position in the scene view. + + + + + + + + Draw an icon at a position in the scene view. + + + + + + + + Draws a line starting at from towards to. + + + + + + + Draws a mesh. + + Mesh to draw as a gizmo. + Position (default is zero). + Rotation (default is no rotation). + Scale (default is no scale). + Submesh to draw (default is -1, which draws whole mesh). + + + + Draws a mesh. + + Mesh to draw as a gizmo. + Position (default is zero). + Rotation (default is no rotation). + Scale (default is no scale). + Submesh to draw (default is -1, which draws whole mesh). + + + + Draws a ray starting at from to from + direction. + + + + + + + + Draws a ray starting at from to from + direction. + + + + + + + + Draws a solid sphere with center and radius. + + + + + + + Draw a wireframe box with center and size. + + + + + + + Draws a wireframe mesh. + + Mesh to draw as a gizmo. + Position (default is zero). + Rotation (default is no rotation). + Scale (default is no scale). + Submesh to draw (default is -1, which draws whole mesh). + + + + Draws a wireframe mesh. + + Mesh to draw as a gizmo. + Position (default is zero). + Rotation (default is no rotation). + Scale (default is no scale). + Submesh to draw (default is -1, which draws whole mesh). + + + + Draws a wireframe sphere with center and radius. + + + + + + + Low-level graphics library. + + + + + Select whether to invert the backface culling (true) or not (false). + + + + + The current modelview matrix. + + + + + Should rendering be done in wireframe? + + + + + Begin drawing 3D primitives. + + Primitives to draw: can be TRIANGLES, TRIANGLE_STRIP, QUADS or LINES. + + + + Clear the current render buffer. + + Should the depth buffer be cleared? + Should the color buffer be cleared? + The color to clear with, used only if clearColor is true. + The depth to clear Z buffer with, used only if clearDepth is true. + + + + Clear the current render buffer with camera's skybox. + + Should the depth buffer be cleared? + Camera to get projection parameters and skybox from. + + + + Sets current vertex color. + + + + + + End drawing 3D primitives. + + + + + Compute GPU projection matrix from camera's projection matrix. + + + + + + + Invalidate the internally cached renderstates. + + + + + Send a user-defined event to a native code plugin. + + User defined id to send to the callback. + Native code callback to queue for Unity's renderer to invoke. + + + + Send a user-defined event to a native code plugin. + + User defined id to send to the callback. + Native code callback to queue for Unity's renderer to invoke. + + + + Mode for Begin: draw lines. + + + + + Load the identity matrix to the current modelview matrix. + + + + + Helper function to set up an ortho perspective transform. + + + + + Setup a matrix for pixel-correct rendering. + + + + + Setup a matrix for pixel-correct rendering. + + + + + + + + + Load an arbitrary matrix to the current projection matrix. + + + + + + Sets current texture coordinate (v.x,v.y,v.z) to the actual texture unit. + + + + + + + Sets current texture coordinate (x,y) for the actual texture unit. + + + + + + + + Sets current texture coordinate (x,y,z) to the actual texture unit. + + + + + + + + + Multiplies the current modelview matrix with the one specified. + + + + + + Restores both projection and modelview matrices off the top of the matrix stack. + + + + + Saves both projection and modelview matrices to the matrix stack. + + + + + Mode for Begin: draw quads. + + + + + Resolves the render target for subsequent operations sampling from it. + + + + + Sets current texture coordinate (v.x,v.y,v.z) for all texture units. + + + + + + Sets current texture coordinate (x,y) for all texture units. + + + + + + + Sets current texture coordinate (x,y,z) for all texture units. + + + + + + + + Mode for Begin: draw triangle strip. + + + + + Mode for Begin: draw triangles. + + + + + Submit a vertex. + + + + + + Submit a vertex. + + + + + + + + Set the rendering viewport. + + + + + + Gradient used for animating colors. + + + + + All alpha keys defined in the gradient. + + + + + All color keys defined in the gradient. + + + + + Create a new Gradient object. + + + + + Calculate color at a given time. + + Time of the key (0 - 1). + + + + Setup Gradient with an array of color keys and alpha keys. + + Color keys of the gradient (maximum 8 color keys). + Alpha keys of the gradient (maximum 8 alpha keys). + + + + Alpha key used by Gradient. + + + + + Alpha channel of key. + + + + + Time of the key (0 - 1). + + + + + Gradient alpha key. + + Alpha of key (0 - 1). + Time of the key (0 - 1). + + + + Color key used by Gradient. + + + + + Color of key. + + + + + Time of the key (0 - 1). + + + + + Gradient color key. + + Color of key. + Time of the key (0 - 1). + + + + + Raw interface to Unity's drawing functions. + + + + + Currently active color buffer (Read Only). + + + + + Currently active depth/stencil buffer (Read Only). + + + + + Copies source texture into destination render texture with a shader. + + Source texture. + Destination RenderTexture, or null to blit directly to screen. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Copies source texture into destination render texture with a shader. + + Source texture. + Destination RenderTexture, or null to blit directly to screen. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Copies source texture into destination render texture with a shader. + + Source texture. + Destination RenderTexture, or null to blit directly to screen. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Copies source texture into destination, for multi-tap shader. + + Source texture. + Destination RenderTexture, or null to blit directly to screen. + Material to use for copying. Material's shader should do some post-processing effect. + Variable number of filtering offsets. Offsets are given in pixels. + + + + Clear random write targets for Shader Model 5.0 level pixel shaders. + + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + + + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + + + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + + + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + + + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + + + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + + + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + + + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + + + + + + Draw a mesh immediately. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale. + Subset of the mesh to draw. + + + + Draw a mesh immediately. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale. + Subset of the mesh to draw. + + + + Draw a mesh immediately. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale. + Subset of the mesh to draw. + + + + Draw a mesh immediately. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale. + Subset of the mesh to draw. + + + + Draws a fully procedural geometry on the GPU. + + + + + + + + Draws a fully procedural geometry on the GPU. + + Topology of the procedural geometry. + Buffer with draw arguments. + Offset where in the buffer the draw arguments are. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + + + + Execute a command buffer. + + The buffer to execute. + + + + Set random write target for Shader Model 5.0 level pixel shaders. + + Index of the random write target in the shader. + RenderTexture/ComputeBuffer to set as write target. + + + + Set random write target for Shader Model 5.0 level pixel shaders. + + Index of the random write target in the shader. + RenderTexture/ComputeBuffer to set as write target. + + + + Sets current render target. + + + + + + + + + + + + Sets current render target. + + + + + + + + + + + + Sets current render target. + + + + + + + + + + + + Sets current render target. + + + + + + + + + + + + Sets current render target. + + + + + + + + + + + + Sets current render target. + + + + + + + + + + + + Sets current render target. + + + + + + + + + + + + Sets current render target. + + + + + + + + + + + + The GUI class is the interface for Unity's GUI with manual positioning. + + + + + Global tinting color for all background elements rendered by the GUI. + + + + + Returns true if any controls changed the value of the input data. + + + + + Global tinting color for the GUI. + + + + + Tinting color for all text rendered by the GUI. + + + + + The sorting depth of the currently executing GUI behaviour. + + + + + Is the GUI enabled? + + + + + The GUI transform matrix. + + + + + The global skin to use. + + + + + The tooltip of the control the mouse is currently over, or which has keyboard focus. (Read Only). + + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a scrolling view inside your GUI. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position. + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin a scrolling view inside your GUI. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position. + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin a scrolling view inside your GUI. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position. + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin a scrolling view inside your GUI. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position. + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Make a graphical box. + + Rectangle on the screen to use for the box. + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + + + + Make a graphical box. + + Rectangle on the screen to use for the box. + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + + + + Make a graphical box. + + Rectangle on the screen to use for the box. + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + + + + Make a graphical box. + + Rectangle on the screen to use for the box. + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + + + + Make a graphical box. + + Rectangle on the screen to use for the box. + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + + + + Make a graphical box. + + Rectangle on the screen to use for the box. + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + + + + Bring a specific window to back of the floating windows. + + The identifier used when you created the window in the Window call. + + + + Bring a specific window to front of the floating windows. + + The identifier used when you created the window in the Window call. + + + + Make a single press button. The user clicks them and something happens immediately. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + true when the users clicks the button. + + + + + Make a window draggable. + + The part of the window that can be dragged. This is clipped to the actual window. + + + + If you want to have the entire window background to act as a drag area, use the version of DragWindow that takes no parameters and put it at the end of the window function. + + + + + Draw a texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Whether to apply alpha blending when drawing the image (enabled by default). + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. + + + + Draw a texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Whether to apply alpha blending when drawing the image (enabled by default). + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. + + + + Draw a texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Whether to apply alpha blending when drawing the image (enabled by default). + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. + + + + Draw a texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Whether to apply alpha blending when drawing the image (enabled by default). + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. + + + + Draw a texture within a rectangle with the given texture coordinates. Use this function for clipping or tiling the image within the given rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Whether to alpha blend the image on to the display (the default). If false, the picture is drawn on to the display. + + + + Draw a texture within a rectangle with the given texture coordinates. Use this function for clipping or tiling the image within the given rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Whether to alpha blend the image on to the display (the default). If false, the picture is drawn on to the display. + + + + End a group. + + + + + Ends a scrollview started with a call to BeginScrollView. + + + + + + Ends a scrollview started with a call to BeginScrollView. + + + + + + Move keyboard focus to a named control. + + Name set using SetNextControlName. + + + + Make a window become the active window. + + The identifier used when you created the window in the Window call. + + + + Get the name of named control that has focus. + + + + + Disposable helper class for managing BeginGroup / EndGroup. + + + + + Create a new GroupScope and begin the corresponding group. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Create a new GroupScope and begin the corresponding group. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Create a new GroupScope and begin the corresponding group. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Create a new GroupScope and begin the corresponding group. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Create a new GroupScope and begin the corresponding group. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Create a new GroupScope and begin the corresponding group. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Create a new GroupScope and begin the corresponding group. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Make a horizontal scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. + + Rectangle on the screen to use for the scrollbar. + The position between min and max. + How much can we see? + The value at the left end of the scrollbar. + The value at the right end of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + Make a horizontal scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. + + Rectangle on the screen to use for the scrollbar. + The position between min and max. + How much can we see? + The value at the left end of the scrollbar. + The value at the right end of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + A horizontal slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + + The value that has been set by the user. + + + + + A horizontal slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + + The value that has been set by the user. + + + + + Make a text or texture label on screen. + + Rectangle on the screen to use for the label. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + + + + Make a text or texture label on screen. + + Rectangle on the screen to use for the label. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + + + + Make a text or texture label on screen. + + Rectangle on the screen to use for the label. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + + + + Make a text or texture label on screen. + + Rectangle on the screen to use for the label. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + + + + Make a text or texture label on screen. + + Rectangle on the screen to use for the label. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + + + + Make a text or texture label on screen. + + Rectangle on the screen to use for the label. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Make a text field where the user can enter a password. + + Rectangle on the screen to use for the text field. + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited password. + + + + + Make a text field where the user can enter a password. + + Rectangle on the screen to use for the text field. + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited password. + + + + + Make a text field where the user can enter a password. + + Rectangle on the screen to use for the text field. + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited password. + + + + + Make a text field where the user can enter a password. + + Rectangle on the screen to use for the text field. + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited password. + + + + + Make a button that is active as long as the user holds it down. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + True when the users clicks the button. + + + + + Make a button that is active as long as the user holds it down. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + True when the users clicks the button. + + + + + Make a button that is active as long as the user holds it down. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + True when the users clicks the button. + + + + + Make a button that is active as long as the user holds it down. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + True when the users clicks the button. + + + + + Make a button that is active as long as the user holds it down. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + True when the users clicks the button. + + + + + Make a button that is active as long as the user holds it down. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + True when the users clicks the button. + + + + + Scrolls all enclosing scrollviews so they try to make position visible. + + + + + + Disposable helper class for managing BeginScrollView / EndScrollView. + + + + + Whether this ScrollView should handle scroll wheel events. (default: true). + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + Make a grid of buttons. + + Rectangle on the screen to use for the grid. + The index of the selected grid button. + An array of strings to show on the grid buttons. + An array of textures on the grid buttons. + An array of text, image and tooltips for the grid button. + How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a grid of buttons. + + Rectangle on the screen to use for the grid. + The index of the selected grid button. + An array of strings to show on the grid buttons. + An array of textures on the grid buttons. + An array of text, image and tooltips for the grid button. + How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a grid of buttons. + + Rectangle on the screen to use for the grid. + The index of the selected grid button. + An array of strings to show on the grid buttons. + An array of textures on the grid buttons. + An array of text, image and tooltips for the grid button. + How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a grid of buttons. + + Rectangle on the screen to use for the grid. + The index of the selected grid button. + An array of strings to show on the grid buttons. + An array of textures on the grid buttons. + An array of text, image and tooltips for the grid button. + How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a grid of buttons. + + Rectangle on the screen to use for the grid. + The index of the selected grid button. + An array of strings to show on the grid buttons. + An array of textures on the grid buttons. + An array of text, image and tooltips for the grid button. + How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a grid of buttons. + + Rectangle on the screen to use for the grid. + The index of the selected grid button. + An array of strings to show on the grid buttons. + An array of textures on the grid buttons. + An array of text, image and tooltips for the grid button. + How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Set the name of the next control. + + + + + + Make a Multi-line text area where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + + The edited string. + + + + + Make a Multi-line text area where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + + The edited string. + + + + + Make a Multi-line text area where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + + The edited string. + + + + + Make a Multi-line text area where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited string. + + + + + Make an on/off toggle button. + + Rectangle on the screen to use for the button. + Is this button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the toggle style from the current GUISkin is used. + + The new value of the button. + + + + + Make an on/off toggle button. + + Rectangle on the screen to use for the button. + Is this button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the toggle style from the current GUISkin is used. + + The new value of the button. + + + + + Make an on/off toggle button. + + Rectangle on the screen to use for the button. + Is this button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the toggle style from the current GUISkin is used. + + The new value of the button. + + + + + Make an on/off toggle button. + + Rectangle on the screen to use for the button. + Is this button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the toggle style from the current GUISkin is used. + + The new value of the button. + + + + + Make an on/off toggle button. + + Rectangle on the screen to use for the button. + Is this button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the toggle style from the current GUISkin is used. + + The new value of the button. + + + + + Make an on/off toggle button. + + Rectangle on the screen to use for the button. + Is this button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the toggle style from the current GUISkin is used. + + The new value of the button. + + + + + Make a toolbar. + + Rectangle on the screen to use for the toolbar. + The index of the selected button. + An array of strings to show on the toolbar buttons. + An array of textures on the toolbar buttons. + An array of text, image and tooltips for the toolbar buttons. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a toolbar. + + Rectangle on the screen to use for the toolbar. + The index of the selected button. + An array of strings to show on the toolbar buttons. + An array of textures on the toolbar buttons. + An array of text, image and tooltips for the toolbar buttons. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a toolbar. + + Rectangle on the screen to use for the toolbar. + The index of the selected button. + An array of strings to show on the toolbar buttons. + An array of textures on the toolbar buttons. + An array of text, image and tooltips for the toolbar buttons. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a toolbar. + + Rectangle on the screen to use for the toolbar. + The index of the selected button. + An array of strings to show on the toolbar buttons. + An array of textures on the toolbar buttons. + An array of text, image and tooltips for the toolbar buttons. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a toolbar. + + Rectangle on the screen to use for the toolbar. + The index of the selected button. + An array of strings to show on the toolbar buttons. + An array of textures on the toolbar buttons. + An array of text, image and tooltips for the toolbar buttons. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a toolbar. + + Rectangle on the screen to use for the toolbar. + The index of the selected button. + An array of strings to show on the toolbar buttons. + An array of textures on the toolbar buttons. + An array of text, image and tooltips for the toolbar buttons. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Remove focus from all windows. + + + + + Make a vertical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. + + Rectangle on the screen to use for the scrollbar. + The position between min and max. + How much can we see? + The value at the top of the scrollbar. + The value at the bottom of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + Make a vertical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. + + Rectangle on the screen to use for the scrollbar. + The position between min and max. + How much can we see? + The value at the top of the scrollbar. + The value at the bottom of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + A vertical slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the top end of the slider. + The value at the bottom end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + + The value that has been set by the user. + + + + + A vertical slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the top end of the slider. + The value at the bottom end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + + The value that has been set by the user. + + + + + Make a popup window. + + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + ID number for the window (can be any value as long as it is unique). + Onscreen rectangle denoting the window's position and size. + Script function to display the window's contents. + Text to render inside the window. + Image to render inside the window. + GUIContent to render inside the window. + Style information for the window. + Text displayed in the window's title bar. + + Onscreen rectangle denoting the window's position and size. + + + + + Make a popup window. + + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + ID number for the window (can be any value as long as it is unique). + Onscreen rectangle denoting the window's position and size. + Script function to display the window's contents. + Text to render inside the window. + Image to render inside the window. + GUIContent to render inside the window. + Style information for the window. + Text displayed in the window's title bar. + + Onscreen rectangle denoting the window's position and size. + + + + + Make a popup window. + + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + ID number for the window (can be any value as long as it is unique). + Onscreen rectangle denoting the window's position and size. + Script function to display the window's contents. + Text to render inside the window. + Image to render inside the window. + GUIContent to render inside the window. + Style information for the window. + Text displayed in the window's title bar. + + Onscreen rectangle denoting the window's position and size. + + + + + Make a popup window. + + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + ID number for the window (can be any value as long as it is unique). + Onscreen rectangle denoting the window's position and size. + Script function to display the window's contents. + Text to render inside the window. + Image to render inside the window. + GUIContent to render inside the window. + Style information for the window. + Text displayed in the window's title bar. + + Onscreen rectangle denoting the window's position and size. + + + + + Make a popup window. + + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + ID number for the window (can be any value as long as it is unique). + Onscreen rectangle denoting the window's position and size. + Script function to display the window's contents. + Text to render inside the window. + Image to render inside the window. + GUIContent to render inside the window. + Style information for the window. + Text displayed in the window's title bar. + + Onscreen rectangle denoting the window's position and size. + + + + + Make a popup window. + + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + ID number for the window (can be any value as long as it is unique). + Onscreen rectangle denoting the window's position and size. + Script function to display the window's contents. + Text to render inside the window. + Image to render inside the window. + GUIContent to render inside the window. + Style information for the window. + Text displayed in the window's title bar. + + Onscreen rectangle denoting the window's position and size. + + + + + Callback to draw GUI within a window (used with GUI.Window). + + + + + + The contents of a GUI element. + + + + + The icon image contained. + + + + + Shorthand for empty content. + + + + + The text contained. + + + + + The tooltip of this element. + + + + + Constructor for GUIContent in all shapes and sizes. + + + + + Build a GUIContent object containing only text. + + + + + + Build a GUIContent object containing only an image. + + + + + + Build a GUIContent object containing both text and an image. + + + + + + + Build a GUIContent containing some text. When the user hovers the mouse over it, the global GUI.tooltip is set to the tooltip. + + + + + + + Build a GUIContent containing an image. When the user hovers the mouse over it, the global GUI.tooltip is set to the tooltip. + + + + + + + Build a GUIContent that contains both text, an image and has a tooltip defined. When the user hovers the mouse over it, the global GUI.tooltip is set to the tooltip. + + + + + + + + Build a GUIContent as a copy of another GUIContent. + + + + + + Base class for images & text strings displayed in a GUI. + + + + + Returns bounding rectangle of GUIElement in screen coordinates. + + + + + + Returns bounding rectangle of GUIElement in screen coordinates. + + + + + + Is a point on screen inside the element? + + + + + + + Is a point on screen inside the element? + + + + + + + Component added to a camera to make it render 2D GUI elements. + + + + + Get the GUI element at a specific screen position. + + + + + + The GUILayout class is the interface for Unity gui with automatic layout. + + + + + Disposable helper class for managing BeginArea / EndArea. + + + + + Create a new AreaScope and begin the corresponding Area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Create a new AreaScope and begin the corresponding Area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Create a new AreaScope and begin the corresponding Area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Create a new AreaScope and begin the corresponding Area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Create a new AreaScope and begin the corresponding Area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Create a new AreaScope and begin the corresponding Area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Create a new AreaScope and begin the corresponding Area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a Horizontal control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a Horizontal control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a Horizontal control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a Horizontal control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a Horizontal control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin a vertical control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a vertical control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a vertical control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a vertical control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a vertical control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout box. + + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout box. + + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout box. + + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout box. + + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout box. + + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout box. + + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a single press button. The user clicks them and something happens immediately. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the users clicks the button. + + + + + Close a GUILayout block started with BeginArea. + + + + + Close a group started with BeginHorizontal. + + + + + End a scroll view begun with a call to BeginScrollView. + + + + + Close a group started with BeginVertical. + + + + + Option passed to a control to allow or disallow vertical expansion. + + + + + + Option passed to a control to allow or disallow horizontal expansion. + + + + + + Insert a flexible space element. + + + + + Option passed to a control to give it an absolute height. + + + + + + Disposable helper class for managing BeginHorizontal / EndHorizontal. + + + + + Create a new HorizontalScope and begin the corresponding horizontal group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new HorizontalScope and begin the corresponding horizontal group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new HorizontalScope and begin the corresponding horizontal group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new HorizontalScope and begin the corresponding horizontal group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new HorizontalScope and begin the corresponding horizontal group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a horizontal scrollbar. + + The position between min and max. + How much can we see? + The value at the left end of the scrollbar. + The value at the right end of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + Make a horizontal scrollbar. + + The position between min and max. + How much can we see? + The value at the left end of the scrollbar. + The value at the right end of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + A horizontal slider the user can drag to change a value between a min and a max. + + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + The value that has been set by the user. + + + + + A horizontal slider the user can drag to change a value between a min and a max. + + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + The value that has been set by the user. + + + + + Make an auto-layout label. + + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout label. + + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout label. + + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout label. + + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout label. + + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout label. + + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Option passed to a control to specify a maximum height. + + + + + + Option passed to a control to specify a maximum width. + + + + + + Option passed to a control to specify a minimum height. + + + + + + Option passed to a control to specify a minimum width. + + + + + + + Make a text field where the user can enter a password. + + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + + The edited password. + + + + + Make a text field where the user can enter a password. + + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + + The edited password. + + + + + Make a text field where the user can enter a password. + + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + + The edited password. + + + + + Make a text field where the user can enter a password. + + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + + The edited password. + + + + + Make a repeating button. The button returns true as long as the user holds down the mouse. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the holds down the mouse. + + + + + Make a repeating button. The button returns true as long as the user holds down the mouse. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the holds down the mouse. + + + + + Make a repeating button. The button returns true as long as the user holds down the mouse. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the holds down the mouse. + + + + + Make a repeating button. The button returns true as long as the user holds down the mouse. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the holds down the mouse. + + + + + Make a repeating button. The button returns true as long as the user holds down the mouse. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the holds down the mouse. + + + + + Make a repeating button. The button returns true as long as the user holds down the mouse. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the holds down the mouse. + + + + + Disposable helper class for managing BeginScrollView / EndScrollView. + + + + + Whether this ScrollView should handle scroll wheel events. (default: true). + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Make a Selection Grid. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a Selection Grid. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a Selection Grid. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a Selection Grid. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a Selection Grid. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a Selection Grid. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Insert a space in the current layout group. + + + + + + Make a multi-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;lt;br&amp;gt; +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make a multi-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;lt;br&amp;gt; +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make a multi-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;lt;br&amp;gt; +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make a multi-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;lt;br&amp;gt; +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make an on/off toggle button. + + Is the button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The new value of the button. + + + + + Make an on/off toggle button. + + Is the button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The new value of the button. + + + + + Make an on/off toggle button. + + Is the button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The new value of the button. + + + + + Make an on/off toggle button. + + Is the button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The new value of the button. + + + + + Make an on/off toggle button. + + Is the button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The new value of the button. + + + + + Make an on/off toggle button. + + Is the button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The new value of the button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Disposable helper class for managing BeginVertical / EndVertical. + + + + + Create a new VerticalScope and begin the corresponding vertical group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new VerticalScope and begin the corresponding vertical group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new VerticalScope and begin the corresponding vertical group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new VerticalScope and begin the corresponding vertical group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new VerticalScope and begin the corresponding vertical group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a vertical scrollbar. + + The position between min and max. + How much can we see? + The value at the top end of the scrollbar. + The value at the bottom end of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + Make a vertical scrollbar. + + The position between min and max. + How much can we see? + The value at the top end of the scrollbar. + The value at the bottom end of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + A vertical slider the user can drag to change a value between a min and a max. + + The value the slider shows. This determines the position of the draggable thumb. + The value at the top end of the slider. + The value at the bottom end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + + + The value that has been set by the user. + + + + + A vertical slider the user can drag to change a value between a min and a max. + + The value the slider shows. This determines the position of the draggable thumb. + The value at the top end of the slider. + The value at the bottom end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + + + The value that has been set by the user. + + + + + Option passed to a control to give it an absolute width. + + + + + + Make a popup window that layouts its contents automatically. + + A unique ID to use for each window. This is the ID you'll use to interface to it. + Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. + The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. + Text to display as a title for the window. + Texture to display an image in the titlebar. + Text, image and tooltip for this window. + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. + + + + + Make a popup window that layouts its contents automatically. + + A unique ID to use for each window. This is the ID you'll use to interface to it. + Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. + The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. + Text to display as a title for the window. + Texture to display an image in the titlebar. + Text, image and tooltip for this window. + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. + + + + + Make a popup window that layouts its contents automatically. + + A unique ID to use for each window. This is the ID you'll use to interface to it. + Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. + The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. + Text to display as a title for the window. + Texture to display an image in the titlebar. + Text, image and tooltip for this window. + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. + + + + + Make a popup window that layouts its contents automatically. + + A unique ID to use for each window. This is the ID you'll use to interface to it. + Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. + The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. + Text to display as a title for the window. + Texture to display an image in the titlebar. + Text, image and tooltip for this window. + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. + + + + + Make a popup window that layouts its contents automatically. + + A unique ID to use for each window. This is the ID you'll use to interface to it. + Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. + The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. + Text to display as a title for the window. + Texture to display an image in the titlebar. + Text, image and tooltip for this window. + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. + + + + + Make a popup window that layouts its contents automatically. + + A unique ID to use for each window. This is the ID you'll use to interface to it. + Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. + The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. + Text to display as a title for the window. + Texture to display an image in the titlebar. + Text, image and tooltip for this window. + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. + + + + + Class internally used to pass layout options into GUILayout functions. You don't use these directly, but construct them with the layouting functions in the GUILayout class. + + + + + Utility functions for implementing and extending the GUILayout class. + + + + + Reserve layout space for a rectangle with a specific aspect ratio. + + The aspect ratio of the element (width / height). + An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rect for the control. + + + + + Reserve layout space for a rectangle with a specific aspect ratio. + + The aspect ratio of the element (width / height). + An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rect for the control. + + + + + Reserve layout space for a rectangle with a specific aspect ratio. + + The aspect ratio of the element (width / height). + An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rect for the control. + + + + + Reserve layout space for a rectangle with a specific aspect ratio. + + The aspect ratio of the element (width / height). + An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rect for the control. + + + + + Get the rectangle last used by GUILayout for a control. + + + The last used rectangle. + + + + + Reserve layout space for a rectangle for displaying some contents with a specific style. + + The content to make room for displaying. + The GUIStyle to layout for. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + A rectangle that is large enough to contain content when rendered in style. + + + + + Reserve layout space for a rectangle for displaying some contents with a specific style. + + The content to make room for displaying. + The GUIStyle to layout for. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + A rectangle that is large enough to contain content when rendered in style. + + + + + Reserve layout space for a rectangle with a fixed content area. + + The width of the area you want. + The height of the area you want. + An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes & its margin value will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectanlge to put your control in. + + + + + Reserve layout space for a rectangle with a fixed content area. + + The width of the area you want. + The height of the area you want. + An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes & its margin value will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectanlge to put your control in. + + + + + Reserve layout space for a rectangle with a fixed content area. + + The width of the area you want. + The height of the area you want. + An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes & its margin value will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectanlge to put your control in. + + + + + Reserve layout space for a rectangle with a fixed content area. + + The width of the area you want. + The height of the area you want. + An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes & its margin value will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectanlge to put your control in. + + + + + Reserve layout space for a flexible rect. + + The minimum width of the area passed back. + The maximum width of the area passed back. + The minimum width of the area passed back. + The maximum width of the area passed back. + An optional style. If specified, the style's padding value will be added to the sizes requested & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + A rectangle with size between minWidth & maxWidth on both axes. + + + + + Reserve layout space for a flexible rect. + + The minimum width of the area passed back. + The maximum width of the area passed back. + The minimum width of the area passed back. + The maximum width of the area passed back. + An optional style. If specified, the style's padding value will be added to the sizes requested & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + A rectangle with size between minWidth & maxWidth on both axes. + + + + + Reserve layout space for a flexible rect. + + The minimum width of the area passed back. + The maximum width of the area passed back. + The minimum width of the area passed back. + The maximum width of the area passed back. + An optional style. If specified, the style's padding value will be added to the sizes requested & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + A rectangle with size between minWidth & maxWidth on both axes. + + + + + Reserve layout space for a flexible rect. + + The minimum width of the area passed back. + The maximum width of the area passed back. + The minimum width of the area passed back. + The maximum width of the area passed back. + An optional style. If specified, the style's padding value will be added to the sizes requested & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + A rectangle with size between minWidth & maxWidth on both axes. + + + + + General settings for how the GUI behaves. + + + + + The color of the cursor in text fields. + + + + + The speed of text field cursor flashes. + + + + + Should double-clicking select words in text fields. + + + + + The color of the selection rect in text fields. + + + + + Should triple-clicking select whole text in text fields. + + + + + Defines how GUI looks and behaves. + + + + + Style used by default for GUI.Box controls. + + + + + Style used by default for GUI.Button controls. + + + + + Array of GUI styles for specific needs. + + + + + The default font to use for all styles. + + + + + Style used by default for the background part of GUI.HorizontalScrollbar controls. + + + + + Style used by default for the left button on GUI.HorizontalScrollbar controls. + + + + + Style used by default for the right button on GUI.HorizontalScrollbar controls. + + + + + Style used by default for the thumb that is dragged in GUI.HorizontalScrollbar controls. + + + + + Style used by default for the background part of GUI.HorizontalSlider controls. + + + + + Style used by default for the thumb that is dragged in GUI.HorizontalSlider controls. + + + + + Style used by default for GUI.Label controls. + + + + + Style used by default for the background of ScrollView controls (see GUI.BeginScrollView). + + + + + Generic settings for how controls should behave with this skin. + + + + + Style used by default for GUI.TextArea controls. + + + + + Style used by default for GUI.TextField controls. + + + + + Style used by default for GUI.Toggle controls. + + + + + Style used by default for the background part of GUI.VerticalScrollbar controls. + + + + + Style used by default for the down button on GUI.VerticalScrollbar controls. + + + + + Style used by default for the thumb that is dragged in GUI.VerticalScrollbar controls. + + + + + Style used by default for the up button on GUI.VerticalScrollbar controls. + + + + + Style used by default for the background part of GUI.VerticalSlider controls. + + + + + Style used by default for the thumb that is dragged in GUI.VerticalSlider controls. + + + + + Style used by default for Window controls (SA GUI.Window). + + + + + Try to search for a GUIStyle. This functions returns NULL and does not give an error. + + + + + + Get a named GUIStyle. + + + + + + Styling information for GUI elements. + + + + + Rendering settings for when the control is pressed down. + + + + + Text alignment. + + + + + The borders of all background images. + + + + + What to do when the contents to be rendered is too large to fit within the area given. + + + + + Pixel offset to apply to the content of this GUIstyle. + + + + + If non-0, any GUI elements rendered with this style will have the height specified here. + + + + + If non-0, any GUI elements rendered with this style will have the width specified here. + + + + + Rendering settings for when the element has keyboard focus. + + + + + The font to use for rendering. If null, the default font for the current GUISkin is used instead. + + + + + The font size to use (for dynamic fonts). + + + + + The font style to use (for dynamic fonts). + + + + + Rendering settings for when the mouse is hovering over the control. + + + + + How image and text of the GUIContent is combined. + + + + + The height of one line of text with this style, measured in pixels. (Read Only) + + + + + The margins between elements rendered in this style and any other GUI elements. + + + + + The name of this GUIStyle. Used for getting them based on name. + + + + + Shortcut for an empty GUIStyle. + + + + + Rendering settings for when the component is displayed normally. + + + + + Rendering settings for when the element is turned on and pressed down. + + + + + Rendering settings for when the element has keyboard and is turned on. + + + + + Rendering settings for when the control is turned on and the mouse is hovering it. + + + + + Rendering settings for when the control is turned on. + + + + + Extra space to be added to the background image. + + + + + Space from the edge of GUIStyle to the start of the contents. + + + + + Enable HTML-style tags for Text Formatting Markup. + + + + + Can GUI elements of this style be stretched vertically for better layout? + + + + + Can GUI elements of this style be stretched horizontally for better layouting? + + + + + Should the text be wordwrapped? + + + + + How tall this element will be when rendered with content and a specific width. + + + + + + + Calculate the minimum and maximum widths for this style rendered with content. + + + + + + + + Calculate the size of an element formatted with this style, and a given space to content. + + + + + + Calculate the size of a some content if it is rendered with this style. + + + + + + Constructor for empty GUIStyle. + + + + + Constructs GUIStyle identical to given other GUIStyle. + + + + + + Draw this GUIStyle on to the screen, internal version. + + + + + + + + + + Draw the GUIStyle with a text string inside. + + + + + + + + + + + Draw the GUIStyle with an image inside. If the image is too large to fit within the content area of the style it is scaled down. + + + + + + + + + + + Draw the GUIStyle with text and an image inside. If the image is too large to fit within the content area of the style it is scaled down. + + + + + + + + + + + + Draw the GUIStyle with text and an image inside. If the image is too large to fit within the content area of the style it is scaled down. + + + + + + + + + + + + Draw the GUIStyle with text and an image inside. If the image is too large to fit within the content area of the style it is scaled down. + + + + + + + + + + + + Draw this GUIStyle with selected content. + + + + + + + + + Draw this GUIStyle with selected content. + + + + + + + + + + Get the pixel position of a given string index. + + + + + + + + Get the cursor position (indexing into contents.text) when the user clicked at cursorPixelPosition. + + + + + + + + Get a named GUI style from the current skin. + + + + + + Specialized values for the given states used by GUIStyle objects. + + + + + The background image used by GUI elements in this given state. + + + + + The text color used by GUI elements in this state. + + + + + A text string displayed in a GUI. + + + + + The alignment of the text. + + + + + The anchor of the text. + + + + + The color used to render the text. + + + + + The font used for the text. + + + + + The font size to use (for dynamic fonts). + + + + + The font style to use (for dynamic fonts). + + + + + The line spacing multiplier. + + + + + The Material to use for rendering. + + + + + The pixel offset of the text. + + + + + Enable HTML-style tags for Text Formatting Markup. + + + + + The tab width multiplier. + + + + + The text to display. + + + + + A texture image used in a 2D GUI. + + + + + The border defines the number of pixels from the edge that are not affected by scale. + + + + + The color of the GUI texture. + + + + + Pixel inset used for pixel adjustments for size and position. + + + + + The texture used for drawing. + + + + + Utility class for making new GUI controls. + + + + + A global property, which is true if a ModalWindow is being displayed, false otherwise. + + + + + The controlID of the current hot control. + + + + + The controlID of the control that has keyboard focus. + + + + + Get access to the system-wide pasteboard. + + + + + Get a unique ID for a control. + + + + + + + Get a unique ID for a control. + + + + + + + Get a unique ID for a control, using an integer as a hint to help ensure correct matching of IDs to controls. + + + + + + + + Get a unique ID for a control, using an integer as a hint to help ensure correct matching of IDs to controls. + + + + + + + + Get a unique ID for a control, using a the label content as a hint to help ensure correct matching of IDs to controls. + + + + + + + + Get a unique ID for a control, using a the label content as a hint to help ensure correct matching of IDs to controls. + + + + + + + + Get a state object from a controlID. + + + + + + + Convert a point from GUI position to screen space. + + + + + + Get an existing state object from a controlID. + + + + + + + Helper function to rotate the GUI around a point. + + + + + + + Helper function to scale the GUI around a point. + + + + + + + Convert a point from screen space to GUI position. + + + + + + Interface into the Gyroscope. + + + + + Returns the attitude (ie, orientation in space) of the device. + + + + + Sets or retrieves the enabled status of this gyroscope. + + + + + Returns the gravity acceleration vector expressed in the device's reference frame. + + + + + Returns rotation rate as measured by the device's gyroscope. + + + + + Returns unbiased rotation rate as measured by the device's gyroscope. + + + + + Sets or retrieves gyroscope interval in seconds. + + + + + Returns the acceleration that the user is giving to the device. + + + + + Interface into functionality unique to handheld devices. + + + + + Determines whether or not a 32-bit display buffer will be used. + + + + + Gets the current activity indicator style. + + + + + Plays a full-screen movie. + + Filesystem path to the movie file. + Background color. + How the playback controls are to be displayed. + How the movie is to be scaled to fit the screen. + + + + Plays a full-screen movie. + + Filesystem path to the movie file. + Background color. + How the playback controls are to be displayed. + How the movie is to be scaled to fit the screen. + + + + Plays a full-screen movie. + + Filesystem path to the movie file. + Background color. + How the playback controls are to be displayed. + How the movie is to be scaled to fit the screen. + + + + Plays a full-screen movie. + + Filesystem path to the movie file. + Background color. + How the playback controls are to be displayed. + How the movie is to be scaled to fit the screen. + + + + Sets the desired activity indicator style. + + + + + + Sets the desired activity indicator style. + + + + + + Starts os activity indicator. + + + + + Stops os activity indicator. + + + + + Triggers device vibration. + + + + + Represent the hash value. + + + + + Get if the hash value is valid or not. (Read Only) + + + + + Construct the Hash128. + + + + + + + + + Convert the input string to Hash128. + + + + + + Convert Hash128 to string. + + + + + Use this PropertyAttribute to add a header above some fields in the Inspector. + + + + + The header text. + + + + + Add a header above some fields in the Inspector. + + The header text. + + + + Provide a custom documentation URL for a class. + + + + + Initialize the HelpURL attribute with a documentation url. + + The custom documentation URL for this class. + + + + The documentation URL specified for this class. + + + + + Bit mask that controls object destruction, saving and visibility in inspectors. + + + + + The object will not be saved to the scene. It will not be destroyed when a new scene is loaded. It is a shortcut for HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor | HideFlags.DontUnloadUnusedAsset. + + + + + The object will not be saved when building a player. + + + + + The object will not be saved to the scene in the editor. + + + + + The object will not be unloaded by Resources.UnloadUnusedAssets. + + + + + A combination of not shown in the hierarchy, not saved to to scenes and not unloaded by The object will not be unloaded by Resources.UnloadUnusedAssets. + + + + + The object will not appear in the hierarchy. + + + + + It is not possible to view it in the inspector. + + + + + A normal, visible object. This is the default. + + + + + The object is not be editable in the inspector. + + + + + Makes a variable not show up in the inspector but be serialized. + + + + + The HingeJoint groups together 2 rigid bodies, constraining them to move like connected by a hinge. + + + + + The current angle in degrees of the joint relative to its rest position. (Read Only) + + + + + Limit of angular rotation (in degrees) on the hinge joint. + + + + + The motor will apply a force up to a maximum force to achieve the target velocity in degrees per second. + + + + + The spring attempts to reach a target angle by adding spring and damping forces. + + + + + Enables the joint's limits. Disabled by default. + + + + + Enables the joint's motor. Disabled by default. + + + + + Enables the joint's spring. Disabled by default. + + + + + The angular velocity of the joint in degrees per second. + + + + + Joint that allows a Rigidbody2D object to rotate around a point in space or a point on another object. + + + + + The current joint angle (in degrees) with respect to the reference angle. + + + + + The current joint speed. + + + + + Limit of angular rotation (in degrees) on the joint. + + + + + Gets the state of the joint limit. + + + + + Parameters for the motor force applied to the joint. + + + + + The angle (in degrees) referenced between the two bodies used as the constraint for the joint. + + + + + Should limits be placed on the range of rotation? + + + + + Should the joint be rotated automatically by a motor torque? + + + + + Gets the motor torque of the joint given the specified timestep. + + The time to calculate the motor torque for. + + + + Gets the reaction force of the joint given the specified timestep. + + The time to calculate the reaction force for. + + + + Gets the reaction torque of the joint given the specified timestep. + + The time to calculate the reaction torque for. + + + + Wrapping modes for text that reaches the horizontal boundary. + + + + + Text can exceed the horizontal boundary. + + + + + Text will word-wrap when reaching the horizontal boundary. + + + + + This is the data structure for holding individual host information. + + + + + A miscellaneous comment (can hold data). + + + + + Currently connected players. + + + + + The name of the game (like John Doe's Game). + + + + + The type of the game (like "MyUniqueGameType"). + + + + + The GUID of the host, needed when connecting with NAT punchthrough. + + + + + Server IP address. + + + + + Does the server require a password? + + + + + Maximum players limit. + + + + + Server port. + + + + + Does this server require NAT punchthrough? + + + + + Human Body Bones. + + + + + This is the Chest bone. + + + + + This is the Head bone. + + + + + This is the Hips bone. + + + + + This is the Jaw bone. + + + + + This is the Last bone index delimiter. + + + + + This is the Left Eye bone. + + + + + This is the Left Ankle bone. + + + + + This is the Left Wrist bone. + + + + + This is the left index 3rd phalange. + + + + + This is the left index 2nd phalange. + + + + + This is the left index 1st phalange. + + + + + This is the left little 3rd phalange. + + + + + This is the left little 2nd phalange. + + + + + This is the left little 1st phalange. + + + + + This is the Left Elbow bone. + + + + + This is the Left Knee bone. + + + + + This is the left middle 3rd phalange. + + + + + This is the left middle 2nd phalange. + + + + + This is the left middle 1st phalange. + + + + + This is the left ring 3rd phalange. + + + + + This is the left ring 2nd phalange. + + + + + This is the left ring 1st phalange. + + + + + This is the Left Shoulder bone. + + + + + This is the left thumb 3rd phalange. + + + + + This is the left thumb 2nd phalange. + + + + + This is the left thumb 1st phalange. + + + + + This is the Left Toes bone. + + + + + This is the Left Upper Arm bone. + + + + + This is the Left Upper Leg bone. + + + + + This is the Neck bone. + + + + + This is the Right Eye bone. + + + + + This is the Right Ankle bone. + + + + + This is the Right Wrist bone. + + + + + This is the right index 3rd phalange. + + + + + This is the right index 2nd phalange. + + + + + This is the right index 1st phalange. + + + + + This is the right little 3rd phalange. + + + + + This is the right little 2nd phalange. + + + + + This is the right little 1st phalange. + + + + + This is the Right Elbow bone. + + + + + This is the Right Knee bone. + + + + + This is the right middle 3rd phalange. + + + + + This is the right middle 2nd phalange. + + + + + This is the right middle 1st phalange. + + + + + This is the right ring 3rd phalange. + + + + + This is the right ring 2nd phalange. + + + + + This is the right ring 1st phalange. + + + + + This is the Right Shoulder bone. + + + + + This is the right thumb 3rd phalange. + + + + + This is the right thumb 2nd phalange. + + + + + This is the right thumb 1st phalange. + + + + + This is the Right Toes bone. + + + + + This is the Right Upper Arm bone. + + + + + This is the Right Upper Leg bone. + + + + + This is the first Spine bone. + + + + + The mapping between a bone in the model and the conceptual bone in the Mecanim human anatomy. + + + + + The name of the bone to which the Mecanim human bone is mapped. + + + + + The name of the Mecanim human bone to which the bone from the model is mapped. + + + + + The rotation limits that define the muscle for this bone. + + + + + Class that holds humanoid avatar parameters to pass to the AvatarBuilder.BuildHumanAvatar function. + + + + + Amount by which the arm's length is allowed to stretch when using IK. + + + + + Modification to the minimum distance between the feet of a humanoid model. + + + + + True for any human that has a translation Degree of Freedom (DoF). It is set to false by default. + + + + + Mapping between Mecanim bone names and bone names in the rig. + + + + + Amount by which the leg's length is allowed to stretch when using IK. + + + + + Defines how the lower arm's roll/twisting is distributed between the elbow and wrist joints. + + + + + Defines how the lower leg's roll/twisting is distributed between the knee and ankle. + + + + + List of bone Transforms to include in the model. + + + + + Defines how the lower arm's roll/twisting is distributed between the shoulder and elbow joints. + + + + + Defines how the upper leg's roll/twisting is distributed between the thigh and knee joints. + + + + + This class stores the rotation limits that define the muscle for a single human bone. + + + + + Length of the bone to which the limit is applied. + + + + + The default orientation of a bone when no muscle action is applied. + + + + + The maximum rotation away from the initial value that this muscle can apply. + + + + + The maximum negative rotation away from the initial value that this muscle can apply. + + + + + Should this limit use the default values? + + + + + Details of all the human bone and muscle types defined by Mecanim. + + + + + The number of human bone types defined by Mecanim. + + + + + Return the bone to which a particular muscle is connected. + + Muscle index. + + + + Array of the names of all human bone types defined by Mecanim. + + + + + Get the default maximum value of rotation for a muscle in degrees. + + Muscle index. + + + + Get the default minimum value of rotation for a muscle in degrees. + + Muscle index. + + + + Returns parent humanoid bone index of a bone. + + Humanoid bone index to get parent from. + + Humanoid bone index of parent. + + + + + The number of human muscle types defined by Mecanim. + + + + + Obtain the muscle index for a particular bone index and "degree of freedom". + + Bone index. + Number representing a "degree of freedom": 0 for X-Axis, 1 for Y-Axis, 2 for Z-Axis. + + + + Array of the names of all human muscle types defined by Mecanim. + + + + + Is the bone a member of the minimal set of bones that Mecanim requires for a human model? + + Index of the bone to test. + + + + The number of bone types that are required by Mecanim for any human model. + + + + + This element can filter raycasts. If the top level element is hit it can further 'check' if the location is valid. + + + + + Given a point and a camera is the raycast valid. + + Screen position. + Raycast camera. + + Valid. + + + + + Any Image Effect with this attribute will be rendered after opaque geometry but before transparent geometry. + + + + + When using HDR rendering it can sometime be desirable to switch to LDR rendering during ImageEffect rendering. + + + + + How image and text is placed inside GUIStyle. + + + + + Image is above the text. + + + + + Image is to the left of the text. + + + + + Only the image is displayed. + + + + + Only the text is displayed. + + + + + Controls IME input. + + + + + Enable IME input only when a text field is selected (default). + + + + + Disable IME input. + + + + + Enable IME input. + + + + + Interface into the Input system. + + + + + Last measured linear acceleration of a device in three-dimensional space. (Read Only) + + + + + Number of acceleration measurements which occurred during last frame. + + + + + Returns list of acceleration measurements which occurred during the last frame. (Read Only) (Allocates temporary variables). + + + + + Is any key or mouse button currently held down? (Read Only) + + + + + Returns true the first frame the user hits any key or mouse button. (Read Only) + + + + + Property for accessing compass (handheld devices only). (Read Only) + + + + + This property controls if input sensors should be compensated for screen orientation. + + + + + The current text input position used by IMEs to open windows. + + + + + The current IME composition string being typed by the user. + + + + + Device physical orientation as reported by OS. (Read Only) + + + + + Property indicating whether keypresses are eaten by a textinput if it has focus (default true). + + + + + Returns default gyroscope. + + + + + Controls enabling and disabling of IME input composition. + + + + + Does the user have an IME keyboard input source selected? + + + + + Returns the keyboard input entered this frame. (Read Only) + + + + + Property for accessing device location (handheld devices only). (Read Only) + + + + + The current mouse position in pixel coordinates. (Read Only) + + + + + The current mouse scroll delta. (Read Only) + + + + + Property indicating whether the system handles multiple touches. + + + + + Enables/Disables mouse simulation with touches. By default this option is enabled. + + + + + Number of touches. Guaranteed not to change throughout the frame. (Read Only) + + + + + Returns list of objects representing status of all touches during last frame. (Read Only) (Allocates temporary variables). + + + + + Returns whether the device on which application is currently running supports touch input. + + + + + Returns specific acceleration measurement which occurred during last frame. (Does not allocate temporary variables). + + + + + + Returns the value of the virtual axis identified by axisName. + + + + + + Returns the value of the virtual axis identified by axisName with no smoothing filtering applied. + + + + + + Returns true while the virtual button identified by buttonName is held down. + + + + + + Returns true during the frame the user pressed down the virtual button identified by buttonName. + + + + + + Returns true the first frame the user releases the virtual button identified by buttonName. + + + + + + Returns an array of strings describing the connected joysticks. + + + + + Returns true while the user holds down the key identified by name. Think auto fire. + + + + + + Returns true while the user holds down the key identified by the key KeyCode enum parameter. + + + + + + Returns true during the frame the user starts pressing down the key identified by name. + + + + + + Returns true during the frame the user starts pressing down the key identified by the key KeyCode enum parameter. + + + + + + Returns true during the frame the user releases the key identified by name. + + + + + + Returns true during the frame the user releases the key identified by the key KeyCode enum parameter. + + + + + + Returns whether the given mouse button is held down. + + + + + + Returns true during the frame the user pressed the given mouse button. + + + + + + Returns true during the frame the user releases the given mouse button. + + + + + + Returns object representing status of a specific touch. (Does not allocate temporary variables). + + + + + + Determine whether a particular joystick model has been preconfigured by Unity. (Linux-only). + + The name of the joystick to check (returned by Input.GetJoystickNames). + + True if the joystick layout has been preconfigured; false otherwise. + + + + + Resets all input. After ResetInputAxes all axes return to 0 and all buttons return to 0 for one frame. + + + + + ActivityIndicator Style (iOS Specific). + + + + + Do not show ActivityIndicator. + + + + + The standard gray style of indicator (UIActivityIndicatorViewStyleGray). + + + + + The standard white style of indicator (UIActivityIndicatorViewStyleWhite). + + + + + The large white style of indicator (UIActivityIndicatorViewStyleWhiteLarge). + + + + + ADBannerView is a wrapper around the ADBannerView class found in the Apple iAd framework and is only available on iOS. + + + + + Banner layout. + + + + + Checks if banner contents are loaded. + + + + + The position of the banner view. + + + + + The size of the banner view. + + + + + Banner visibility. Initially banner is not visible. + + + + + Will be fired when banner ad failed to load. + + + + + Will be fired when banner was clicked. + + + + + Will be fired when banner loaded new ad. + + + + + Creates a banner view with given type and auto-layout params. + + + + + + + Checks if the banner type is available (e.g. MediumRect is available only starting with ios6). + + + + + + Specifies how banner should be layed out on screen. + + + + + Traditional Banner: align to screen bottom. + + + + + Rect Banner: align to screen bottom, placing at the center. + + + + + Rect Banner: place in bottom-left corner. + + + + + Rect Banner: place in bottom-right corner. + + + + + Rect Banner: place exactly at screen center. + + + + + Rect Banner: align to screen left, placing at the center. + + + + + Rect Banner: align to screen right, placing at the center. + + + + + Completely manual positioning. + + + + + Traditional Banner: align to screen top. + + + + + Rect Banner: align to screen top, placing at the center. + + + + + Rect Banner: place in top-left corner. + + + + + Rect Banner: place in top-right corner. + + + + + The type of the banner view. + + + + + Traditional Banner (it takes full screen width). + + + + + Rect Banner (300x250). + + + + + ADInterstitialAd is a wrapper around the ADInterstitialAd class found in the Apple iAd framework and is only available on iPad. + + + + + Checks if InterstitialAd is available (it is iPad-only and was added in iOS 4.3). + + + + + Has the interstitial ad object downloaded an advertisement? (Read Only) + + + + + Creates an interstitial ad. + + + + + + Creates an interstitial ad. + + + + + + Will be called when ad is ready to be shown. + + + + + Reload advertisement. + + + + + Shows full-screen advertisement to user. + + + + + Specify calendar types. + + + + + Identifies the Buddhist calendar. + + + + + Identifies the Chinese calendar. + + + + + Identifies the Gregorian calendar. + + + + + Identifies the Hebrew calendar. + + + + + Identifies the Indian calendar. + + + + + Identifies the Islamic calendar. + + + + + Identifies the Islamic civil calendar. + + + + + Identifies the ISO8601. + + + + + Identifies the Japanese calendar. + + + + + Identifies the Persian calendar. + + + + + Identifies the Republic of China (Taiwan) calendar. + + + + + Specify calendrical units. + + + + + Specifies the day unit. + + + + + Specifies the era unit. + + + + + Specifies the hour unit. + + + + + Specifies the minute unit. + + + + + Specifies the month unit. + + + + + Specifies the quarter of the calendar. + + + + + Specifies the second unit. + + + + + Specifies the week unit. + + + + + Specifies the weekday unit. + + + + + Specifies the ordinal weekday unit. + + + + + Specifies the year unit. + + + + + Interface into iOS specific functionality. + + + + + Advertising ID. + + + + + Is advertising tracking enabled. + + + + + The generation of the device. (Read Only) + + + + + iOS version. + + + + + Vendor ID. + + + + + Reset "no backup" file flag: file will be synced with iCloud/iTunes backup and can be deleted by OS in low storage situations. + + + + + + Set file flag to be excluded from iCloud/iTunes backup. + + + + + + iOS device generation. + + + + + iPad, first generation. + + + + + iPad, second generation. + + + + + iPad, third generation. + + + + + iPad, fourth generation. + + + + + iPad Air (fifth generation). + + + + + iPad Air. + + + + + iPad Air 2. + + + + + iPadMini, first generation. + + + + + iPadMini Retina (second generation). + + + + + iPad Mini 3. + + + + + iPadMini 4th Generation. + + + + + iPadProGen1 value. + + + + + Yet unknown iPad. + + + + + iPhone, first generation. + + + + + iPhone, second generation. + + + + + iPhone, third generation. + + + + + iPhone, fourth generation. + + + + + iPhone, fifth generation. + + + + + iPhone5. + + + + + iPhone 5C. + + + + + iPhone 5S. + + + + + iPhone 6. + + + + + iPhone 6 plus. + + + + + iPhone6S value. + + + + + iPhone6Plus value. + + + + + Yet unknown iPhone. + + + + + iPod Touch, first generation. + + + + + iPod Touch, second generation. + + + + + iPod Touch, third generation. + + + + + iPod Touch, fourth generation. + + + + + iPod Touch, fifth generation. + + + + + Yet unknown iPodTouch. + + + + + iOS.LocalNotification is a wrapper around the UILocalNotification class found in the Apple UIKit framework and is only available on iPhoneiPadiPod Touch. + + + + + The title of the action button or slider. + + + + + The message displayed in the notification alert. + + + + + Identifies the image used as the launch image when the user taps the action button. + + + + + The number to display as the application's icon badge. + + + + + The default system sound. (Read Only) + + + + + The date and time when the system should deliver the notification. + + + + + A boolean value that controls whether the alert action is visible or not. + + + + + The calendar type (Gregorian, Chinese, etc) to use for rescheduling the notification. + + + + + The calendar interval at which to reschedule the notification. + + + + + The name of the sound file to play when an alert is displayed. + + + + + The time zone of the notification's fire date. + + + + + A dictionary for passing custom information to the notified application. + + + + + Creates a new local notification. + + + + + NotificationServices is only available on iPhoneiPadiPod Touch. + + + + + Device token received from Apple Push Service after calling NotificationServices.RegisterForRemoteNotificationTypes. (Read Only) + + + + + Enabled local and remote notification types. + + + + + The number of received local notifications. (Read Only) + + + + + The list of objects representing received local notifications. (Read Only) + + + + + Returns an error that might occur on registration for remote notifications via NotificationServices.RegisterForRemoteNotificationTypes. (Read Only) + + + + + The number of received remote notifications. (Read Only) + + + + + The list of objects representing received remote notifications. (Read Only) + + + + + All currently scheduled local notifications. + + + + + Cancels the delivery of all scheduled local notifications. + + + + + Cancels the delivery of the specified scheduled local notification. + + + + + + Discards of all received local notifications. + + + + + Discards of all received remote notifications. + + + + + Returns an object representing a specific local notification. (Read Only) + + + + + + Returns an object representing a specific remote notification. (Read Only) + + + + + + Presents a local notification immediately. + + + + + + Register to receive local and remote notifications of the specified types from a provider via Apple Push Service. + + Notification types to register for. + Specify true to also register for remote notifications. + + + + Register to receive local and remote notifications of the specified types from a provider via Apple Push Service. + + Notification types to register for. + Specify true to also register for remote notifications. + + + + Schedules a local notification. + + + + + + Unregister for remote notifications. + + + + + Specifies local and remote notification types. + + + + + Notification is an alert message. + + + + + Notification is a badge shown above the application's icon. + + + + + No notification types specified. + + + + + Notification is an alert sound. + + + + + On Demand Resources API. + + + + + Indicates whether player was built with "Use On Demand Resources" player setting enabled. + + + + + Creates an On Demand Resources (ODR) request. + + Tags for On Demand Resources that should be included in the request. + + Object representing ODR request. + + + + + Represents a request for On Demand Resources (ODR). It's an AsyncOperation and can be yielded in a coroutine. + + + + + Returns an error after operation is complete. + + + + + Sets the priority for request. + + + + + Release all resources kept alive by On Demand Resources (ODR) request. + + + + + Gets file system's path to the resource available in On Demand Resources (ODR) request. + + Resource name. + + + + RemoteNotification is only available on iPhoneiPadiPod Touch. + + + + + The message displayed in the notification alert. (Read Only) + + + + + The number to display as the application's icon badge. (Read Only) + + + + + A boolean value that controls whether the alert action is visible or not. (Read Only) + + + + + The name of the sound file to play when an alert is displayed. (Read Only) + + + + + A dictionary for passing custom information to the notified application. (Read Only) + + + + + Interface to receive callbacks upon serialization and deserialization. + + + + + See ISerializationCallbackReceiver.OnBeforeSerialize for documentation on how to use this method. + + + + + Implement this method to receive a callback after unity serialized your object. + + + + + Joint is the base class for all joints. + + + + + The Position of the anchor around which the joints motion is constrained. + + + + + Should the connectedAnchor be calculated automatically? + + + + + The Direction of the axis around which the body is constrained. + + + + + The force that needs to be applied for this joint to break. + + + + + The torque that needs to be applied for this joint to break. + + + + + Position of the anchor relative to the connected Rigidbody. + + + + + A reference to another rigidbody this joint connects to. + + + + + Enable collision between bodies connected with the joint. + + + + + Toggle preprocessing for this joint. + + + + + Parent class for joints to connect Rigidbody2D objects. + + + + + Can the joint collide with the other Rigidbody2D object to which it is attached? + + + + + The Rigidbody2D object to which the other end of the joint is attached (ie, the object without the joint component). + + + + + Should rigid bodies connected with this joint collide? + + + + + Angular limits on the rotation of a Rigidbody2D object around a HingeJoint2D. + + + + + Upper angular limit of rotation. + + + + + Lower angular limit of rotation. + + + + + How the joint's movement will behave along its local X axis. + + + + + Amount of force applied to push the object toward the defined direction. + + + + + Whether the drive should attempt to reach position, velocity, both or nothing. + + + + + Resistance strength against the Position Spring. Only used if mode includes Position. + + + + + Strength of a rubber-band pull toward the defined direction. Only used if mode includes Position. + + + + + The ConfigurableJoint attempts to attain position / velocity targets based on this flag. + + + + + Don't apply any forces to reach the target. + + + + + Try to reach the specified target position. + + + + + Try to reach the specified target position and velocity. + + + + + Try to reach the specified target velocity. + + + + + JointLimits is used by the HingeJoint to limit the joints angle. + + + + + The minimum impact velocity which will cause the joint to bounce. + + + + + Determines the size of the bounce when the joint hits it's limit. Also known as restitution. + + + + + Distance inside the limit value at which the limit will be considered to be active by the solver. + + + + + The upper angular limit (in degrees) of the joint. + + + + + The lower angular limit (in degrees) of the joint. + + + + + Represents the state of a joint limit. + + + + + Represents a state where the joint limit is at the specified lower and upper limits (they are identical). + + + + + Represents a state where the joint limit is inactive. + + + + + Represents a state where the joint limit is at the specified lower limit. + + + + + Represents a state where the joint limit is at the specified upper limit. + + + + + The JointMotor is used to motorize a joint. + + + + + The motor will apply a force. + + + + + If freeSpin is enabled the motor will only accelerate but never slow down. + + + + + The motor will apply a force up to force to achieve targetVelocity. + + + + + Parameters for the optional motor force applied to a Joint2D. + + + + + The maximum force that can be applied to the Rigidbody2D at the joint to attain the target speed. + + + + + The desired speed for the Rigidbody2D to reach as it moves with the joint. + + + + + Determines how to snap physics joints back to its constrained position when it drifts off too much. + + + + + Don't snap at all. + + + + + Snap both position and rotation. + + + + + Snap Position only. + + + + + JointSpring is used add a spring force to HingeJoint and PhysicMaterial. + + + + + The damper force uses to dampen the spring. + + + + + The spring forces used to reach the target position. + + + + + The target position the joint attempts to reach. + + + + + Joint suspension is used to define how suspension works on a WheelJoint2D. + + + + + The world angle (in degrees) along which the suspension will move. + + + + + The amount by which the suspension spring force is reduced in proportion to the movement speed. + + + + + The frequency at which the suspension spring oscillates. + + + + + Motion limits of a Rigidbody2D object along a SliderJoint2D. + + + + + Maximum distance the Rigidbody2D object can move from the Slider Joint's anchor. + + + + + Minimum distance the Rigidbody2D object can move from the Slider Joint's anchor. + + + + + Key codes returned by Event.keyCode. These map directly to a physical key on the keyboard. + + + + + 'a' key. + + + + + The '0' key on the top of the alphanumeric keyboard. + + + + + The '1' key on the top of the alphanumeric keyboard. + + + + + The '2' key on the top of the alphanumeric keyboard. + + + + + The '3' key on the top of the alphanumeric keyboard. + + + + + The '4' key on the top of the alphanumeric keyboard. + + + + + The '5' key on the top of the alphanumeric keyboard. + + + + + The '6' key on the top of the alphanumeric keyboard. + + + + + The '7' key on the top of the alphanumeric keyboard. + + + + + The '8' key on the top of the alphanumeric keyboard. + + + + + The '9' key on the top of the alphanumeric keyboard. + + + + + Alt Gr key. + + + + + Ampersand key '&'. + + + + + Asterisk key '*'. + + + + + At key '@'. + + + + + 'b' key. + + + + + Back quote key '`'. + + + + + Backslash key '\'. + + + + + The backspace key. + + + + + Break key. + + + + + 'c' key. + + + + + Capslock key. + + + + + Caret key '^'. + + + + + The Clear key. + + + + + Colon ':' key. + + + + + Comma ',' key. + + + + + 'd' key. + + + + + The forward delete key. + + + + + Dollar sign key '$'. + + + + + Double quote key '"'. + + + + + Down arrow key. + + + + + 'e' key. + + + + + End key. + + + + + Equals '=' key. + + + + + Escape key. + + + + + Exclamation mark key '!'. + + + + + 'f' key. + + + + + F1 function key. + + + + + F10 function key. + + + + + F11 function key. + + + + + F12 function key. + + + + + F13 function key. + + + + + F14 function key. + + + + + F15 function key. + + + + + F2 function key. + + + + + F3 function key. + + + + + F4 function key. + + + + + F5 function key. + + + + + F6 function key. + + + + + F7 function key. + + + + + F8 function key. + + + + + F9 function key. + + + + + 'g' key. + + + + + Greater than '>' key. + + + + + 'h' key. + + + + + Hash key '#'. + + + + + Help key. + + + + + Home key. + + + + + 'i' key. + + + + + Insert key key. + + + + + 'j' key. + + + + + Button 0 on first joystick. + + + + + Button 1 on first joystick. + + + + + Button 10 on first joystick. + + + + + Button 11 on first joystick. + + + + + Button 12 on first joystick. + + + + + Button 13 on first joystick. + + + + + Button 14 on first joystick. + + + + + Button 15 on first joystick. + + + + + Button 16 on first joystick. + + + + + Button 17 on first joystick. + + + + + Button 18 on first joystick. + + + + + Button 19 on first joystick. + + + + + Button 2 on first joystick. + + + + + Button 3 on first joystick. + + + + + Button 4 on first joystick. + + + + + Button 5 on first joystick. + + + + + Button 6 on first joystick. + + + + + Button 7 on first joystick. + + + + + Button 8 on first joystick. + + + + + Button 9 on first joystick. + + + + + Button 0 on second joystick. + + + + + Button 1 on second joystick. + + + + + Button 10 on second joystick. + + + + + Button 11 on second joystick. + + + + + Button 12 on second joystick. + + + + + Button 13 on second joystick. + + + + + Button 14 on second joystick. + + + + + Button 15 on second joystick. + + + + + Button 16 on second joystick. + + + + + Button 17 on second joystick. + + + + + Button 18 on second joystick. + + + + + Button 19 on second joystick. + + + + + Button 2 on second joystick. + + + + + Button 3 on second joystick. + + + + + Button 4 on second joystick. + + + + + Button 5 on second joystick. + + + + + Button 6 on second joystick. + + + + + Button 7 on second joystick. + + + + + Button 8 on second joystick. + + + + + Button 9 on second joystick. + + + + + Button 0 on third joystick. + + + + + Button 1 on third joystick. + + + + + Button 10 on third joystick. + + + + + Button 11 on third joystick. + + + + + Button 12 on third joystick. + + + + + Button 13 on third joystick. + + + + + Button 14 on third joystick. + + + + + Button 15 on third joystick. + + + + + Button 16 on third joystick. + + + + + Button 17 on third joystick. + + + + + Button 18 on third joystick. + + + + + Button 19 on third joystick. + + + + + Button 2 on third joystick. + + + + + Button 3 on third joystick. + + + + + Button 4 on third joystick. + + + + + Button 5 on third joystick. + + + + + Button 6 on third joystick. + + + + + Button 7 on third joystick. + + + + + Button 8 on third joystick. + + + + + Button 9 on third joystick. + + + + + Button 0 on forth joystick. + + + + + Button 1 on forth joystick. + + + + + Button 10 on forth joystick. + + + + + Button 11 on forth joystick. + + + + + Button 12 on forth joystick. + + + + + Button 13 on forth joystick. + + + + + Button 14 on forth joystick. + + + + + Button 15 on forth joystick. + + + + + Button 16 on forth joystick. + + + + + Button 17 on forth joystick. + + + + + Button 18 on forth joystick. + + + + + Button 19 on forth joystick. + + + + + Button 2 on forth joystick. + + + + + Button 3 on forth joystick. + + + + + Button 4 on forth joystick. + + + + + Button 5 on forth joystick. + + + + + Button 6 on forth joystick. + + + + + Button 7 on forth joystick. + + + + + Button 8 on forth joystick. + + + + + Button 9 on forth joystick. + + + + + Button 0 on fifth joystick. + + + + + Button 1 on fifth joystick. + + + + + Button 10 on fifth joystick. + + + + + Button 11 on fifth joystick. + + + + + Button 12 on fifth joystick. + + + + + Button 13 on fifth joystick. + + + + + Button 14 on fifth joystick. + + + + + Button 15 on fifth joystick. + + + + + Button 16 on fifth joystick. + + + + + Button 17 on fifth joystick. + + + + + Button 18 on fifth joystick. + + + + + Button 19 on fifth joystick. + + + + + Button 2 on fifth joystick. + + + + + Button 3 on fifth joystick. + + + + + Button 4 on fifth joystick. + + + + + Button 5 on fifth joystick. + + + + + Button 6 on fifth joystick. + + + + + Button 7 on fifth joystick. + + + + + Button 8 on fifth joystick. + + + + + Button 9 on fifth joystick. + + + + + Button 0 on sixth joystick. + + + + + Button 1 on sixth joystick. + + + + + Button 10 on sixth joystick. + + + + + Button 11 on sixth joystick. + + + + + Button 12 on sixth joystick. + + + + + Button 13 on sixth joystick. + + + + + Button 14 on sixth joystick. + + + + + Button 15 on sixth joystick. + + + + + Button 16 on sixth joystick. + + + + + Button 17 on sixth joystick. + + + + + Button 18 on sixth joystick. + + + + + Button 19 on sixth joystick. + + + + + Button 2 on sixth joystick. + + + + + Button 3 on sixth joystick. + + + + + Button 4 on sixth joystick. + + + + + Button 5 on sixth joystick. + + + + + Button 6 on sixth joystick. + + + + + Button 7 on sixth joystick. + + + + + Button 8 on sixth joystick. + + + + + Button 9 on sixth joystick. + + + + + Button 0 on seventh joystick. + + + + + Button 1 on seventh joystick. + + + + + Button 10 on seventh joystick. + + + + + Button 11 on seventh joystick. + + + + + Button 12 on seventh joystick. + + + + + Button 13 on seventh joystick. + + + + + Button 14 on seventh joystick. + + + + + Button 15 on seventh joystick. + + + + + Button 16 on seventh joystick. + + + + + Button 17 on seventh joystick. + + + + + Button 18 on seventh joystick. + + + + + Button 19 on seventh joystick. + + + + + Button 2 on seventh joystick. + + + + + Button 3 on seventh joystick. + + + + + Button 4 on seventh joystick. + + + + + Button 5 on seventh joystick. + + + + + Button 6 on seventh joystick. + + + + + Button 7 on seventh joystick. + + + + + Button 8 on seventh joystick. + + + + + Button 9 on seventh joystick. + + + + + Button 0 on eighth joystick. + + + + + Button 1 on eighth joystick. + + + + + Button 10 on eighth joystick. + + + + + Button 11 on eighth joystick. + + + + + Button 12 on eighth joystick. + + + + + Button 13 on eighth joystick. + + + + + Button 14 on eighth joystick. + + + + + Button 15 on eighth joystick. + + + + + Button 16 on eighth joystick. + + + + + Button 17 on eighth joystick. + + + + + Button 18 on eighth joystick. + + + + + Button 19 on eighth joystick. + + + + + Button 2 on eighth joystick. + + + + + Button 3 on eighth joystick. + + + + + Button 4 on eighth joystick. + + + + + Button 5 on eighth joystick. + + + + + Button 6 on eighth joystick. + + + + + Button 7 on eighth joystick. + + + + + Button 8 on eighth joystick. + + + + + Button 9 on eighth joystick. + + + + + Button 0 on any joystick. + + + + + Button 1 on any joystick. + + + + + Button 10 on any joystick. + + + + + Button 11 on any joystick. + + + + + Button 12 on any joystick. + + + + + Button 13 on any joystick. + + + + + Button 14 on any joystick. + + + + + Button 15 on any joystick. + + + + + Button 16 on any joystick. + + + + + Button 17 on any joystick. + + + + + Button 18 on any joystick. + + + + + Button 19 on any joystick. + + + + + Button 2 on any joystick. + + + + + Button 3 on any joystick. + + + + + Button 4 on any joystick. + + + + + Button 5 on any joystick. + + + + + Button 6 on any joystick. + + + + + Button 7 on any joystick. + + + + + Button 8 on any joystick. + + + + + Button 9 on any joystick. + + + + + 'k' key. + + + + + Numeric keypad 0. + + + + + Numeric keypad 1. + + + + + Numeric keypad 2. + + + + + Numeric keypad 3. + + + + + Numeric keypad 4. + + + + + Numeric keypad 5. + + + + + Numeric keypad 6. + + + + + Numeric keypad 7. + + + + + Numeric keypad 8. + + + + + Numeric keypad 9. + + + + + Numeric keypad '/'. + + + + + Numeric keypad enter. + + + + + Numeric keypad '='. + + + + + Numeric keypad '-'. + + + + + Numeric keypad '*'. + + + + + Numeric keypad '.'. + + + + + Numeric keypad '+'. + + + + + 'l' key. + + + + + Left Alt key. + + + + + Left Command key. + + + + + Left arrow key. + + + + + Left square bracket key '['. + + + + + Left Command key. + + + + + Left Control key. + + + + + Left Parenthesis key '('. + + + + + Left shift key. + + + + + Left Windows key. + + + + + Less than '<' key. + + + + + 'm' key. + + + + + Menu key. + + + + + Minus '-' key. + + + + + First (primary) mouse button. + + + + + Second (secondary) mouse button. + + + + + Third mouse button. + + + + + Fourth mouse button. + + + + + Fifth mouse button. + + + + + Sixth mouse button. + + + + + Seventh mouse button. + + + + + 'n' key. + + + + + Not assigned (never returned as the result of a keystroke). + + + + + Numlock key. + + + + + 'o' key. + + + + + 'p' key. + + + + + Page down. + + + + + Page up. + + + + + Pause on PC machines. + + + + + Period '.' key. + + + + + Plus key '+'. + + + + + Print key. + + + + + 'q' key. + + + + + Question mark '?' key. + + + + + Quote key '. + + + + + 'r' key. + + + + + Return key. + + + + + Right Alt key. + + + + + Right Command key. + + + + + Right arrow key. + + + + + Right square bracket key ']'. + + + + + Right Command key. + + + + + Right Control key. + + + + + Right Parenthesis key ')'. + + + + + Right shift key. + + + + + Right Windows key. + + + + + 's' key. + + + + + Scroll lock key. + + + + + Semicolon ';' key. + + + + + Slash '/' key. + + + + + Space key. + + + + + Sys Req key. + + + + + 't' key. + + + + + The tab key. + + + + + 'u' key. + + + + + Underscore '_' key. + + + + + Up arrow key. + + + + + 'v' key. + + + + + 'w' key. + + + + + 'x' key. + + + + + 'y' key. + + + + + 'z' key. + + + + + A single keyframe that can be injected into an animation curve. + + + + + Describes the tangent when approaching this point from the previous point in the curve. + + + + + Describes the tangent when leaving this point towards the next point in the curve. + + + + + The time of the keyframe. + + + + + The value of the curve at keyframe. + + + + + Create a keyframe. + + + + + + + Create a keyframe. + + + + + + + + + LayerMask allow you to display the LayerMask popup menu in the inspector. + + + + + Converts a layer mask value to an integer value. + + + + + Given a set of layer names as defined by either a Builtin or a User Layer in the, returns the equivalent layer mask for all of them. + + List of layer names to convert to a layer mask. + + The layer mask created from the layerNames. + + + + + Implicitly converts an integer to a LayerMask. + + + + + + Given a layer number, returns the name of the layer as defined in either a Builtin or a User Layer in the. + + + + + + Given a layer name, returns the layer index as defined by either a Builtin or a User Layer in the. + + + + + + Script interface for a. + + + + + The strength of the flare. + + + + + The color of the flare. + + + + + The fade speed of the flare. + + + + + The to use. + + + + + Script interface for. + + + + + Has the light already been lightmapped. + + + + + The size of the area light. Editor only. + + + + + The multiplier that defines the strength of the bounce lighting. + + + + + The color of the light. + + + + + Number of command buffers set up on this light (Read Only). + + + + + The cookie texture projected by the light. + + + + + The size of a directional light's cookie. + + + + + This is used to light certain objects in the scene selectively. + + + + + The to use for this light. + + + + + The Intensity of a light is multiplied with the Light color. + + + + + The range of the light. + + + + + How to render the light. + + + + + Shadow mapping constant bias. + + + + + Shadow mapping normal-based bias. + + + + + How this light casts shadows + + + + + Strength of light's shadows. + + + + + The angle of the light's spotlight cone in degrees. + + + + + The type of the light. + + + + + Add a command buffer to be executed at a specified place. + + When to execute the command buffer during rendering. + The buffer to execute. + + + + Get command buffers to be executed at a specified place. + + When to execute the command buffer during rendering. + + Array of command buffers. + + + + + Remove all command buffers set on this light. + + + + + Remove command buffer from execution at a specified place. + + When to execute the command buffer during rendering. + The buffer to execute. + + + + Remove command buffers from execution at a specified place. + + When to execute the command buffer during rendering. + + + + Data of a lightmap. + + + + + Lightmap storing the full incoming light. + + + + + Lightmap storing only the indirect incoming light. + + + + + Stores lightmaps of the scene. + + + + + Color space of the lightmap. + + + + + Lightmap array. + + + + + Non-directional, Directional or Directional Specular lightmaps rendering mode. + + + + + Holds all data needed by the light probes. + + + + + Lightmap (and lighting) configuration mode, controls how lightmaps interact with lighting and what kind of information they store. + + + + + Directional information for direct light is combined with directional information for indirect light, encoded as 2 lightmaps. + + + + + Light intensity (no directional information), encoded as 1 lightmap. + + + + + Directional information for direct light is stored separately from directional information for indirect light, encoded as 4 lightmaps. + + + + + Single, dual, or directional lightmaps rendering mode, used only in GIWorkflowMode.Legacy + + + + + Directional rendering mode. + + + + + Dual lightmap rendering mode. + + + + + Single, traditional lightmap rendering mode. + + + + + Light Probe Group. + + + + + Editor only function to access and modify probe positions. + + + + + Stores light probes for the scene. + + + + + Coefficients of baked light probes. + + + + + The number of cells space is divided into (Read Only). + + + + + The number of light probes (Read Only). + + + + + Positions of the baked light probes (Read Only). + + + + + Returns an interpolated probe for the given position for both realtime and baked light probes combined. + + + + + + + + How the Light is rendered. + + + + + Automatically choose the render mode. + + + + + Force the Light to be a pixel light. + + + + + Force the Light to be a vertex light. + + + + + Shadow casting options for a Light. + + + + + Cast "hard" shadows (with no shadow filtering). + + + + + Do not cast shadows (default). + + + + + Cast "soft" shadows (with 4x PCF filtering). + + + + + The type of a Light. + + + + + The light is an area light. It affects only lightmaps and lightprobes. + + + + + The light is a directional light. + + + + + The light is a point light. + + + + + The light is a spot light. + + + + + The line renderer is used to draw free-floating lines in 3D space. + + + + + If enabled, the lines are defined in world space. + + + + + Set the line color at the start and at the end. + + + + + + + Set the position of the vertex in the line. + + + + + + + Set the number of line segments. + + + + + + Set the line width at the start and at the end. + + + + + + + Structure describing device location. + + + + + Geographical device location altitude. + + + + + Horizontal accuracy of the location. + + + + + Geographical device location latitude. + + + + + Geographical device location latitude. + + + + + Timestamp (in seconds since 1970) when location was last time updated. + + + + + Vertical accuracy of the location. + + + + + Interface into location functionality. + + + + + Specifies whether location service is enabled in user settings. + + + + + Last measured device geographical location. + + + + + Returns location service status. + + + + + Starts location service updates. Last location coordinates could be. + + + + + + + Starts location service updates. Last location coordinates could be. + + + + + + + Starts location service updates. Last location coordinates could be. + + + + + + + Stops location service updates. This could be useful for saving battery life. + + + + + Describes location service status. + + + + + Location service failed (user denied access to location service). + + + + + Location service is initializing, some time later it will switch to. + + + + + Location service is running and locations could be queried. + + + + + Location service is stopped. + + + + + Structure for building a LOD for passing to the SetLODs function. + + + + + Width of the cross-fade transition zone (proportion to the current LOD's whole length) [0-1]. Only used if it's not animated. + + + + + List of renderers for this LOD level. + + + + + The screen relative height to use for the transition [0-1]. + + + + + Construct a LOD. + + The screen relative height to use for the transition [0-1]. + An array of renderers to use for this LOD level. + + + + The LOD fade modes. Modes other than LODFadeMode.None will result in Unity calculating a blend factor for blending/interpolating between two neighbouring LODs and pass it to your shader. + + + + + Perform cross-fade style blending between the current LOD and the next LOD if the distance to camera falls in the range specified by the LOD.fadeTransitionWidth of each LOD. + + + + + Indicates the LOD fading is turned off. + + + + + By specifying this mode, your LODGroup will perform a SpeedTree-style LOD fading scheme: + + +* For all the mesh LODs other than the last (most crude) mesh LOD, the fade factor is calculated as the percentage of the object's current screen height, compared to the whole range of the LOD. It is 1, if the camera is right at the position where the previous LOD switches out and 0, if the next LOD is just about to switch in. + + +* For the last mesh LOD and the billboard LOD, the cross-fade mode is used. + + + + + LODGroup lets you group multiple Renderers into LOD levels. + + + + + Specify if the cross-fading should be animated by time. The animation duration is specified globally as crossFadeAnimationDuration. + + + + + The cross-fading animation duration in seconds. ArgumentException will be thrown if it is set to zero or a negative value. + + + + + Enable / Disable the LODGroup - Disabling will turn off all renderers. + + + + + The LOD fade mode used. + + + + + The local reference point against which the LOD distance is calculated. + + + + + The number of LOD levels. + + + + + The size of the LOD object in local space. + + + + + + + The LOD level to use. Passing index < 0 will return to standard LOD processing. + + + + Returns the array of LODs. + + + The LOD array. + + + + + Recalculate the bounding region for the LODGroup (Relatively slow, do not call often). + + + + + Set the LODs for the LOD group. This will remove any existing LODs configured on the LODGroup. + + The LODs to use for this group. + + + + The type of the log message in the delegate registered with Application.RegisterLogCallback. + + + + + LogType used for Asserts. (These could also indicate an error inside Unity itself.) + + + + + LogType used for Errors. + + + + + LogType used for Exceptions. + + + + + LogType used for regular log messages. + + + + + LogType used for Warnings. + + + + + The Master Server is used to make matchmaking between servers and clients easy. + + + + + Report this machine as a dedicated server. + + + + + The IP address of the master server. + + + + + The connection port of the master server. + + + + + Set the minimum update rate for master server host information update. + + + + + Clear the host list which was received by MasterServer.PollHostList. + + + + + Check for the latest host list received by using MasterServer.RequestHostList. + + + + + Register this server on the master server. + + + + + + + + Register this server on the master server. + + + + + + + + Request a host list from the master server. + + + + + + Unregister this server from the master server. + + + + + Describes status messages from the master server as returned in MonoBehaviour.OnMasterServerEvent|OnMasterServerEvent. + + + + + Received a host list from the master server. + + + + + Registration failed because an empty game name was given. + + + + + Registration failed because an empty game type was given. + + + + + Registration failed because no server is running. + + + + + Registration to master server succeeded, received confirmation. + + + + + To specify position and rotation weight mask for Animator::MatchTarget. + + + + + Position XYZ weight. + + + + + Rotation weight. + + + + + MatchTargetWeightMask contructor. + + Position XYZ weight. + Rotation weight. + + + + The material class. + + + + + The main material's color. + + + + + Defines how the material should interact with lightmaps and lightprobes. + + + + + The material's texture. + + + + + The texture offset of the main texture. + + + + + The texture scale of the main texture. + + + + + How many passes are in this material (Read Only). + + + + + Render queue of this material. + + + + + The shader used by the material. + + + + + Additional shader keywords set by this material. + + + + + Copy properties from other material into this material. + + + + + + + + + + + + Create a temporary Material. + + Create a material with a given Shader. + Create a material by copying all properties from another material. + + + + Create a temporary Material. + + Create a material with a given Shader. + Create a material by copying all properties from another material. + + + + Unset a shader keyword. + + + + + + Set a shader keyword that is enabled by this material. + + + + + + Get a named color value. + + + + + + + Get a named color value. + + + + + + + Get a named float value. + + + + + + + Get a named float value. + + + + + + + Get a named integer value. + + + + + + + Get a named integer value. + + + + + + + Get a named matrix value from the shader. + + + + + + + Get a named matrix value from the shader. + + + + + + + Get the value of material's shader tag. + + + + + + + + Get the value of material's shader tag. + + + + + + + + Get a named texture. + + + + + + + Get a named texture. + + + + + + + Gets the placement offset of texture propertyName. + + + + + + Gets the placement scale of texture propertyName. + + + + + + Get a named vector value. + + + + + + + Get a named vector value. + + + + + + + Checks if material's shader has a property of a given name. + + + + + + + Checks if material's shader has a property of a given name. + + + + + + + Is the shader keyword enabled on this material? + + + + + + Interpolate properties between two materials. + + + + + + + + Set a ComputeBuffer value. + + + + + + + Set a named color value. + + + + + + + + Set a named color value. + + + + + + + + Set a named float value. + + + + + + + + Set a named float value. + + + + + + + + Set a named integer value. + +When setting values on materials using the Standard Shader, you should be aware that you may need to use EnableKeyword to enable features of the shader that were not previously in use. For more detail, read wiki: +MaterialsAccessingViaScript|Accessing Materials via Script. + + + + + + + + Set a named integer value. + +When setting values on materials using the Standard Shader, you should be aware that you may need to use EnableKeyword to enable features of the shader that were not previously in use. For more detail, read wiki: +MaterialsAccessingViaScript|Accessing Materials via Script. + + + + + + + + Set a named matrix for the shader. + + + + + + + + Set a named matrix for the shader. + + + + + + + + Sets an override tag/value on the material. + + Name of the tag to set. + Name of the value to set. Empty string to clear the override flag. + + + + Activate the given pass for rendering. + + Shader pass number to setup. + + If false is returned, no rendering should be done. + + + + + Set a named texture. + + + + + + + + Set a named texture. + + + + + + + + Sets the placement offset of texture propertyName. + + + + + + + Sets the placement scale of texture propertyName. + + + + + + + Set a named vector value. + + + + + + + + Set a named vector value. + + + + + + + + How the material should interact with lightmaps and lightprobes. + + + + + The emissive lighting should affect Global Illumination. It should emit lighting into baked lightmaps and baked lightprobes. + + + + + The emissive lighting is guaranteed to be black. This lets the lightmapping system know that it doesn't have to extract emissive lighting information from the material and can simply assume it is completely black. + + + + + The emissive lighting should not affect Global Illumination at all. + + + + + The emissive lighting should affect Global Illumination. It should emit lighting into realtime lightmaps and realtime lightprobes. + + + + + A block of material values to apply. + + + + + Is the material property block empty? (Read Only) + + + + + Add a color material property. + + + + + + + + Add a color material property. + + + + + + + + Add a float material property. + + + + + + + + Add a float material property. + + + + + + + + Add a matrix material property. + + + + + + + + Add a matrix material property. + + + + + + + + Add a texture material property. + + + + + + + + Add a texture material property. + + + + + + + + Add a vector material property. + + + + + + + + Add a vector material property. + + + + + + + + Clear material property values. + + + + + Get a float from the property block. + + + + + + + Get a float from the property block. + + + + + + + Get a matrix from the property block. + + + + + + + Get a matrix from the property block. + + + + + + + Get a texture from the property block. + + + + + + + Get a texture from the property block. + + + + + + + Get a vector from the property block. + + + + + + + Get a vector from the property block. + + + + + + + Set a color property. + + + + + + + + Set a color property. + + + + + + + + Set a float property. + + + + + + + + Set a float property. + + + + + + + + Set a matrix property. + + + + + + + + Set a matrix property. + + + + + + + + Set a texture property. + + + + + + + + Set a texture property. + + + + + + + + Set a vector property. + + + + + + + + Set a vector property. + + + + + + + + A collection of common math functions. + + + + + Returns the absolute value of f. + + + + + + Returns the absolute value of value. + + + + + + Returns the arc-cosine of f - the angle in radians whose cosine is f. + + + + + + Compares two floating point values if they are similar. + + + + + + + Returns the arc-sine of f - the angle in radians whose sine is f. + + + + + + Returns the arc-tangent of f - the angle in radians whose tangent is f. + + + + + + Returns the angle in radians whose Tan is y/x. + + + + + + + Returns the smallest integer greater to or equal to f. + + + + + + Returns the smallest integer greater to or equal to f. + + + + + + Clamps a value between a minimum float and maximum float value. + + + + + + + + Clamps value between min and max and returns value. + + + + + + + + Clamps value between 0 and 1 and returns value. + + + + + + Returns the closest power of two value. + + + + + + Returns the cosine of angle f in radians. + + + + + + Degrees-to-radians conversion constant (Read Only). + + + + + Calculates the shortest difference between two given angles given in degrees. + + + + + + + A tiny floating point value (Read Only). + + + + + Returns e raised to the specified power. + + + + + + Returns the largest integer smaller to or equal to f. + + + + + + Returns the largest integer smaller to or equal to f. + + + + + + Converts the given value from gamma to linear color space. + + + + + + A representation of positive infinity (Read Only). + + + + + Calculates the linear parameter t that produces the interpolant value within the range [a, b]. + + + + + + + + Returns true if the value is power of two. + + + + + + Linearly interpolates between a and b by t. + + + + + + + + Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees. + + + + + + + + Linearly interpolates between a and b by t. + + + + + + + + Converts the given value from linear to gamma color space. + + + + + + Returns the logarithm of a specified number in a specified base. + + + + + + + Returns the natural (base e) logarithm of a specified number. + + + + + + Returns the base 10 logarithm of a specified number. + + + + + + Returns largest of two or more values. + + + + + + + + Returns largest of two or more values. + + + + + + + + Returns the largest of two or more values. + + + + + + + + Returns the largest of two or more values. + + + + + + + + Returns the smallest of two or more values. + + + + + + + + Returns the smallest of two or more values. + + + + + + + + Returns the smallest of two or more values. + + + + + + + + Returns the smallest of two or more values. + + + + + + + + Moves a value current towards target. + + The current value. + The value to move towards. + The maximum change that should be applied to the value. + + + + Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees. + + + + + + + + A representation of negative infinity (Read Only). + + + + + Returns the next power of two value. + + + + + + Generate 2D Perlin noise. + + X-coordinate of sample point. + Y-coordinate of sample point. + + Value between 0.0 and 1.0. + + + + + The infamous 3.14159265358979... value (Read Only). + + + + + PingPongs the value t, so that it is never larger than length and never smaller than 0. + + + + + + + Returns f raised to power p. + + + + + + + Radians-to-degrees conversion constant (Read Only). + + + + + Loops the value t, so that it is never larger than length and never smaller than 0. + + + + + + + Returns f rounded to the nearest integer. + + + + + + Returns f rounded to the nearest integer. + + + + + + Returns the sign of f. + + + + + + Returns the sine of angle f in radians. + + + + + + Gradually changes a value towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a value towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a value towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes an angle given in degrees towards a desired goal angle over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes an angle given in degrees towards a desired goal angle over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes an angle given in degrees towards a desired goal angle over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Interpolates between min and max with smoothing at the limits. + + + + + + + + Returns square root of f. + + + + + + Returns the tangent of angle f in radians. + + + + + + A standard 4x4 transformation matrix. + + + + + Returns the identity matrix (Read Only). + + + + + The inverse of this matrix (Read Only). + + + + + Is this the identity matrix? + + + + + Returns the transpose of this matrix (Read Only). + + + + + Returns a matrix with all elements set to zero (Read Only). + + + + + Get a column of the matrix. + + + + + + Returns a row of the matrix. + + + + + + Transforms a position by this matrix (generic). + + + + + + Transforms a position by this matrix (fast). + + + + + + Transforms a direction by this matrix. + + + + + + Multiplies two matrices. + + + + + + + Transforms a Vector4 by a matrix. + + + + + + + Creates an orthogonal projection matrix. + + + + + + + + + + + Creates a perspective projection matrix. + + + + + + + + + Creates a scaling matrix. + + + + + + Sets a column of the matrix. + + + + + + + Sets a row of the matrix. + + + + + + + Sets this matrix to a translation, rotation and scaling matrix. + + + + + + + + Access element at [row, column]. + + + + + Access element at sequential index (0..15 inclusive). + + + + + Returns a nicely formatted string for this matrix. + + + + + + Returns a nicely formatted string for this matrix. + + + + + + Creates a translation, rotation and scaling matrix. + + + + + + + + A class that allows creating or modifying meshes from scripts. + + + + + The bind poses. The bind pose at each index refers to the bone with the same index. + + + + + Returns BlendShape count on this mesh. + + + + + The bone weights of each vertex. + + + + + The bounding volume of the mesh. + + + + + Vertex colors of the mesh. + + + + + Vertex colors of the mesh. + + + + + Returns state of the Read/Write Enabled checkbox when model was imported. + + + + + The normals of the mesh. + + + + + The number of submeshes. Every material has a separate triangle list. + + + + + The tangents of the mesh. + + + + + An array containing all triangles in the mesh. + + + + + The base texture coordinates of the mesh. + + + + + The second texture coordinate set of the mesh, if present. + + + + + The third texture coordinate set of the mesh, if present. + + + + + The fourth texture coordinate set of the mesh, if present. + + + + + Returns the number of vertices in the mesh (Read Only). + + + + + Returns a copy of the vertex positions or assigns a new vertex positions array. + + + + + Clears all vertex data and all triangle indices. + + + + + + Combines several meshes into this mesh. + + Descriptions of the meshes to combine. + Should all meshes be combined into a single submesh? + Should the transforms supplied in the CombineInstance array be used or ignored? + + + + Creates an empty mesh. + + + + + Returns name of BlendShape by given index. + + + + + + Returns the index buffer for the submesh. + + + + + + Gets the topology of a submesh. + + + + + + Returns the triangle list for the submesh. + + + + + + Optimize mesh for frequent updates. + + + + + Optimizes the mesh for display. + + + + + Recalculate the bounding volume of the mesh from the vertices. + + + + + Recalculates the normals of the mesh from the triangles and vertices. + + + + + Vertex colors of the mesh. + + Per-Vertex Colours. + + + + Vertex colors of the mesh. + + Per-Vertex Colours. + + + + Sets the index buffer for the submesh. + + + + + + + + Set the normals of the mesh. + + Per-vertex normals. + + + + Set the tangents of the mesh. + + Per-vertex tangents. + + + + Sets the triangle list for the submesh. + + + + + + + + Sets the triangle list for the submesh. + + + + + + + + Set the UV's for a given chanel. + + The UV Channel (0 Indexed). + List of UV's to set for the given index. + + + + Set the UV's for a given chanel. + + The UV Channel (0 Indexed). + List of UV's to set for the given index. + + + + Set the UV's for a given chanel. + + The UV Channel (0 Indexed). + List of UV's to set for the given index. + + + + Assigns a new vertex positions array. + + Per-vertex position. + + + + Upload previously done mesh modifications to the graphics API. + + Frees up system memory copy of mesh data when set to true. + + + + A mesh collider allows you to do between meshes and primitives. + + + + + Use a convex collider from the mesh. + + + + + The mesh object used for collision detection. + + + + + Uses interpolated normals for sphere collisions instead of flat polygonal normals. + + + + + A class to access the Mesh of the. + + + + + Returns the instantiated Mesh assigned to the mesh filter. + + + + + Returns the shared mesh of the mesh filter. + + + + + Class used to allow GameObject.AddComponent / GameObject.GetComponent to be used. + + + + + Renders meshes inserted by the MeshFilter or TextMesh. + + + + + Vertex attributes in this mesh will override or add attributes of the primary mesh in the MeshRenderer. + + + + + Topology of Mesh faces. + + + + + Mesh is made from lines. + + + + + Mesh is a line strip. + + + + + Mesh is made from points. + + + + + Mesh is made from quads. + + + + + Mesh is made from triangles. + + + + + Use this class to record to an AudioClip using a connected microphone. + + + + + A list of available microphone devices, identified by name. + + + + + Stops recording. + + The name of the device. + + + + Get the frequency capabilities of a device. + + The name of the device. + Returns the minimum sampling frequency of the device. + Returns the maximum sampling frequency of the device. + + + + Get the position in samples of the recording. + + The name of the device. + + + + Query if a device is currently recording. + + The name of the device. + + + + Start Recording with device. + + The name of the device. + Indicates whether the recording should continue recording if lengthSec is reached, and wrap around and record from the beginning of the AudioClip. + Is the length of the AudioClip produced by the recording. + The sample rate of the AudioClip produced by the recording. + + The function returns null if the recording fails to start. + + + + + MonoBehaviour is the base class every script derives from. + + + + + Logs message to the Unity Console (identical to Debug.Log). + + + + + + Disabling this lets you skip the GUI layout phase. + + + + + Cancels all Invoke calls on this MonoBehaviour. + + + + + Cancels all Invoke calls with name methodName on this behaviour. + + + + + + Invokes the method methodName in time seconds. + + + + + + + Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds. + + + + + + + + Is any invoke on methodName pending? + + + + + + Is any invoke pending on this MonoBehaviour? + + + + + Starts a coroutine. + + + + + + Starts a coroutine named methodName. + + + + + + + Starts a coroutine named methodName. + + + + + + + Stops all coroutines running on this behaviour. + + + + + Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. + + Name of coroutine. + Name of the function in code. + + + + Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. + + Name of coroutine. + Name of the function in code. + + + + Base class for AnimationClips and BlendTrees. + + + + + Movie Textures are textures onto which movies are played back. + + + + + Returns the AudioClip belonging to the MovieTexture. + + + + + The time, in seconds, that the movie takes to play back completely. + + + + + Returns whether the movie is playing or not. + + + + + If the movie is downloading from a web site, this returns if enough data has been downloaded so playback should be able to start without interruptions. + + + + + Set this to true to make the movie loop. + + + + + Pauses playing the movie. + + + + + Starts playing the movie. + + + + + Stops playing the movie, and rewinds it to the beginning. + + + + + Attribute to make a string be edited with a multi-line textfield. + + + + + Attribute used to make a string value be shown in a multiline textarea. + + How many lines of text to make room for. Default is 3. + + + + Attribute used to make a string value be shown in a multiline textarea. + + How many lines of text to make room for. Default is 3. + + + + Singleton class to access the baked NavMesh. + + + + + Describes how far in the future the agents predict collisions for avoidance. + + + + + The maximum amount of nodes processed each frame in the asynchronous pathfinding process. + + + + + Area mask constant that includes all NavMesh areas. + + + + + Calculate a path between two points and store the resulting path. + + The initial position of the path requested. + The final position of the path requested. + A bitfield mask specifying which NavMesh areas can be passed when calculating a path. + The resulting path. + + True if a either a complete or partial path is found and false otherwise. + + + + + Calculates triangulation of the current navmesh. + + + + + Locate the closest NavMesh edge from a point on the NavMesh. + + The origin of the distance query. + Holds the properties of the resulting location. + A bitfield mask specifying which NavMesh areas can be passed when finding the nearest edge. + + True if a nearest edge is found. + + + + + Gets the cost for path finding over geometry of the area type. + + Index of the area to get. + + + + Returns the area index for a named NavMesh area type. + + Name of the area to look up. + + Index if the specified are, or -1 if no area found. + + + + + Gets the cost for traversing over geometry of the layer type on all agents. + + + + + + Returns the layer index for a named layer. + + + + + + Trace a line between two points on the NavMesh. + + The origin of the ray. + The end of the ray. + Holds the properties of the ray cast resulting location. + A bitfield mask specifying which NavMesh areas can be passed when tracing the ray. + + True if the ray is terminated before reaching target position. Otherwise returns false. + + + + + Finds the closest point on NavMesh within specified range. + + The origin of the sample query. + Holds the properties of the resulting location. + Sample within this distance from sourcePosition. + A mask specifying which NavMesh areas are allowed when finding the nearest point. + + True if a nearest point is found. + + + + + Sets the cost for finding path over geometry of the area type on all agents. + + Index of the area to set. + New cost. + + + + Sets the cost for traversing over geometry of the layer type on all agents. + + + + + + + Navigation mesh agent. + + + + + The maximum acceleration of an agent as it follows a path, given in units / sec^2. + + + + + Maximum turning speed in (deg/s) while following a path. + + + + + Specifies which NavMesh areas are passable. Changing areaMask will make the path stale (see isPathStale). + + + + + Should the agent brake automatically to avoid overshooting the destination point? + + + + + Should the agent attempt to acquire a new path if the existing path becomes invalid? + + + + + Should the agent move across OffMeshLinks automatically? + + + + + The avoidance priority level. + + + + + The relative vertical displacement of the owning GameObject. + + + + + The current OffMeshLinkData. + + + + + The desired velocity of the agent including any potential contribution from avoidance. (Read Only) + + + + + Gets or attempts to set the destination of the agent in world-space units. + + + + + Does the agent currently have a path? (Read Only) + + + + + The height of the agent for purposes of passing under obstacles, etc. + + + + + Is the agent currently bound to the navmesh? (Read Only) + + + + + Is the agent currently positioned on an OffMeshLink? (Read Only) + + + + + Is the current path stale. (Read Only) + + + + + The next OffMeshLinkData on the current path. + + + + + Gets or sets the simulation position of the navmesh agent. + + + + + The level of quality of avoidance. + + + + + Property to get and set the current path. + + + + + Is a path in the process of being computed but not yet ready? (Read Only) + + + + + The status of the current path (complete, partial or invalid). + + + + + The avoidance radius for the agent. + + + + + The distance between the agent's position and the destination on the current path. (Read Only) + + + + + Maximum movement speed when following a path. + + + + + Get the current steering target along the path. (Read Only) + + + + + Stop within this distance from the target position. + + + + + Gets or sets whether the transform position is synchronized with the simulated agent position. The default value is true. + + + + + Should the agent update the transform orientation? + + + + + Access the current velocity of the NavMeshAgent component, or set a velocity to control the agent manually. + + + + + Specifies which NavMesh layers are passable (bitfield). Changing walkableMask will make the path stale (see isPathStale). + + + + + Enables or disables the current off-mesh link. + + Is the link activated? + + + + Calculate a path to a specified point and store the resulting path. + + The final position of the path requested. + The resulting path. + + True if a path is found. + + + + + Completes the movement on the current OffMeshLink. + + + + + Locate the closest NavMesh edge. + + Holds the properties of the resulting location. + + True if a nearest edge is found. + + + + + Gets the cost for path calculation when crossing area of a particular type. + + Area Index. + + Current cost for specified area index. + + + + + Gets the cost for crossing ground of a particular type. + + Layer index. + + Current cost of specified layer. + + + + + Apply relative movement to current position. + + The relative movement vector. + + + + Trace a straight path towards a target postion in the NavMesh without moving the agent. + + The desired end position of movement. + Properties of the obstacle detected by the ray (if any). + + True if there is an obstacle between the agent and the target position, otherwise false. + + + + + Clears the current path. + + + + + Resumes the movement along the current path after a pause. + + + + + Sample a position along the current path. + + A bitfield mask specifying which NavMesh areas can be passed when tracing the path. + Terminate scanning the path at this distance. + Holds the properties of the resulting location. + + True if terminated before reaching the position at maxDistance, false otherwise. + + + + + Sets the cost for traversing over areas of the area type. + + Area cost. + New cost for the specified area index. + + + + Sets or updates the destination thus triggering the calculation for a new path. + + The target point to navigate to. + + True if the destination was requested successfully, otherwise false. + + + + + Sets the cost for traversing over geometry of the layer type. + + Layer index. + New cost for the specified layer. + + + + Assign a new path to this agent. + + New path to follow. + + True if the path is succesfully assigned. + + + + + Stop movement of this agent along its current path. + + + + + Warps agent to the provided position. + + New position to warp the agent to. + + True if agent is successfully warped, otherwise false. + + + + + Result information for NavMesh queries. + + + + + Distance to the point of hit. + + + + + Flag set when hit. + + + + + Mask specifying NavMesh area at point of hit. + + + + + Normal at the point of hit. + + + + + Position of hit. + + + + + An obstacle for NavMeshAgents to avoid. + + + + + Should this obstacle be carved when it is constantly moving? + + + + + Should this obstacle make a cut-out in the navmesh. + + + + + Threshold distance for updating a moving carved hole (when carving is enabled). + + + + + Time to wait until obstacle is treated as stationary (when carving and carveOnlyStationary are enabled). + + + + + The center of the obstacle, measured in the object's local space. + + + + + Height of the obstacle's cylinder shape. + + + + + Radius of the obstacle's capsule shape. + + + + + Shape of the obstacle. + + + + + The size of the obstacle, measured in the object's local space. + + + + + Velocity at which the obstacle moves around the NavMesh. + + + + + Shape of the obstacle. + + + + + Box shaped obstacle. + + + + + Capsule shaped obstacle. + + + + + A path as calculated by the navigation system. + + + + + Corner points of the path. (Read Only) + + + + + Status of the path. (Read Only) + + + + + Erase all corner points from path. + + + + + NavMeshPath constructor. + + + + + Calculate the corners for the path. + + Array to store path corners. + + The number of corners along the path - including start and end points. + + + + + Status of path. + + + + + The path terminates at the destination. + + + + + The path is invalid. + + + + + The path cannot reach the destination. + + + + + Contains data describing a triangulation of a navmesh. + + + + + NavMesh area indices for the navmesh triangulation. + + + + + Triangle indices for the navmesh triangulation. + + + + + NavMeshLayer values for the navmesh triangulation. + + + + + Vertices for the navmesh triangulation. + + + + + The network class is at the heart of the network implementation and provides the core functions. + + + + + All connected players. + + + + + The IP address of the connection tester used in Network.TestConnection. + + + + + The port of the connection tester used in Network.TestConnection. + + + + + Set the password for the server (for incoming connections). + + + + + Returns true if your peer type is client. + + + + + Enable or disable the processing of network messages. + + + + + Returns true if your peer type is server. + + + + + Set the log level for network messages (default is Off). + + + + + Set the maximum amount of connections/players allowed. + + + + + Get or set the minimum number of ViewID numbers in the ViewID pool given to clients by the server. + + + + + The IP address of the NAT punchthrough facilitator. + + + + + The port of the NAT punchthrough facilitator. + + + + + The status of the peer type, i.e. if it is disconnected, connecting, server or client. + + + + + Get the local NetworkPlayer instance. + + + + + The IP address of the proxy server. + + + + + Set the proxy server password. + + + + + The port of the proxy server. + + + + + The default send rate of network updates for all Network Views. + + + + + Get the current network time (seconds). + + + + + Indicate if proxy support is needed, in which case traffic is relayed through the proxy server. + + + + + Query for the next available network view ID number and allocate it (reserve). + + + + + Close the connection to another system. + + + + + + + Connect to the specified host (ip or domain name) and server port. + + + + + + + + Connect to the specified host (ip or domain name) and server port. + + + + + + + + This function is exactly like Network.Connect but can accept an array of IP addresses. + + + + + + + + This function is exactly like Network.Connect but can accept an array of IP addresses. + + + + + + + + Connect to a server GUID. NAT punchthrough can only be performed this way. + + + + + + + Connect to a server GUID. NAT punchthrough can only be performed this way. + + + + + + + Connect to the host represented by a HostData structure returned by the Master Server. + + + + + + + Connect to the host represented by a HostData structure returned by the Master Server. + + + + + + + Destroy the object associated with this view ID across the network. + + + + + + Destroy the object across the network. + + + + + + Destroy all the objects based on view IDs belonging to this player. + + + + + + Close all open connections and shuts down the network interface. + + + + + + Close all open connections and shuts down the network interface. + + + + + + The last average ping time to the given player in milliseconds. + + + + + + The last ping time to the given player in milliseconds. + + + + + + Check if this machine has a public IP address. + + + + + Initializes security layer. + + + + + Initialize the server. + + + + + + + + Initialize the server. + + + + + + + + Network instantiate a prefab. + + + + + + + + + Remove all RPC functions which belong to this player ID. + + + + + + Remove all RPC functions which belong to this player ID and were sent based on the given group. + + + + + + + Remove the RPC function calls accociated with this view ID number. + + + + + + Remove all RPC functions which belong to given group number. + + + + + + Set the level prefix which will then be prefixed to all network ViewID numbers. + + + + + + Enable or disables the reception of messages in a specific group number from a specific player. + + + + + + + + Enables or disables transmission of messages and RPC calls on a specific network group number. + + + + + + + Enable or disable transmission of messages and RPC calls based on target network player as well as the network group. + + + + + + + + Test this machines network connection. + + + + + + Test this machines network connection. + + + + + + Test the connection specifically for NAT punch-through connectivity. + + + + + + Test the connection specifically for NAT punch-through connectivity. + + + + + + Possible status messages returned by Network.Connect and in MonoBehaviour.OnFailedToConnect|OnFailedToConnect in case the error was not immediate. + + + + + Cannot connect to two servers at once. Close the connection before connecting again. + + + + + We are already connected to this particular server (can happen after fast disconnect/reconnect). + + + + + We are banned from the system we attempted to connect to (likely temporarily). + + + + + Connection attempt failed, possibly because of internal connectivity problems. + + + + + Internal error while attempting to initialize network interface. Socket possibly already in use. + + + + + No host target given in Connect. + + + + + Incorrect parameters given to Connect function. + + + + + Client could not connect internally to same network NAT enabled server. + + + + + The server is using a password and has refused our connection because we did not set the correct password. + + + + + NAT punchthrough attempt has failed. The cause could be a too restrictive NAT implementation on either endpoints. + + + + + Connection lost while attempting to connect to NAT target. + + + + + The NAT target we are trying to connect to is not connected to the facilitator server. + + + + + No error occurred. + + + + + We presented an RSA public key which does not match what the system we connected to is using. + + + + + The server is at full capacity, failed to connect. + + + + + The reason a disconnect event occured, like in MonoBehaviour.OnDisconnectedFromServer|OnDisconnectedFromServer. + + + + + The connection to the system has been closed. + + + + + The connection to the system has been lost, no reliable packets could be delivered. + + + + + Defines parameters of channels. + + + + + UnderlyingModel.MemDoc.MemDocModel. + + Requested type of quality of service (default Unreliable). + Copy constructor. + + + + UnderlyingModel.MemDoc.MemDocModel. + + Requested type of quality of service (default Unreliable). + Copy constructor. + + + + UnderlyingModel.MemDoc.MemDocModel. + + Requested type of quality of service (default Unreliable). + Copy constructor. + + + + Channel quality of service. + + + + + This class defines parameters of connection between two peers, this definition includes various timeouts and sizes as well as channel configuration. + + + + + How long in ms receiver will wait before it will force send acknowledgements back without waiting any payload. + + + + + + + Add new channel to configuration. + + Channel id, user can use this id to send message via this channel. + + + + + Defines timeout in ms after that message with AllCost deliver qos will force resend without acknowledgement waiting. + + + + + Return amount of channels for current configuration. + + + + + Allow access to channels list. + + + + + Timeout in ms which library will wait before it will send another connection request. + + + + + Will create default connection config or will copy them from another. + + Connection config. + + + + Will create default connection config or will copy them from another. + + Connection config. + + + + How long (in ms) library will wait before it will consider connection as disconnected. + + + + + What should be maximum fragment size (in Bytes) for fragmented messages. + + + + + Return the QoS set for the given channel or throw an out of range exception. + + Index in array. + + Channel QoS. + + + + + If it is true, connection will use 64 bit mask to acknowledge received reliable messages. + + + + + Maximum amount of small reliable messages which will combine in one "array of messages". Useful if you are going to send a lot of small reliable messages. + + + + + Maximum size of reliable message which library will consider as small and will try to combine in one "array of messages" message. + + + + + How many attempt library will get before it will consider the connection as disconnected. + + + + + Defines maximum messages which will wait for sending before user will receive error on Send() call. + + + + + Minimal send update timeout (in ms) for connection. this timeout could be increased by library if flow control will required. + + + + + How many (in %) packet need to be dropped due network condition before library will throttle send rate. + + + + + How many (in %) packet need to be dropped due lack of internal bufferes before library will throttle send rate. + + + + + What is a maximum packet size (in Bytes) (including payload and all header). Packet can contain multiple messages inside. + + + + + Timeout in ms between control protocol messages. + + + + + Timeout in ms for control messages which library will use before it will accumulate statistics. + + + + + Minimum timeout (in ms) which library will wait before it will resend reliable message. + + + + + Validate parameters of connection config. Will throw exceptions if parameters are incorrect. + + + + + + Create configuration for network simulator; You can use this class in editor and developer build only. + + + + + Will create object describing network simulation parameters. + + Minimal simulation delay for outgoing traffic in ms. + Average simulation delay for outgoing traffic in ms. + Minimal simulation delay for incoming traffic in ms. + Average simulation delay for incoming traffic in ms. + Probability of packet loss 0 <= p <= 1. + + + + Destructor. + + + + + Defines global paramters for network library. + + + + + Create new global config object. + + + + + Defines maximum possible packet size in bytes for all network connections. + + + + + Defines maximum amount of messages in the receive queue. + + + + + Defines maximum message count in sent queue. + + + + + Defines reactor model for the network library. + + + + + Defines (1) for select reactor, minimum time period, when system will check if there are any messages for send (2) for fixrate reactor, minimum interval of time, when system will check for sending and receiving messages. + + + + + Class defines network topology for host (socket opened by Networking.NetworkTransport.AddHost function). This topology defines: (1) how many connection with default config will be supported and (2) what will be special connections (connections with config different from default). + + + + + Add special connection to topology (for example if you need to keep connection to standalone chat server you will need to use this function). Returned id should be use as one of parameters (with ip and port) to establish connection to this server. + + Connection config for special connection. + + Id of this connection, user should use this id when he calls Networking.NetworkTransport.Connect. + + + + + Create topology. + + Default config. + Maximum default connections. + + + + Defines config for default connections in the topology. + + + + + Return reference to special connection config. Parameters of this config can be changed. + + Config id. + + Connection config. + + + + + Defines how many connection with default config be permitted. + + + + + Library keep and reuse internal pools of messages. By default they have size 128. If this value is not enough pools will be automatically increased. This value defines how they will increase. Default value is 0.75, so if original pool size was 128, the new pool size will be 128 * 1.75 = 224. + + + + + What is the size of received messages pool (default 128 bytes). + + + + + Defines size of sent message pool (default value 128). + + + + + List of special connection configs. + + + + + Returns count of special connection added to topology. + + + + + JSON response for types that only require a basic indication of success. + + + + + Constructor for response class. + + + + + JSON object to request a UNET match creation. + + + + + Bool to describe if the created match should be advertised. + + + + + The optional game defined Elo score for the client making the request. The Elo score is averaged against all clients in a match and that value is used to produce better search results when listing available matches. +If the Elo is provided the result set will be ordered according to the magnitude of the absoloute value of the difference of the a client searching for a match and the network average for all clients in each match. If the Elo score is not provided (and therefore 0 for all matches) the Elo score will not affect the search results. +Each game can calculate this value as they wish according to whatever scale is best for that game. + + + + + Match attributes describing game specific features for this match. Each attribute is a key/value pair of a string key with a long value. Each match may have up to 10 of these values. +The game is free to use this as desired to assist in finding better match results when clients search for matches to join. + + + + + Name of the match to create. + + + + + Password for the match to create. Leave blank for no password. Cannot be null. + + + + + The (optional) private network address for the client making the request. This is the local network available private address another client on the same network could use to connect directly to the client making the request and may be used to better connect multiple clients. If it is not supplied the networking layer will still be completely functional. + + + + + The (optional) public network address for the client making the request. This is the internet available public address another client on the internet (but not the local network) could use to connect directly to the client making the request and may be used to better connect multiple clients. If it is not supplied the networking layer will still be completely functional. + + + + + Max number of clients that may join the match to create, including the host. + + + + + Class constructor. + + + + + Accessor to verify if the contained data is a valid request with respect to initialized variables and accepted parameters. + + + + + Provides string description of current class data. + + + + + JSON response for a CreateMatchRequest. It contains all information necessdary to continue joining a match. + + + + + JSON encoding for the binary access token this client uses to authenticate its session for future commands. + + + + + Network address to connect to in order to join the match. + + + + + The network id for the match created. + + + + + NodeId for the requesting client in the created match. + + + + + Network port to connect to in order to join the match. + + + + + If the match is hosted by a relay server. + + + + + Constructor for response class. + + + + + Provides string description of current class data. + + + + + JSON object to join an ongoing match or to create a new one if it doesn't exist. + + + + + Constructor for CreateOrJoinMatchRequest class. + + + + + JSON object to request a UNET match destruction. + + + + + NetworkID of the match to destroy. + + + + + Class constructor. + + + + + Accessor to verify if the contained data is a valid request with respect to initialized variables and accepted parameters. + + + + + Provides string description of current class data. + + + + + JSON object to request a UNET match drop a client. + + + + + NetworkID of the match the client to drop is in. + + + + + NodeID of the connection to drop. + + + + + Class constructor. + + + + + Accessor to verify if the contained data is a valid request with respect to initialized variables and accepted parameters. + + + + + Provides string description of current class data. + + + + + Response Interface class to define necessary interfaces on a server Response. + + + + + JSON object to request joining an existing UNET match. + + + + + The optional game defined Elo score for the client making the request. The Elo score is averaged against all clients in a match and that value is used to produce better search results when listing available matches. +If the Elo is provided the result set will be ordered according to the magnitude of the absoloute value of the difference of the a client searching for a match and the network average for all clients in each match. If the Elo score is not provided (and therefore 0 for all matches) the Elo score will not affect the search results. +Each game can calculate this value as they wish according to whatever scale is best for that game. + + + + + NetworkID of the match to join. + + + + + Password for the match to join. Leave blank for no password. Cannot be null. + + + + + The (optional) private network address for the client making the request. This is the local network available private address another client on the same network could use to connect directly to the client making the request and may be used to better connect multiple clients. If it is not supplied the networking layer will still be completely functional. + + + + + The (optional) public network address for the client making the request. This is the internet available public address another client on the internet (but not the local network) could use to connect directly to the client making the request and may be used to better connect multiple clients. If it is not supplied the networking layer will still be completely functional. + + + + + Class constructor. + + + + + Accessor to verify if the contained data is a valid request with respect to initialized variables and accepted parameters. + + + + + Provides string description of current class data. + + + + + JSON response for a JoinMatchRequest. It contains all information necessdary to continue joining a match. + + + + + JSON encoding for the binary access token this client uses to authenticate its session for future commands. + + + + + Network address to connect to in order to join the match. + + + + + NetworkID of the match. + + + + + NodeID for the requesting client in the mach that it is joining. + + + + + Network port to connect to in order to join the match. + + + + + If the match is hosted by a relay server. + + + + + Constructor for response class. + + + + + Provides string description of current class data. + + + + + JSON object to request a list of UNET matches. This list is page based with a 1 index. + + + + + The optional game defined Elo score for the client making the request. The Elo score is averaged against all clients in a match and that value is used to produce better search results when listing available matches. +If the Elo is provided the result set will be ordered according to the magnitude of the absoloute value of the difference of the a client searching for a match and the network average for all clients in each match. If the Elo score is not provided (and therefore 0 for all matches) the Elo score will not affect the search results. +Each game can calculate this value as they wish according to whatever scale is best for that game. + + + + + Only return matches that have a password if this is true, only return matches without a password if this is false. + + + + + List of match attributes to filter against. This will filter down to matches that both have a name that contains the entire text string provided and the value specified in the filter is equal to the attribute value for the matching name. +No additional wildcards are allowed in the name. A maximum of 10 filters can be specified between all 3 filter lists. + + + + + List of match attributes to filter against. This will filter down to matches that both have a name that contains the entire text string provided and the value specified in the filter is greater than the attribute value for the matching name. +No additional wildcards are allowed in the name. A maximum of 10 filters can be specified between all 3 filter lists. + + + + + List of match attributes to filter against. This will filter down to matches that both have a name that contains the entire text string provided and the value specified in the filter is less than the attribute value for the matching name. +No additional wildcards are allowed in the name. A maximum of 10 filters can be specified between all 3 filter lists. + + + + + Name filter to apply to the match list. + + + + + 1 based page number requested. + + + + + Number of results per page to be returned. + + + + + Class constructor. + + + + + Accessor to verify if the contained data is a valid request with respect to initialized variables and accepted parameters. + + + + + Provides string description of current class data. + + + + + JSON response for a ListMatchRequest. It contains a list of matches that can be parsed through to describe a page of matches. + + + + + List of matches fitting the requested description. + + + + + Constructor for response class. + + A list of matches to give to the object. Only used when generating a new response and not used by callers of a ListMatchRequest. + + + + + Constructor for response class. + + A list of matches to give to the object. Only used when generating a new response and not used by callers of a ListMatchRequest. + + + + + Provides string description of current class data. + + + + + A member contained in a ListMatchResponse.matches list. Each element describes an individual match. + + + + + The optional game defined Elo score for the match as a whole. The Elo score is averaged against all clients in a match and that value is used to produce better search results when listing available matches. +If the Elo is provided the result set will be ordered according to the magnitude of the absoloute value of the difference of the a client searching for a match and the network average for all clients in each match. If the Elo score is not provided (and therefore 0 for all matches) the Elo score will not affect the search results. +Each game can calculate this value as they wish according to whatever scale is best for that game. + + + + + Current number of users connected to a match. + + + + + Direct connection info for network games; This is not required for games utilizing matchmaker. + + + + + The NodeID of the host in a matchmaker match. + + + + + Describes if this match is considered private. + + + + + Match attributes describing game specific features for this match. Each attribute is a key/value pair of a string key with a long value. Each match may have up to 10 of these values. +The game is free to use this as desired to assist in finding better match results when clients search for matches to join. + + + + + Max number of users that may connect to a match. + + + + + Name of the match. + + + + + NetworkID of the match. + + + + + Provides string description of current class data. + + + + + Class describing a client in a network match. + + + + + NodeID of the client described in this direct connect info. + + + + + Private address the client described by this class provided. + + + + + Public address the client described by this class provided. + + + + + Details about a UNET Matchmaker match. + + + + + The binary access token this client uses to authenticate its session for future commands. + + + + + IP address of the host of the match,. + + + + + The unique ID of this match. + + + + + NodeID for this member client in the match. + + + + + Port of the host of the match. + + + + + Flag to say if the math uses a relay server. + + + + + A component for communicating with the UNET Matchmaking service. + + + + + The base URI of the UNET MatchMaker that this NetworkMatch will communicate with. + + + + + A match accessor to create a new match hosted on this client. + + A CreateMatchRequest describing the match to create. + A callback delegate that takes a CreateMatchResponse that indicates the return of the request after coroutine processing. + Name of match to create. + Maximum number of users in the match. + Flag to advertise this match in searches. + Password required to enter the match. + + A coroutine for managing the async operation. if using the callback, this can be ignored. + + + + + A match accessor to create a new match hosted on this client. + + A CreateMatchRequest describing the match to create. + A callback delegate that takes a CreateMatchResponse that indicates the return of the request after coroutine processing. + Name of match to create. + Maximum number of users in the match. + Flag to advertise this match in searches. + Password required to enter the match. + + A coroutine for managing the async operation. if using the callback, this can be ignored. + + + + + Destroy a match (that this client owns) on the UNET Matchmaker. + + A callback delegate that takes a BasicResponse that indicates the return of the request after coroutine processing. + A CreateMatchRequest describing the match to destroy. + Id of the match to destroy. + + A coroutine for managing the async operation. if using the callback, this can be ignored. + + + + + Destroy a match (that this client owns) on the UNET Matchmaker. + + A callback delegate that takes a BasicResponse that indicates the return of the request after coroutine processing. + A CreateMatchRequest describing the match to destroy. + Id of the match to destroy. + + A coroutine for managing the async operation. if using the callback, this can be ignored. + + + + + This causes a client to be dropped from a UNET Matchmaker match. + + A callback delegate that takes a BasicResponse that indicates the return of the request after coroutine processing. + A DropConnectionRequest describing the match to destroy. + Id of the match to drop from. + NodeId of the client to drop. + + A coroutine for managing the async operation. if using the callback, this can be ignored. + + + + + This causes a client to be dropped from a UNET Matchmaker match. + + A callback delegate that takes a BasicResponse that indicates the return of the request after coroutine processing. + A DropConnectionRequest describing the match to destroy. + Id of the match to drop from. + NodeId of the client to drop. + + A coroutine for managing the async operation. if using the callback, this can be ignored. + + + + + Join a match on the UNET Matchmaker. + + A callback delegate that takes a JoinMatchResponse that indicates the return of the request after coroutine processing. + A JoinMatchRequest describing the match to destroy. + Id of the match to join. + Password to join with. + + A coroutine for managing the async operation. if using the callback, this can be ignored. + + + + + Join a match on the UNET Matchmaker. + + A callback delegate that takes a JoinMatchResponse that indicates the return of the request after coroutine processing. + A JoinMatchRequest describing the match to destroy. + Id of the match to join. + Password to join with. + + A coroutine for managing the async operation. if using the callback, this can be ignored. + + + + + This requests a list of the active matches from a UNET MatchMaker. + + A callback delegate that takes a JoinMatchResponse that indicates the return of the request after coroutine processing. + A ListMatchRequest describing the match to destroy. + First page of results. + Number of matches in each page. + String to filter names on. + + A coroutine for managing the async operation. if using the callback, this can be ignored. + + + + + This requests a list of the active matches from a UNET MatchMaker. + + A callback delegate that takes a JoinMatchResponse that indicates the return of the request after coroutine processing. + A ListMatchRequest describing the match to destroy. + First page of results. + Number of matches in each page. + String to filter names on. + + A coroutine for managing the async operation. if using the callback, this can be ignored. + + + + + Delegate for responses from matchmaker. + + + + + + Set this before calling any UNET functions. Must match AppID for this program from the Cloud API. + + AppID that corresponds to the Cloud API AppID for this app. + + + + Abstract base for requests, which includes common info in all requests. + + + + + The JSON encoded binary access token this client uses to authenticate its session for future commands. + + + + + AppID for the current game, required in every request. This is generated from the Cloud API. + + + + + Domain for the request. All commands will be sandboxed to their own domain; For example no clients with domain 1 will see matches with domain 2. This can be used to prevent incompatible client versions from communicating. + + + + + The Cloud Project Id for this game, required in every request. This is used to match games of the same type. + + + + + SourceID for the current client, required in every request. This is generated from the Cloud API. + + + + + Matchmaker protocol version info. + + + + + Accessor to verify if the contained data is a valid request with respect to initialized variables and accepted parameters. + + + + + Provides string description of current class data. + + + + + Abstract class that contains shared accessors for any response. + + + + + Extended string information that is returned when the server encounters an error processing a request. + + + + + Bool describing if the request was successful. + + + + + Provides string description of current class data. + + + + + A response object base. + + + + + Possible transport layer erors. + + + + + Obsolete. + + + + + Two ends of connection have different agreement about channels, channels qos and network parameters. + + + + + The address supplied to connect to was invalid or could not be resolved. + + + + + Sending message too long to fit internal buffers, or user doesn't present buffer with length enouf to contain receiving message. + + + + + No internal resources ro acomplish request. + + + + + Everything good so far. + + + + + Timeout happened. + + + + + Different version of protocol on ends of connection. + + + + + Channel doesn't exist. + + + + + Connection doesn't exist. + + + + + Host doesn't exist. + + + + + Operation is not supported. + + + + + Type of events returned from Receive() function. + + + + + Broadcast discovery event received. To obtain sender connection info and possible complimentary message from him call GetBroadcastConnectionInfo() and GetBroadcastConnectionMessage() functions. + + + + + New connection has been connected. + + + + + New data come in. + + + + + Connection has been disconnected. + + + + + Nothing happened. + + + + + Low level (transport layer) API. + + + + + Will create a host (open socket) with given topology and optionally port and IP. + + The host topology for this host. + Bind to specific port, if 0 is selected the port will chosen by OS. + Bind to specific IP address. + + Returns host ID just created. + + + + + Create a host (open socket) and configure them to simulate internet latency (works on editor and development build only). + + The host topology for this host. + Minimum simulated delay. + Maximum simulated delay. + Bind to specific port, if 0 is selected the port will chosen by OS. + Bind to specific IP address. + + Returns host ID just created. + + + + + Created web socket host. +This function is supported only for Editor (Win, Linux, Mac) and StandalonePlayers (Win, Linux, Mac) +Topology is used to define how many client can connect, and how many messages should be preallocated in send and receive pool, all other parameters are ignored. + + Listening tcp port. + Topology. + + Web socket host id. + + + + + Try to establish connection to other peer. + + Host (actually socket) id for this connection. + Ip4 address. + Port. + 0 in the case of a default connection. + Possible error, kOK if it is good. + + ConnectionId on success (otherwise zero). + + + + + Create dedicated connection to relay server. + + Id of udp socket used to establish connection. + Ip4. + Port. + Guid of relay network. + Guid of user. + Possible error (<a href="Networking.NetworkError.html>NetworkError</a>.Ok if success). + Slot id for this user. + + + + Try to establish connection to other peer, where the peer is specified using a C# System.EndPoint. + + Host (actually socket) id for this connection. + Return kOk on success, otherwise a one-byte error code. + A valid System.EndPoint. + 0 in the case of a default connection. + + ConnectionId on success (otherwise zero). + + + + + Create connection to other peer in the relay group. + + Id of udp socket used to establish connection. + IP. + Port. + Id of exception, default in case 0. + Id of remote peer in relay. + Guid of relay network. + Guid of user who want to establish connect (serve as tmp password). + Possible error. + Slot id reserved for user. + Allowed peak bandwidth (peak bandwidth = factor*bytesPerSec, recommended value is 2.0) If data has not been sent for a long time, it is allowed to send more data, with factor 2 it is allowed send 2*bytesPerSec bytes per sec. + Average bandwidth (bandwidth will be throttled on this level). + + ConnectionId on success (otherwise zero). + + + + + Create connection to other peer in the relay group. + + Id of udp socket used to establish connection. + IP. + Port. + Id of exception, default in case 0. + Id of remote peer in relay. + Guid of relay network. + Guid of user who want to establish connect (serve as tmp password). + Possible error. + Slot id reserved for user. + Allowed peak bandwidth (peak bandwidth = factor*bytesPerSec, recommended value is 2.0) If data has not been sent for a long time, it is allowed to send more data, with factor 2 it is allowed send 2*bytesPerSec bytes per sec. + Average bandwidth (bandwidth will be throttled on this level). + + ConnectionId on success (otherwise zero). + + + + + Connect with simulated latency. + + Host id. + Peer ip. + Peer port. + Special connection id or 0 for default. + Returned error. + Simulation configuration definec latency for this connection. + + ConnectionId on success (otherwise zero). + + + + + Send disconnect signal to peer and close connection. user should call Receive() to be notified that connection is closed. This signal will send only once (best effort delivery) iif this packet will dropped by some reason, peer will close connection by timeout. + + Id of udp socket used to establish connection. + Id of closing connection. + kOK if it was successful. + + + + Aplyed only for client which has been already owner of the same group of relay server. it will disconnect this owner from the group, group will be distracted or (if it supported) one of the member of this group should became new owner (owner migration). + + Id of udp socket used to. + kOk in case success. + + + + Function will finalize sending message to group of connection. (only one multicast message per time is allowed for host). + + Id of udp socket used to establish connection. + Possible error (kOK in case success). + + + + The UNet spawning system uses assetIds to identify how spawn remote objects. This function allows you to get the assetId for the prefab associated with an object. + + Target game object to get asset Id for. + + The assetId of the game object's prefab. + + + + + If Receive() function returns BroadcastEvent, immedeately this function will return connection info of broadcast sender. This info can be used for connection to broadcast sender. + + Id of broadcast receiver (returns with Receve() function). + Ip address of broadcast sender. + Port of broadcast sender. + Possible error. + + + + If Receive() function returns BroadcastEvent, immedeately this function will return complimentary message of broadcast sender. + + Id of broadcast receiver (returns with Receve() function). + Message buffer provided by caller. + Buffer size. + Received size (if received size > bufferSize, corresponding error will be set). + Possible error. + + + + Return connection parameters of connected connection, this parameters can be sent to other user which can establish direct connection to this peer. If peer connected via relay, relay related parameters will be not invalid. + + Id of udp socket used to. + Id of connection. + Ip4. + Port. + Relay network guid. + Possible error. + Destination slot id. + + + + Return value of messages waiting for reading. + + + + + Return total message amount waiting for sending. + + + + + Return round trip time for connection. + + Id of udp socket used to. + Id of connection. + Possible error. + + + + Function returns time spent on network io operations in micro seconds. + + + Time in micro seconds. + + + + + Return total number of packets has been lost from start. + + Id of udp socket used to. + Id of connection. + Possible error. + + + + Get UNET timestamp which can be added to message for further definitions of packet delaying. + + + + + Return current receive rate in bytes per sec. + + Id of udp socket used to. + Id of connection. + Possible error. + + + + Reurn outgoing rate in bytes per second. + + Id of udp socket used to. + Connection id. + Possible error. + + + + Return time delay for timestamp received from message (previously created by GetNetworkTimestamp()). + + Id of udp socket used to. + Id of connection. + Timestamp delivered from peer. + Possible error. + + + + Obsolete will be removed. Use GetNetworkLostPacketNum() instead. + + Id of udp socket used to. + Id of connection. + Possible error. + + + + First function which should be called before any other NetworkTransport function. + + + + + Check if broadcastdiscovery sender works. + + + True if it works. + + + + + Obsolete, will be removed. + + + + + Delivered different network events to user. kConnectionEvent will notify about new connection established, kDisconnectEvent will report about disconnection happened, kDataEvent will report about new information delivered. Use must represent buffer for delivered data. + + Id of udp socket where event happened. + Connection id for event. + Channel id for data event. + Prepared incoming buffer. + Prepared buffer size. + Actually received length. + Possible error. + + + + Similar to Receive() but will ask only provided host. It for example allows to mix server/client in the same game. + + Id of udp socket used to check for event. + Connection id for event. + Channel id for data event. + Prepared incoming buffer. + Prepared buffer size. + Actually received length. + Possible error. + + + + Function delivered relay group event for group owner. + + Id of udp socket used to check for event. + Possible error. + + + + Close opened socket, close all connection belonging this socket. + + If of opened udp socket. + + + + Send data to peer. + + Id of udp socket using for send. + Id of connection. + If for channel. + Binary buffer containing data for sending. + Buffer size. + Possible error. + + + + Function adds another connection to multy peer sends. + + Id of udp socket used for sending. + Connection id. + Possible error. + + + + Set credentials for received broadcast message. If one of credentials is wrong, received brodcast discovery message will drop. + + Id of the host whihc will receive broadcast discovery message. + Credential. + Credential. + Credential. + Possible error. + + + + Used to inform the profiler of network packet statistics. + + The Id of the message being reported. + Number of message being reported. + Number of bytes used by reported messages. + + + + Shutdown the transport layer, after calling this function no any other function can be called. + + + + + Function starts send broadcasting message in all local subnets. + + Host id which should be reported via broadcast (broadcast receivers will connect to this host). + Port using for broadcast message (usuall port of broadcast receivers). + Part of credentials, if key of receiver will not be equal to key of sender broadcast message will drop. + Part of credentials. + Part of credentials. + Complimentary message. This message will delivered to receiver with Broadcast event. + Size of message. + How often broadcast message shoule be sent (ms). + Error. + + Return true if broadcasting request has been submitted. + + + + + Start process sending message per group of connected connection. + + Id of udp socket used to establish connection. + First connection id from group connection. + Data buffer. + Data buffer length. + Possible error. + + + + Stop sending broadcast discovery message. + + + + + Descibed allowed types of quality of service for channels. + + + + + Reliable message will resend almost with each frame, without waiting delivery notification. usefull for important urgent short messages, like a shoot. + + + + + Channel will be configured as relaiable, each message sent in this channel will be delivered or connection will be disconnected. + + + + + Same as reliable, but big messages are allowed (up to 32 fragment with fragmentsize each for message). + + + + + The same as reliable, but with granting message order. + + + + + The same as StateUpdate, but reliable. + + + + + Unreliable, only last message in send buffer will be sent, only most recent message in reading buffer will be delivered. + + + + + Just sending message, no grants. + + + + + The same as unreliable, but big message (up to 32 fragment per message) can be sent. + + + + + The same as unrelaible but all unorder messages will be dropped. Example: VoIP. + + + + + Define how unet will handle network io operation. + + + + + Network thread will sleep up to threadawake timeout, after that it will try receive up to maxpoolsize amount of messages and then will try perform send operation for connection whihc ready to send. + + + + + Network thread will sleep up to threadawake timeout, or up to receive event on socket will happened. Awaked thread will try to read up to maxpoolsize packets from socket and will try update connections ready to send (with fixing awaketimeout rate). + + + + + The AppID identifies the application on the Unity Cloud or UNET servers. + + + + + Invalid AppID. + + + + + Describes the access levels granted to this client. + + + + + Administration access level, generally describing clearence to perform game altering actions against anyone inside a particular match. + + + + + Invalid access level, signifying no access level has been granted/specified. + + + + + Access level Owner, generally granting access for operations key to the peer host server performing it's work. + + + + + User access level. This means you can do operations which affect yourself only, like disconnect yourself from the match. + + + + + Access token used to authenticate a client session for the purposes of allowing or disallowing match operations requested by that client. + + + + + Binary field for the actual token. + + + + + Accessor to get an encoded string from the m_array data. + + + + + Checks if the token is a valid set of data with respect to default values (returns true if the values are not default, does not validate the token is a current legitimate token with respect to the server's auth framework). + + + + + Network ID, used for match making. + + + + + Invalid NetworkID. + + + + + The NodeID is the ID used in relay matches to track nodes in a network. + + + + + The invalid case of a NodeID. + + + + + Identifies a specific game instance. + + + + + Invalid SourceID. + + + + + Describes different levels of log information the network layer supports. + + + + + Full debug level logging down to each individual message being reported. + + + + + Report informational messages like connectivity events. + + + + + Only report errors, otherwise silent. + + + + + This data structure contains information on a message just received from the network. + + + + + The NetworkView who sent this message. + + + + + The player who sent this network message (owner). + + + + + The time stamp when the Message was sent in seconds. + + + + + Describes the status of the network interface peer type as returned by Network.peerType. + + + + + Running as client. + + + + + Attempting to connect to a server. + + + + + No client connection running. Server not initialized. + + + + + Running as server. + + + + + The NetworkPlayer is a data structure with which you can locate another player over the network. + + + + + Returns the external IP address of the network interface. + + + + + Returns the external port of the network interface. + + + + + The GUID for this player, used when connecting with NAT punchthrough. + + + + + The IP address of this player. + + + + + The port of this player. + + + + + Returns true if two NetworkPlayers are the same player. + + + + + + + Returns true if two NetworkPlayers are not the same player. + + + + + + + Returns the index number for this network player. + + + + + Describes network reachability options. + + + + + Network is not reachable. + + + + + Network is reachable via carrier data network. + + + + + Network is reachable via WiFi or cable. + + + + + Different types of synchronization for the NetworkView component. + + + + + No state data will be synchronized. + + + + + All packets are sent reliable and ordered. + + + + + Brute force unreliable state sending. + + + + + The network view is the binding material of multiplayer games. + + + + + The network group number of this network view. + + + + + Is the network view controlled by this object? + + + + + The component the network view is observing. + + + + + The NetworkPlayer who owns this network view. + + + + + The type of NetworkStateSynchronization set for this network view. + + + + + The ViewID of this network view. + + + + + Find a network view based on a NetworkViewID. + + + + + + Call a RPC function on all connected peers. + + + + + + + + Call a RPC function on a specific player. + + + + + + + + Set the scope of the network view in relation to a specific network player. + + + + + + + The NetworkViewID is a unique identifier for a network view instance in a multiplayer game. + + + + + True if instantiated by me. + + + + + The NetworkPlayer who owns the NetworkView. Could be the server. + + + + + Represents an invalid network view ID. + + + + + Returns true if two NetworkViewIDs are identical. + + + + + + + Returns true if two NetworkViewIDs are not identical. + + + + + + + Returns a formatted string with details on this NetworkViewID. + + + + + Instructs the build pipeline not to convert a type or member to the target platform. + + + + + Instructs the build pipeline not to try and validate a type or member for the flash platform. (obsolete in Unity 5.0 and above) + + + + + Prevent name mangling of constructors, methods, fields and properties. + + + + + NPOT Texture2D|textures support. + + + + + Full NPOT support. + + + + + NPOT textures are not supported. Will be upscaled/padded at loading time. + + + + + Limited NPOT support: no mip-maps and clamp TextureWrapMode|wrap mode will be forced. + + + + + Base class for all objects Unity can reference. + + + + + Should the object be hidden, saved with the scene or modifiable by the user? + + + + + The name of the object. + + + + + Removes a gameobject, component or asset. + + The object to destroy. + The optional amount of time to delay before destroying the object. + + + + Removes a gameobject, component or asset. + + The object to destroy. + The optional amount of time to delay before destroying the object. + + + + Destroys the object obj immediately. You are strongly recommended to use Destroy instead. + + Object to be destroyed. + Set to true to allow assets to be destoyed. + + + + Destroys the object obj immediately. You are strongly recommended to use Destroy instead. + + Object to be destroyed. + Set to true to allow assets to be destoyed. + + + + Makes the object target not be destroyed automatically when loading a new scene. + + + + + + Returns the first active loaded object of Type type. + + + + + + Returns a list of all active loaded objects of Type type. + + The type of object to find. + + The array of objects found matching the type specified. + + + + + Returns a list of all active and inactive loaded objects of Type type. + + The type of object to find. + + The array of objects found matching the type specified. + + + + + Returns a list of all active and inactive loaded objects of Type type, including assets. + + The type of object or asset to find. + + The array of objects and assets found matching the type specified. + + + + + Returns the instance id of the object. + + + + + Does the object exist? + + + + + + Clones the object original and returns the clone. + + An existing object that you want to make a copy of. + Position for the new object. + Orientation of the new object. + + + + Clones the object original and returns the clone. + + An existing object that you want to make a copy of. + Position for the new object. + Orientation of the new object. + + + + Generic version. See the page for more details. + + + + + + Compares two object references to see if they refer to the same object. + + The first Object. + The Object to compare against the first. + + + + Compares if two objects refer to a different object. + + + + + + + Returns the name of the game object. + + + + + Level of obstacle avoidance. + + + + + Good avoidance. High performance impact. + + + + + Enable highest precision. Highest performance impact. + + + + + Enable simple avoidance. Low performance impact. + + + + + Medium avoidance. Medium performance impact. + + + + + Disable avoidance. + + + + + OcclusionArea is an area in which occlusion culling is performed. + + + + + Center of the occlusion area relative to the transform. + + + + + Size that the occlusion area will have. + + + + + The portal for dynamically changing occlusion at runtime. + + + + + Gets / sets the portal's open state. + + + + + Link allowing movement outside the planar navigation mesh. + + + + + Is link active. + + + + + NavMesh area index for this OffMeshLink component. + + + + + Automatically update endpoints. + + + + + Can link be traversed in both directions. + + + + + Modify pathfinding cost for the link. + + + + + The transform representing link end position. + + + + + NavMeshLayer for this OffMeshLink component. + + + + + Is link occupied. (Read Only) + + + + + The transform representing link start position. + + + + + Explicitly update the link endpoints. + + + + + State of OffMeshLink. + + + + + Is link active (Read Only). + + + + + Link end world position (Read Only). + + + + + Link type specifier (Read Only). + + + + + The OffMeshLink if the link type is a manually placed Offmeshlink (Read Only). + + + + + Link start world position (Read Only). + + + + + Is link valid (Read Only). + + + + + Link type specifier. + + + + + Vertical drop. + + + + + Horizontal jump. + + + + + Manually specified type of link. + + + + + (Legacy Particle system). + + + + + The angular velocity of the particle. + + + + + The color of the particle. + + + + + The energy of the particle. + + + + + The position of the particle. + + + + + The rotation of the particle. + + + + + The size of the particle. + + + + + The starting energy of the particle. + + + + + The velocity of the particle. + + + + + (Legacy Particles) Particle animators move your particles over time, you use them to apply wind, drag & color cycling to your particle emitters. + + + + + Does the GameObject of this particle animator auto destructs? + + + + + Colors the particles will cycle through over their lifetime. + + + + + How much particles are slowed down every frame. + + + + + Do particles cycle their color over their lifetime? + + + + + The force being applied to particles every frame. + + + + + Local space axis the particles rotate around. + + + + + A random force added to particles every frame. + + + + + How the particle sizes grow over their lifetime. + + + + + World space axis the particles rotate around. + + + + + Information about a particle collision. + + + + + The Collider for the GameObject struck by the particles. + + + + + Intersection point of the collision in world coordinates. + + + + + Geometry normal at the intersection point of the collision. + + + + + Incident velocity at the intersection point of the collision. + + + + + (Legacy Particles) Script interface for particle emitters. + + + + + The angular velocity of new particles in degrees per second. + + + + + Should particles be automatically emitted each frame? + + + + + The amount of the emitter's speed that the particles inherit. + + + + + Turns the ParticleEmitter on or off. + + + + + The starting speed of particles along X, Y, and Z, measured in the object's orientation. + + + + + The maximum number of particles that will be spawned every second. + + + + + The maximum lifetime of each particle, measured in seconds. + + + + + The maximum size each particle can be at the time when it is spawned. + + + + + The minimum number of particles that will be spawned every second. + + + + + The minimum lifetime of each particle, measured in seconds. + + + + + The minimum size each particle can be at the time when it is spawned. + + + + + The current number of particles (Read Only). + + + + + Returns a copy of all particles and assigns an array of all particles to be the current particles. + + + + + A random angular velocity modifier for new particles. + + + + + If enabled, the particles will be spawned with random rotations. + + + + + A random speed along X, Y, and Z that is added to the velocity. + + + + + If enabled, the particles don't move when the emitter moves. If false, when you move the emitter, the particles follow it around. + + + + + The starting speed of particles in world space, along X, Y, and Z. + + + + + Removes all particles from the particle emitter. + + + + + Emit a number of particles. + + + + + Emit count particles immediately. + + + + + + Emit a single particle with given parameters. + + The position of the particle. + The velocity of the particle. + The size of the particle. + The remaining lifetime of the particle. + The color of the particle. + + + + + + The initial rotation of the particle in degrees. + The angular velocity of the particle in degrees per second. + + + + + + + + + Advance particle simulation by given time. + + + + + + Method extension for Physics in Particle System. + + + + + Get the particle collision events for a GameObject. Returns the number of events written to the array. + + The GameObject for which to retrieve collision events. + Array to write collision events to. + + + + + Safe array size for use with ParticleSystem.GetCollisionEvents. + + + + + + (Legacy Particles) Renders particles on to the screen. + + + + + How much are the particles strected depending on the Camera's speed. + + + + + How much are the particles stretched in their direction of motion. + + + + + Clamp the maximum particle size. + + + + + How particles are drawn. + + + + + Set uv animation cycles. + + + + + Set horizontal tiling count. + + + + + Set vertical tiling count. + + + + + How much are the particles strectched depending on "how fast they move". + + + + + The rendering mode for legacy particles. + + + + + Render the particles as billboards facing the player. (Default) + + + + + Render the particles as billboards always facing up along the y-Axis. + + + + + Sort the particles back-to-front and render as billboards. + + + + + Stretch particles in the direction of motion. + + + + + Render the particles as billboards always facing the player, but not pitching along the x-Axis. + + + + + Script interface for particle systems (Shuriken). + + + + + The duration of the particle system in seconds (Read Only). + + + + + The rate of emission. + + + + + When set to false, the particle system will not emit particles. + + + + + Scale being applied to the gravity defined by Physics.gravity. + + + + + Is the particle system paused right now ? + + + + + Is the particle system playing right now ? + + + + + Is the particle system stopped right now ? + + + + + Is the particle system looping? + + + + + The maximum number of particles to emit. + + + + + The current number of particles (Read Only). + + + + + The playback speed of the particle system. 1 is normal playback speed. + + + + + If set to true, the particle system will automatically start playing on startup. + + + + + Random seed used for the particle system emission. If set to 0, it will be assigned a random value on awake. + + + + + This selects the space in which to simulate particles. It can be either world or local space. + + + + + The initial color of particles when emitted. + + + + + Start delay in seconds. + + + + + The total lifetime in seconds that particles will have when emitted. When using curves, this values acts as a scale on the curve. This value is set in the particle when it is create by the particle system. + + + + + The initial rotation of particles when emitted. When using curves, this values acts as a scale on the curve. + + + + + The initial size of particles when emitted. When using curves, this values acts as a scale on the curve. + + + + + The initial speed of particles when emitted. When using curves, this values acts as a scale on the curve. + + + + + Playback position in seconds. + + + + + Remove all particles in the particle system. + + Clear all child particle systems as well. + + + + Remove all particles in the particle system. + + Clear all child particle systems as well. + + + + Emit count particles immediately. + + + + + + Emit a single particle with given parameters. + + The position of the particle. + The velocity of the particle. + The size of the particle. + The remaining lifetime of the particle. + The color of the particle. + + + + Emit a single particle. + + + + + + Get the particles of this particle system. + + Particle buffer that is used for writing particle state to. The return value is the number of particles written to this array. + + The number of particles written to the input particle array (the number of particles currently alive). + + + + + Does the system have any live particles (or will produce more)? + + Check all child particle systems as well. + + True if the particle system is still "alive", false if the particle system is done emitting particles and all particles are dead. + + + + + Does the system have any live particles (or will produce more)? + + Check all child particle systems as well. + + True if the particle system is still "alive", false if the particle system is done emitting particles and all particles are dead. + + + + + Script interface for a Particle. + + + + + The angular velocity of the particle. + + + + + The initial color of the particle. The current color of the particle is calculated procedurally based on this value and the active color modules. + + + + + The lifetime of the particle. + + + + + The position of the particle. + + + + + The random seed of the particle. + + + + + The random value of the particle. + + + + + The rotation of the particle. + + + + + The initial size of the particle. The current size of the particle is calculated procedurally based on this value and the active size modules. + + + + + The starting lifetime of the particle. + + + + + The velocity of the particle. + + + + + Pauses playing the particle system. + + Pause all child particle systems as well. + + + + Pauses playing the particle system. + + Pause all child particle systems as well. + + + + Plays the particle system. + + Play all child particle systems as well. + + + + Plays the particle system. + + Play all child particle systems as well. + + + + Set the particles of this particle system. size is the number of particles that is set. + + + + + + + Fastforwards the particle system by simulating particles over given period of time, then pauses it. + + Time to fastforward the particle system. + Fastforward all child particle systems as well. + Restart and start from the beginning. + + + + Fastforwards the particle system by simulating particles over given period of time, then pauses it. + + Time to fastforward the particle system. + Fastforward all child particle systems as well. + Restart and start from the beginning. + + + + Fastforwards the particle system by simulating particles over given period of time, then pauses it. + + Time to fastforward the particle system. + Fastforward all child particle systems as well. + Restart and start from the beginning. + + + + Stops playing the particle system. + + Stop all child particle systems as well. + + + + Stops playing the particle system. + + Stop all child particle systems as well. + + + + Renders particles on to the screen (Shuriken). + + + + + How much are the particles strected depending on the Camera's speed. + + + + + How much are the particles stretched in their direction of motion. + + + + + Clamp the maximum particle size. + + + + + Mesh used as particle instead of billboarded texture. + + + + + How particles are drawn. + + + + + How much are the particles strectched depending on "how fast they move". + + + + + The rendering mode for particle systems (Shuriken). + + + + + Render particles as billboards facing the player. (Default) + + + + + Render particles as billboards always facing up along the y-Axis. + + + + + Render particles as meshes. + + + + + Stretch particles in the direction of motion. + + + + + Render particles as billboards always facing the player, but not pitching along the x-Axis. + + + + + The space to simulate particles in. + + + + + Simulate particles in local space. + + + + + Simulate particles in world space. + + + + + Physics material describes how to handle colliding objects (friction, bounciness). + + + + + Determines how the bounciness is combined. + + + + + How bouncy is the surface? A value of 0 will not bounce. A value of 1 will bounce without any loss of energy. + + + + + The friction used when already moving. This value has to be between 0 and 1. + + + + + If anisotropic friction is enabled, dynamicFriction2 will be applied along frictionDirection2. + + + + + Determines how the friction is combined. + + + + + The direction of anisotropy. Anisotropic friction is enabled if the vector is not zero. + + + + + The friction coefficient used when an object is lying on a surface. + + + + + If anisotropic friction is enabled, staticFriction2 will be applied along frictionDirection2. + + + + + Creates a new material. + + + + + Creates a new material named name. + + + + + + Describes how physic materials of colliding objects are combined. + + + + + Averages the friction/bounce of the two colliding materials. + + + + + Uses the larger friction/bounce of the two colliding materials. + + + + + Uses the smaller friction/bounce of the two colliding materials. + + + + + Multiplies the friction/bounce of the two colliding materials. + + + + + Global physics properties and helper methods. + + + + + Two colliding objects with a relative velocity below this will not bounce (default 2). Must be positive. + + + + + The default contact offset of the newly created colliders. + + + + + The gravity applied to all rigid bodies in the scene. + + + + + The default maximum angular velocity permitted for any rigid bodies (default 7). Must be positive. + + + + + The minimum contact penetration value in order to apply a penalty force (default 0.05). Must be positive. + + + + + Specifies whether queries (raycasts, spherecasts, overlap tests, etc.) hit Triggers by default. + + + + + The default angular velocity, below which objects start sleeping (default 0.14). Must be positive. + + + + + The mass-normalized energy threshold, below which objects start going to sleep. + + + + + The default linear velocity, below which objects start going to sleep (default 0.15). Must be positive. + + + + + The default solver iteration count permitted for any rigid bodies (default 7). Must be positive. + + + + + Layer mask constant to select all layers. + + + + + Casts a capsule against all colliders in the scene and returns detailed information on what was hit. + + The centre of the sphere at the start of the capsule. + The centre of the sphere at the end of the capsule. + The radius of the capsule. + The direction into which to sweep the capsule. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True when the capsule sweep intersects any collider, otherwise false. + + + + + Casts a capsule against all colliders in the scene and returns detailed information on what was hit. + + The centre of the sphere at the start of the capsule. + The centre of the sphere at the end of the capsule. + The radius of the capsule. + The direction into which to sweep the capsule. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True when the capsule sweep intersects any collider, otherwise false. + + + + + Casts a capsule against all colliders in the scene and returns detailed information on what was hit. + + The centre of the sphere at the start of the capsule. + The centre of the sphere at the end of the capsule. + The radius of the capsule. + The direction into which to sweep the capsule. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True when the capsule sweep intersects any collider, otherwise false. + + + + + Casts a capsule against all colliders in the scene and returns detailed information on what was hit. + + The centre of the sphere at the start of the capsule. + The centre of the sphere at the end of the capsule. + The radius of the capsule. + The direction into which to sweep the capsule. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True when the capsule sweep intersects any collider, otherwise false. + + + + + + + The centre of the sphere at the start of the capsule. + The centre of the sphere at the end of the capsule. + The radius of the capsule. + The direction into which to sweep the capsule. + The max length of the sweep. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + + + + + The centre of the sphere at the start of the capsule. + The centre of the sphere at the end of the capsule. + The radius of the capsule. + The direction into which to sweep the capsule. + The max length of the sweep. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + + + + + The centre of the sphere at the start of the capsule. + The centre of the sphere at the end of the capsule. + The radius of the capsule. + The direction into which to sweep the capsule. + The max length of the sweep. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + + + + + The centre of the sphere at the start of the capsule. + The centre of the sphere at the end of the capsule. + The radius of the capsule. + The direction into which to sweep the capsule. + The max length of the sweep. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + + + Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects. + + The centre of the sphere at the start of the capsule. + The centre of the sphere at the end of the capsule. + The radius of the capsule. + The direction into which to sweep the capsule. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + An array of all colliders hit in the sweep. + + + + + Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects. + + The centre of the sphere at the start of the capsule. + The centre of the sphere at the end of the capsule. + The radius of the capsule. + The direction into which to sweep the capsule. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + An array of all colliders hit in the sweep. + + + + + Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects. + + The centre of the sphere at the start of the capsule. + The centre of the sphere at the end of the capsule. + The radius of the capsule. + The direction into which to sweep the capsule. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + An array of all colliders hit in the sweep. + + + + + Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects. + + The centre of the sphere at the start of the capsule. + The centre of the sphere at the end of the capsule. + The radius of the capsule. + The direction into which to sweep the capsule. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + An array of all colliders hit in the sweep. + + + + + Checks if any colliders overlap a capsule-shaped volume in world space. + + The centre of the sphere at the start of the capsule. + The centre of the sphere at the end of the capsule. + The radius of the capsule. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + + + Checks if any colliders overlap a capsule-shaped volume in world space. + + The centre of the sphere at the start of the capsule. + The centre of the sphere at the end of the capsule. + The radius of the capsule. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + + + Checks if any colliders overlap a capsule-shaped volume in world space. + + The centre of the sphere at the start of the capsule. + The centre of the sphere at the end of the capsule. + The radius of the capsule. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + + + Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates. + + Center of the sphere. + Radius of the sphere. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + + + Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates. + + Center of the sphere. + Radius of the sphere. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + + + Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates. + + Center of the sphere. + Radius of the sphere. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + + + Layer mask constant to select default raycast layers. + + + + + Are collisions between layer1 and layer2 being ignored? + + + + + + + Makes the collision detection system ignore all collisions between collider1 and collider2. + + + + + + + + Makes the collision detection system ignore all collisions between collider1 and collider2. + + + + + + + + Makes the collision detection system ignore all collisions between any collider in layer1 and any collider in layer2. + +Note that IgnoreLayerCollision will reset the trigger state of affected colliders, so you might receive OnTriggerExit and OnTriggerEnter messages in response to calling this. + + + + + + + + Makes the collision detection system ignore all collisions between any collider in layer1 and any collider in layer2. + +Note that IgnoreLayerCollision will reset the trigger state of affected colliders, so you might receive OnTriggerExit and OnTriggerEnter messages in response to calling this. + + + + + + + + Layer mask constant to select ignore raycast layer. + + + + + Returns true if there is any collider intersecting the line between start and end. + + Start point. + End point. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + + + Returns true if there is any collider intersecting the line between start and end. + + Start point. + End point. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + + + Returns true if there is any collider intersecting the line between start and end. + + Start point. + End point. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + + + Returns true if there is any collider intersecting the line between start and end. + + Start point. + End point. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + + + + Returns true if there is any collider intersecting the line between start and end. + + Start point. + End point. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + + + + Returns true if there is any collider intersecting the line between start and end. + + Start point. + End point. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + + + + Returns an array with all colliders touching or inside the sphere. + + Center of the sphere. + Radius of the sphere. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + + + Returns an array with all colliders touching or inside the sphere. + + Center of the sphere. + Radius of the sphere. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + + + Returns an array with all colliders touching or inside the sphere. + + Center of the sphere. + Radius of the sphere. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + + + Casts a ray against all colliders in the scene. + + The starting point of the ray in world coordinates. + The direction of the ray. + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True when the ray intersects any collider, otherwise false. + + + + + Casts a ray against all colliders in the scene. + + The starting point of the ray in world coordinates. + The direction of the ray. + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True when the ray intersects any collider, otherwise false. + + + + + Casts a ray against all colliders in the scene. + + The starting point of the ray in world coordinates. + The direction of the ray. + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True when the ray intersects any collider, otherwise false. + + + + + Casts a ray against all colliders in the scene. + + The starting point of the ray in world coordinates. + The direction of the ray. + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True when the ray intersects any collider, otherwise false. + + + + + Casts a ray against all colliders in the scene and returns detailed information on what was hit. + + The starting point of the ray in world coordinates. + The direction of the ray. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True when the ray intersects any collider, otherwise false. + + + + + Casts a ray against all colliders in the scene and returns detailed information on what was hit. + + The starting point of the ray in world coordinates. + The direction of the ray. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True when the ray intersects any collider, otherwise false. + + + + + Casts a ray against all colliders in the scene and returns detailed information on what was hit. + + The starting point of the ray in world coordinates. + The direction of the ray. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True when the ray intersects any collider, otherwise false. + + + + + Casts a ray against all colliders in the scene and returns detailed information on what was hit. + + The starting point of the ray in world coordinates. + The direction of the ray. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True when the ray intersects any collider, otherwise false. + + + + + Same as above using ray.origin and ray.direction instead of origin and direction. + + The starting point and direction of the ray. + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True when the ray intersects any collider, otherwise false. + + + + + Same as above using ray.origin and ray.direction instead of origin and direction. + + The starting point and direction of the ray. + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True when the ray intersects any collider, otherwise false. + + + + + Same as above using ray.origin and ray.direction instead of origin and direction. + + The starting point and direction of the ray. + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True when the ray intersects any collider, otherwise false. + + + + + Same as above using ray.origin and ray.direction instead of origin and direction. + + The starting point and direction of the ray. + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True when the ray intersects any collider, otherwise false. + + + + + Same as above using ray.origin and ray.direction instead of origin and direction. + + The starting point and direction of the ray. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True when the ray intersects any collider, otherwise false. + + + + + Same as above using ray.origin and ray.direction instead of origin and direction. + + The starting point and direction of the ray. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True when the ray intersects any collider, otherwise false. + + + + + Same as above using ray.origin and ray.direction instead of origin and direction. + + The starting point and direction of the ray. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True when the ray intersects any collider, otherwise false. + + + + + Same as above using ray.origin and ray.direction instead of origin and direction. + + The starting point and direction of the ray. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True when the ray intersects any collider, otherwise false. + + + + + Casts a ray through the scene and returns all hits. Note that order is not guaranteed. + + The starting point and direction of the ray. + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + + + Casts a ray through the scene and returns all hits. Note that order is not guaranteed. + + The starting point and direction of the ray. + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + + + Casts a ray through the scene and returns all hits. Note that order is not guaranteed. + + The starting point and direction of the ray. + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + + + Casts a ray through the scene and returns all hits. Note that order is not guaranteed. + + The starting point and direction of the ray. + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + + + See Also: Raycast. + + The starting point of the ray in world coordinates. + The direction of the ray. + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + + + See Also: Raycast. + + The starting point of the ray in world coordinates. + The direction of the ray. + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + + + See Also: Raycast. + + The starting point of the ray in world coordinates. + The direction of the ray. + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + + + See Also: Raycast. + + The starting point of the ray in world coordinates. + The direction of the ray. + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + + + Casts a sphere along a ray and returns detailed information on what was hit. + + The center of the sphere at the start of the sweep. + The radius of the sphere. + The direction into which to sweep the sphere. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True when the sphere sweep intersects any collider, otherwise false. + + + + + Casts a sphere along a ray and returns detailed information on what was hit. + + The center of the sphere at the start of the sweep. + The radius of the sphere. + The direction into which to sweep the sphere. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True when the sphere sweep intersects any collider, otherwise false. + + + + + Casts a sphere along a ray and returns detailed information on what was hit. + + The center of the sphere at the start of the sweep. + The radius of the sphere. + The direction into which to sweep the sphere. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True when the sphere sweep intersects any collider, otherwise false. + + + + + Casts a sphere along a ray and returns detailed information on what was hit. + + The center of the sphere at the start of the sweep. + The radius of the sphere. + The direction into which to sweep the sphere. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True when the sphere sweep intersects any collider, otherwise false. + + + + + Casts a sphere along a ray and returns detailed information on what was hit. + + The starting point and direction of the ray into which the sphere sweep is cast. + The radius of the sphere. + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True when the sphere sweep intersects any collider, otherwise false. + + + + + Casts a sphere along a ray and returns detailed information on what was hit. + + The starting point and direction of the ray into which the sphere sweep is cast. + The radius of the sphere. + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True when the sphere sweep intersects any collider, otherwise false. + + + + + Casts a sphere along a ray and returns detailed information on what was hit. + + The starting point and direction of the ray into which the sphere sweep is cast. + The radius of the sphere. + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True when the sphere sweep intersects any collider, otherwise false. + + + + + Casts a sphere along a ray and returns detailed information on what was hit. + + The starting point and direction of the ray into which the sphere sweep is cast. + The radius of the sphere. + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True when the sphere sweep intersects any collider, otherwise false. + + + + + + + The starting point and direction of the ray into which the sphere sweep is cast. + The radius of the sphere. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + + + + + The starting point and direction of the ray into which the sphere sweep is cast. + The radius of the sphere. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + + + + + The starting point and direction of the ray into which the sphere sweep is cast. + The radius of the sphere. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + + + + + The starting point and direction of the ray into which the sphere sweep is cast. + The radius of the sphere. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + + + Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. + + The center of the sphere at the start of the sweep. + The radius of the sphere. + The direction in which to sweep the sphere. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a sphere. + Specifies whether this query should hit Triggers. + + An array of all colliders hit in the sweep. + + + + + Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. + + The center of the sphere at the start of the sweep. + The radius of the sphere. + The direction in which to sweep the sphere. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a sphere. + Specifies whether this query should hit Triggers. + + An array of all colliders hit in the sweep. + + + + + Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. + + The center of the sphere at the start of the sweep. + The radius of the sphere. + The direction in which to sweep the sphere. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a sphere. + Specifies whether this query should hit Triggers. + + An array of all colliders hit in the sweep. + + + + + Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. + + The center of the sphere at the start of the sweep. + The radius of the sphere. + The direction in which to sweep the sphere. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a sphere. + Specifies whether this query should hit Triggers. + + An array of all colliders hit in the sweep. + + + + + Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. + + The starting point and direction of the ray into which the sphere sweep is cast. + The radius of the sphere. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a sphere. + Specifies whether this query should hit Triggers. + + + + Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. + + The starting point and direction of the ray into which the sphere sweep is cast. + The radius of the sphere. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a sphere. + Specifies whether this query should hit Triggers. + + + + Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. + + The starting point and direction of the ray into which the sphere sweep is cast. + The radius of the sphere. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a sphere. + Specifies whether this query should hit Triggers. + + + + Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. + + The starting point and direction of the ray into which the sphere sweep is cast. + The radius of the sphere. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a sphere. + Specifies whether this query should hit Triggers. + + + + Global settings and helpers for 2D physics. + + + + + A rigid-body cannot sleep if its angular velocity is above this tolerance. + + + + + The scale factor that controls how fast overlaps are resolved. + + + + + The scale factor that controls how fast TOI overlaps are resolved. + + + + + Whether or not to stop reporting collision callbacks immediately if any of the objects involved in the collision are deleted/moved. + + + + + Whether to stop processing collision callbacks if any of the objects involved in the collision are deleted or not. + + + + + Acceleration due to gravity. + + + + + A rigid-body cannot sleep if its linear velocity is above this tolerance. + + + + + The maximum angular position correction used when solving constraints. This helps to prevent overshoot. + + + + + The maximum linear position correction used when solving constraints. This helps to prevent overshoot. + + + + + The maximum angular speed of a rigid-body per physics update. Increasing this can cause numerical problems. + + + + + The maximum linear speed of a rigid-body per physics update. Increasing this can cause numerical problems. + + + + + The minimum contact penetration radius allowed before any separation impulse force is applied. Extreme caution should be used when modifying this value as making this smaller means that polygons will have an insufficient buffer for continuous collision and making it larger may create artefacts for vertex collision. + + + + + The number of iterations of the physics solver when considering objects' positions. + + + + + Do raycasts detect Colliders configured as triggers? + + + + + Do ray/line casts that start inside a collider(s) detect those collider(s)? + + + + + Do raycasts detect Colliders configured as triggers? + + + + + Do ray/line casts that start inside a collider(s) detect those collider(s)? + + + + + The time in seconds that a rigid-body must be still before it will go to sleep. + + + + + The number of iterations of the physics solver when considering objects' velocities. + + + + + Any collisions with a relative linear velocity below this threshold will be treated as inelastic. + + + + + Layer mask constant that includes all layers. + + + + + Casts a box against colliders in the scene, returning the first collider to contact with it. + + The point in 2D space where the shape originates. + The size of the shape. + The angle of the shape (in degrees). + Vector representing the direction of the shape. + Maximum distance over which to cast the shape. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The cast results returned. + + + + + Casts a box against colliders in the scene, returning all colliders that contact with it. + + The point in 2D space where the shape originates. + The size of the shape. + The angle of the shape (in degrees). + Vector representing the direction of the shape. + Maximum distance over which to cast the shape. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The cast results returned. + + + + + Casts a box into the scene, returning colliders that contact with it into the provided results array. + + The point in 2D space where the shape originates. + The size of the shape. + The angle of the shape (in degrees). + Vector representing the direction of the shape. + Array to receive results. + Maximum distance over which to cast the shape. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The number of results returned. + + + + + Casts a circle against colliders in the scene, returning the first collider to contact with it. + + The point in 2D space where the shape originates. + The radius of the shape. + Vector representing the direction of the shape. + Maximum distance over which to cast the shape. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The cast results returned. + + + + + Casts a circle against colliders in the scene, returning all colliders that contact with it. + + The point in 2D space where the shape originates. + The radius of the shape. + Vector representing the direction of the shape. + Maximum distance over which to cast the shape. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The cast results returned. + + + + + Casts a circle into the scene, returning colliders that contact with it into the provided results array. + + The point in 2D space where the shape originates. + The radius of the shape. + Vector representing the direction of the shape. + Array to receive results. + Maximum distance over which to cast the shape. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The number of results returned. + + + + + Layer mask constant that includes all layers participating in raycasts by default. + + + + + Checks whether the collision detection system will ignore all collisionstriggers between collider1 and collider2/ or not. + + The first collider to compare to collider2. + The second collider to compare to collider1. + + + + Should collisions between the specified layers be ignored? + + ID of first layer. + ID of second layer. + + + + Cast a 3D ray against the colliders in the scene returning the first collider along the ray. + + The 3D ray defining origin and direction to test. + Maximum distance over which to cast the ray. + Filter to detect colliders only on certain layers. + + The cast results returned. + + + + + Cast a 3D ray against the colliders in the scene returning all the colliders along the ray. + + The 3D ray defining origin and direction to test. + Maximum distance over which to cast the ray. + Filter to detect colliders only on certain layers. + + The cast results returned. + + + + + Cast a 3D ray against the colliders in the scene returning the colliders along the ray. + + The 3D ray defining origin and direction to test. + Maximum distance over which to cast the ray. + Filter to detect colliders only on certain layers. + Array to receive results. + + The number of results returned. + + + + + Makes the collision detection system ignore all collisionstriggers between collider1 and collider2/. + + The first collider to compare to collider2. + The second collider to compare to collider1. + Whether collisionstriggers between collider1 and collider2/ should be ignored or not. + + + + Choose whether to detect or ignore collisions between a specified pair of layers. + + ID of the first layer. + ID of the second layer. + Should collisions between these layers be ignored? + + + + Layer mask constant for the default layer that ignores raycasts. + + + + + Check whether collider1 is touching collider2 or not. + + The collider to check if it is touching collider2. + The collider to check if it is touching collider1. + + Whether collider1 is touching collider2 or not. + + + + + Checks whether the collider is touching any colliders on the specified layerMask or not. + + The collider to check if it is touching colliders on the layerMask. + Any colliders on any of these layers count as touching. + + Whether the collider is touching any colliders on the specified layerMask or not. + + + + + Casts a line against colliders in the scene. + + The start point of the line in world space. + The end point of the line in world space. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The cast results returned. + + + + + Casts a line against colliders in the scene. + + The start point of the line in world space. + The end point of the line in world space. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The cast results returned. + + + + + Casts a line against colliders in the scene. + + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + The start point of the line in world space. + The end point of the line in world space. + Returned array of objects that intersect the line. + Filter to detect Colliders only on certain layers. + + The number of results returned. + + + + + Check if a collider falls within a rectangular area. + + One corner of the rectangle. + Diagonally opposite corner of the rectangle. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + + + Get a list of all colliders that fall within a rectangular area. + + One corner of the rectangle. + Diagonally opposite corner of the rectangle. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + + + Get a list of all colliders that fall within a specified area. + + One corner of the rectangle. + Diagonally opposite corner of the rectangle. + Array to receive results. + Filter to check objects only on specified layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The number of results returned. + + + + + Check if a collider falls within a circular area. + + Centre of the circle. + Radius of the circle. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + + + Get a list of all colliders that fall within a circular area. + + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + Center of the circle. + Radius of the circle. + Filter to check objects only on specified layers. + + + + Get a list of all colliders that fall within a circular area. + + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + Center of the circle. + Radius of the circle. + Array to receive results. + Filter to check objects only on specific layers. + + The number of results returned. + + + + + Check if a collider overlaps a point in space. + + A point in world space. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + + + Get a list of all colliders that overlap a point in space. + + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + A point in space. + Filter to check objects only on specific layers. + + + + Get a list of all colliders that overlap a point in space. + + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + A point in space. + Array to receive results. + Filter to check objects only on specific layers. + + The number of results returned. + + + + + Casts a ray against colliders in the scene. + + The point in 2D space where the ray originates. + Vector representing the direction of the ray. + Maximum distance over which to cast the ray. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The cast results returned. + + + + + Casts a ray against colliders in the scene, returning all colliders that contact with it. + + The point in 2D space where the ray originates. + Vector representing the direction of the ray. + Maximum distance over which to cast the ray. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The cast results returned. + + + + + Casts a ray into the scene. + + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + The point in 2D space where the ray originates. + Vector representing the direction of the ray. + Array to receive results. + Maximum distance over which to cast the ray. + Filter to check objects only on specific layers. + + The number of results returned. + + + + + Asset type that defines the surface properties of a Collider2D. + + + + + The degree of elasticity during collisions. + + + + + Coefficient of friction. + + + + + A base type for 2D physics components that required a callback during FixedUpdate. + + + + + Ping any given IP address (given in dot notation). + + + + + The IP target of the ping. + + + + + Has the ping function completed? + + + + + This property contains the ping time result after isDone returns true. + + + + + Perform a ping to the supplied target IP address. + + + + + + Representation of a plane in 3D space. + + + + + Distance from the origin to the plane. + + + + + Normal vector of the plane. + + + + + Creates a plane. + + + + + + + Creates a plane. + + + + + + + Creates a plane. + + + + + + + + Returns a signed distance from plane to point. + + + + + + Is a point on the positive side of the plane? + + + + + + Intersects a ray with the plane. + + + + + + + Are two points on the same side of the plane? + + + + + + + Sets a plane using three points that lie within it. The points go around clockwise as you look down on the top surface of the plane. + + First point in clockwise order. + Second point in clockwise order. + Third point in clockwise order. + + + + Sets a plane using a point that lies within it along with a normal to orient it. + + The plane's normal vector. + A point that lies on the plane. + + + + Applies "platform" behaviour such as one-way collisions etc. + + + + + Whether to use one-way collision behaviour or not. + + + + + The angle variance centered on the sides of the platform. Zero angle only matches sides 90-degree to the platform "top". + + + + + The angle of an arc that defines the sides of the platform centered on the local 'left' and 'right' of the effector. Any collision normals within this arc are considered for the 'side' behaviours. + + + + + Whether bounce should be used on the platform sides or not. + + + + + Whether friction should be used on the platform sides or not. + + + + + The angle of an arc that defines the surface of the platform centered of the local 'up' of the effector. + + + + + Should the one-way collision behaviour be used? + + + + + Should bounce be used on the platform sides? + + + + + Should friction be used on the platform sides? + + + + + Stores and accesses player preferences between game sessions. + + + + + Removes all keys and values from the preferences. Use with caution. + + + + + Removes key and its corresponding value from the preferences. + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns true if key exists in the preferences. + + + + + + Writes all modified preferences to disk. + + + + + Sets the value of the preference identified by key. + + + + + + + Sets the value of the preference identified by key. + + + + + + + Sets the value of the preference identified by key. + + + + + + + An exception thrown by the PlayerPrefs class in a web player build. + + + + + Used by Animation.Play function. + + + + + Will stop all animations that were started with this component before playing. + + + + + Will stop all animations that were started in the same layer. This is the default when playing animations. + + + + + Applies forces to attract/repulse against a point. + + + + + The angular drag to apply to rigid-bodies. + + + + + The scale applied to the calculated distance between source and target. + + + + + The linear drag to apply to rigid-bodies. + + + + + The magnitude of the force to be applied. + + + + + The mode used to apply the effector force. + + + + + The source which is used to calculate the centroid point of the effector. The distance from the target is defined from this point. + + + + + The target for where the effector applies any force. + + + + + The variation of the magnitude of the force to be applied. + + + + + Collider for 2D physics representing an arbitrary polygon defined by its vertices. + + + + + The number of paths in the polygon. + + + + + Corner points that define the collider's shape in local space. + + + + + Creates as regular primitive polygon with the specified number of sides. + + The number of sides in the polygon. This must be greater than two. + The X/Y scale of the polygon. These must be greater than zero. + The X/Y offset of the polygon. + + + + Get a path from the polygon by its index. + + The index of the path to retrieve. + + + + Return the total number of points in the polygon in all paths. + + + + + Define a path by its constituent points. + + Index of the path to set. + Points that define the path. + + + + The various primitives that can be created using the GameObject.CreatePrimitive function. + + + + + A capsule primitive. + + + + + A cube primitive. + + + + + A cylinder primitive. + + + + + A plane primitive. + + + + + A Quad primitive. + + + + + A sphere primitive. + + + + + Substance memory budget. + + + + + A limit of 512MB for the cache or the working memory. + + + + + A limit of 256MB for the cache or the working memory. + + + + + No limit for the cache or the working memory. + + + + + A limit of 1B (one byte) for the cache or the working memory. + + + + + A limit of 128MB for the cache or the working memory. + + + + + ProceduralMaterial loading behavior. + + + + + Bake the textures to speed up loading and discard the ProceduralMaterial data (default on unsupported platform). + + + + + Bake the textures to speed up loading and keep the ProceduralMaterial data so that it can still be tweaked and regenerated later on. + + + + + Generate the textures when loading and cache them to diskflash to speed up subsequent gameapplication startups. + + + + + Do not generate the textures. RebuildTextures() or RebuildTexturesImmediately() must be called to generate the textures. + + + + + Do not generate the textures. RebuildTextures() or RebuildTexturesImmediately() must be called to generate the textures. After the textures have been generrated for the first time, they are cached to diskflash to speed up subsequent gameapplication startups. + + + + + Generate the textures when loading to favor application's size (default on supported platform). + + + + + Class for ProceduralMaterial handling. + + + + + Set or get the update rate in millisecond of the animated substance. + + + + + Set or get the Procedural cache budget. + + + + + Indicates whether cached data is available for this ProceduralMaterial's textures (only relevant for Cache and DoNothingAndCache loading behaviors). + + + + + Should the ProceduralMaterial be generated at load time? + + + + + Check if the ProceduralTextures from this ProceduralMaterial are currently being rebuilt. + + + + + Set or get the "Readable" flag for a ProceduralMaterial. + + + + + Check if ProceduralMaterials are supported on the current platform. + + + + + Get ProceduralMaterial loading behavior. + + + + + Set or get an XML string of "input/value" pairs (setting the preset rebuilds the textures). + + + + + Used to specify the Substance engine CPU usage. + + + + + Specifies if a named ProceduralProperty should be cached for efficient runtime tweaking. + + + + + + + Clear the Procedural cache. + + + + + This allows to get a reference to a ProceduralTexture generated by a ProceduralMaterial using its name. + + The name of the ProceduralTexture to get. + + + + Get generated textures. + + + + + Get a named Procedural boolean property. + + + + + + Get a named Procedural color property. + + + + + + Get a named Procedural enum property. + + + + + + Get a named Procedural float property. + + + + + + Get an array of descriptions of all the ProceduralProperties this ProceduralMaterial has. + + + + + Get a named Procedural texture property. + + + + + + Get a named Procedural vector property. + + + + + + Checks if the ProceduralMaterial has a ProceduralProperty of a given name. + + + + + + Checks if a named ProceduralProperty is cached for efficient runtime tweaking. + + + + + + Checks if a given ProceduralProperty is visible according to the values of this ProceduralMaterial's other ProceduralProperties and to the ProceduralProperty's visibleIf expression. + + The name of the ProceduralProperty whose visibility is evaluated. + + + + Triggers an asynchronous rebuild of this ProceduralMaterial's dirty textures. + + + + + Triggers an immediate (synchronous) rebuild of this ProceduralMaterial's dirty textures. + + + + + Set a named Procedural boolean property. + + + + + + + Set a named Procedural color property. + + + + + + + Set a named Procedural enum property. + + + + + + + Set a named Procedural float property. + + + + + + + Set a named Procedural texture property. + + + + + + + Set a named Procedural vector property. + + + + + + + Discard all the queued ProceduralMaterial rendering operations that have not started yet. + + + + + The type of generated image in a ProceduralMaterial. + + + + + Ambient occlusion map. + + + + + Detail mask map. + + + + + Diffuse map. + + + + + Emissive map. + + + + + Height map. + + + + + Metalness map. + + + + + Normal (Bump) map. + + + + + Opacity (Tranparency) map. + + + + + Roughness map. + + + + + Smoothness map (formerly referred to as Glossiness). + + + + + Specular map. + + + + + Undefined type. + + + + + The global Substance engine processor usage (as used for the ProceduralMaterial.substanceProcessorUsage property). + + + + + All physical processor cores are used for ProceduralMaterial generation. + + + + + Half of all physical processor cores are used for ProceduralMaterial generation. + + + + + A single physical processor core is used for ProceduralMaterial generation. + + + + + Exact control of processor usage is not available. + + + + + Describes a ProceduralProperty. + + + + + The names of the individual components of a Vector234 ProceduralProperty. + + + + + The available options for a ProceduralProperty of type Enum. + + + + + The name of the GUI group. Used to display ProceduralProperties in groups. + + + + + If true, the Float or Vector property is constrained to values within a specified range. + + + + + The label of the ProceduralProperty. Can contain space and be overall more user-friendly than the 'name' member. + + + + + If hasRange is true, maximum specifies the maximum allowed value for this Float or Vector property. + + + + + If hasRange is true, minimum specifies the minimum allowed value for this Float or Vector property. + + + + + The name of the ProceduralProperty. Used to get and set the values. + + + + + Specifies the step size of this Float or Vector property. Zero is no step. + + + + + The ProceduralPropertyType describes what type of property this is. + + + + + The type of a ProceduralProperty. + + + + + Procedural boolean property. Use with ProceduralMaterial.GetProceduralBoolean. + + + + + Procedural Color property without alpha. Use with ProceduralMaterial.GetProceduralColor. + + + + + Procedural Color property with alpha. Use with ProceduralMaterial.GetProceduralColor. + + + + + Procedural Enum property. Use with ProceduralMaterial.GetProceduralEnum. + + + + + Procedural float property. Use with ProceduralMaterial.GetProceduralFloat. + + + + + Procedural Texture property. Use with ProceduralMaterial.GetProceduralTexture. + + + + + Procedural Vector2 property. Use with ProceduralMaterial.GetProceduralVector. + + + + + Procedural Vector3 property. Use with ProceduralMaterial.GetProceduralVector. + + + + + Procedural Vector4 property. Use with ProceduralMaterial.GetProceduralVector. + + + + + Class for ProceduralTexture handling. + + + + + The format of the pixel data in the texture (Read Only). + + + + + Check whether the ProceduralMaterial that generates this ProceduralTexture is set to an output format with an alpha channel. + + + + + Grab pixel values from a ProceduralTexture. + + + X-coord of the top-left corner of the rectangle to grab. + Y-coord of the top-left corner of the rectangle to grab. + Width of rectangle to grab. + Height of the rectangle to grab. +Get the pixel values from a rectangular area of a ProceduralTexture into an array. +The block is specified by its x,y offset in the texture and by its width and height. The block is "flattened" into the array by scanning the pixel values across rows one by one. + + + + The output type of this ProceduralTexture. + + + + + Controls the from script. + + + + + Sets profiler output file in built players. + + + + + Enables the Profiler. + + + + + Sets profiler output file in built players. + + + + + Resize the profiler sample buffers to allow the desired amount of samples per thread. + + + + + Heap size used by the program. + + + Size of the used heap in bytes, (or 0 if the profiler is disabled). + + + + + Displays the recorded profiledata in the profiler. + + + + + + Begin profiling a piece of code with a custom label. + + + + + + + Begin profiling a piece of code with a custom label. + + + + + + + End profiling a piece of code with a custom label. + + + + + Returns the size of the mono heap. + + + + + Returns the used size from mono. + + + + + Returns the runtime memory usage of the resource. + + + + + + A script interface for a. + + + + + The aspect ratio of the projection. + + + + + The far clipping plane distance. + + + + + The field of view of the projection in degrees. + + + + + Which object layers are ignored by the projector. + + + + + The material that will be projected onto every object. + + + + + The near clipping plane distance. + + + + + Is the projection orthographic (true) or perspective (false)? + + + + + Projection's half-size when in orthographic mode. + + + + + Base class to derive custom property attributes from. Use this to create custom attributes for script variables. + + + + + Optional field to specify the order that multiple DecorationDrawers should be drawn in. + + + + + Script interface for. + + + + + Active color space. + + + + + Global anisotropic filtering mode. + + + + + Set The AA Filtering option. + + + + + If enabled, billboards will face towards camera position rather than camera orientation. + + + + + Blend weights. + + + + + Desired color space. + + + + + Global multiplier for the LOD's switching distance. + + + + + A texture size limit applied to all textures. + + + + + A maximum LOD level. All LOD groups. + + + + + Maximum number of frames queued up by graphics driver. + + + + + The indexed list of available Quality Settings. + + + + + Budget for how many ray casts can be performed per frame for approximate collision testing. + + + + + The maximum number of pixel lights that should affect any object. + + + + + Enables realtime reflection probes. + + + + + The normalized cascade distribution for a 2 cascade setup. The value defines the position of the cascade with respect to Zero. + + + + + The normalized cascade start position for a 4 cascade setup. Each member of the vector defines the normalized position of the coresponding cascade with respect to Zero. + + + + + Number of cascades to use for directional light shadows. + + + + + Shadow drawing distance. + + + + + Offset shadow frustum near plane. + + + + + Directional light shadow projection. + + + + + Use a two-pass shader for the vegetation in the terrain engine. + + + + + The VSync Count. + + + + + Decrease the current quality level. + + Should expensive changes be applied (Anti-aliasing etc). + + + + Returns the current graphics quality level. + + + + + Increase the current quality level. + + Should expensive changes be applied (Anti-aliasing etc). + + + + Sets a new graphics quality level. + + Quality index to set. + Should expensive changes be applied (Anti-aliasing etc). + + + + Quaternions are used to represent rotations. + + + + + Returns the euler angle representation of the rotation. + + + + + The identity rotation (Read Only). + + + + + W component of the Quaternion. Don't modify this directly unless you know quaternions inside out. + + + + + X component of the Quaternion. Don't modify this directly unless you know quaternions inside out. + + + + + Y component of the Quaternion. Don't modify this directly unless you know quaternions inside out. + + + + + Z component of the Quaternion. Don't modify this directly unless you know quaternions inside out. + + + + + Returns the angle in degrees between two rotations a and b. + + + + + + + Creates a rotation which rotates angle degrees around axis. + + + + + + + Constructs new Quaternion with given x,y,z,w components. + + + + + + + + + The dot product between two rotations. + + + + + + + Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order). + + + + + + + + Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order). + + + + + + Creates a rotation which rotates from fromDirection to toDirection. + + + + + + + Returns the Inverse of rotation. + + + + + + Interpolates between a and b by t and normalizes the result afterwards. The parameter t is clamped to the range [0, 1]. + + + + + + + + Interpolates between a and b by t and normalizes the result afterwards. The parameter t is not clamped. + + + + + + + + Creates a rotation with the specified forward and upwards directions. + + The direction to look in. + The vector that defines in which direction up is. + + + + Creates a rotation with the specified forward and upwards directions. + + The direction to look in. + The vector that defines in which direction up is. + + + + Are two quaternions equal to each other? + + + + + + + Combines rotations lhs and rhs. + + Left-hand side quaternion. + Right-hand side quaternion. + + + + Rotates the point point with rotation. + + + + + + + Are two quaternions different from each other? + + + + + + + Rotates a rotation from towards to. + + + + + + + + Set x, y, z and w components of an existing Quaternion. + + + + + + + + + Creates a rotation which rotates from fromDirection to toDirection. + + + + + + + Creates a rotation with the specified forward and upwards directions. + + The direction to look in. + The vector that defines in which direction up is. + + + + Creates a rotation with the specified forward and upwards directions. + + The direction to look in. + The vector that defines in which direction up is. + + + + Spherically interpolates between a and b by t. The parameter t is clamped to the range [0, 1]. + + + + + + + + Spherically interpolates between a and b by t. The parameter t is not clamped. + + + + + + + + Access the x, y, z, w components using [0], [1], [2], [3] respectively. + + + + + Converts a rotation to angle-axis representation (angles in degrees). + + + + + + + Returns a nicely formatted string of the Quaternion. + + + + + + Returns a nicely formatted string of the Quaternion. + + + + + + Overrides the global Physics.queriesHitTriggers. + + + + + Queries always report Trigger hits. + + + + + Queries never report Trigger hits. + + + + + Queries use the global Physics.queriesHitTriggers setting. + + + + + Used by Animation.Play function. + + + + + Will start playing after all other animations have stopped playing. + + + + + Starts playing immediately. This can be used if you just want to quickly create a duplicate animation. + + + + + Class for generating random data. + + + + + Returns a random point inside a circle with radius 1 (Read Only). + + + + + Returns a random point inside a sphere with radius 1 (Read Only). + + + + + Returns a random point on the surface of a sphere with radius 1 (Read Only). + + + + + Returns a random rotation (Read Only). + + + + + Returns a random rotation with uniform distribution (Read Only). + + + + + Sets the seed for the random number generator. + + + + + Returns a random number between 0.0 [inclusive] and 1.0 [inclusive] (Read Only). + + + + + Returns a random float number between and min [inclusive] and max [inclusive] (Read Only). + + + + + + + Returns a random integer number between min [inclusive] and max [exclusive] (Read Only). + + + + + + + Attribute used to make a float or int variable in a script be restricted to a specific range. + + + + + Attribute used to make a float or int variable in a script be restricted to a specific range. + + The minimum allowed value. + The maximum allowed value. + + + + Representation of rays. + + + + + The direction of the ray. + + + + + The origin point of the ray. + + + + + Creates a ray starting at origin along direction. + + + + + + + Returns a point at distance units along the ray. + + + + + + Returns a nicely formatted string for this ray. + + + + + + Returns a nicely formatted string for this ray. + + + + + + A ray in 2D space. + + + + + The direction of the ray in world space. + + + + + The starting point of the ray in world space. + + + + + Get a point that lies a given distance along a ray. + + Distance of the desired point along the path of the ray. + + + + Structure used to get information back from a raycast. + + + + + The barycentric coordinate of the triangle we hit. + + + + + The Collider that was hit. + + + + + The distance from the ray's origin to the impact point. + + + + + The uv lightmap coordinate at the impact point. + + + + + The normal of the surface the ray hit. + + + + + The impact point in world space where the ray hit the collider. + + + + + The Rigidbody of the collider that was hit. If the collider is not attached to a rigidbody then it is null. + + + + + The uv texture coordinate at the impact point. + + + + + The secondary uv texture coordinate at the impact point. + + + + + The Transform of the rigidbody or collider that was hit. + + + + + The index of the triangle that was hit. + + + + + Information returned about an object detected by a raycast in 2D physics. + + + + + The centroid of the primitive used to perform the cast. + + + + + The collider hit by the ray. + + + + + The distance from the ray origin to the impact point. + + + + + Fraction of the distance along the ray that the hit occurred. + + + + + The normal vector of the surface hit by the ray. + + + + + The point in world space where the ray hit the collider's surface. + + + + + The Rigidbody2D attached to the object that was hit. + + + + + The Transform of the object that was hit. + + + + + A 2D Rectangle defined by x, y position and width, height. + + + + + Center coordinate of the rectangle. + + + + + Height of the rectangle. + + + + + Upper right corner of the rectangle. + + + + + Lower left corner of the rectangle. + + + + + The top left coordinates of the rectangle. + + + + + The size of the rectangle. + + + + + Width of the rectangle. + + + + + Left coordinate of the rectangle. + + + + + Right coordinate of the rectangle. + + + + + Left coordinate of the rectangle. + + + + + Top coordinate of the rectangle. + + + + + Bottom coordinate of the rectangle. + + + + + Top coordinate of the rectangle. + + + + + Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + + Point to test. + Does the test allow the Rect's width and height to be negative? + + + + Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + + Point to test. + Does the test allow the Rect's width and height to be negative? + + + + Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + + Point to test. + Does the test allow the Rect's width and height to be negative? + + + + Creates a new rectangle. + + + + + + + + + + + + + + + Creates a rectangle given a size and position. + + The position of the top-left corner. + The width and height. + + + + Creates a rectangle from min/max coordinate values. + + + + + + + + + Returns a point inside a rectangle, given normalized coordinates. + + Rectangle to get a point inside. + Normalized coordinates to get a point for. + + + + Returns true if the rectangles are the same. + + + + + + + Returns true if the rectangles are different. + + + + + + + Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + + Other rectangle to test overlapping with. + Does the test allow the Rects' widths and heights to be negative? + + + + Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + + Other rectangle to test overlapping with. + Does the test allow the Rects' widths and heights to be negative? + + + + Returns the normalized coordinates cooresponding the the point. + + Rectangle to get normalized coordinates inside. + A point inside the rectangle to get normalized coordinates for. + + + + Set components of an existing Rect. + + + + + + + + + Returns a nicely formatted string for this Rect. + + + + + + Returns a nicely formatted string for this Rect. + + + + + + Offsets for rectangles, borders, etc. + + + + + Bottom edge size. + + + + + Shortcut for left + right. (Read Only) + + + + + Left edge size. + + + + + Right edge size. + + + + + Top edge size. + + + + + Shortcut for top + bottom. (Read Only) + + + + + Add the border offsets to a rect. + + + + + + Creates a new rectangle with offsets. + + + + + + + + + Creates a new rectangle with offsets. + + + + + + + + + Remove the border offsets from a rect. + + + + + + Position, size, anchor and pivot information for a rectangle. + + + + + The position of the pivot of this RectTransform relative to the anchor reference point. + + + + + The 3D position of the pivot of this RectTransform relative to the anchor reference point. + + + + + The normalized position in the parent RectTransform that the upper right corner is anchored to. + + + + + The normalized position in the parent RectTransform that the lower left corner is anchored to. + + + + + The offset of the upper right corner of the rectangle relative to the upper right anchor. + + + + + The offset of the lower left corner of the rectangle relative to the lower left anchor. + + + + + The normalized position in this RectTransform that it rotates around. + + + + + Event that is invoked for RectTransforms that need to have their driven properties reapplied. + + + + + + The calculated rectangle in the local space of the Transform. + + + + + The size of this RectTransform relative to the distances between the anchors. + + + + + An axis that can be horizontal or vertical. + + + + + Horizontal. + + + + + Vertical. + + + + + Enum used to specify one edge of a rectangle. + + + + + The bottom edge. + + + + + The left edge. + + + + + The right edge. + + + + + The top edge. + + + + + Get the corners of the calculated rectangle in the local space of its Transform. + + Array that corners should be filled into. + + + + Get the corners of the calculated rectangle in world space. + + Array that corners should be filled into. + + + + Delegate used for the reapplyDrivenProperties event. + + + + + + Set the distance of this rectangle relative to a specified edge of the parent rectangle, while also setting its size. + + The edge of the parent rectangle to inset from. + The inset distance. + The size of the rectangle along the same direction of the inset. + + + + Makes the RectTransform calculated rect be a given size on the specified axis. + + The axis to specify the size along. + The desired size along the specified axis. + + + + Utility class containing helper methods for working with RectTransform. + + + + + Flips the horizontal and vertical axes of the RectTransform size and alignment, and optionally its children as well. + + The RectTransform to flip. + Flips around the pivot if true. Flips within the parent rect if false. + Flip the children as well? + + + + Flips the alignment of the RectTransform along the horizontal or vertical axis, and optionally its children as well. + + The RectTransform to flip. + Flips around the pivot if true. Flips within the parent rect if false. + Flip the children as well? + The axis to flip along. 0 is horizontal and 1 is vertical. + + + + Convert a given point in screen space into a pixel correct point. + + + + + + Pixel adjusted point. + + + + + Given a rect transform, return the corner points in pixel accurate coordinates. + + + + + Pixel adjusted rect. + + + + + Does the RectTransform contain the screen point as seen from the given camera? + + The RectTransform to test with. + The screen point to test. + The camera from which the test is performed from. + + True if the point is inside the rectangle. + + + + + Transform a screen space point to a position in the local space of a RectTransform that is on the plane of its rectangle. + + The RectTransform to find a point inside. + The camera associated with the screen space position. + Screen space position. + Point in local space of the rect transform. + + Returns true if the plane of the RectTransform is hit, regardless of whether the point is inside the rectangle. + + + + + Transform a screen space point to a position in world space that is on the plane of the given RectTransform. + + The RectTransform to find a point inside. + The camera associated with the screen space position. + Screen space position. + Point in world space. + + Returns true if the plane of the RectTransform is hit, regardless of whether the point is inside the rectangle. + + + + + The reflection probe is used to capture the surroundings into a texture which is passed to the shaders and used for reflections. + + + + + The color with which the texture of reflection probe will be cleared. + + + + + Reference to the baked texture of the reflection probe's surrounding. + + + + + Distance around probe used for blending (used in deferred probes). + + + + + The bounding volume of the reflection probe (Read Only). + + + + + Should this reflection probe use box projection? + + + + + The center of the box area in which reflections will be applied to the objects. Measured in the probes's local space. + + + + + How the reflection probe clears the background. + + + + + This is used to render parts of the reflecion probe's surrounding selectively. + + + + + Reference to the baked texture of the reflection probe's surrounding. Use this to assign custom reflection texture. + + + + + The far clipping plane distance when rendering the probe. + + + + + Should this reflection probe use HDR rendering? + + + + + Reflection probe importance. + + + + + The intensity modifier that is applied to the texture of reflection probe in the shader. + + + + + Should reflection probe texture be generated in the Editor (ReflectionProbeMode.Baked) or should probe use custom specified texure (ReflectionProbeMode.Custom)? + + + + + The near clipping plane distance when rendering the probe. + + + + + Sets the way the probe will refresh. + +See Also: ReflectionProbeRefreshMode. + + + + + Resolution of the underlying reflection texture in pixels. + + + + + Shadow drawing distance when rendering the probe. + + + + + The size of the box area in which reflections will be applied to the objects. Measured in the probes's local space. + + + + + Texture which is passed to the shader of the objects in the vicinity of the reflection probe (Read Only). + + + + + Sets this probe time-slicing mode + +See Also: ReflectionProbeTimeSlicingMode. + + + + + Reflection probe type. + + + + + Utility method to blend 2 cubemaps into a target render texture. + + Cubemap to blend from. + Cubemap to blend to. + Blend weight. + RenderTexture which will hold the result of the blend. + + Returns trues if cubemaps were blended, false otherwise. + + + + + Checks if a probe has finished a time-sliced render. + + An integer representing the RenderID as returned by the RenderProbe method. + + + True if the render has finished, false otherwise. + + See Also: timeSlicingMode + + + + + + Refreshes the probe's cubemap. + + Target RendeTexture in which rendering should be done. Specifying null will update the probe's default texture. + + + An integer representing a RenderID which can subsequently be used to check if the probe has finished rendering while rendering in time-slice mode. + + See Also: IsFinishedRendering + See Also: timeSlicingMode + + + + + + Color or depth buffer part of a RenderTexture. + + + + + Returns native RenderBuffer. Be warned this is not native Texture, but rather pointer to unity struct that can be used with native unity API. Currently such API exists only on iOS. + + + + + General functionality for all renderers. + + + + + The bounding volume of the renderer (Read Only). + + + + + Makes the rendered 3D object visible if enabled. + + + + + Has this renderer been statically batched with any other renderers? + + + + + Is this renderer visible in any camera? (Read Only) + + + + + The index of the baked lightmap applied to this renderer. + + + + + The UV scale & offset used for a lightmap. + + + + + Matrix that transforms a point from local space into world space (Read Only). + + + + + Returns the first instantiated Material assigned to the renderer. + + + + + Returns all the instantiated materials of this object. + + + + + If set, Renderer will use this Transform's position to find the light or reflection probe. + + + + + The index of the realtime lightmap applied to this renderer. + + + + + The UV scale & offset used for a realtime lightmap. + + + + + Does this object receive shadows? + + + + + Should reflection probes be used for this Renderer? + + + + + Does this object cast shadows? + + + + + The shared material of this object. + + + + + All the shared materials of this object. + + + + + Unique ID of the Renderer's sorting layer. + + + + + Name of the Renderer's sorting layer. + + + + + Renderer's order within a sorting layer. + + + + + Should light probes be used for this Renderer? + + + + + Matrix that transforms a point from world space into local space (Read Only). + + + + + Returns an array of closest reflection probes with weights, weight shows how much influence the probe has on the renderer, this value is also used when blending between reflection probes occur. + + + + + + Get per-renderer material property block. + + + + + + Lets you add per-renderer material parameters without duplicating a material. + + + + + + Ambient lighting mode. + + + + + Ambient lighting is defined by a custom cubemap. + + + + + Flat ambient lighting. + + + + + Skybox-based or custom ambient lighting. + + + + + Trilight ambient lighting. + + + + + Blend mode for controlling the blending. + + + + + Blend factor is (Ad, Ad, Ad, Ad). + + + + + Blend factor is (Rd, Gd, Bd, Ad). + + + + + Blend factor is (1, 1, 1, 1). + + + + + Blend factor is (1 - Ad, 1 - Ad, 1 - Ad, 1 - Ad). + + + + + Blend factor is (1 - Rd, 1 - Gd, 1 - Bd, 1 - Ad). + + + + + Blend factor is (1 - As, 1 - As, 1 - As, 1 - As). + + + + + Blend factor is (1 - Rs, 1 - Gs, 1 - Bs, 1 - As). + + + + + Blend factor is (As, As, As, As). + + + + + Blend factor is (f, f, f, 1); where f = min(As, 1 - Ad). + + + + + Blend factor is (Rs, Gs, Bs, As). + + + + + Blend factor is (0, 0, 0, 0). + + + + + Blend operation. + + + + + Add (s + d). + + + + + Color burn (Advanced OpenGL blending). + + + + + Color dodge (Advanced OpenGL blending). + + + + + Darken (Advanced OpenGL blending). + + + + + Difference (Advanced OpenGL blending). + + + + + Exclusion (Advanced OpenGL blending). + + + + + Hard light (Advanced OpenGL blending). + + + + + HSL color (Advanced OpenGL blending). + + + + + HSL Hue (Advanced OpenGL blending). + + + + + HSL luminosity (Advanced OpenGL blending). + + + + + HSL saturation (Advanced OpenGL blending). + + + + + Lighten (Advanced OpenGL blending). + + + + + Logical AND (s & d) (D3D11.1 only). + + + + + Logical inverted AND (!s & d) (D3D11.1 only). + + + + + Logical reverse AND (s & !d) (D3D11.1 only). + + + + + Logical Clear (0). + + + + + Logical Copy (s) (D3D11.1 only). + + + + + Logical inverted Copy (!s) (D3D11.1 only). + + + + + Logical Equivalence !(s XOR d) (D3D11.1 only). + + + + + Logical Inverse (!d) (D3D11.1 only). + + + + + Logical NAND !(s & d). D3D11.1 only. + + + + + Logical No-op (d) (D3D11.1 only). + + + + + Logical NOR !(s | d) (D3D11.1 only). + + + + + Logical OR (s | d) (D3D11.1 only). + + + + + Logical inverted OR (!s | d) (D3D11.1 only). + + + + + Logical reverse OR (s | !d) (D3D11.1 only). + + + + + Logical SET (1) (D3D11.1 only). + + + + + Logical XOR (s XOR d) (D3D11.1 only). + + + + + Max. + + + + + Min. + + + + + Multiply (Advanced OpenGL blending). + + + + + Overlay (Advanced OpenGL blending). + + + + + Reverse subtract. + + + + + Screen (Advanced OpenGL blending). + + + + + Soft light (Advanced OpenGL blending). + + + + + Subtract. + + + + + Built-in temporary render textures produced during camera's rendering. + + + + + Target texture of currently rendering camera. + + + + + Currently active render target. + + + + + Camera's depth texture. + + + + + Camera's depth+normals texture. + + + + + Deferred shading G-buffer #0 (typically diffuse color). + + + + + Deferred shading G-buffer #1 (typically specular + roughness). + + + + + Deferred shading G-buffer #2 (typically normals). + + + + + Deferred shading G-buffer #3 (typically emission/lighting). + + + + + Deferred lighting light buffer. + + + + + Deferred lighting HDR specular light buffer (Xbox 360 only). + + + + + Deferred lighting (normals+specular) G-buffer. + + + + + Reflections gathered from default reflection and reflections probes. + + + + + Defines a place in camera's rendering to attach Rendering.CommandBuffer objects to. + + + + + After camera's depth+normals texture is generated. + + + + + After camera's depth texture is generated. + + + + + After camera has done rendering everything. + + + + + After final geometry pass in deferred lighting. + + + + + After transparent objects in forward rendering. + + + + + After opaque objects in forward rendering. + + + + + After deferred rendering G-buffer is rendered. + + + + + After image effects. + + + + + After image effects that happen between opaque & transparent objects. + + + + + After lighting pass in deferred rendering. + + + + + After reflections pass in deferred rendering. + + + + + After skybox is drawn. + + + + + Before camera's depth+normals texture is generated. + + + + + Before camera's depth texture is generated. + + + + + Before final geometry pass in deferred lighting. + + + + + Before transparent objects in forward rendering. + + + + + Before opaque objects in forward rendering. + + + + + Before deferred rendering G-buffer is rendered. + + + + + Before image effects. + + + + + Before image effects that happen between opaque & transparent objects. + + + + + Before lighting pass in deferred rendering. + + + + + Before reflections pass in deferred rendering. + + + + + Before skybox is drawn. + + + + + Specifies which color components will get written into the target framebuffer. + + + + + Write all components (R, G, B and Alpha). + + + + + Write alpha component. + + + + + Write blue component. + + + + + Write green component. + + + + + Write red component. + + + + + List of graphics commands to execute. + + + + + Name of this command buffer. + + + + + Size of this command buffer in bytes (Read Only). + + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + + + + Clear all commands in the buffer. + + + + + Adds a "clear render target" command. + + Should clear depth buffer? + Should clear color buffer? + Color to clear with. + Depth to clear with (default is 1.0). + + + + Create a new empty command buffer. + + + + + Add a "draw mesh" command. + + Mesh to draw. + Transformation matrix to use. + Material to use. + Which subset of the mesh to render. + Which pass of the shader to use (default is -1, which renders all passes). + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Vertex count to render. + Instance count to render. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + Buffer with draw arguments. + Offset where in the buffer the draw arguments are. + + + + Add a "draw renderer" command. + + Renderer to draw. + Material to use. + Which subset of the mesh to render. + Which pass of the shader to use (default is -1, which renders all passes). + + + + Add a "get a temporary render texture" command. + + Shader property name for this texture. + Width in pixels, or -1 for "camera pixel width". + Height in pixels, or -1 for "camera pixel height". + Depth buffer bits (0, 16 or 24). + Texture filtering mode (default is Point). + Format of the render texture (default is ARGB32). + Color space. + Anti-aliasing (default is no anti-aliasing). + + + + Send a user-defined event to a native code plugin. + + Native code callback to queue for Unity's renderer to invoke. + User defined id to send to the callback. + + + + Add a "release a temporary render texture" command. + + Shader property name for this texture. + + + + Add a "set global shader color property" command. + + + + + + + + Add a "set global shader color property" command. + + + + + + + + Add a "set global shader float property" command. + + + + + + + + Add a "set global shader float property" command. + + + + + + + + Add a "set global shader matrix property" command. + + + + + + + + Add a "set global shader matrix property" command. + + + + + + + + Add a "set global shader texture property" command. + + + + + + + + Add a "set global shader texture property" command. + + + + + + + + Add a "set global shader vector property" command. + + + + + + + + Add a "set global shader vector property" command. + + + + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + + + + Depth or stencil comparison function. + + + + + Always pass depth or stencil test. + + + + + Depth or stencil test is disabled. + + + + + Pass depth or stencil test when values are equal. + + + + + Pass depth or stencil test when new value is greater than old one. + + + + + Pass depth or stencil test when new value is greater or equal than old one. + + + + + Pass depth or stencil test when new value is less than old one. + + + + + Pass depth or stencil test when new value is less or equal than old one. + + + + + Never pass depth or stencil test. + + + + + Pass depth or stencil test when values are different. + + + + + Backface culling mode. + + + + + Cull back-facing geometry. + + + + + Cull front-facing geometry. + + + + + Disable culling. + + + + + Default reflection mode. + + + + + Custom default reflection. + + + + + Skybox-based default reflection. + + + + + Graphics device API type. + + + + + Direct3D 11 graphics API. + + + + + Direct3D 12 graphics API. + + + + + Direct3D 9 graphics API. + + + + + iOS Metal graphics API. + + + + + Nintendo 3DS graphics API. + + + + + No graphics API. + + + + + OpenGL 2.x graphics API. + + + + + OpenGL (Core profile - GL3 or later) graphics API. + + + + + OpenGL ES 2.0 graphics API. + + + + + OpenGL ES 3.0 graphics API. + + + + + PlayStation 3 graphics API. + + + + + PlayStation 4 graphics API. + + + + + PlayStation Mobile (PSM) graphics API. + + + + + PlayStation Vita graphics API. + + + + + Xbox 360 graphics API. + + + + + Xbox One graphics API. + + + + + Defines a place in light's rendering to attach Rendering.CommandBuffer objects to. + + + + + After directional light screenspace shadow mask is computed. + + + + + After shadowmap is rendered. + + + + + Before directional light screenspace shadow mask is computed. + + + + + Before shadowmap is rendered. + + + + + Opaque object sorting mode of a Camera. + + + + + Default opaque sorting mode. + + + + + Do rough front-to-back sorting of opaque objects. + + + + + Do not sort opaque objects by distance. + + + + + Shader pass type for Unity's lighting pipeline. + + + + + Deferred Shading shader pass. + + + + + Forward rendering additive pixel light pass. + + + + + Forward rendering base pass. + + + + + Legacy deferred lighting (light pre-pass) base pass. + + + + + Legacy deferred lighting (light pre-pass) final pass. + + + + + Shader pass used to generate the albedo and emissive values used as input to lightmapping. + + + + + Regular shader pass that does not interact with lighting. + + + + + Shadow caster & depth texure shader pass. + + + + + Legacy vertex-lit shader pass. + + + + + Legacy vertex-lit shader pass, with mobile lightmaps. + + + + + Legacy vertex-lit shader pass, with desktop (RGBM) lightmaps. + + + + + Determines how Unity will compress baked reflection cubemap. + + + + + Baked Reflection cubemap will be compressed if compression format is suitable. + + + + + Baked Reflection cubemap will be compressed. + + + + + Baked Reflection cubemap will be left uncompressed. + + + + + ReflectionProbeBlendInfo contains information required for blending probes. + + + + + Reflection Probe used in blending. + + + + + Specifies the weight used in the interpolation between two probes, value varies from 0.0 to 1.0. + + + + + Values for ReflectionProbe.clearFlags, determining what to clear when rendering a ReflectionProbe. + + + + + Clear with the skybox. + + + + + Clear with a background color. + + + + + Reflection probe's update mode. + + + + + Reflection probe is baked in the Editor. + + + + + Reflection probe uses a custom texture specified by the user. + + + + + Reflection probe is updating in realtime. + + + + + An enum describing the way a realtime reflection probe refreshes in the Player. + + + + + Causes Unity to update the probe's cubemap every frame. +Note that updating a probe is very costly. Setting this option on too many probes could have a significant negative effect on frame rate. Use time-slicing to help improve performance. + +See Also: ReflectionProbeTimeSlicingMode. + + + + + Causes the probe to update only on the first frame it becomes visible. The probe will no longer update automatically, however you may subsequently use RenderProbe to refresh the probe + +See Also: ReflectionProbe.RenderProbe. + + + + + Using this option indicates that the probe will never be automatically updated by Unity. This is useful if you wish to completely control the probe refresh behavior via scripting. + +See Also: ReflectionProbe.RenderProbe. + + + + + When a probe's ReflectionProbe.refreshMode is set to ReflectionProbeRefreshMode.EveryFrame, this enum specify whether or not Unity should update the probe's cubemap over several frames or update the whole cubemap in one frame. +Updating a probe's cubemap is a costly operation. Unity needs to render the entire scene for each face of the cubemap, as well as perform special blurring in order to get glossy reflections. The impact on frame rate can be significant. Time-slicing helps maintaning a more constant frame rate during these updates by performing the rendering over several frames. + + + + + Instructs Unity to use time-slicing by first rendering all faces at once, then spreading the remaining work over the next 8 frames. Using this option, updating the probe will take 9 frames. + + + + + Instructs Unity to spread the rendering of each face over several frames. Using this option, updating the cubemap will take 14 frames. This option greatly reduces the impact on frame rate, however it may produce incorrect results, especially in scenes where lighting conditions change over these 14 frames. + + + + + Unity will render the probe entirely in one frame. + + + + + Reflection probe type: cube or card. + + + + + Surrounding of the reflection probe is rendered onto a quad. + + + + + Surrounding of the reflection probe is rendered into cubemap. + + + + + Reflection Probe usage. + + + + + Reflection probes are enabled. Blending occurs only between probes, useful in indoor environments. The renderer will use default reflection if there are no reflection probes nearby, but no blending between default reflection and probe will occur. + + + + + Reflection probes are enabled. Blending occurs between probes or probes and default reflection, useful for outdoor environments. + + + + + Reflection probes are disabled, skybox will be used for reflection. + + + + + Reflection probes are enabled, but no blending will occur between probes when there are two overlapping volumes. + + + + + Handling of loading RenderBuffer contents on setting as active RenderTarget. + + + + + RenderBuffer will try to skip loading its contents on setting as Render Target. + + + + + Make RenderBuffer to Load its contents when setting as RenderTarget. + + + + + Handling of storing RenderBuffer contents after it was an active RenderTarget and another RenderTarget was set. + + + + + RenderBuffer will try to skip storing its contents. + + + + + Make RenderBuffer to Store its contents. + + + + + Identifies a RenderTexture for a Rendering.CommandBuffer. + + + + + Creates a render target identifier. + + RenderTexture object to use. + Built-in temporary render texture type. + Temporary render texture name. + Temporary render texture name (as integer, see Shader.PropertyToID). + + + + Creates a render target identifier. + + RenderTexture object to use. + Built-in temporary render texture type. + Temporary render texture name. + Temporary render texture name (as integer, see Shader.PropertyToID). + + + + Creates a render target identifier. + + RenderTexture object to use. + Built-in temporary render texture type. + Temporary render texture name. + Temporary render texture name (as integer, see Shader.PropertyToID). + + + + Creates a render target identifier. + + RenderTexture object to use. + Built-in temporary render texture type. + Temporary render texture name. + Temporary render texture name (as integer, see Shader.PropertyToID). + + + + How shadows are cast from this object. + + + + + No shadows are cast from this object. + + + + + Shadows are cast from this object. + + + + + Object casts shadows, but is otherwise invisible in the scene. + + + + + Shadows are cast from this object, treating it as two-sided. + + + + + Spherical harmonics up to the second order (3 bands, 9 coefficients). + + + + + Add ambient lighting to probe data. + + + + + + Add directional light to probe data. + + + + + + + + Clears SH probe to zero. + + + + + Returns true if SH probes are equal. + + + + + + + Scales SH by a given factor. + + + + + + + Scales SH by a given factor. + + + + + + + Returns true if SH probes are different. + + + + + + + Adds two SH probes. + + + + + + + Access individual SH coefficients. + + + + + Specifies the operation that's performed on the stencil buffer when rendering. + + + + + Decrements the current stencil buffer value. Clamps to 0. + + + + + Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable unsigned value when decrementing a stencil buffer value of zero. + + + + + Increments the current stencil buffer value. Clamps to the maximum representable unsigned value. + + + + + Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing the maximum representable unsigned value. + + + + + Bitwise inverts the current stencil buffer value. + + + + + Keeps the current stencil value. + + + + + Replace the stencil buffer value with reference value (specified in the shader). + + + + + Sets the stencil buffer value to zero. + + + + + Rendering path of a Camera. + + + + + Deferred Lighting (Legacy). + + + + + + Deferred Shading. + + + + + + Forward Rendering. + + + + + Use Player Settings. + + + + + Vertex Lit. + + + + + RenderMode for the Canvas. + + + + + Render using the Camera configured on the Canvas. + + + + + Render at the end of the scene using a 2D Canvas. + + + + + Render using any Camera in the scene that can render the layer. + + + + + The Render Settings contain values for a range of visual elements in your scene, like fog and ambient light. + + + + + Ambient lighting coming from the sides. + + + + + Ambient lighting coming from below. + + + + + How much the light from the Ambient Source affects the scene. + + + + + Flat ambient lighting color. + + + + + Ambient lighting mode. + + + + + Custom or skybox ambient lighting data. + + + + + Ambient lighting coming from above. + + + + + Custom specular reflection cubemap. + + + + + Default reflection mode. + + + + + Cubemap resolution for default reflection. + + + + + The fade speed of all flares in the scene. + + + + + The intensity of all flares in the scene. + + + + + Is fog enabled? + + + + + The color of the fog. + + + + + The density of the exponential fog. + + + + + The ending distance of linear fog. + + + + + Fog mode to use. + + + + + The starting distance of linear fog. + + + + + Size of the Light halos. + + + + + The number of times a reflection includes other reflections. + + + + + How much the skybox / custom cubemap reflection affects the scene. + + + + + The global skybox to use. + + + + + Fully describes setup of RenderTarget. + + + + + Color Buffers to set. + + + + + Load Actions for Color Buffers. It will override any actions set on RenderBuffers themselves. + + + + + Store Actions for Color Buffers. It will override any actions set on RenderBuffers themselves. + + + + + Cubemap face to render to. + + + + + Depth Buffer to set. + + + + + Load Action for Depth Buffer. It will override any actions set on RenderBuffer itself. + + + + + Store Actions for Depth Buffer. It will override any actions set on RenderBuffer itself. + + + + + Mip Level to render to. + + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + Render textures are textures that can be rendered to. + + + + + Currently active render texture. + + + + + The antialiasing level for the RenderTexture. + + + + + Color buffer of the render texture (Read Only). + + + + + The precision of the render texture's depth buffer in bits (0, 16, 24 are supported). + + + + + Depth/stencil buffer of the render texture (Read Only). + + + + + Enable random access write into this render texture on Shader Model 5.0 level shaders. + + + + + The color format of the render texture. + + + + + Should mipmap levels be generated automatically? + + + + + The height of the render texture in pixels. + + + + + If enabled, this Render Texture will be used as a Cubemap. + + + + + If enabled, this Render Texture will be used as a Texture3D. + + + + + Does this render texture use sRGB read / write (Read Only). + + + + + Use mipmaps on a render texture? + + + + + Volume extent of a 3D render texture. + + + + + The width of the render texture in pixels. + + + + + Actually creates the RenderTexture. + + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer. + Texture color format. + How or if color space conversions should be done on texture read/write. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer. + Texture color format. + How or if color space conversions should be done on texture read/write. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer. + Texture color format. + How or if color space conversions should be done on texture read/write. + + + + Discards the contents of the RenderTexture. + + Should the colour buffer be discarded? + Should the depth buffer be discarded? + + + + Discards the contents of the RenderTexture. + + Should the colour buffer be discarded? + Should the depth buffer be discarded? + + + + Allocate a temporary render texture. + + Width in pixels. + Height in pixels. + Depth buffer bits (0, 16 or 24). Note that only 24 bit depth has stencil buffer. + Render texture format. + sRGB handling mode. + Anti-aliasing (1,2,4,8). + + + + Is the render texture actually created? + + + + + Indicate that there's a RenderTexture restore operation expected. + + + + + Releases the RenderTexture. + + + + + Release a temporary texture allocated with GetTemporary. + + + + + + Assigns this RenderTexture as a global shader property named propertyName. + + + + + + Does a RenderTexture have stencil buffer? + + Render texture, or null for main screen. + + + + Format of a RenderTexture. + + + + + Color render texture format, 1 bit for Alpha channel, 5 bits for Red, Green and Blue channels. + + + + + Color render texture format. 10 bits for colors, 2 bits for alpha. + + + + + Color render texture format, 8 bits per channel. + + + + + Color render texture format, 4 bit per channel. + + + + + Color render texture format, 32 bit floating point per channel. + + + + + Color render texture format, 16 bit floating point per channel. + + + + + Four channel (ARGB) render texture format, 32 bit signed integer per channel. + + + + + Default color render texture format: will be chosen accordingly to Frame Buffer format and Platform. + + + + + Default HDR color render texture format: will be chosen accordingly to Frame Buffer format and Platform. + + + + + A depth render texture format. + + + + + Scalar (R) render texture format, 8 bit fixed point. + + + + + Scalar (R) render texture format, 32 bit floating point. + + + + + Color render texture format. + + + + + Two color (RG) render texture format, 32 bit floating point per channel. + + + + + Two color (RG) render texture format, 16 bit floating point per channel. + + + + + Two channel (RG) render texture format, 32 bit signed integer per channel. + + + + + Scalar (R) render texture format, 16 bit floating point. + + + + + Scalar (R) render texture format, 32 bit signed integer. + + + + + A native shadowmap render texture format. + + + + + Color space conversion mode of a RenderTexture. + + + + + sRGB reads and writes to this render texture. + + + + + The correct color space for the current position in the rendering pipeline. + + + + + No sRGB reads or writes to this render texture. + + + + + The RequireComponent attribute lets automatically add required component as a dependency. + + + + + Require a single component. + + + + + + Require a two components. + + + + + + + Require three components. + + + + + + + + Represents a display resolution. + + + + + Resolution height in pixels. + + + + + Resolution's vertical refresh rate in Hz. + + + + + Resolution width in pixels. + + + + + Returns a nicely formatted string of the resolution. + + + A string with the format "width x height @ refreshRateHz". + + + + + Asynchronous load request from the Resources bundle. + + + + + Asset object being loaded (Read Only). + + + + + The Resources class allows you to find and access Objects including assets. + + + + + Returns a list of all objects of Type type. + + Type of the class to match while searching. + + An array of objects whose class is type or is derived from type. + + + + + Returns a list of all objects of Type T. + + + + + Loads an asset stored at path in a Resources folder. + + Pathname of the target folder. + Type filter for objects returned. + + + + Loads an asset stored at path in a Resources folder. + + Pathname of the target folder. + Type filter for objects returned. + + + + Loads an asset stored at path in a Resources folder. + + Pathname of the target folder. + + + + Loads all assets in a folder or file at path in a Resources folder. + + Pathname of the target folder. + Type filter for objects returned. + + + + Loads all assets in a folder or file at path in a Resources folder. + + Pathname of the target folder. + Type filter for objects returned. + + + + Loads all assets in a folder or file at path in a Resources folder. + + Pathname of the target folder. + + + + Returns a resource at an asset path (Editor Only). + + Pathname of the target asset. + Type filter for objects returned. + + + + Returns a resource at an asset path (Editor Only). + + Pathname of the target asset. + + + + Asynchronously loads an asset stored at path in a Resources folder. + + Pathname of the target folder. + Type filter for objects returned. + + + + + Asynchronously loads an asset stored at path in a Resources folder. + + Pathname of the target folder. + Type filter for objects returned. + + + + + Asynchronously loads an asset stored at path in a Resources folder. + + Pathname of the target folder. + + + + Unloads assetToUnload from memory. + + + + + + Unloads assets that are not used. + + + Object on which you can yield to wait until the operation completes. + + + + + Control of an object's position through physics simulation. + + + + + The angular drag of the object. + + + + + The angular velocity vector of the rigidbody. + + + + + The center of mass relative to the transform's origin. + + + + + The Rigidbody's collision detection mode. + + + + + Controls which degrees of freedom are allowed for the simulation of this Rigidbody. + + + + + Should collision detection be enabled? (By default always enabled). + + + + + The drag of the object. + + + + + Controls whether physics will change the rotation of the object. + + + + + The diagonal inertia tensor of mass relative to the center of mass. + + + + + The rotation of the inertia tensor. + + + + + Interpolation allows you to smooth out the effect of running physics at a fixed frame rate. + + + + + Controls whether physics affects the rigidbody. + + + + + The mass of the rigidbody. + + + + + The maximimum angular velocity of the rigidbody. (Default 7) range { 0, infinity }. + + + + + Maximum velocity of a rigidbody when moving out of penetrating state. + + + + + The position of the rigidbody. + + + + + The rotation of the rigdibody. + + + + + The angular velocity below which objects start going to sleep. (Default 0.14) range { 0, infinity }. + + + + + The mass-normalized energy threshold, below which objects start going to sleep. + + + + + The linear velocity below which objects start going to sleep. (Default 0.14) range { 0, infinity }. + + + + + Allows you to override the solver iteration count per rigidbody. + + + + + Force cone friction to be used for this rigidbody. + + + + + Controls whether gravity affects this rigidbody. + + + + + The velocity vector of the rigidbody. + + + + + The center of mass of the rigidbody in world space (Read Only). + + + + + Applies a force to a rigidbody that simulates explosion effects. + + The force of the explosion (which may be modified by distance). + The centre of the sphere within which the explosion has its effect. + The radius of the sphere within which the explosion has its effect. + Adjustment to the apparent position of the explosion to make it seem to lift objects. + The method used to apply the force to its targets. + + + + Applies a force to a rigidbody that simulates explosion effects. + + The force of the explosion (which may be modified by distance). + The centre of the sphere within which the explosion has its effect. + The radius of the sphere within which the explosion has its effect. + Adjustment to the apparent position of the explosion to make it seem to lift objects. + The method used to apply the force to its targets. + + + + Applies a force to a rigidbody that simulates explosion effects. + + The force of the explosion (which may be modified by distance). + The centre of the sphere within which the explosion has its effect. + The radius of the sphere within which the explosion has its effect. + Adjustment to the apparent position of the explosion to make it seem to lift objects. + The method used to apply the force to its targets. + + + + Adds a force to the rigidbody. + + Force vector in world coordinates. + + + + + Adds a force to the rigidbody. + + Force vector in world coordinates. + + + + + Adds a force to the rigidbody. + + Size of force along the world x-axis. + Size of force along the world y-axis. + Size of force along the world z-axis. + + + + + Adds a force to the rigidbody. + + Size of force along the world x-axis. + Size of force along the world y-axis. + Size of force along the world z-axis. + + + + + Applies force at position. As a result this will apply a torque and force on the object. + + Force vector in world coordinates. + Position in world coordinates. + + + + + Applies force at position. As a result this will apply a torque and force on the object. + + Force vector in world coordinates. + Position in world coordinates. + + + + + Adds a force to the rigidbody relative to its coordinate system. + + Force vector in local coordinates. + + + + + Adds a force to the rigidbody relative to its coordinate system. + + Force vector in local coordinates. + + + + + Adds a force to the rigidbody relative to its coordinate system. + + Size of force along the local x-axis. + Size of force along the local y-axis. + Size of force along the local z-axis. + + + + + Adds a force to the rigidbody relative to its coordinate system. + + Size of force along the local x-axis. + Size of force along the local y-axis. + Size of force along the local z-axis. + + + + + Adds a torque to the rigidbody relative to its coordinate system. + + Torque vector in local coordinates. + + + + + Adds a torque to the rigidbody relative to its coordinate system. + + Torque vector in local coordinates. + + + + + Adds a torque to the rigidbody relative to its coordinate system. + + Size of torque along the local x-axis. + Size of torque along the local y-axis. + Size of torque along the local z-axis. + + + + + Adds a torque to the rigidbody relative to its coordinate system. + + Size of torque along the local x-axis. + Size of torque along the local y-axis. + Size of torque along the local z-axis. + + + + + Adds a torque to the rigidbody. + + Torque vector in world coordinates. + + + + + Adds a torque to the rigidbody. + + Torque vector in world coordinates. + + + + + Adds a torque to the rigidbody. + + Size of torque along the world x-axis. + Size of torque along the world y-axis. + Size of torque along the world z-axis. + + + + + Adds a torque to the rigidbody. + + Size of torque along the world x-axis. + Size of torque along the world y-axis. + Size of torque along the world z-axis. + + + + + The closest point to the bounding box of the attached colliders. + + + + + + The velocity of the rigidbody at the point worldPoint in global space. + + + + + + The velocity relative to the rigidbody at the point relativePoint. + + + + + + Is the rigidbody sleeping? + + + + + Moves the rigidbody to position. + + The new position for the Rigidbody object. + + + + Rotates the rigidbody to rotation. + + The new rotation for the Rigidbody. + + + + Sets the mass based on the attached colliders assuming a constant density. + + + + + + Forces a rigidbody to sleep at least one frame. + + + + + Tests if a rigidbody would collide with anything, if it was moved through the scene. + + The direction into which to sweep the rigidbody. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + The length of the sweep. + + + + True when the rigidbody sweep intersects any collider, otherwise false. + + + + + Tests if a rigidbody would collide with anything, if it was moved through the scene. + + The direction into which to sweep the rigidbody. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + The length of the sweep. + + + + True when the rigidbody sweep intersects any collider, otherwise false. + + + + + Like Rigidbody.SweepTest, but returns all hits. + + Direction to sweep the Rigidbody object. + Length of the sweep. + + + + + + Like Rigidbody.SweepTest, but returns all hits. + + Direction to sweep the Rigidbody object. + Length of the sweep. + + + + + + Forces a rigidbody to wake up. + + + + + Rigidbody physics component for 2D sprites. + + + + + Coefficient of angular drag. + + + + + Angular velocity in degrees per second. + + + + + The center of mass of the rigidBody in local space. + + + + + The method used by the physics engine to check if two objects have collided. + + + + + Controls which degrees of freedom are allowed for the simulation of this Rigidbody2D. + + + + + Coefficient of drag. + + + + + Should the rigidbody be prevented from rotating? + + + + + Controls whether physics will change the rotation of the object. + + + + + The degree to which this object is affected by gravity. + + + + + The rigidBody rotational inertia. + + + + + Physics interpolation used between updates. + + + + + Should this rigidbody be taken out of physics control? + + + + + Mass of the rigidbody. + + + + + The position of the rigidbody. + + + + + The rotation of the rigdibody. + + + + + Indicates whether the rigid body should be simulated or not by the physics system. + + + + + The sleep state that the rigidbody will initially be in. + + + + + Linear velocity of the rigidbody. + + + + + Gets the center of mass of the rigidBody in global space. + + + + + Apply a force to the rigidbody. + + Components of the force in the X and Y axes. + The method used to apply the specified force. + + + + Apply a force at a given position in space. + + Components of the force in the X and Y axes. + Position in world space to apply the force. + The method used to apply the specified force. + + + + Adds a force to the rigidbody2D relative to its coordinate system. + + Components of the force in the X and Y axes. + The method used to apply the specified force. + + + + Apply a torque at the rigidbody's centre of mass. + + Torque to apply. + The force mode to use. + + + + Get a local space point given the point point in rigidBody global space. + + The global space point to transform into local space. + + + + The velocity of the rigidbody at the point Point in global space. + + The global space point to calculate velocity for. + + + + Get a global space point given the point relativePoint in rigidBody local space. + + The local space point to transform into global space. + + + + The velocity of the rigidbody at the point Point in local space. + + The local space point to calculate velocity for. + + + + Get a global space vector given the vector relativeVector in rigidBody local space. + + The local space vector to transform into a global space vector. + + + + Get a local space vector given the vector vector in rigidBody global space. + + The global space vector to transform into a local space vector. + + + + Is the rigidbody "awake"? + + + + + Is the rigidbody "sleeping"? + + + + + Check whether any of the collider(s) attached to this rigidbody are touching the collider or not. + + The collider to check if it is touching any of the collider(s) attached to this rigidbody. + + Whether the collider is touching any of the collider(s) attached to this rigidbody or not. + + + + + Checks whether any of the collider(s) attached to this rigidbody are touching any colliders on the specified layerMask or not. + + Any colliders on any of these layers count as touching. + + Whether any of the collider(s) attached to this rigidbody are touching any colliders on the specified layerMask or not. + + + + + Moves the rigidbody to position. + + The new position for the Rigidbody object. + + + + Rotates the rigidbody to angle (given in degrees). + + The new rotation angle for the Rigidbody object. + + + + Make the rigidbody "sleep". + + + + + Disables the "sleeping" state of a rigidbody. + + + + + Use these flags to constrain motion of Rigidbodies. + + + + + Freeze rotation and motion along all axes. + + + + + Freeze motion along all axes. + + + + + Freeze motion along the X-axis. + + + + + Freeze motion along the Y-axis. + + + + + Freeze motion along the Z-axis. + + + + + Freeze rotation along all axes. + + + + + Freeze rotation along the X-axis. + + + + + Freeze rotation along the Y-axis. + + + + + Freeze rotation along the Z-axis. + + + + + No constraints. + + + + + Use these flags to constrain motion of the Rigidbody2D. + + + + + Freeze rotation and motion along all axes. + + + + + Freeze motion along the X-axis and Y-axis. + + + + + Freeze motion along the X-axis. + + + + + Freeze motion along the Y-axis. + + + + + Freeze rotation along the Z-axis. + + + + + No constraints. + + + + + Rigidbody interpolation mode. + + + + + Extrapolation will predict the position of the rigidbody based on the current velocity. + + + + + Interpolation will always lag a little bit behind but can be smoother than extrapolation. + + + + + No Interpolation. + + + + + Interpolation mode for Rigidbody2D objects. + + + + + Smooth an object's movement based on an estimate of its position in the next frame. + + + + + Smooth movement based on the object's positions in previous frames. + + + + + Do not apply any smoothing to the object's movement. + + + + + Settings for a Rigidbody2D's initial sleep state. + + + + + Rigidbody2D never automatically sleeps. + + + + + Rigidbody2D is initially asleep. + + + + + Rigidbody2D is initially awake. + + + + + Control ConfigurableJoint's rotation with either X & YZ or Slerp Drive. + + + + + Use Slerp drive. + + + + + Use XY & Z Drive. + + + + + Attribute for setting up RPC functions. + + + + + Option for who will receive an RPC, used by NetworkView.RPC. + + + + + Sends to everyone. + + + + + Sends to everyone and adds to the buffer. + + + + + Sends to everyone except the sender. + + + + + Sends to everyone except the sender and adds to the buffer. + + + + + Sends to the server only. + + + + + Runtime reprentation of the AnimatorController. It can be used to change the Animator's controller during runtime. + + + + + Retrieves all AnimationClip used by the controller. + + + + + Set RuntimeInitializeOnLoadMethod type. + + + + + After scene is loaded. + + + + + Before scene is loaded. + + + + + Allow an runtime class method to be initialized when Unity game loads runtime without action from the user. + + + + + Set RuntimeInitializeOnLoadMethod type. + + + + + Allow an runtime class method to be initialized when Unity game loads runtime without action from the user. + + RuntimeInitializeLoadType: Before or After scene is loaded. + + + + Allow an runtime class method to be initialized when Unity game loads runtime without action from the user. + + RuntimeInitializeLoadType: Before or After scene is loaded. + + + + The platform application is running. Returned by Application.platform. + + + + + In the player on Android devices. + + + + + In the player on the iPhone. + + + + + In the player on Linux. + + + + + In the Dashboard widget on Mac OS X. + + + + + In the Unity editor on Mac OS X. + + + + + In the player on Mac OS X. + + + + + In the web player on Mac OS X. + + + + + In the player on the Play Station 3. + + + + + In the player on the Playstation 4. + + + + + In the player on the PS Vita. + + + + + In the player on Samsung Smart TV. + + + + + In the player on Tizen. + + + + + In the player on WebGL? + + + + + In the player on Wii U. + + + + + In the Unity editor on Windows. + + + + + In the player on Windows. + + + + + In the web player on Windows. + + + + + In the player on Windows Phone 8 device. + + + + + + In the player on Windows Store Apps when CPU architecture is ARM. + + + + + In the player on Windows Store Apps when CPU architecture is X64. + + + + + In the player on Windows Store Apps when CPU architecture is X86. + + + + + In the player on the XBOX360. + + + + + In the player on Xbox One. + + + + + Interface into SamsungTV specific functionality. + + + + + Returns true if there is an air mouse available. + + + + + Changes the type of input the gamepad produces. + + + + + Changes the type of input the gesture camera produces. + + + + + Returns true if the camera sees a hand. + + + + + The type of input the remote's touch pad produces. + + + + + Types of input the gamepad can produce. + + + + + Joystick style input. + + + + + Mouse style input. + + + + + Types of input the gesture camera can produce. + + + + + Two hands control two joystick axes. + + + + + Hands control the mouse pointer. + + + + + No gesture input from the camera. + + + + + Access to TV specific information. + + + + + The server type. Possible values: +Developing, Development, Invalid, Operating. + + + + + Get local time on TV. + + + + + Get UID from TV. + + + + + Set the system language that is returned by Application.SystemLanguage. + + + + + + Types of input the remote's touchpad can produce. + + + + + Remote dependent. On 2013 TVs dpad directions are determined by swiping in the correlating direction. On 2014 and 2015 TVs the remote has dpad buttons. + + + + + Touchpad works like an analog joystick. Not supported on the 2015 TV as there is no touchpad. + + + + + Touchpad controls a remote curosr like a laptop's touchpad. This can be replaced by airmouse functionality which is available on 2014 and 2015 TVs. + + + + + Scaling mode to draw textures with. + + + + + Scales the texture, maintaining aspect ratio, so it completely covers the position rectangle passed to GUI.DrawTexture. If the texture is being draw to a rectangle with a different aspect ratio than the original, the image is cropped. + + + + + Scales the texture, maintaining aspect ratio, so it completely fits withing the position rectangle passed to GUI.DrawTexture. + + + + + Stretches the texture to fill the complete rectangle passed in to GUI.DrawTexture. + + + + + Access to display information. + + + + + Allow auto-rotation to landscape left? + + + + + Allow auto-rotation to landscape right? + + + + + Allow auto-rotation to portrait? + + + + + Allow auto-rotation to portrait, upside down? + + + + + The current screen resolution (Read Only). + + + + + The current DPI of the screen / device (Read Only). + + + + + Is the game running fullscreen? + + + + + The current height of the screen window in pixels (Read Only). + + + + + Should the cursor be locked? + + + + + Specifies logical orientation of the screen. + + + + + All fullscreen resolutions supported by the monitor (Read Only). + + + + + Should the cursor be visible? + + + + + A power saving setting, allowing the screen to dim some time after the last active user interaction. + + + + + The current width of the screen window in pixels (Read Only). + + + + + Switches the screen resolution. + + + + + + + + + Switches the screen resolution. + + + + + + + + + Describes screen orientation. + + + + + Auto-rotates the screen as necessary toward any of the enabled orientations. + + + + + Landscape orientation, counter-clockwise from the portrait orientation. + + + + + Landscape orientation, clockwise from the portrait orientation. + + + + + Portrait orientation. + + + + + Portrait orientation, upside down. + + + + + A class you can derive from if you want to create objects that don't need to be attached to game objects. + + + + + Creates an instance of a scriptable object with className. + + + + + + Creates an instance of a scriptable object with type. + + + + + + Creates an instance of a scriptable object with T. + + + + + PreserveAttribute prevents byte code stripping from removing a class, method, field, or property. + + + + + Webplayer security related class. + + + + + Get secret from Chain of Trust system. + + The name of the secret. + + The secret. + + + + + Loads an assembly and checks that it is allowed to be used in the webplayer. +Note: The single argument version of this API will always issue an error message. An authorisation key is always needed. + + Assembly to verify. + Public key used to verify assembly. + + Loaded, verified, assembly, or null if the assembly cannot be verfied. + + + + + Loads an assembly and checks that it is allowed to be used in the webplayer. +Note: The single argument version of this API will always issue an error message. An authorisation key is always needed. + + Assembly to verify. + Public key used to verify assembly. + + Loaded, verified, assembly, or null if the assembly cannot be verfied. + + + + + Prefetch the webplayer socket security policy from a non-default port number. + + IP address of server. + Port from where socket policy is read. + Time to wait for response. + + + + Prefetch the webplayer socket security policy from a non-default port number. + + IP address of server. + Port from where socket policy is read. + Time to wait for response. + + + + Add this attribute to a script class to mark its GameObject as a selection base object for Scene View picking. + + + + + Options for how to send a message. + + + + + No receiver is required for SendMessage. + + + + + A receiver is required for SendMessage. + + + + + Use this attribute to rename a field without losing its serialized value. + + + + + The name of the field before the rename. + + + + + + + The name of the field before renaming. + + + + Force Unity to serialize a private field. + + + + + Shader scripts used for all rendering. + + + + + Shader LOD level for all shaders. + + + + + Can this shader run on the end-users graphics card? (Read Only) + + + + + Shader LOD level for this shader. + + + + + Render queue of this shader. (Read Only) + + + + + Unset a global shader keyword. + + + + + + Set a global shader keyword. + + + + + + Finds a shader with the given name. + + + + + + Is global shader keyword enabled? + + + + + + Gets unique identifier for a shader property name. + + + + + + Sets a global compute buffer property for all shaders. + + + + + + + Sets a global color property for all shaders. + + + + + + + + Sets a global color property for all shaders. + + + + + + + + Sets a global float property for all shaders. + + + + + + + + Sets a global float property for all shaders. + + + + + + + + Sets a global int property for all shaders. + + + + + + + + Sets a global int property for all shaders. + + + + + + + + Sets a global matrix property for all shaders. + + + + + + + + Sets a global matrix property for all shaders. + + + + + + + + Sets a global texture property for all shaders. + + + + + + + + Sets a global texture property for all shaders. + + + + + + + + Sets a global vector property for all shaders. + + + + + + + + Sets a global vector property for all shaders. + + + + + + + + Fully load all shaders to prevent future performance hiccups. + + + + + ShaderVariantCollection records which shader variants are actually used in each shader. + + + + + Is this ShaderVariantCollection already warmed up? (Read Only) + + + + + Number of shaders in this collection (Read Only). + + + + + Number of total varians in this collection (Read Only). + + + + + Adds a new shader variant to the collection. + + Shader variant to add. + + False if already in the collection. + + + + + Remove all shader variants from the collection. + + + + + Checks if a shader variant is in the collection. + + Shader variant to check. + + True if the variant is in the collection. + + + + + Create a new empty shader variant collection. + + + + + Adds shader variant from the collection. + + Shader variant to add. + + False if was not in the collection. + + + + + Identifies a specific variant of a shader. + + + + + Array of shader keywords to use in this variant. + + + + + Pass type to use in this variant. + + + + + Shader to use in this variant. + + + + + Creates a ShaderVariant structure. + + + + + + + + Fully load shaders in ShaderVariantCollection. + + + + + Shadow projection type for. + + + + + Close fit shadow maps with linear fadeout. + + + + + Stable shadow maps with spherical fadeout. + + + + + SharedBetweenAnimatorsAttribute is an attribute that specify that this StateMachineBehaviour should be instantiate only once and shared among all Animator instance. This attribute reduce the memory footprint for each controller instance. + + + + + Details of the Transform name mapped to a model's skeleton bone and its default position and rotation in the T-pose. + + + + + The name of the Transform mapped to the bone. + + + + + The T-pose position of the bone in local space. + + + + + The T-pose rotation of the bone in local space. + + + + + The T-pose scaling of the bone in local space. + + + + + The Skinned Mesh filter. + + + + + The bones used to skin the mesh. + + + + + AABB of this Skinned Mesh in its local space. + + + + + The maximum number of bones affecting a single vertex. + + + + + The mesh used for skinning. + + + + + If enabled, the Skinned Mesh will be updated when offscreen. If disabled, this also disables updating animations. + + + + + Creates a snapshot of SkinnedMeshRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the skinned mesh. + + + + Returns weight of BlendShape on this renderer. + + + + + + Sets weight of BlendShape on this renderer. + + + + + + + The maximum number of bones affecting a single vertex. + + + + + Chooses the number of bones from the number current QualitySettings. (Default) + + + + + Use only 1 bone to deform a single vertex. (The most important bone will be used). + + + + + Use 2 bones to deform a single vertex. (The most important bones will be used). + + + + + Use 4 bones to deform a single vertex. + + + + + A script interface for the. + + + + + The material used by the skybox. + + + + + Constants for special values of Screen.sleepTimeout. + + + + + Prevent screen dimming. + + + + + Set the sleep timeout to whatever the user has specified in the system settings. + + + + + Joint that restricts the motion of a Rigidbody2D object to a single line. + + + + + The angle of the line in space (in degrees). + + + + + The current joint speed. + + + + + The current joint translation. + + + + + Restrictions on how far the joint can slide in each direction along the line. + + + + + Gets the state of the joint limit. + + + + + Parameters for a motor force that is applied automatically to the Rigibody2D along the line. + + + + + The angle (in degrees) referenced between the two bodies used as the constraint for the joint. + + + + + Should motion limits be used? + + + + + Should a motor force be applied automatically to the Rigidbody2D? + + + + + Gets the motor force of the joint given the specified timestep. + + The time to calculate the motor force for. + + + + Generic access to the Social API. + + + + + The local user (potentially not logged in). + + + + + This is the currently active social platform. + + + + + Create an IAchievement instance. + + + + + Create an ILeaderboard instance. + + + + + Loads the achievement descriptions accociated with this application. + + + + + + Load the achievements the logged in user has already achieved or reported progress on. + + + + + + Load a default set of scores from the given leaderboard. + + + + + + + Load the user profiles accociated with the given array of user IDs. + + + + + + + Reports the progress of an achievement. + + + + + + + + Report a score to a specific leaderboard. + + + + + + + + Show a default/system view of the games achievements. + + + + + Show a default/system view of the games leaderboards. + + + + + iOS GameCenter implementation for network services. + + + + + Reset all the achievements for the local user. + + + + + + Show the default iOS banner when achievements are completed. + + + + + + Show the leaderboard UI with a specific leaderboard shown initially with a specific time scope selected. + + + + + + + Information for a users achievement. + + + + + Set to true when percentCompleted is 100.0. + + + + + This achievement is currently hidden from the user. + + + + + The unique identifier of this achievement. + + + + + Set by server when percentCompleted is updated. + + + + + Progress for this achievement. + + + + + Send notification about progress on this achievement. + + + + + + Static data describing an achievement. + + + + + Description when the achivement is completed. + + + + + Hidden achievement are not shown in the list until the percentCompleted has been touched (even if it's 0.0). + + + + + Unique identifier for this achievement description. + + + + + Image representation of the achievement. + + + + + Point value of this achievement. + + + + + Human readable title. + + + + + Description when the achivement has not been completed. + + + + + The leaderboard contains the scores of all players for a particular game. + + + + + Unique identifier for this leaderboard. + + + + + The leaderboad is in the process of loading scores. + + + + + The leaderboard score of the logged in user. + + + + + The total amount of scores the leaderboard contains. + + + + + The rank range this leaderboard returns. + + + + + The leaderboard scores returned by a query. + + + + + The time period/scope searched by this leaderboard. + + + + + The human readable title of this leaderboard. + + + + + The users scope searched by this leaderboard. + + + + + Load scores according to the filters set on this leaderboard. + + + + + + Only search for these user IDs. + + List of user ids. + + + + Represents the local or currently logged in user. + + + + + Checks if the current user has been authenticated. + + + + + The users friends list. + + + + + Is the user underage? + + + + + Authenticate the local user to the current active Social API implementation and fetch his profile data. + + + + + + Fetches the friends list of the logged in user. The friends list on the ISocialPlatform.localUser|Social.localUser instance is populated if this call succeeds. + + + + + + A game score. + + + + + The date the score was achieved. + + + + + The correctly formatted value of the score, like X points or X kills. + + + + + The ID of the leaderboard this score belongs to. + + + + + The rank or position of the score in the leaderboard. + + + + + The user who owns this score. + + + + + The score value achieved. + + + + + Report this score instance. + + + + + + The generic Social API interface which implementations must inherit. + + + + + See Social.localUser. + + + + + See Social.CreateAchievement.. + + + + + See Social.CreateLeaderboard. + + + + + See Social.LoadAchievementDescriptions. + + + + + + See Social.LoadAchievements. + + + + + + See Social.LoadScores. + + + + + + + + See Social.LoadScores. + + + + + + + + See Social.LoadUsers. + + + + + + + See Social.ReportProgress. + + + + + + + + See Social.ReportScore. + + + + + + + + See Social.ShowAchievementsUI. + + + + + See Social.ShowLeaderboardUI. + + + + + Represents generic user instances, like friends of the local user. + + + + + This users unique identifier. + + + + + Avatar image of the user. + + + + + Is this user a friend of the current logged in user? + + + + + Presence state of the user. + + + + + This user's username or alias. + + + + + The score range a leaderboard query should include. + + + + + The total amount of scores retreived. + + + + + The rank of the first score which is returned. + + + + + Constructor for a score range, the range starts from a specific value and contains a maxium score count. + + The minimum allowed value. + The number of possible values. + + + + The scope of time searched through when querying the leaderboard. + + + + + The scope of the users searched through when querying the leaderboard. + + + + + User presence state. + + + + + The user is offline. + + + + + The user is online. + + + + + The user is online but away from his computer. + + + + + The user is only but set his status to busy. + + + + + The user is playing a game. + + + + + The limits defined by the CharacterJoint. + + + + + When the joint hits the limit, it can be made to bounce off it. + + + + + Determines how far ahead in space the solver can "see" the joint limit. + + + + + If spring is greater than zero, the limit is soft. + + + + + The limit position/angle of the joint (in degrees). + + + + + If greater than zero, the limit is soft. The spring will pull the joint back. + + + + + The configuration of the spring attached to the joint's limits: linear and angular. Used by CharacterJoint and ConfigurableJoint. + + + + + The damping of the spring limit. In effect when the stiffness of the sprint limit is not zero. + + + + + The stiffness of the spring limit. When stiffness is zero the limit is hard, otherwise soft. + + + + + SortingLayer allows you to set the render order of multiple sprites easily. There is always a default SortingLayer named "Default" which all sprites are added to initially. Added more SortingLayers to easily control the order of rendering of groups of sprites. Layers can be ordered before or after the default layer. + + + + + This is the unique id assigned to the layer. It is not an ordered running value and it should not be used to compare with other layers to determine the sorting order. + + + + + Returns all the layers defined in this project. + + + + + Returns the name of the layer as defined in the TagManager. + + + + + This is the relative value that indicates the sort order of this layer relative to the other layers. + + + + + Returns the final sorting layer value. To determine the sorting order between the various sorting layers, use this method to retrieve the final sorting value and use CompareTo to determine the order. + + The unique value of the sorting layer as returned by any renderer's sortingLayerID property. + + The final sorting value of the layer relative to other layers. + + + + + Returns the final sorting layer value. See Also: GetLayerValueFromID. + + The unique value of the sorting layer as returned by any renderer's sortingLayerID property. + + The final sorting value of the layer relative to other layers. + + + + + Returns the unique id of the layer. Will return "<unknown layer>" if an invalid id is given. + + The unique id of the layer. + + The name of the layer with id or "<unknown layer>" for invalid id. + + + + + Returns true if the id provided is a valid layer id. + + The unique id of a layer. + + True if the id provided is valid and assigned to a layer. + + + + + Returns the id given the name. Will return 0 if an invalid name was given. + + The name of the layer. + + The unique id of the layer with name. + + + + + The coordinate space in which to operate. + + + + + Applies transformation relative to the local coordinate system. + + + + + Applies transformation relative to the world coordinate system. + + + + + Use this PropertyAttribute to add some spacing in the Inspector. + + + + + The spacing in pixels. + + + + + Use this DecoratorDrawer to add some spacing in the Inspector. + + The spacing in pixels. + + + + Class for handling Sparse Textures. + + + + + Is the sparse texture actually created? (Read Only) + + + + + Get sparse texture tile height (Read Only). + + + + + Get sparse texture tile width (Read Only). + + + + + Create a sparse texture. + + Texture width in pixels. + Texture height in pixels. + Texture format. + Mipmap count. Pass -1 to create full mipmap chain. + Whether texture data will be in linear or sRGB color space (default is sRGB). + + + + Create a sparse texture. + + Texture width in pixels. + Texture height in pixels. + Texture format. + Mipmap count. Pass -1 to create full mipmap chain. + Whether texture data will be in linear or sRGB color space (default is sRGB). + + + + Unload sparse texture tile. + + Tile X coordinate. + Tile Y coordinate. + Mipmap level of the texture. + + + + Update sparse texture tile with color values. + + Tile X coordinate. + Tile Y coordinate. + Mipmap level of the texture. + Tile color data. + + + + Update sparse texture tile with raw pixel values. + + Tile X coordinate. + Tile Y coordinate. + Mipmap level of the texture. + Tile raw pixel data. + + + + A sphere-shaped primitive collider. + + + + + The center of the sphere in the object's local space. + + + + + The radius of the sphere measured in the object's local space. + + + + + A Splat prototype is just a texture that is used by the TerrainData. + + + + + The metallic value of the splat layer. + + + + + Normal map of the splat applied to the Terrain. + + + + + The smoothness value of the splat layer when the main texture has no alpha channel. + + + + + Texture of the splat applied to the Terrain. + + + + + Offset of the tile texture of the SplatPrototype. + + + + + Size of the tile used in the texture of the SplatPrototype. + + + + + The spring joint ties together 2 rigid bodies, spring forces will be automatically applied to keep the object at the given distance. + + + + + The damper force used to dampen the spring force. + + + + + The maximum distance between the bodies relative to their initial distance. + + + + + The minimum distance between the bodies relative to their initial distance. + + + + + The spring force used to keep the two objects together. + + + + + Joint that attempts to keep two Rigidbody2D objects a set distance apart by applying a force between them. + + + + + The amount by which the spring force is reduced in proportion to the movement speed. + + + + + The distance the spring will try to keep between the two objects. + + + + + The frequency at which the spring oscillates around the distance distance between the objects. + + + + + Gets the reaction force of the joint given the specified timestep. + + The time to calculate the reaction force for. + + + + Gets the reaction torque of the joint given the specified timestep. + + The time to calculate the reaction torque for. + + + + Represents a Sprite object for use in 2D gameplay. + + + + + Returns the texture that contains the alpha channel from the source texture. Unity generates this texture under the hood for sprites that have alpha in the source, and need to be compressed using techniques like ETC1. + +Returns NULL if there is no associated alpha texture for the source sprite. This is the case if the sprite has not been setup to use ETC1 compression. + + + + + Returns the border sizes of the sprite. + + + + + Bounds of the Sprite, specified by its center and extents in world space units. + + + + + Returns true if this Sprite is packed in an atlas. + + + + + If Sprite is packed (see Sprite.packed), returns its SpritePackingMode. + + + + + If Sprite is packed (see Sprite.packed), returns its SpritePackingRotation. + + + + + Location of the Sprite's center point in the Rect on the original Texture, specified in pixels. + + + + + The number of pixels in the sprite that correspond to one unit in world space. (Read Only) + + + + + Location of the Sprite on the original Texture, specified in pixels. + + + + + Get the reference to the used texture. If packed this will point to the atlas, if not packed will point to the source sprite. + + + + + Get the rectangle this sprite uses on its texture. Raises an exception if this sprite is tightly packed in an atlas. + + + + + Gets the offset of the rectangle this sprite uses on its texture to the original sprite bounds. If sprite mesh type is FullRect, offset is zero. + + + + + Returns a copy of the array containing sprite mesh triangles. + + + + + The base texture coordinates of the sprite mesh. + + + + + Returns a copy of the array containing sprite mesh vertex positions. + + + + + Create a new Sprite object. + + Texture from which to obtain the sprite graphic. + Rectangular section of the texture to use for the sprite. + Sprite's pivot point relative to its graphic rectangle. + Scaling to map pixels in the image to world space units. + + + + + + + + Sets up new Sprite geometry. + + Array of vertex positions in Sprite Rect space. + Array of sprite mesh triangle indices. + + + + How a Sprite's graphic rectangle is aligned with its pivot point. + + + + + Pivot is at the center of the bottom edge of the graphic rectangle. + + + + + Pivot is at the bottom left corner of the graphic rectangle. + + + + + Pivot is at the bottom right corner of the graphic rectangle. + + + + + Pivot is at the center of the graphic rectangle. + + + + + Pivot is at a custom position within the graphic rectangle. + + + + + Pivot is at the center of the left edge of the graphic rectangle. + + + + + Pivot is at the center of the right edge of the graphic rectangle. + + + + + Pivot is at the center of the top edge of the graphic rectangle. + + + + + Pivot is at the top left corner of the graphic rectangle. + + + + + Pivot is at the top right corner of the graphic rectangle. + + + + + Defines the type of mesh generated for a sprite. + + + + + Rectangle mesh equal to the user specified sprite size. + + + + + Tight mesh based on pixel alpha values. As many excess pixels are cropped as possible. + + + + + Sprite packing modes for the Sprite Packer. + + + + + Alpha-cropped ractangle packing. + + + + + Tight mesh based packing. + + + + + Sprite rotation modes for the Sprite Packer. + + + + + Any rotation. + + + + + No rotation. + + + + + Renders a Sprite for 2D graphics. + + + + + Rendering color for the Sprite graphic. + + + + + The Sprite to render. + + + + + Helper utilities for accessing Sprite data. + + + + + Inner UV's of the Sprite. + + + + + + Minimum width and height of the Sprite. + + + + + + Outer UV's of the Sprite. + + + + + + Return the padding on the sprite. + + + + + + Stack trace logging options. + + + + + Native and managed stack trace will be logged. + + + + + No stack trace will be outputed to log. + + + + + Only managed stack trace will be outputed. + + + + + StateMachineBehaviour is a component that can be added to a state machine state. It's the base class every script on a state derives from. + + + + + Called on the first Update frame when a statemachine evaluate this state. + + + + + Called on the last update frame when a statemachine evaluate this state. + + + + + Called right after MonoBehaviour.OnAnimatorIK. + + + + + Called on the first Update frame when a transition from a state from another statemachine transition to one of this statemachine's state. + + The Animator playing this state machine. + The full path hash for this state machine. + + + + Called on the last Update frame when one of the statemachine's state is transitionning toward another state in another state machine. + + The Animator playing this state machine. + The full path hash for this state machine. + + + + Called right after MonoBehaviour.OnAnimatorMove. + + + + + Called at each Update frame except for the first and last frame. + + + + + StaticBatchingUtility can prepare your objects to take advantage of Unity's static batching. + + + + + Combine will prepare all children of the staticBatchRoot for static batching. + + + + + + Combine will prepare all gos for the static batching. staticBatchRoot will be treated as their parent. + + + + + + + Applies tangent forces along the surfaces of colliders. + + + + + The scale of the impulse force applied while attempting to reach the surface speed. + + + + + The speed to be maintained along the surface. + + + + + The speed variation (from zero to the variation) added to base speed to be applied. + + + + + Should bounce be used for any contact with the surface? + + + + + Should the impulse force but applied to the contact point? + + + + + Should friction be used for any contact with the surface? + + + + + Access system information. + + + + + The model of the device (Read Only). + + + + + The user defined name of the device (Read Only). + + + + + Returns the kind of device the application is running on. + + + + + A unique device identifier. It is guaranteed to be unique for every device (Read Only). + + + + + The identifier code of the graphics device (Read Only). + + + + + The name of the graphics device (Read Only). + + + + + The graphics API type used by the graphics device (Read Only). + + + + + The vendor of the graphics device (Read Only). + + + + + The identifier code of the graphics device vendor (Read Only). + + + + + The graphics API type and driver version used by the graphics device (Read Only). + + + + + Amount of video memory present (Read Only). + + + + + Is graphics device using multi-threaded rendering (Read Only)? + + + + + Graphics device shader capability level (Read Only). + + + + + What NPOT (ie, non-power of two resolution) support does the GPU provide? (Read Only) + + + + + Operating system name with version (Read Only). + + + + + Number of processors present (Read Only). + + + + + Processor name (Read Only). + + + + + How many simultaneous render targets (MRTs) are supported? (Read Only) + + + + + Are 3D (volume) textures supported? (Read Only) + + + + + Is an accelerometer available on the device? + + + + + Are compute shaders supported? (Read Only) + + + + + Is a gyroscope available on the device? + + + + + Are image effects supported? (Read Only) + + + + + Is GPU draw call instancing supported? (Read Only) + + + + + Is the device capable of reporting its location? + + + + + Are render textures supported? (Read Only) + + + + + Are cubemap render textures supported? (Read Only) + + + + + Are built-in shadows supported? (Read Only) + + + + + Are sparse textures supported? (Read Only) + + + + + Is the stencil buffer supported? (Read Only) + + + + + Is the device capable of providing the user haptic feedback by vibration? + + + + + Amount of system memory present (Read Only). + + + + + Is render texture format supported? + + The format to look up. + + True if the format is supported. + + + + + Is texture format supported on this device? + + The TextureFormat format to look up. + + True if the format is supported. + + + + + The language the user's operating system is running in. Returned by Application.systemLanguage. + + + + + Afrikaans. + + + + + Arabic. + + + + + Basque. + + + + + Belarusian. + + + + + Bulgarian. + + + + + Catalan. + + + + + Chinese. + + + + + ChineseSimplified. + + + + + ChineseTraditional. + + + + + Czech. + + + + + Danish. + + + + + Dutch. + + + + + English. + + + + + Estonian. + + + + + Faroese. + + + + + Finnish. + + + + + French. + + + + + German. + + + + + Greek. + + + + + Hebrew. + + + + + Hungarian. + + + + + Icelandic. + + + + + Indonesian. + + + + + Italian. + + + + + Japanese. + + + + + Korean. + + + + + Latvian. + + + + + Lithuanian. + + + + + Norwegian. + + + + + Polish. + + + + + Portuguese. + + + + + Romanian. + + + + + Russian. + + + + + Serbo-Croatian. + + + + + Slovak. + + + + + Slovenian. + + + + + Spanish. + + + + + Swedish. + + + + + Thai. + + + + + Turkish. + + + + + Ukrainian. + + + + + Unknown. + + + + + Vietnamese. + + + + + The Terrain component renders the terrain. + + + + + The active terrain. This is a convenience function to get to the main terrain in the scene. + + + + + The active terrains in the scene. + + + + + Specifies if an array of internal light probes should be baked for terrain trees. Available only in editor. + + + + + Heightmap patches beyond basemap distance will use a precomputed low res basemap. + + + + + Should terrain cast shadows?. + + + + + Collect Detail patches from memory. + + + + + Density of detail objects. + + + + + Detail objects will be displayed up to this distance. + + + + + Specify if terrain heightmap should be drawn. + + + + + Specify if terrain trees and details should be drawn. + + + + + Lets you essentially lower the heightmap resolution used for rendering. + + + + + An approximation of how many pixels the terrain will pop in the worst case when switching lod. + + + + + The shininess value of the terrain. + + + + + The specular color of the terrain. + + + + + The index of the baked lightmap applied to this terrain. + + + + + The UV scale & offset used for a baked lightmap. + + + + + The custom material used to render the terrain. + + + + + The type of the material used to render the terrain. Could be one of the built-in types or custom. See Terrain.MaterialType. + + + + + The index of the realtime lightmap applied to this terrain. + + + + + The UV scale & offset used for a realtime lightmap. + + + + + How reflection probes are used for terrain. See Rendering.ReflectionProbeUsage. + + + + + The Terrain Data that stores heightmaps, terrain textures, detail meshes and trees. + + + + + Distance from the camera where trees will be rendered as billboards only. + + + + + Total distance delta that trees will use to transition from billboard orientation to mesh orientation. + + + + + The maximum distance at which trees are rendered. + + + + + Maximum number of trees rendered at full LOD. + + + + + Adds a tree instance to the terrain. + + + + + + Update the terrain's LOD and vegetation information after making changes with TerrainData.SetHeightsDelayLOD. + + + + + Creates a Terrain including collider from TerrainData. + + + + + + Flushes any change done in the terrain so it takes effect. + + + + + Fills the list with reflection probes whose AABB intersects with terrain's AABB. Their weights are also provided. Weight shows how much influence the probe has on the terrain, and is used when the blending between multiple reflection probes occurs. + + [in / out] A list to hold the returned reflection probes and their weights. See ReflectionProbeBlendInfo. + + + + Get the position of the terrain. + + + + + The type of the material used to render a terrain object. Could be one of the built-in types or custom. + + + + + A built-in material that uses the legacy Lambert (diffuse) lighting model and has optional normal map support. + + + + + A built-in material that uses the legacy BlinnPhong (specular) lighting model and has optional normal map support. + + + + + A built-in material that uses the standard physically-based lighting model. Inputs supported: smoothness, metallic / specular, normal. + + + + + Use a custom material given by Terrain.materialTemplate. + + + + + Samples the height at the given position defined in world space, relative to the terrain space. + + + + + + Lets you setup the connection between neighboring Terrains. + + + + + + + + + A heightmap based collider. + + + + + The terrain that stores the heightmap. + + + + + The TerrainData class stores heightmaps, detail mesh positions, tree instances, and terrain texture alpha maps. + + + + + Height of the alpha map. + + + + + Number of alpha map layers. + + + + + Resolution of the alpha map. + + + + + Alpha map textures used by the Terrain. Used by Terrain Inspector for undo. + + + + + Width of the alpha map. + + + + + Resolution of the base map used for rendering far patches on the terrain. + + + + + Detail height of the TerrainData. + + + + + Contains the detail texture/meshes that the terrain has. + + + + + Detail Resolution of the TerrainData. + + + + + Detail width of the TerrainData. + + + + + Height of the terrain in samples (Read Only). + + + + + Resolution of the heightmap. + + + + + The size of each heightmap sample. + + + + + Width of the terrain in samples (Read Only). + + + + + The total size in world units of the terrain. + + + + + Splat texture used by the terrain. + + + + + The thickness of the terrain used for collision detection. + + + + + Returns the number of tree instances. + + + + + Contains the current trees placed in the terrain. + + + + + The list of tree prototypes this are the ones available in the inspector. + + + + + Amount of waving grass in the terrain. + + + + + Speed of the waving grass. + + + + + Strength of the waving grass in the terrain. + + + + + Color of the waving grass that the terrain has. + + + + + Returns the alpha map at a position x, y given a width and height. + + + + + + + + + Returns a 2D array of the detail object density in the specific location. + + + + + + + + + + Gets the height at a certain point x,y. + + + + + + + Get an array of heightmap samples. + + First x index of heightmap samples to retrieve. + First y index of heightmap samples to retrieve. + Number of samples to retrieve along the heightmap's x axis. + Number of samples to retrieve along the heightmap's y axis. + + + + Gets an interpolated height at a point x,y. + + + + + + + Get an interpolated normal at a given location. + + + + + + + Gets the gradient of the terrain at point &amp;amp;amp;lt;x,y&amp;amp;amp;gt;. + + + + + + + Returns an array of all supported detail layer indices in the area. + + + + + + + + + Get the tree instance at the specified index. It is used as a faster version of treeInstances[index] as this function doesn't create the entire tree instances array. + + The index of the tree instance. + + + + Reloads all the values of the available prototypes (ie, detail mesh assets) in the TerrainData Object. + + + + + Assign all splat values in the given map area. + + + + + + + + Sets the detail layer density map. + + + + + + + + + Set the resolution of the detail map. + + Specifies the number of pixels in the detail resolution map. A larger detailResolution, leads to more accurate detail object painting. + Specifies the size in pixels of each individually rendered detail patch. A larger number reduces draw calls, but might increase triangle count since detail patches are culled on a per batch basis. A recommended value is 16. If you use a very large detail object distance and your grass is very sparse, it makes sense to increase the value. + + + + Set an array of heightmap samples. + + First x index of heightmap samples to set. + First y index of heightmap samples to set. + Array of heightmap samples to set (values range from 0 to 1, array indexed as [y,x]). + + + + Set an array of heightmap samples. + + First x index of heightmap samples to set. + First y index of heightmap samples to set. + Array of heightmap samples to set (values range from 0 to 1, array indexed as [y,x]). + + + + Set the tree instance with new parameters at the specified index. However, TreeInstance.prototypeIndex and TreeInstance.position can not be changed otherwise an ArgumentException will be thrown. + + The index of the tree instance. + The new TreeInstance value. + + + + Enum provding terrain rendering options. + + + + + Render all options. + + + + + Render terrain details. + + + + + Render heightmap. + + + + + Render trees. + + + + + How multiline text should be aligned. + + + + + Text lines are centered. + + + + + Text lines are aligned on the left side. + + + + + Text lines are aligned on the right side. + + + + + Where the anchor of the text is placed. + + + + + Text is anchored in lower side, centered horizontally. + + + + + Text is anchored in lower left corner. + + + + + Text is anchored in lower right corner. + + + + + Text is centered both horizontally and vertically. + + + + + Text is anchored in left side, centered vertically. + + + + + Text is anchored in right side, centered vertically. + + + + + Text is anchored in upper side, centered horizontally. + + + + + Text is anchored in upper left corner. + + + + + Text is anchored in upper right corner. + + + + + Attribute to make a string be edited with a height-flexible and scrollable text area. + + + + + The maximum amount of lines the text area can show before it starts using a scrollbar. + + + + + The minimum amount of lines the text area will use. + + + + + Attribute to make a string be edited with a height-flexible and scrollable text area. + + The minimum amount of lines the text area will use. + The maximum amount of lines the text area can show before it starts using a scrollbar. + + + + Attribute to make a string be edited with a height-flexible and scrollable text area. + + The minimum amount of lines the text area will use. + The maximum amount of lines the text area can show before it starts using a scrollbar. + + + + Text file assets. + + + + + The raw bytes of the text asset. (Read Only) + + + + + The text contents of the .txt file as a string. (Read Only) + + + + + Different methods for how the GUI system handles text being too large to fit the rectangle allocated. + + + + + Text gets clipped to be inside the element. + + + + + Text flows freely outside the element. + + + + + A struct that stores the settings for TextGeneration. + + + + + The base color for the text generation. + + + + + Font to use for generation. + + + + + Font size. + + + + + Font style. + + + + + Continue to generate characters even if the text runs out of bounds. + + + + + Extents that the generator will attempt to fit the text in. + + + + + What happens to text when it reaches the horizontal generation bounds. + + + + + The line spacing multiplier. + + + + + Generated vertices are offset by the pivot. + + + + + Should the text be resized to fit the configured bounds? + + + + + Maximum size for resized text. + + + + + Minimum size for resized text. + + + + + Allow rich text markup in generation. + + + + + A scale factor for the text. This is useful if the Text is on a Canvas and the canvas is scaled. + + + + + How is the generated text anchored. + + + + + Should the text generator update the bounds from the generated text. + + + + + What happens to text when it reaches the bottom generation bounds. + + + + + Class that can be used to generate text for rendering. + + + + + The number of characters that have been generated. + + + + + The number of characters that have been generated and are included in the visible lines. + + + + + Array of generated characters. + + + + + The size of the font that was found if using best fit mode. + + + + + Number of text lines generated. + + + + + Information about each generated text line. + + + + + Extents of the generated text in rect format. + + + + + Number of vertices generated. + + + + + Array of generated vertices. + + + + + Create a TextGenerator. + + + + + + Create a TextGenerator. + + + + + + Populate the given List with UICharInfo. + + List to populate. + + + + Returns the current UICharInfo. + + + Character information. + + + + + Populate the given list with UILineInfo. + + List to populate. + + + + Returns the current UILineInfo. + + + Line information. + + + + + Given a string and settings, returns the preferred height for a container that would hold this text. + + Generation text. + Settings for generation. + + Preferred height. + + + + + Given a string and settings, returns the preferred width for a container that would hold this text. + + Generation text. + Settings for generation. + + Preferred width. + + + + + Populate the given list with generated Vertices. + + List to populate. + + + + Returns the current UILineInfo. + + + Vertices. + + + + + Mark the text generator as invalid. This will force a full text generation the next time Populate is called. + + + + + Will generate the vertices and other data for the given string with the given settings. + + String to generate. + Settings. + + + + A script interface for the. + + + + + How lines of text are aligned (Left, Right, Center). + + + + + Which point of the text shares the position of the Transform. + + + + + The size of each character (This scales the whole text). + + + + + The color used to render the text. + + + + + The Font used. + + + + + The font size to use (for dynamic fonts). + + + + + The font style to use (for dynamic fonts). + + + + + How much space will be in-between lines of text. + + + + + How far should the text be offset from the transform.position.z when drawing. + + + + + Enable HTML-style tags for Text Formatting Markup. + + + + + How much space will be inserted for a tab '\t' character. This is a multiplum of the 'spacebar' character offset. + + + + + The text that is displayed. + + + + + Base class for texture handling. Contains functionality that is common to both Texture2D and RenderTexture classes. + + + + + Anisotropic filtering level of the texture. + + + + + Filtering mode of the texture. + + + + + Height of the texture in pixels. (Read Only) + + + + + Mip map bias of the texture. + + + + + Width of the texture in pixels. (Read Only) + + + + + Wrap mode (Repeat or Clamp) of the texture. + + + + + Retrieve native ('hardware') pointer to a texture. + + + + + Sets Anisotropic limits. + + + + + + + Class for texture handling. + + + + + Get a small texture with all black pixels. + + + + + The format of the pixel data in the texture (Read Only). + + + + + How many mipmap levels are in this texture (Read Only). + + + + + Get a small texture with all white pixels. + + + + + Actually apply all previous SetPixel and SetPixels changes. + + + + + + + Compress texture into DXT format. + + + + + + Creates Unity Texture out of externally created native texture object. + + Native 2D texture object. + Width of texture in pixels. + Height of texture in pixels. + Format of underlying texture object. + Does the texture have mipmaps? + Is texture using linear color space? + + + + Create a new empty texture. + + + + + + + Create a new empty texture. + + + + + + + + + See Also: SetPixel, SetPixels, Apply functions. + + + + + + + + + + Encodes this texture into JPG format. + + JPG quality to encode with, 1..100 (default 75). + + + + Encodes this texture into JPG format. + + JPG quality to encode with, 1..100 (default 75). + + + + Encodes this texture into PNG format. + + + + + Returns pixel color at coordinates (x, y). + + + + + + + Returns filtered pixel color at normalized coordinates (u, v). + + + + + + + Get a block of pixel colors. + + + + + + Get a block of pixel colors. + + + + + + + + + + Get a block of pixel colors in Color32 format. + + + + + + Get raw data from a texture. + + + Raw texture data as a byte array. + + + + + Loads PNG/JPG image byte array into a texture. + + The byte array containing the image data to load. + + Returns true if the data can be loaded, false otherwise. + + + + + Fills texture pixels with raw preformatted data. + + Byte array to initialize texture pixels with. + + + + Packs multiple Textures into a texture atlas. + + Array of textures to pack into the atlas. + Padding in pixels between the packed textures. + Maximum size of the resulting texture. + Should the texture be marked as no longer readable? + + An array of rectangles containing the UV coordinates in the atlas for each input texture, or null if packing fails. + + + + + Read pixels from screen into the saved texture data. + + Rectangular region of the view to read from. Pixels are read from current render target. + Horizontal pixel position in the texture to place the pixels that are read. + Vertical pixel position in the texture to place the pixels that are read. + Should the texture's mipmaps be recalculated after reading? + + + + Resizes the texture. + + + + + + + + + Resizes the texture. + + + + + + + Sets pixel color at coordinates (x,y). + + + + + + + + Set a block of pixel colors. + + + + + + + Set a block of pixel colors. + + + + + + + + + + + Set a block of pixel colors. + + + + + + + Set a block of pixel colors. + + + + + + + + + + + Updates Unity texture to use different native texture object. + + Native 2D texture object. + + + + Class for handling 3D Textures, Use this to create. + + + + + The depth of the texture (Read Only). + + + + + The format of the pixel data in the texture (Read Only). + + + + + Actually apply all previous SetPixels changes. + + + + + + Create a new empty 3D Texture. + + Width of texture in pixels. + Height of texture in pixels. + Depth of texture in pixels. + Texture data format. + Should the texture have mipmaps? + + + + Returns an array of pixel colors representing one mip level of the 3D texture. + + + + + + Returns an array of pixel colors representing one mip level of the 3D texture. + + + + + + Sets pixel colors of a 3D texture. + + The colors to set the pixels to. + The mipmap level to be affected by the new colors. + + + + Sets pixel colors of a 3D texture. + + The colors to set the pixels to. + The mipmap level to be affected by the new colors. + + + + Compression Quality. + + + + + Best compression. + + + + + Fast compression. + + + + + Normal compression (default). + + + + + Format used when creating textures from scripts. + + + + + Alpha-only texture format. + + + + + Color with an alpha channel texture format. + + + + + A 16 bits/pixel texture format. Texture stores color with an alpha channel. + + + + + ASTC (10x10 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (12x12 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (4x4 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (5x5 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (6x6 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (8x8 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (10x10 pixel block in 128 bits) compressed RGBA texture format. + + + + + ASTC (12x12 pixel block in 128 bits) compressed RGBA texture format. + + + + + ASTC (4x4 pixel block in 128 bits) compressed RGBA texture format. + + + + + ASTC (5x5 pixel block in 128 bits) compressed RGBA texture format. + + + + + ASTC (6x6 pixel block in 128 bits) compressed RGBA texture format. + + + + + ASTC (8x8 pixel block in 128 bits) compressed RGBA texture format. + + + + + ATC (ATITC) 4 bits/pixel compressed RGB texture format. + + + + + ATC (ATITC) 8 bits/pixel compressed RGB texture format. + + + + + Format returned by iPhone camera. + + + + + Compressed color texture format. + + + + + Compressed color texture format with crunch compression for small storage sizes. + + + + + Compressed color with alpha channel texture format. + + + + + Compressed color with alpha channel texture format with crunch compression for small storage sizes. + + + + + ETC2 EAC (GL ES 3.0) 4 bitspixel compressed unsigned single-channel texture format. + + + + + ETC2 EAC (GL ES 3.0) 4 bitspixel compressed signed single-channel texture format. + + + + + ETC2 EAC (GL ES 3.0) 8 bitspixel compressed unsigned dual-channel (RG) texture format. + + + + + ETC2 EAC (GL ES 3.0) 8 bitspixel compressed signed dual-channel (RG) texture format. + + + + + ETC (GLES2.0) 4 bits/pixel compressed RGB texture format. + + + + + ETC (Nintendo 3DS) 4 bits/pixel compressed RGB texture format. + + + + + ETC (Nintendo 3DS) 4 bitspixel RGB + 4 bitspixel Alpha compressed texture format. + + + + + ETC2 (GL ES 3.0) 4 bits/pixel compressed RGB texture format. + + + + + ETC2 (GL ES 3.0) 4 bits/pixel RGB+1-bit alpha texture format. + + + + + ETC2 (GL ES 3.0) 8 bits/pixel compressed RGBA texture format. + + + + + PowerVR (iOS) 2 bits/pixel compressed color texture format. + + + + + PowerVR (iOS) 4 bits/pixel compressed color texture format. + + + + + PowerVR (iOS) 2 bits/pixel compressed with alpha channel texture format. + + + + + PowerVR (iOS) 4 bits/pixel compressed with alpha channel texture format. + + + + + A 16 bit color texture format that only has a red channel. + + + + + Scalar (R) texture format, 32 bit floating point. + + + + + A color texture format. + + + + + A 16 bit color texture format. + + + + + Color with alpha texture format, 8-bits per channel. + + + + + Color and alpha texture format, 4 bit per channel. + + + + + RGB color and alpha etxture format, 32-bit floats per channel. + + + + + RGB color and alpha texture format, 16 bit floating point per channel. + + + + + Two color (RG) texture format, 32 bit floating point per channel. + + + + + Two color (RG) texture format, 16 bit floating point per channel. + + + + + Scalar (R) texture format, 16 bit floating point. + + + + + A format that uses the YUV color space and is often used for video encoding. Currently, this texture format is only useful for native code plugins as there is no support for texture importing or pixel access for this format. YUY2 is implemented for Direct3D 9, Direct3D 11, and Xbox One. + + + + + Wrap mode for textures. + + + + + Clamps the texture to the last pixel at the border. + + + + + Tiles the texture, creating a repeating pattern. + + + + + Priority of a thread. + + + + + Below normal thread priority. + + + + + Highest thread priority. + + + + + Lowest thread priority. + + + + + Normal thread priority. + + + + + The interface to get time information from Unity. + + + + + Slows game playback time to allow screenshots to be saved between frames. + + + + + The time in seconds it took to complete the last frame (Read Only). + + + + + The interval in seconds at which physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour.FixedUpdate) are performed. + + + + + The time the latest MonoBehaviour.FixedUpdate has started (Read Only). This is the time in seconds since the start of the game. + + + + + The total number of frames that have passed (Read Only). + + + + + The maximum time a frame can take. Physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour.FixedUpdate). + + + + + The real time in seconds since the game started (Read Only). + + + + + A smoothed out Time.deltaTime (Read Only). + + + + + The time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game. + + + + + The scale at which the time is passing. This can be used for slow motion effects. + + + + + The time this frame has started (Read Only). This is the time in seconds since the last level has been loaded. + + + + + The timeScale-independent time in seconds it took to complete the last frame (Read Only). + + + + + The timeScale-independant time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game. + + + + + Interface for Tizen specific functionality. + + + + + Get pointer to the native window handle. + + + + + Specify a tooltip for a field. + + + + + The tooltip text. + + + + + Specify a tooltip for a field. + + The tooltip text. + + + + Structure describing the status of a finger touching the screen. + + + + + The position delta since last change. + + + + + Amount of time that has passed since the last recorded change in Touch values. + + + + + The unique index for the touch. + + + + + Describes the phase of the touch. + + + + + The position of the touch in pixel coordinates. + + + + + Number of taps. + + + + + Describes phase of a finger touch. + + + + + A finger touched the screen. + + + + + The system cancelled tracking for the touch. + + + + + A finger was lifted from the screen. This is the final phase of a touch. + + + + + A finger moved on the screen. + + + + + A finger is touching the screen but hasn't moved. + + + + + Interface into the native iPhone, Android, Windows Phone and Windows Store Apps on-screen keyboards - it is not available on other platforms. + + + + + Is the keyboard visible or sliding into the position on the screen? + + + + + Returns portion of the screen which is covered by the keyboard. + + + + + Specifies if input process was finished. (Read Only) + + + + + Will text input field above the keyboard be hidden when the keyboard is on screen? + + + + + Is touch screen keyboard supported. + + + + + Specified on which display the software keyboard will appear. + + + + + Returns the text displayed by the input field of the keyboard. + + + + + Returns true whenever any keyboard is completely visible on the screen. + + + + + Specifies if input process was canceled. (Read Only) + + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + + + + Describes the type of keyboard. + + + + + Keyboard displays standard ASCII characters. + + + + + Default keyboard for the current input method. + + + + + Keyboard optimized for specifying email addresses. + + + + + Keypad designed for entering a person's name or phone number. + + + + + Keyboard designed for Nintendo Network Accounts (available on Wii U only). + + + + + Numeric keypad designed for PIN entry. + + + + + Keyboard with numbers and punctuation. + + + + + Keypad designed for entering telephone numbers. + + + + + Keyboard optimized for URL entry. + + + + + The trail renderer is used to make trails behind objects in the scene as they move about. + + + + + Does the GameObject of this trail renderer auto destructs? + + + + + The width of the trail at the end of the trail. + + + + + The width of the trail at the spawning point. + + + + + How long does the trail take to fade out. + + + + + Position, rotation and scale of an object. + + + + + The number of children the Transform has. + + + + + The rotation as Euler angles in degrees. + + + + + The blue axis of the transform in world space. + + + + + Has the transform changed since the last time the flag was set to 'false'? + + + + + The rotation as Euler angles in degrees relative to the parent transform's rotation. + + + + + Position of the transform relative to the parent transform. + + + + + The rotation of the transform relative to the parent transform's rotation. + + + + + The scale of the transform relative to the parent. + + + + + Matrix that transforms a point from local space into world space (Read Only). + + + + + The global scale of the object (Read Only). + + + + + The parent of the transform. + + + + + The position of the transform in world space. + + + + + The red axis of the transform in world space. + + + + + Returns the topmost transform in the hierarchy. + + + + + The rotation of the transform in world space stored as a Quaternion. + + + + + The green axis of the transform in world space. + + + + + Matrix that transforms a point from world space into local space (Read Only). + + + + + Unparents all children. + + + + + Finds a child by name and returns it. + + Name of child to be found. + + + + Returns a transform child by index. + + Index of the child transform to return. Must be smaller than Transform.childCount. + + Transform child by index. + + + + + Gets the sibling index. + + + + + Transforms a direction from world space to local space. The opposite of Transform.TransformDirection. + + + + + + Transforms the direction x, y, z from world space to local space. The opposite of Transform.TransformDirection. + + + + + + + + Transforms position from world space to local space. + + + + + + Transforms the position x, y, z from world space to local space. The opposite of Transform.TransformPoint. + + + + + + + + Transforms a vector from world space to local space. The opposite of Transform.TransformVector. + + + + + + Transforms the vector x, y, z from world space to local space. The opposite of Transform.TransformVector. + + + + + + + + Is this transform a child of parent? + + + + + + Rotates the transform so the forward vector points at target's current position. + + Object to point towards. + Vector specifying the upward direction. + + + + Rotates the transform so the forward vector points at target's current position. + + Object to point towards. + Vector specifying the upward direction. + + + + Rotates the transform so the forward vector points at worldPosition. + + Point to look at. + Vector specifying the upward direction. + + + + Rotates the transform so the forward vector points at worldPosition. + + Point to look at. + Vector specifying the upward direction. + + + + Applies a rotation of eulerAngles.z degrees around the z axis, eulerAngles.x degrees around the x axis, and eulerAngles.y degrees around the y axis (in that order). + + + + + + + Applies a rotation of eulerAngles.z degrees around the z axis, eulerAngles.x degrees around the x axis, and eulerAngles.y degrees around the y axis (in that order). + + + + + + + Applies a rotation of zAngle degrees around the z axis, xAngle degrees around the x axis, and yAngle degrees around the y axis (in that order). + + + + + + + + + Applies a rotation of zAngle degrees around the z axis, xAngle degrees around the x axis, and yAngle degrees around the y axis (in that order). + + + + + + + + + Rotates the transform around axis by angle degrees. + + + + + + + + Rotates the transform around axis by angle degrees. + + + + + + + + Rotates the transform about axis passing through point in world coordinates by angle degrees. + + + + + + + + + + + + + + + Move the transform to the start of the local transform list. + + + + + Move the transform to the end of the local transform list. + + + + + Set the parent of the transform. + + The parent Transform to use. + If true, the parent-relative position, scale and rotation is modified such that the object keeps the same world space position, rotation and scale as before. + + + + Sets the sibling index. + + Index to set. + + + + Transforms direction from local space to world space. + + + + + + Transforms direction x, y, z from local space to world space. + + + + + + + + Transforms position from local space to world space. + + + + + + Transforms the position x, y, z from local space to world space. + + + + + + + + Transforms vector from local space to world space. + + + + + + Transforms vector x, y, z from local space to world space. + + + + + + + + Moves the transform in the direction and distance of translation. + + + + + + + Moves the transform in the direction and distance of translation. + + + + + + + Moves the transform by x along the x axis, y along the y axis, and z along the z axis. + + + + + + + + + Moves the transform by x along the x axis, y along the y axis, and z along the z axis. + + + + + + + + + Moves the transform in the direction and distance of translation. + + + + + + + Moves the transform by x along the x axis, y along the y axis, and z along the z axis. + + + + + + + + + Transparent object sorting mode of a Camera. + + + + + Default transparency sorting mode. + + + + + Orthographic transparency sorting mode. + + + + + Perspective transparency sorting mode. + + + + + Tree Component for the tree creator. + + + + + Data asociated to the Tree. + + + + + Tells if there is wind data exported from SpeedTree are saved on this component. + + + + + Contains information about a tree placed in the Terrain game object. + + + + + Color of this instance. + + + + + Height scale of this instance (compared to the prototype's size). + + + + + Lightmap color calculated for this instance. + + + + + Position of the tree. + + + + + Index of this instance in the TerrainData.treePrototypes array. + + + + + Rotation of the tree on X-Z plane (in radians). + + + + + Width scale of this instance (compared to the prototype's size). + + + + + Simple class that contains a pointer to a tree prototype. + + + + + Bend factor of the tree prototype. + + + + + Retrieves the actual GameObect used by the tree. + + + + + Class that specifes some information about a renderable character. + + + + + Character width. + + + + + Position of the character cursor in local (text generated) space. + + + + + Information about a generated line of text. + + + + + Height of the line. + + + + + Index of the first character in the line. + + + + + Vertex class used by a Canvas for managing vertices. + + + + + Vertex color. + + + + + Normal. + + + + + Vertex position. + + + + + Simple UIVertex with sensible settings for use in the UI system. + + + + + Tangent. + + + + + UV0. + + + + + UV1. + + + + + Declares an assembly to be compatible (API wise) with a specific Unity API. Used by internal tools to avoid processing the assembly in order to decide whether assemblies may be using old Unity API. + + + + + Version of Unity API. + + + + + Initializes a new instance of UnityAPICompatibilityVersionAttribute. + + Unity version that this assembly with compatible with. + + + + Constants to pass to Application.RequestUserAuthorization. + + + + + Request permission to use any audio input sources attached to the computer. + + + + + Request permission to use any video input sources attached to the computer. + + + + + Representation of 2D vectors and points. + + + + + Shorthand for writing Vector2(0, -1). + + + + + Shorthand for writing Vector2(-1, 0). + + + + + Returns the length of this vector (Read Only). + + + + + Returns this vector with a magnitude of 1 (Read Only). + + + + + Shorthand for writing Vector2(1, 1). + + + + + Shorthand for writing Vector2(1, 0). + + + + + Returns the squared length of this vector (Read Only). + + + + + Shorthand for writing Vector2(0, 1). + + + + + X component of the vector. + + + + + Y component of the vector. + + + + + Shorthand for writing Vector2(0, 0). + + + + + Returns the angle in degrees between from and to. + + + + + + + Returns a copy of vector with its magnitude clamped to maxLength. + + + + + + + Constructs a new vector with given x, y components. + + + + + + + Returns the distance between a and b. + + + + + + + Dot Product of two vectors. + + + + + + + Converts a Vector3 to a Vector2. + + + + + + Converts a Vector2 to a Vector3. + + + + + + Linearly interpolates between vectors a and b by t. + + + + + + + + Linearly interpolates between vectors a and b by t. + + + + + + + + Returns a vector that is made from the largest components of two vectors. + + + + + + + Returns a vector that is made from the smallest components of two vectors. + + + + + + + Moves a point current towards target. + + + + + + + + Makes this vector have a magnitude of 1. + + + + + Divides a vector by a number. + + + + + + + Returns true if the vectors are equal. + + + + + + + Subtracts one vector from another. + + + + + + + Negates a vector. + + + + + + Multiplies a vector by a number. + + + + + + + Multiplies a vector by a number. + + + + + + + Returns true if vectors different. + + + + + + + Adds two vectors. + + + + + + + Reflects a vector off the vector defined by a normal. + + + + + + + Multiplies two vectors component-wise. + + + + + + + Multiplies every component of this vector by the same component of scale. + + + + + + Set x and y components of an existing Vector2. + + + + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Access the x or y component using [0] or [1] respectively. + + + + + Returns a nicely formatted string for this vector. + + + + + + Returns a nicely formatted string for this vector. + + + + + + Representation of 3D vectors and points. + + + + + Shorthand for writing Vector3(0, 0, -1). + + + + + Shorthand for writing Vector3(0, -1, 0). + + + + + Shorthand for writing Vector3(0, 0, 1). + + + + + Shorthand for writing Vector3(-1, 0, 0). + + + + + Returns the length of this vector (Read Only). + + + + + Returns this vector with a magnitude of 1 (Read Only). + + + + + Shorthand for writing Vector3(1, 1, 1). + + + + + Shorthand for writing Vector3(1, 0, 0). + + + + + Returns the squared length of this vector (Read Only). + + + + + Shorthand for writing Vector3(0, 1, 0). + + + + + X component of the vector. + + + + + Y component of the vector. + + + + + Z component of the vector. + + + + + Shorthand for writing Vector3(0, 0, 0). + + + + + Returns the angle in degrees between from and to. + + The angle extends round from this vector. + The angle extends round to this vector. + + + + Returns a copy of vector with its magnitude clamped to maxLength. + + + + + + + Cross Product of two vectors. + + + + + + + Creates a new vector with given x, y, z components. + + + + + + + + Creates a new vector with given x, y components and sets z to zero. + + + + + + + Returns the distance between a and b. + + + + + + + Dot Product of two vectors. + + + + + + + Linearly interpolates between two vectors. + + + + + + + + Linearly interpolates between two vectors. + + + + + + + + Returns a vector that is made from the largest components of two vectors. + + + + + + + Returns a vector that is made from the smallest components of two vectors. + + + + + + + Moves a point current in a straight line towards a target point. + + + + + + + + + + + + + + Makes this vector have a magnitude of 1. + + + + + Divides a vector by a number. + + + + + + + Returns true if the vectors are equal. + + + + + + + Subtracts one vector from another. + + + + + + + Negates a vector. + + + + + + Multiplies a vector by a number. + + + + + + + Multiplies a vector by a number. + + + + + + + Returns true if vectors different. + + + + + + + Adds two vectors. + + + + + + + Makes vectors normalized and orthogonal to each other. + + + + + + + Makes vectors normalized and orthogonal to each other. + + + + + + + + Projects a vector onto another vector. + + + + + + + Projects a vector onto a plane defined by a normal orthogonal to the plane. + + + + + + + Reflects a vector off the plane defined by a normal. + + + + + + + Rotates a vector current towards target. + + + + + + + + + Multiplies two vectors component-wise. + + + + + + + Multiplies every component of this vector by the same component of scale. + + + + + + Set x, y and z components of an existing Vector3. + + + + + + + + Spherically interpolates between two vectors. + + + + + + + + Spherically interpolates between two vectors. + + + + + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Access the x, y, z components using [0], [1], [2] respectively. + + + + + Returns a nicely formatted string for this vector. + + + + + + Returns a nicely formatted string for this vector. + + + + + + Representation of four-dimensional vectors. + + + + + Returns the length of this vector (Read Only). + + + + + Returns this vector with a magnitude of 1 (Read Only). + + + + + Shorthand for writing Vector4(1,1,1,1). + + + + + Returns the squared length of this vector (Read Only). + + + + + W component of the vector. + + + + + X component of the vector. + + + + + Y component of the vector. + + + + + Z component of the vector. + + + + + Shorthand for writing Vector4(0,0,0,0). + + + + + Creates a new vector with given x, y, z, w components. + + + + + + + + + Creates a new vector with given x, y, z components and sets w to zero. + + + + + + + + Creates a new vector with given x, y components and sets z and w to zero. + + + + + + + Returns the distance between a and b. + + + + + + + Dot Product of two vectors. + + + + + + + Converts a Vector4 to a Vector2. + + + + + + Converts a Vector4 to a Vector3. + + + + + + Converts a Vector2 to a Vector4. + + + + + + Converts a Vector3 to a Vector4. + + + + + + Linearly interpolates between two vectors. + + + + + + + + Linearly interpolates between two vectors. + + + + + + + + Returns a vector that is made from the largest components of two vectors. + + + + + + + Returns a vector that is made from the smallest components of two vectors. + + + + + + + Moves a point current towards target. + + + + + + + + + + + + + + Makes this vector have a magnitude of 1. + + + + + Divides a vector by a number. + + + + + + + Returns true if the vectors are equal. + + + + + + + Subtracts one vector from another. + + + + + + + Negates a vector. + + + + + + Multiplies a vector by a number. + + + + + + + Multiplies a vector by a number. + + + + + + + Returns true if vectors different. + + + + + + + Adds two vectors. + + + + + + + Projects a vector onto another vector. + + + + + + + Multiplies two vectors component-wise. + + + + + + + Multiplies every component of this vector by the same component of scale. + + + + + + Set x, y, z and w components of an existing Vector4. + + + + + + + + + Access the x, y, z, w components using [0], [1], [2], [3] respectively. + + + + + Returns a nicely formatted string for this vector. + + + + + + Returns a nicely formatted string for this vector. + + + + + + Wrapping modes for text that reaches the vertical boundary. + + + + + Text well continue to generate when reaching vertical boundary. + + + + + Text will be clipped when reaching the vertical boundary. + + + + + VR Input tracking data. + + + + + The current position of the requested VRNode. + + Node index. + + Position of node local to its tracking space. + + + + + The current rotation of the requested VRNode. + + Node index. + + Rotation of node local to its tracking space. + + + + + Center tracking on the current pose. + + + + + Contains all functionality related to a VR device. + + + + + The name of the family of the loaded VR device. + + + + + Successfully detected a VR device in working order. + + + + + Specific model of loaded VR device. + + + + + Native pointer to the VR device structure, if available. + + + Native pointer to VR device if available, else 0. + + + + + Supported VR devices. + + + + + Sony's Project Morpheus VR device for Playstation 4. + + + + + No VR Device. + + + + + Oculus family of VR devices. + + + + + Split screen stereo 3D (the left and right cameras are rendered side by side). + + + + + Stereo 3D via D3D11 or OpenGL. + + + + + Enumeration of nodes which can be updated by VR input. + + + + + Node between left and right eyes. + + + + + Head node. + + + + + Left Eye node. + + + + + Right Eye node. + + + + + Global VR related settings. + + + + + Globally enables or disables VR for the application. + + + + + Type of VR device that is currently in use. + + + + + Controls the texel:pixel ratio before lens correction, trading performance for sharpness. + + + + + Mirror what is shown on the device to the main display, if possible. + + + + + Waits until the end of the frame after all cameras and GUI is rendered, just before displaying the frame on screen. + + + + + Waits until next fixed frame rate update function. See Also: MonoBehaviour.FixedUpdate. + + + + + Suspends the coroutine execution for the given amount of seconds. + + + + + Creates a yield instruction to wait for a given number of seconds. + + + + + + A structure describing the webcam device. + + + + + True if camera faces the same direction a screen does, false otherwise. + + + + + A human-readable name of the device. Varies across different systems. + + + + + WebCam Textures are textures onto which the live video input is rendered. + + + + + Set this to specify the name of the device to use. + + + + + Return a list of available devices. + + + + + Did the video buffer update this frame? + + + + + Returns if the camera is currently playing. + + + + + Returns if the WebCamTexture is non-readable. (iOS only). + + + + + Set the requested frame rate of the camera device (in frames per second). + + + + + Set the requested height of the camera device. + + + + + Set the requested width of the camera device. + + + + + Returns an clockwise angle (in degrees), which can be used to rotate a polygon so camera contents are shown in correct orientation. + + + + + Returns if the texture image is vertically flipped. + + + + + Create a WebCamTexture. + + The name of the video input device to be used. + The requested width of the texture. + The requested height of the texture. + The requested frame rate of the texture. + + + + Create a WebCamTexture. + + The name of the video input device to be used. + The requested width of the texture. + The requested height of the texture. + The requested frame rate of the texture. + + + + Create a WebCamTexture. + + The name of the video input device to be used. + The requested width of the texture. + The requested height of the texture. + The requested frame rate of the texture. + + + + Create a WebCamTexture. + + The name of the video input device to be used. + The requested width of the texture. + The requested height of the texture. + The requested frame rate of the texture. + + + + Create a WebCamTexture. + + The name of the video input device to be used. + The requested width of the texture. + The requested height of the texture. + The requested frame rate of the texture. + + + + Create a WebCamTexture. + + The name of the video input device to be used. + The requested width of the texture. + The requested height of the texture. + The requested frame rate of the texture. + + + + Returns pixel color at coordinates (x, y). + + + + + + + Get a block of pixel colors. + + + + + Get a block of pixel colors. + + + + + + + + + Returns the pixels data in raw format. + + Optional array to receive pixel data. + + + + Returns the pixels data in raw format. + + Optional array to receive pixel data. + + + + Marks WebCamTexture as unreadable (no GetPixel* functions will be available (iOS only)). + + + + + Pauses the camera. + + + + + Starts the camera. + + + + + Stops the camera. + + + + + A special collider for vehicle wheels. + + + + + Brake torque expressed in Newton metres. + + + + + The center of the wheel, measured in the object's local space. + + + + + Application point of the suspension and tire forces measured from the base of the resting wheel. + + + + + Properties of tire friction in the direction the wheel is pointing in. + + + + + Indicates whether the wheel currently collides with something (Read Only). + + + + + The mass of the wheel, expressed in kilograms. Must be larger than zero. Typical values would be in range (20,80). + + + + + Motor torque on the wheel axle expressed in Newton metres. Positive or negative depending on direction. + + + + + The radius of the wheel, measured in local space. + + + + + Current wheel axle rotation speed, in rotations per minute (Read Only). + + + + + Properties of tire friction in the sideways direction. + + + + + The mass supported by this WheelCollider. + + + + + Steering angle in degrees, always around the local y-axis. + + + + + Maximum extension distance of wheel suspension, measured in local space. + + + + + The parameters of wheel's suspension. The suspension attempts to reach a target position by applying a linear force and a damping force. + + + + + The damping rate of the wheel. Must be larger than zero. + + + + + Configure vehicle sub-stepping parameters. + + The speed threshold of the sub-stepping algorithm. + Amount of simulation sub-steps when vehicle's speed is below speedThreshold. + Amount of simulation sub-steps when vehicle's speed is above speedThreshold. + + + + Gets ground collision data for the wheel. + + + + + + Gets the world space pose of the wheel accounting for ground contact, suspension limits, steer angle, and rotation angle (angles in degrees). + + Position of the wheel in world space. + Rotation of the wheel in world space. + + + + WheelFrictionCurve is used by the WheelCollider to describe friction properties of the wheel tire. + + + + + Asymptote point slip (default 2). + + + + + Force at the asymptote slip (default 10000). + + + + + Extremum point slip (default 1). + + + + + Force at the extremum slip (default 20000). + + + + + Multiplier for the extremumValue and asymptoteValue values (default 1). + + + + + Contact information for the wheel, reported by WheelCollider. + + + + + The other Collider the wheel is hitting. + + + + + The magnitude of the force being applied for the contact. + + + + + The direction the wheel is pointing in. + + + + + Tire slip in the rolling direction. Acceleration slip is negative, braking slip is positive. + + + + + The normal at the point of contact. + + + + + The point of contact between the wheel and the ground. + + + + + The sideways direction of the wheel. + + + + + Tire slip in the sideways direction. + + + + + The wheel joint allows the simulation of wheels by providing a constraining suspension motion with an optional motor. + + + + + The current joint speed. + + + + + The current joint translation. + + + + + Parameters for a motor force that is applied automatically to the Rigibody2D along the line. + + + + + Set the joint suspension configuration. + + + + + Should a motor force be applied automatically to the Rigidbody2D? + + + + + Gets the motor torque of the joint given the specified timestep. + + The time to calculate the motor torque for. + + + + Wind Zones add realism to the trees you create by making them wave their branches and leaves as if blown by the wind. + + + + + Defines the type of wind zone to be used (Spherical or Directional). + + + + + Radius of the Spherical Wind Zone (only active if the WindZoneMode is set to Spherical). + + + + + The primary wind force. + + + + + Defines the frequency of the wind changes. + + + + + Defines ow much the wind changes over time. + + + + + The turbulence wind force. + + + + + The constructor. + + + + + Modes a Wind Zone can have, either Spherical or Directional. + + + + + Wind zone only has an effect inside the radius, and has a falloff from the center towards the edge. + + + + + Wind zone affects the entire scene in one direction. + + + + + Determines how time is treated outside of the keyframed range of an AnimationClip or AnimationCurve. + + + + + Plays back the animation. When it reaches the end, it will keep playing the last frame and never stop playing. + + + + + Reads the default repeat mode set higher up. + + + + + When time reaches the end of the animation clip, time will continue at the beginning. + + + + + When time reaches the end of the animation clip, the clip will automatically stop playing and time will be reset to beginning of the clip. + + + + + When time reaches the end of the animation clip, time will ping pong back between beginning and end. + + + + + Simple access to web pages. + + + + + Streams an AssetBundle that can contain any kind of asset from the project folder. + + + + + Returns a AudioClip generated from the downloaded data (Read Only). + + + + + Returns the contents of the fetched web page as a byte array (Read Only). + + + + + The number of bytes downloaded by this WWW query (read only). + + + + + Returns an error message if there was an error during the download (Read Only). + + + + + Is the download already finished? (Read Only) + + + + + Returns a MovieTexture generated from the downloaded data (Read Only). + + + + + Load an Ogg Vorbis file into the audio clip. + + + + + How far has the download progressed (Read Only). + + + + + Dictionary of headers returned by the request. + + + + + Returns the contents of the fetched web page as a string (Read Only). + + + + + Returns a Texture2D generated from the downloaded data (Read Only). + + + + + Returns a non-readable Texture2D generated from the downloaded data (Read Only). + + + + + Priority of AssetBundle decompression thread. + + + + + How far has the upload progressed (Read Only). + + + + + The URL of this WWW request (Read Only). + + + + + Creates a WWW request with the given URL. + + The url to download. Must be '%' escaped. + + A new WWW object. When it has been downloaded, the results can be fetched from the returned object. + + + + + Creates a WWW request with the given URL. + + The url to download. Must be '%' escaped. + A WWWForm instance containing the form data to post. + + A new WWW object. When it has been downloaded, the results can be fetched from the returned object. + + + + + Creates a WWW request with the given URL. + + The url to download. Must be '%' escaped. + A byte array of data to be posted to the url. + + A new WWW object. When it has been downloaded, the results can be fetched from the returned object. + + + + + Creates a WWW request with the given URL. + + The url to download. Must be '%' escaped. + A byte array of data to be posted to the url. + A hash table of custom headers to send with the request. + + A new WWW object. When it has been downloaded, the results can be fetched from the returned object. + + + + + Creates a WWW request with the given URL. + + The url to download. Must be '%' escaped. + A byte array of data to be posted to the url. + A dictionary that contains the header keys and values to pass to the server. + + A new WWW object. When it has been downloaded, the results can be fetched from the returned object. + + + + + Disposes of an existing WWW object. + + + + + Escapes characters in a string to ensure they are URL-friendly. + + A string with characters to be escaped. + The text encoding to use. + + + + Escapes characters in a string to ensure they are URL-friendly. + + A string with characters to be escaped. + The text encoding to use. + + + + Returns an AudioClip generated from the downloaded data (Read Only). + + Use this to specify whether the clip should be a 2D or 3D clip +the .audioClip property defaults to 3D. + Sets whether the clip should be completely downloaded before it's ready to play (false) or the stream can be played even if only part of the clip is downloaded (true). +The latter will disable seeking on the clip (with .time and/or .timeSamples). + The AudioType of the content your downloading. If this is not set Unity will try to determine the type from URL. + + The returned AudioClip. + + + + + Returns an AudioClip generated from the downloaded data (Read Only). + + Use this to specify whether the clip should be a 2D or 3D clip +the .audioClip property defaults to 3D. + Sets whether the clip should be completely downloaded before it's ready to play (false) or the stream can be played even if only part of the clip is downloaded (true). +The latter will disable seeking on the clip (with .time and/or .timeSamples). + The AudioType of the content your downloading. If this is not set Unity will try to determine the type from URL. + + The returned AudioClip. + + + + + Returns an AudioClip generated from the downloaded data (Read Only). + + Use this to specify whether the clip should be a 2D or 3D clip +the .audioClip property defaults to 3D. + Sets whether the clip should be completely downloaded before it's ready to play (false) or the stream can be played even if only part of the clip is downloaded (true). +The latter will disable seeking on the clip (with .time and/or .timeSamples). + The AudioType of the content your downloading. If this is not set Unity will try to determine the type from URL. + + The returned AudioClip. + + + + + Returns an AudioClip generated from the downloaded data that is compressed in memory (Read Only). + + Use this to specify whether the clip should be a 2D or 3D clip. + The AudioType of the content your downloading. If this is not set Unity will try to determine the type from URL. + + The returned AudioClip. + + + + + Returns an AudioClip generated from the downloaded data that is compressed in memory (Read Only). + + Use this to specify whether the clip should be a 2D or 3D clip. + The AudioType of the content your downloading. If this is not set Unity will try to determine the type from URL. + + The returned AudioClip. + + + + + Returns an AudioClip generated from the downloaded data that is compressed in memory (Read Only). + + Use this to specify whether the clip should be a 2D or 3D clip. + The AudioType of the content your downloading. If this is not set Unity will try to determine the type from URL. + + The returned AudioClip. + + + + + Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage. + + The URL to download the AssetBundle from, if it is not present in the cache. Must be '%' escaped. + Version of the AssetBundle. The file will only be loaded from the disk cache if it has previously been downloaded with the same version parameter. By incrementing the version number requested by your application, you can force Caching to download a new copy of the AssetBundle from url. + An optional CRC-32 Checksum of the uncompressed contents. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. You can use this to avoid data corruption from bad downloads or users tampering with the cached files on disk. If the CRC does not match, Unity will try to redownload the data, and if the CRC on the server does not match it will fail with an error. Look at the error string returned to see the correct CRC value to use for an AssetBundle. + + A WWW instance, which can be used to access the data once the load/download operation is completed. + + + + + Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage. + + The URL to download the AssetBundle from, if it is not present in the cache. Must be '%' escaped. + Version of the AssetBundle. The file will only be loaded from the disk cache if it has previously been downloaded with the same version parameter. By incrementing the version number requested by your application, you can force Caching to download a new copy of the AssetBundle from url. + An optional CRC-32 Checksum of the uncompressed contents. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. You can use this to avoid data corruption from bad downloads or users tampering with the cached files on disk. If the CRC does not match, Unity will try to redownload the data, and if the CRC on the server does not match it will fail with an error. Look at the error string returned to see the correct CRC value to use for an AssetBundle. + + A WWW instance, which can be used to access the data once the load/download operation is completed. + + + + + Replaces the contents of an existing Texture2D with an image from the downloaded data. + + An existing texture object to be overwritten with the image data. + + + + Loads the new web player data file. + + + + + Converts URL-friendly escape sequences back to normal text. + + A string containing escaped characters. + The text encoding to use. + + + + Converts URL-friendly escape sequences back to normal text. + + A string containing escaped characters. + The text encoding to use. + + + + Helper class to generate form data to post to web servers using the WWW class. + + + + + (Read Only) The raw data to pass as the POST request body when sending the form. + + + + + (Read Only) Returns the correct request headers for posting the form using the WWW class. + + + + + Add binary data to the form. + + + + + + + + + Add binary data to the form. + + + + + + + + + Add binary data to the form. + + + + + + + + + Add a simple field to the form. + + + + + + + + Add a simple field to the form. + + + + + + + + Adds a simple field to the form. + + + + + + + Creates an empty WWWForm object. + + + + + Base class for all yield instructions. + + + + diff --git a/Tesselate Skbox/Library/UnityAssemblies/version.txt b/Tesselate Skbox/Library/UnityAssemblies/version.txt new file mode 100644 index 00000000..e313b26e --- /dev/null +++ b/Tesselate Skbox/Library/UnityAssemblies/version.txt @@ -0,0 +1,23 @@ +5.2.2f1:2.1.0.0 +StandaloneWindows +C:/Program Files/Unity/Editor/Data/Managed/UnityEngine.dll +C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll +C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll +C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.dll +C:/Program Files/Unity/Editor/Data\Managed/Mono.Cecil.dll +C:/Program Files/Unity/Editor/Data/PlaybackEngines/iOSSupport\UnityEditor.iOS.Extensions.Xcode.dll +C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Advertisements/Editor/UnityEditor.Advertisements.dll +C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/Editor/UnityEditor.UI.dll +C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Networking/Editor/UnityEditor.Networking.dll +C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.Graphs.dll +C:\Program Files\Unity\Editor\Data\PlaybackEngines\androidplayer/UnityEditor.Android.Extensions.dll +C:/Program Files/Unity/Editor/Data/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.dll +C:\Program Files\Unity\Editor\Data\PlaybackEngines\wp8support/UnityEditor.WP8.Extensions.dll +C:\Program Files\Unity\Editor\Data\PlaybackEngines\metrosupport/UnityEditor.Metro.Extensions.dll +C:\Program Files\Unity\Editor\Data\PlaybackEngines\TizenPlayer/UnityEditor.Tizen.Extensions.dll +C:\Program Files\Unity\Editor\Data\PlaybackEngines\stvplayer/UnityEditor.SamsungTV.Extensions.dll +C:\Program Files\Unity\Editor\Data\PlaybackEngines\webglsupport/UnityEditor.WebGL.Extensions.dll +C:\Program Files\Unity\Editor\Data\PlaybackEngines\linuxstandalonesupport/UnityEditor.LinuxStandalone.Extensions.dll +C:\Program Files\Unity\Editor\Data\PlaybackEngines\windowsstandalonesupport/UnityEditor.WindowsStandalone.Extensions.dll +C:\Program Files\Unity\Editor\Data\PlaybackEngines\macstandalonesupport/UnityEditor.OSXStandalone.Extensions.dll +C:\Program Files (x86)\Microsoft Visual Studio Tools for Unity\2015\Editor\SyntaxTree.VisualStudio.Unity.Bridge.dll \ No newline at end of file diff --git a/Tesselate Skbox/Library/assetDatabase3 b/Tesselate Skbox/Library/assetDatabase3 new file mode 100644 index 00000000..de586d8a Binary files /dev/null and b/Tesselate Skbox/Library/assetDatabase3 differ diff 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Skbox/Library/metadata/f7/f7da3e74a73df8243ba8cbd7f71a974b.info b/Tesselate Skbox/Library/metadata/f7/f7da3e74a73df8243ba8cbd7f71a974b.info new file mode 100644 index 00000000..48e5ee8a Binary files /dev/null and b/Tesselate Skbox/Library/metadata/f7/f7da3e74a73df8243ba8cbd7f71a974b.info differ diff --git a/Tesselate Skbox/Library/metadata/fa/fafb3955298d8254f84d7e78d59e5f9e b/Tesselate Skbox/Library/metadata/fa/fafb3955298d8254f84d7e78d59e5f9e new file mode 100644 index 00000000..6c38c6a2 Binary files /dev/null and b/Tesselate Skbox/Library/metadata/fa/fafb3955298d8254f84d7e78d59e5f9e differ diff --git a/Tesselate Skbox/Library/metadata/fa/fafb3955298d8254f84d7e78d59e5f9e.info b/Tesselate Skbox/Library/metadata/fa/fafb3955298d8254f84d7e78d59e5f9e.info new file mode 100644 index 00000000..78a72ad1 Binary files /dev/null and b/Tesselate Skbox/Library/metadata/fa/fafb3955298d8254f84d7e78d59e5f9e.info differ diff --git a/Tesselate Skbox/Library/metadata/fe/fee89e7023b014869aee949adecdc426 b/Tesselate Skbox/Library/metadata/fe/fee89e7023b014869aee949adecdc426 new file mode 100644 index 00000000..d265815e Binary files /dev/null and b/Tesselate Skbox/Library/metadata/fe/fee89e7023b014869aee949adecdc426 differ diff --git a/Tesselate Skbox/Library/metadata/fe/fee89e7023b014869aee949adecdc426.info b/Tesselate Skbox/Library/metadata/fe/fee89e7023b014869aee949adecdc426.info new file mode 100644 index 00000000..b62d0a8c Binary files /dev/null and b/Tesselate Skbox/Library/metadata/fe/fee89e7023b014869aee949adecdc426.info differ diff --git a/Tesselate Skbox/Library/metadata/ff/ff31730f0de814a46a96fc5e6f6d5c31 b/Tesselate Skbox/Library/metadata/ff/ff31730f0de814a46a96fc5e6f6d5c31 new file mode 100644 index 00000000..34eb2000 Binary files /dev/null and b/Tesselate Skbox/Library/metadata/ff/ff31730f0de814a46a96fc5e6f6d5c31 differ diff --git a/Tesselate Skbox/Library/metadata/ff/ff31730f0de814a46a96fc5e6f6d5c31.info b/Tesselate 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diff --git a/Tesselate Skbox/ProjectSettings/EditorSettings.asset b/Tesselate Skbox/ProjectSettings/EditorSettings.asset new file mode 100644 index 00000000..626ce0d9 Binary files /dev/null and b/Tesselate Skbox/ProjectSettings/EditorSettings.asset differ diff --git a/Tesselate Skbox/ProjectSettings/GraphicsSettings.asset b/Tesselate Skbox/ProjectSettings/GraphicsSettings.asset new file mode 100644 index 00000000..fb810f6a Binary files /dev/null and b/Tesselate Skbox/ProjectSettings/GraphicsSettings.asset differ diff --git a/Tesselate Skbox/ProjectSettings/InputManager.asset b/Tesselate Skbox/ProjectSettings/InputManager.asset new file mode 100644 index 00000000..6dbc603d Binary files /dev/null and b/Tesselate Skbox/ProjectSettings/InputManager.asset differ diff --git a/Tesselate Skbox/ProjectSettings/NavMeshAreas.asset b/Tesselate Skbox/ProjectSettings/NavMeshAreas.asset new file mode 100644 index 00000000..f7db6825 Binary files /dev/null and b/Tesselate Skbox/ProjectSettings/NavMeshAreas.asset differ diff --git a/Tesselate Skbox/ProjectSettings/NetworkManager.asset b/Tesselate Skbox/ProjectSettings/NetworkManager.asset new file mode 100644 index 00000000..68d146b8 Binary files /dev/null and b/Tesselate Skbox/ProjectSettings/NetworkManager.asset differ diff --git a/Tesselate Skbox/ProjectSettings/Physics2DSettings.asset b/Tesselate Skbox/ProjectSettings/Physics2DSettings.asset new file mode 100644 index 00000000..3d3e7773 Binary files /dev/null and b/Tesselate Skbox/ProjectSettings/Physics2DSettings.asset differ diff --git a/Tesselate Skbox/ProjectSettings/ProjectSettings.asset b/Tesselate Skbox/ProjectSettings/ProjectSettings.asset new file mode 100644 index 00000000..96be77cc Binary files /dev/null and b/Tesselate Skbox/ProjectSettings/ProjectSettings.asset differ diff --git a/Tesselate Skbox/ProjectSettings/ProjectVersion.txt b/Tesselate Skbox/ProjectSettings/ProjectVersion.txt new file mode 100644 index 00000000..b11ab9b5 --- /dev/null +++ b/Tesselate Skbox/ProjectSettings/ProjectVersion.txt @@ -0,0 +1,2 @@ +m_EditorVersion: 5.2.2f1 +m_StandardAssetsVersion: 0 diff --git a/Tesselate Skbox/ProjectSettings/QualitySettings.asset b/Tesselate Skbox/ProjectSettings/QualitySettings.asset new file mode 100644 index 00000000..e44ce701 Binary files /dev/null and b/Tesselate Skbox/ProjectSettings/QualitySettings.asset differ diff --git a/Tesselate Skbox/ProjectSettings/TagManager.asset b/Tesselate Skbox/ProjectSettings/TagManager.asset new file mode 100644 index 00000000..96ec7ceb Binary files /dev/null and b/Tesselate Skbox/ProjectSettings/TagManager.asset differ diff --git a/Tesselate Skbox/ProjectSettings/TimeManager.asset b/Tesselate Skbox/ProjectSettings/TimeManager.asset new file mode 100644 index 00000000..a2eef470 Binary files /dev/null and b/Tesselate Skbox/ProjectSettings/TimeManager.asset differ diff --git a/Tesselate Skbox/ProjectSettings/UnityAdsSettings.asset b/Tesselate Skbox/ProjectSettings/UnityAdsSettings.asset new file mode 100644 index 00000000..62d2ede1 Binary files /dev/null and b/Tesselate Skbox/ProjectSettings/UnityAdsSettings.asset differ diff --git a/Tesselate Skbox/ProjectSettings/UnityAnalyticsManager.asset b/Tesselate Skbox/ProjectSettings/UnityAnalyticsManager.asset new file mode 100644 index 00000000..625b3108 Binary files /dev/null and b/Tesselate Skbox/ProjectSettings/UnityAnalyticsManager.asset differ diff --git a/Tesselate Skbox/Tesselate Skbox.CSharp.Editor.csproj b/Tesselate Skbox/Tesselate Skbox.CSharp.Editor.csproj new file mode 100644 index 00000000..215b49fd --- /dev/null +++ b/Tesselate Skbox/Tesselate Skbox.CSharp.Editor.csproj @@ -0,0 +1,129 @@ + + + + Debug + AnyCPU + 10.0.20506 + 2.0 + {583E4EC0-30D5-66AA-D2B1-C1A4C1D6B706} + Library + Assembly-CSharp-Editor + 512 + {E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC} + .NETFramework + v3.5 + Unity Full v3.5 + + Editor:5 + StandaloneWindows:5 + 5.2.2f1 + + + + pdbonly + false + Temp\UnityVS_bin\Debug\ + Temp\UnityVS_obj\Debug\ + prompt + 4 + DEBUG;TRACE;UNITY_5_2_2;UNITY_5_2;UNITY_5;ENABLE_NEW_BUGREPORTER;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_REFLECTION_BUFFERS;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;INCLUDE_DIRECTX12;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_LOCALIZATION;ENABLE_ANDROID_ATLAS_ETC1_COMPRESSION;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_LOG_MIXED_STACKTRACE;ENABLE_UNITYWEBREQUEST;ENABLE_EVENT_QUEUE;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN + false + + + pdbonly + false + Temp\UnityVS_bin\Release\ + Temp\UnityVS_obj\Release\ + prompt + 4 + TRACE;UNITY_5_2_2;UNITY_5_2;UNITY_5;ENABLE_NEW_BUGREPORTER;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_REFLECTION_BUFFERS;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;INCLUDE_DIRECTX12;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_LOCALIZATION;ENABLE_ANDROID_ATLAS_ETC1_COMPRESSION;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_LOG_MIXED_STACKTRACE;ENABLE_UNITYWEBREQUEST;ENABLE_EVENT_QUEUE;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN 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Library\UnityAssemblies\UnityEditor.WindowsStandalone.Extensions.dll + + + Library\UnityAssemblies\UnityEditor.OSXStandalone.Extensions.dll + + + Library\UnityAssemblies\SyntaxTree.VisualStudio.Unity.Bridge.dll + + + Library\UnityAssemblies\Mono.Cecil.dll + + + Library\UnityAssemblies\UnityEditor.iOS.Extensions.Xcode.dll + + + + + {2A570147-EF9E-FD2E-F6FF-0ADA1BC27F3A} + Tesselate Skbox.CSharp + + + + + + + + + + + diff --git a/Tesselate Skbox/Tesselate Skbox.CSharp.csproj b/Tesselate Skbox/Tesselate Skbox.CSharp.csproj new file mode 100644 index 00000000..c876a720 --- /dev/null +++ b/Tesselate Skbox/Tesselate Skbox.CSharp.csproj @@ -0,0 +1,87 @@ + + + + Debug + AnyCPU + 10.0.20506 + 2.0 + {2A570147-EF9E-FD2E-F6FF-0ADA1BC27F3A} + Library + Assembly-CSharp + 512 + {E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC} + .NETFramework + v3.5 + Unity Subset v3.5 + + Game:1 + StandaloneWindows:5 + 5.2.2f1 + + + + pdbonly + false + Temp\UnityVS_bin\Debug\ + Temp\UnityVS_obj\Debug\ + prompt + 4 + DEBUG;TRACE;UNITY_5_2_2;UNITY_5_2;UNITY_5;ENABLE_NEW_BUGREPORTER;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_REFLECTION_BUFFERS;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;INCLUDE_DIRECTX12;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_LOCALIZATION;ENABLE_ANDROID_ATLAS_ETC1_COMPRESSION;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_LOG_MIXED_STACKTRACE;ENABLE_UNITYWEBREQUEST;ENABLE_EVENT_QUEUE;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN + false + + + pdbonly + false + Temp\UnityVS_bin\Release\ + Temp\UnityVS_obj\Release\ + prompt + 4 + TRACE;UNITY_5_2_2;UNITY_5_2;UNITY_5;ENABLE_NEW_BUGREPORTER;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_REFLECTION_BUFFERS;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;INCLUDE_DIRECTX12;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_LOCALIZATION;ENABLE_ANDROID_ATLAS_ETC1_COMPRESSION;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_LOG_MIXED_STACKTRACE;ENABLE_UNITYWEBREQUEST;ENABLE_EVENT_QUEUE;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN 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EndGlobalSection +EndGlobal