UnityEditor.CoreModule 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). Editor API for the Unity Services editor feature. Normally UnityAds is enabled from the Services 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. Gets the game identifier specified for a runtime platform. The platform specific game identifier. Returns whether a specific platform is enabled. The platform to check. Boolean for the platform. Sets the game identifier for the specified platform. Enable the specific platform. Sets the game identifier for the specified platform. Navigation mesh builder interface. Returns true if an asynchronous build is still running. (UnityEditor) Build the Navmesh. (UnityEditor) Build the Navmesh Asyncronously. (UnityEditor) Builds the combined navmesh for the contents of multiple Scenes. (UnityEditor) Array of paths to Scenes that are used for building the navmesh. Cancel Navmesh construction. (UnityEditor) See Also: NavMeshBuilder.BuildNavMeshAsync Cancels an asynchronous update of the specified NavMesh data. (UnityEngine) See Also: NavMeshBuilder.UpdateNavMeshDataAsync. The data associated with asynchronous updating. Clear all Navmeshes. (UnityEditor) Collects renderers or physics colliders, and terrains within a volume. (UnityEditor) The queried objects must overlap these bounds to be included in the results. Specifies which layers are included in the query. Which type of geometry to collect - e.g. physics colliders. Area type to assign to results, unless modified by NavMeshMarkup. List of markups which allows finer control over how objects are collected. Results are selected only from the stage to which this scene belongs. List where results are stored, the list is cleared at the beginning of the call. Collects renderers or physics colliders, and terrains within a transform hierarchy. (UnityEditor) If not null, consider only root and its children in the query; if null, includes everything loaded. Specifies which layers are included in the query. Which type of geometry to collect - e.g. physics colliders. Area type to assign to results, unless modified by NavMeshMarkup. List of markups which allows finer control over how objects are collected. Results are selected only from the stage to which this scene belongs. List where results are stored, the list is cleared at the beginning of the call. NavMesh utility functionality effective only in the Editor. Displays in the Editor the precise intermediate data used during the build process of the specified NavMesh. NavMesh object for which debug data has been deliberately collected during the build process. Bitmask that designates the types of data to show at one time. Represents the visualization state of the navigation debug graphics. A count of how many users requesting navigation debug graphics to be enabled. Editor API for the Unity Services editor feature. Normally Analytics is enabled from the Services window, but if writing your own editor extension, this API can be used. Set the Analytics config end point. Get the Analytics dashboard endpoint. Reports whether device stats are enabled at runtime. If set to true, this Boolean field enables the Analytics feature in Unity. It disables the feature if it is set to false. Set the Analytics event end point. Controls whether Unity initializes Analytics immediately on startup. Set to true for testing Analytics integration only within the Editor. Dispatches whenever a platform build starts. Use this event to enable Analytics in a platform build. Defines the delegate signature to handle AnalyticsSettings.RequireInBuildDelegate events. Normally performance reporting is enabled from the Services window, but if writing your own editor extension, this API can be used. This Boolean field causes the performance reporting feature in Unity to be enabled if true, or disabled if false. Implement this interface to receive a callback after the Android Gradle project is generated. Inherited from UnityEditor.Build.IOrderedCallback. Implement this function to receive a callback after the Android Gradle project is generated and before building begins. It is not called when doing an Internal build. The path to the root of the Unity library Gradle project. Note: when exporting the project, this parameter holds the path to the Unity library in the folder specified for export. Android CPU architecture. All architectures. 64-bit ARM architecture. 32-bit ARM architecture. Invalid architecture. 32-bit Intel architecture. 64-bit Intel architecture. Represents an Android asset pack directory in a project. Gets all Android asset pack importers. Returns an array with all Android asset pack importers. Describes the method for how content is displayed on the screen. Always render offscreen and blit to the backbuffer. Automatically determine the most appropriate method for drawing to the screen. Never render offscreen and blit to the backbuffer. Always render directly to the backbuffer. Type of Android build system. Export ADT (legacy) project. This option is obsolete and no longer supported - please use AndroidBuildSystem.Gradle export instead. Build APK using Gradle or export Gradle project. Build APK using internal build system. Build configurations for the generated project. Build configuration set to Debug for the generated project. Build configuration set to Development for the generated project. Build configuration set to Release for the generated project. Defines the options available for choosing the type of symbol file to create in an Android build. Create a zip package containing debugging symbols. Do not create a symbols package. Create a zip package containing public symbols. This enumeration has values for different qualities to decompress ETC2 textures on Android devices that don't support the ETC2 texture format. Textures are decompressed to a suitable 16-bit format. Textures are decompressed to the TextureFormat.RGBA32 format. Textures are decompressed to the TextureFormat.RGBA32 format and downscaled to half of the original texture width and height. This enumeration has values for different qualities to decompress an ETC2 texture on Android devices that don't support the ETC2 texture format. Texture is decompressed to a suitable 16-bit format. Texture is decompressed to the TextureFormat.RGBA32 format. Texture is decompressed to the TextureFormat.RGBA32 format and downscaled to half of the original texture width and height. Use the value defined in Player build settings. 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. How to minify the java code of your binary. Use experimental internal gradle minification. Use no minification. Use proguard minification. 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. API levels that can be specified in scripts. Note that the lowest API level here strictly corresponds to the lowest supported API level, however these values should not be used to determine the highest supported API level. 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 6.0, "Marshmallow", API level 23. Android 7.0, "Nougat", API level 24. Android 7.1, "Nougat", API level 25. Android 8.0, "Oreo", API level 26. Android 8.1, "Oreo", API level 27. Android 9.0, "Pie", API level 28. Android 10.0, API level 29. Android 11.0, API level 30. Sets the target API level automatically, according to the latest installed SDK on your computer. 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. ARMv7 only. All supported architectures. Defines the types of devices on which an Android application is allowed to run. Used for the PlayerSettings.Android._androidTargetDevices property. The Android build is allowed to run on all target devices. The Android build is only allowed to run on Chrome OS devices. The Android build is only allowed to run on Android phones, tablets, and TV devices, not on any type of Chrome OS device. 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. Abstract base class that provides an allocation free version of BaseAnimValue. 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 modified by the AnimationClip playback. The color used to show that a property is currently being animated. The color used to show that an animated property has been modified. The color used to show that an animated property automatically records changes in the animation clip. Marks a property defined by an EditorCurveBinding as currently being animated. The GameObject being modified. The binding for the property being modified. Marks a property as currently being animated. Description of the animation clip curve being modified. Object property being modified. Indicates whether to retain modifications when the targeted object is an instance of a Prefab. Initialise the start of the animation clip sampling. Finish the sampling of the animation clip. Checks whether the Editor is in Animation mode. An AnimationModeDriver object that tests if AnimationMode has been locked specifically for this driver. Checks whether the Editor is in Animation mode. An AnimationModeDriver object that tests if AnimationMode has been locked specifically for this driver. Checks whether the specified property is in Animation mode and is being animated. The object to determine if it contained the animation. The name of the animation to search for. Whether the property search is found or not. Samples the AnimationClip for the GameObject and also records modified properties when in Animation mode. The root GameObject for the animation. The AnimationClip to sample. The time at which to sample. Returns true when the Editor is in Animation mode. Returns false otherwise. Samples the specified output index of a PlayableGraph and also records modified properties when in Animation mode. The PlayableGraph to sample. The output index to sample in the Playable Graph. The time at which to sample. Starts the Animation mode. Specify an AnimationModeDriver object to lock the AnimationMode to a driver. Starts the Animation mode. Specify an AnimationModeDriver object to lock the AnimationMode to a driver. Stops the Animation mode and reverts any properties that were animated while in Animation mode. An AnimationModeDriver object must be specified if one was specified when the Animation mode was started (StartAnimationMode.) Stops the Animation mode and reverts any properties that were animated while in Animation mode. An AnimationModeDriver object must be specified if one was specified when the Animation mode was started (StartAnimationMode.) AnimationMode uses AnimationModeDriver to identify the animation driver. 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 a specific type to the AnimatorState for layer layerIndex. This method should be used when you are dealing with synchronized layer and would like to add a state machine behaviour on a synchronized layer. Note that there is no corresponding "Remove" method. To remove a state machine behaviour, use Object.Destroy. The AnimatorState to add the Behaviour to. The layer index. The non-generic version of this method. The type of state machine behaviour to add. The AnimatorState to add the Behaviour to. The layer index. 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. If timeParameterActive is true, the value of this Parameter will be used instead of normalized time. If true, use value of given Parameter as normalized time. 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 T to the AnimatorState. Note that there is no corresponding "Remove" method. To remove a state machine behaviour, use Object.Destroy. The type of state machine behaviour to add. Non-generic version of this method. 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 T to the AnimatorStateMachine. Note that there is no corresponding "Remove" method. To remove a state machine behaviour, use Object.Destroy. A non-generic version of this method. The type of state machine behaviour class to add. 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. If AnimatorStateTransition.hasExitTime is true, exitTime represents the exact time at which the transition can take effect. This is represented in normalized time, so for example an exit time of 0.75 means that on the first frame where 75% of the animation has played, the Exit Time condition will be true. On the next frame, the condition will be false. For looped animations, transitions with exit times smaller than 1 will be evaluated every loop, so you can use this to time your transition with the proper timing in the animation, every loop. Transitions with exit times greater than one will be evaluated only once, so they can be used to exit at a specific time, after a fixed number of loops. For example, a transition with an exit time of 3.5 will be evaluated once, after three and a half loops. When active the transition will have an exit time condition. Determines whether the duration of the transition is reported in a fixed duration in seconds or as a normalized time. 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. Blend trees are used to blend continuously animation between their children. They can either be 1D or 2D. Parameter that is used to compute the blending weight of the children 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 children on the Y axis of a 2D blend tree. The Blending type can be either 1D or different types of 2D. A copy of the list of the blend tree child motions. Sets the maximum threshold that will be used by the ChildMotion. Only used when useAutomaticThresholds is true. Sets the minimum threshold that will be used by the ChildMotion. Only used when useAutomaticThresholds is true. 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 of 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. The keyframe reduction settings for compressing animation curves. The amount the float animation curve is allowed to deviate from its original curve. This amount is expressed as a percentage: a positive value between 0 and 100. Whether to apply keyframe reduction. The amount the position animation curve is allowed to deviate from its original curve. This amount is expressed as a percentage: a positive value between 0 and 100. The amount the rotation animation curve is allowed to deviate from its original curve. This amount is expressed as a number of degrees. It should be a positive value between 0 and 180. The amount the scale animation curve is allowed to deviate from its original curve. This amount is expressed as a percentage: a positive value between 0 and 100. Whether to apply rotation unrolling. This option is enabled by default. Records the changing properties of a GameObject as the Scene runs and saves the information into an AnimationClip. Returns the current time of the recording. (Read Only) Returns true when the recorder is recording. (Read Only) The GameObject root of the animated hierarchy. (Read Only) Binds a GameObject's property as defined by EditorCurveBinding. The binding definition. Adds bindings for all of target's properties, and also for all the target's children if recursive is true. .root or any of its children. Binds also all the target's children properties when set to true. Adds bindings for all the properties of component. The component to bind. TODO. TODO. Adds bindings for all the properties of the first component of type T found in target, and also for all the target's children if recursive is true. .root or any of its children. Binds also the target's children transform properties when set to true. Type of the component. Adds bindings for all the properties of the first component of type T found in target, and also for all the target's children if recursive is true. .root or any of its children. Binds also the target's children transform properties when set to true. Type of the component. Create a new GameObjectRecorder. The root GameObject for the animated hierarchy. TODO. Returns an array of all the bindings added to the recorder. Array of bindings. Reset the recording. Saves recorded animation to a destination clip. The destination clip. If this clip has animation curves, they will be removed. The frames per second (FPS) for the clip. If no value is specified, by default, this method uses 60 FPS. The filtering options for processing the animation curves when saved to the destination clip. If no options are specified, by default, this method filters out irrelevant keys by applying a light compression of 0.5 for positionError, rotationError, scaleError and floatError. Saves recorded animation to a destination clip. The destination clip. If this clip has animation curves, they will be removed. The frames per second (FPS) for the clip. If no value is specified, by default, this method uses 60 FPS. The filtering options for processing the animation curves when saved to the destination clip. If no options are specified, by default, this method filters out irrelevant keys by applying a light compression of 0.5 for positionError, rotationError, scaleError and floatError. Saves recorded animation to a destination clip. The destination clip. If this clip has animation curves, they will be removed. The frames per second (FPS) for the clip. If no value is specified, by default, this method uses 60 FPS. The filtering options for processing the animation curves when saved to the destination clip. If no options are specified, by default, this method filters out irrelevant keys by applying a light compression of 0.5 for positionError, rotationError, scaleError and floatError. Forwards the animation by dt seconds, then record the values of the added bindings. Delta time. 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. Called when an animation curve, in an animation clip, is modified. Retrieves the path from the root transform to the target transform. Returns a string representing the path in the transform hierarchy. 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. Retrieves the animatable bindings for a specific GameObject. Retrieves the animated object that the binding points to. Retrieves an array of animation clips associated with a GameObject or component. Retrieves an array of animation clips associated with a GameObject or component. Retrieves all animation events associated with an animation clip. Retrieves the float curve bindings in an animation clip. Retrieves the float curve that the binding points to. Retrieves the float curve that the binding points to. Retrieves the current float value by sampling a curve value on a specific GameObject. Retrives whether the animation clip is set to generate root motion curves. AnimationClip to query. Retrieves the broken tangent flag for a specfic keyframe. Curve to query. Keyframe index. Broken flag at specified index. Retrieves the left tangent mode of the keyframe at a specific index. Curve to query. Keyframe index. Returns the tangent mode. Retrieves the right tangent mode of the keyframe at a specific index. Curve to query. Keyframe index. Returns the tangent mode. Retrieves the object reference curve that the binding points to. Returns an array of keyframes. Retrieves the object reference curve bindings stored in the animation clip. Triggered when an animation curve, in an animation clip, has been modified. Sets the additive reference pose from referenceClip at time for animation clip clip. The animation clip to use. The animation clip containing the reference pose. The time that when the reference pose occurs in referenceClip. Sets the array of animation clips to be referenced in the Animation component. Replaces all animation events in the animation clip. Adds, modifies, or removes an editor float curve in an animation clip. The animation clip to modify. The binding that defines the path and the properties of the curve. The curve to add. Set to null to remove the curve. Adds, modifies, or removes multiple editor float curves in an animation clip. The animation clip to modify. The binding that defines the path and the properties of each curve. The curves to add. Setting curves in the array to null will remove these curves from the clip. Sets whether the animation clip generates root motion curves. AnimationClip to change. Set to true to enable generation of root motion curves. Change the specified keyframe broken tangent flag. The curve to modify. Keyframe index. Broken flag. Change the specified keyframe tangent mode. The curve to modify. Keyframe index. Tangent mode. Change the specified keyframe tangent mode. The curve to modify. Keyframe index. Tangent mode. Adds, modifies, or removes an object reference curve in an animation clip. The animation clip to modify. The bindings that define the paths and the properties of each curve. Array of Object reference values over time. Setting this to null will remove the curve. Adds, modifies, or removes object references curve in an animation clip. The animation clip to modify. The bindings that define the paths and the properties of each curve. Array of Object reference arrays, one per binding. Tangent constraints on Keyframe. The tangents are automatically set to make the curve go smoothly through the key. The tangents are automatically set to make the curve go smoothly through the key. The curve retains a constant value between two keys. The tangent can be freely set by dragging the tangent handle. The tangent points towards the neighboring key. Use the AnimationWindow class to select and edit Animation clips. The animation clip selected in the Animation window. True if Animation window can enable preview mode. False otherwise. (Read Only) True if Animation window can enable recording mode. False otherwise. (Read Only) The frame number at which the Animation window playhead is located. This property toggles animation playback in the Animation window. This property toggles previewing in the Animation window. This property toggles recording in the Animation window. The time value at which the Animation window playhead is located. .NET API compatibility level. .NET 2.0. .NET 2.0 Subset. Deprecated, use ApiCompatibilityLevel.NET_Unity_4_8 instead. Micro profile, used by Mono scripting backend on iOS, tvOS, and Android if stripping level is set to "Use micro mscorlib". Profile that targets the .NET Standard 2.1. Deprecated, use ApiCompatibilityLevel.NET_Standard instead. Profile that targets the union of the .NET Framework 4.8 and .NET Standard 2.1 API Web profile, formerly used only by Samsung TV. Apple Mobile CPU architecture. 64-bit ARM architecture. 32-bit ARM architecture. All architectures. 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. Compares two array references. True if both have the same number of elements and are the same instances. 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. Method used for calculating a font's ascent. Ascender method. Bounding box method. Legacy bounding box method. Aspect ratio. 16:10 aspect ratio. 16:9 aspect ratio. 4:3 aspect ratio. 5:4 aspect ratio. Undefined aspect ratios. This class has event dispatchers for assembly reload events. This event is dispatched just after Unity have reloaded all assemblies. This event is dispatched just before Unity reloads all assemblies. Delegate used for assembly reload events. AssetBundle building map entry. Addressable name used to load an asset. AssetBundle name. AssetBundle variant. Asset names which belong to the given AssetBundle. An Interface for accessing assets and performing operations on assets. Unity raises this event when Cache Server connection is changed. Use CacheServerConnectionChangedParameters for this event. Callback raised whenever a package import is cancelled by the user. Callback raised whenever a package import successfully completes. Callback raised whenever a package import failed. Callback raised whenever a package import starts. Callback raised whenever a package import successfully completes that lists the items selected to be imported. Gets the refresh import mode currently in use by the asset database. 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. Decrements an internal counter which Unity uses to determine whether to allow automatic AssetDatabase refreshing behavior. Get the GUID for the asset at path. Filesystem path for the asset. Specifies whether this method should return a GUID for recently deleted assets. The default value is AssetPathToGUIDOptions.IncludeRecentlyDeletedAssets. GUID. Get the GUID for the asset at path. Filesystem path for the asset. Specifies whether this method should return a GUID for recently deleted assets. The default value is AssetPathToGUIDOptions.IncludeRecentlyDeletedAssets. GUID. Checks the availability of the Cache Server. The IP address of the Cache Server. The Port number of the Cache Server. Returns true when Editor can connect to the Cache Server. Returns false otherwise. Checks if Unity can open an asset in the Editor. The instance ID of the asset. Returns true if Unity can successfully open the asset in the Editor, otherwise returns false. Query whether an Asset file can be opened for editing in version control and is not exclusively locked by another user or otherwise unavailable. Object representing the asset whose status you wish to query. Path to the asset file or its .meta file on disk, relative to project folder. Returns a reason for the asset not being available for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. True if the asset is considered available for edit by the selected version control system. Query whether an Asset file can be opened for editing in version control and is not exclusively locked by another user or otherwise unavailable. Object representing the asset whose status you wish to query. Path to the asset file or its .meta file on disk, relative to project folder. Returns a reason for the asset not being available for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. True if the asset is considered available for edit by the selected version control system. Query whether an Asset file can be opened for editing in version control and is not exclusively locked by another user or otherwise unavailable. Object representing the asset whose status you wish to query. Path to the asset file or its .meta file on disk, relative to project folder. Returns a reason for the asset not being available for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. True if the asset is considered available for edit by the selected version control system. Query whether an Asset file can be opened for editing in version control and is not exclusively locked by another user or otherwise unavailable. Object representing the asset whose status you wish to query. Path to the asset file or its .meta file on disk, relative to project folder. Returns a reason for the asset not being available for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. True if the asset is considered available for edit by the selected version control system. Query whether an Asset file can be opened for editing in version control and is not exclusively locked by another user or otherwise unavailable. Object representing the asset whose status you wish to query. Path to the asset file or its .meta file on disk, relative to project folder. Returns a reason for the asset not being available for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. True if the asset is considered available for edit by the selected version control system. Query whether an Asset file can be opened for editing in version control and is not exclusively locked by another user or otherwise unavailable. Object representing the asset whose status you wish to query. Path to the asset file or its .meta file on disk, relative to project folder. Returns a reason for the asset not being available for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. True if the asset is considered available for edit by the selected version control system. Query whether an Asset file can be opened for editing in version control and is not exclusively locked by another user or otherwise unavailable. Object representing the asset whose status you wish to query. Path to the asset file or its .meta file on disk, relative to project folder. Returns a reason for the asset not being available for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. True if the asset is considered available for edit by the selected version control system. Query whether an Asset file can be opened for editing in version control and is not exclusively locked by another user or otherwise unavailable. Object representing the asset whose status you wish to query. Path to the asset file or its .meta file on disk, relative to project folder. Returns a reason for the asset not being available for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. True if the asset is considered available for edit by the selected version control system. Query which of the provided Asset files can be opened for editing in version control and are not remotely locked or otherwise unavailable. Paths to Assets or their .meta files, relative to the project folder. Destination list of non-editable Asset paths. Specifies how Unity should query the version control system. The default value is StatusQueryOptions.UseCachedIfPossible. Clears the importer override for the asset. Asset path. Removes all labels attached to an asset. Closes an active cache server connection. If no connection is active, then it does nothing. 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. Returns true if the copy operation is successful or false if part of the process fails. Creates a new native Unity asset. Object to use in creating the asset. Filesystem path for the new asset. Creates a new folder, in the specified parent folder. The parent folder string must start with the "Assets" folder, and all folders within the parent folder string must already exist. For example, when specifying "AssetsParentFolder1Parentfolder2/", the new folder will be created in "ParentFolder2" only if ParentFolder1 and ParentFolder2 already exist. The path to the parent folder. Must start with "Assets/". The name of the new folder. The GUID of the newly created folder, if the folder was created successfully. Otherwise returns an empty string. Deletes the specified asset or folder. Project relative path of the asset or folder to be deleted. Returns true if the asset has been successfully removed, false if it doesn't exist or couldn't be removed. Lets you delete multiple assets or folders at once with performance benefits under version control. Project relative paths of the assets or folders to be deleted. Project relative paths which could not be deleted. Returns true if all assets in paths have successfully been deleted, false if any of the specified paths don't exist or couldn't be removed. The desired number of processes to use when importing assets, during an asset database refresh. Increments an internal counter which Unity uses to determine whether to allow automatic AssetDatabase refreshing behavior. 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. Creates an external Asset from an object (such as a Material) by extracting it from within an imported asset (such as an FBX file). The sub-asset to extract. The file path of the new Asset. An empty string if Unity has successfully extracted the Asset, or an error message if not. Search the asset database using the search filter string. The filter string can contain search data. See below for details about this string. The folders where the search will start. Array of matching asset. Note that GUIDs will be returned. If no matching assets were found, returns empty array. Search the asset database using the search filter string. The filter string can contain search data. See below for details about this string. The folders where the search will start. Array of matching asset. Note that GUIDs will be returned. If no matching assets were found, returns empty array. Forcibly load and re-serialize the given assets, flushing any outstanding data changes to disk. The paths to the assets that should be reserialized. If omitted, will reserialize all assets in the project. Specify whether you want to reserialize the assets themselves, their .meta files, or both. If omitted, defaults to both. Forcibly load and re-serialize the given assets, flushing any outstanding data changes to disk. The paths to the assets that should be reserialized. If omitted, will reserialize all assets in the project. Specify whether you want to reserialize the assets themselves, their .meta files, or both. If omitted, defaults to both. Forcibly load and re-serialize the given assets, flushing any outstanding data changes to disk. The paths to the assets that should be reserialized. If omitted, will reserialize all assets in the project. Specify whether you want to reserialize the assets themselves, their .meta files, or both. If omitted, defaults to both. Forces the Editor to use the desired amount of worker processes. Unity will either spawn new worker processes or shut down idle worker processes to reach the desired number. Creates a new unique path for an asset. Return all the AssetBundle names in the asset database. Array of asset bundle names. Given an assetBundleName, returns the list of AssetBundles that it depends on. The name of the AssetBundle for which dependencies are required. If false, returns only AssetBundles which are direct dependencies of the input; if true, includes all indirect dependencies of the input. The names of all AssetBundles that the input depends on. Returns the hash of all the dependencies of an asset. Path to the asset. GUID of the asset. Aggregate hash. Returns the hash of all the dependencies of an asset. Path to the asset. GUID of the asset. Aggregate hash. 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. Returns an array containing the paths of all assets marked with the specified Asset Bundle name. Get the Asset paths for all Assets tagged with assetBundleName and named assetName. Gets the importer types associated with a given Asset type. The Asset path. Returns an array of importer types that can handle the specified Asset. Retrieves an icon for the asset at the given asset path. Gets the IP address of the Cache Server in Editor Settings. Returns the IP address of the Cache Server in Editor Settings. Returns empty string if IP address is not set in Editor settings. Gets the Cache Server Download option from Editor Settings. Returns true when Download from the Cache Server is enabled. Returns false otherwise. Gets the Cache Server Upload option from Editor Settings. Returns true when Upload to the Cache Server is enabled. Returns false otherwise. Gets the Cache Server Namespace prefix set in Editor Settings. Returns the Namespace prefix for the Cache Server. Gets the Port number of the Cache Server in Editor Settings. Returns the Port number of the Cache Server in Editor Settings. Returns 0 if Port number is not set in Editor Settings. Gets the IP address of the Cache Server currently in use by the Editor. Returns a string representation of the current Cache Server IP address. Returns an array of all the assets that are dependencies of the asset at the specified pathName. Note: GetDependencies() gets the Assets that are referenced by other Assets. For example, a Scene could contain many GameObjects with a Material attached to them. In this case, GetDependencies() will return the path to the Material Assets, but not the GameObjects as those are not Assets on your disk. The path to the asset for which dependencies are required. Controls whether this method recursively checks and returns all dependencies including indirect dependencies (when set to true), or whether it only returns direct dependencies (when set to false). The paths of all assets that the input depends on. Returns an array of all the assets that are dependencies of the asset at the specified pathName. Note: GetDependencies() gets the Assets that are referenced by other Assets. For example, a Scene could contain many GameObjects with a Material attached to them. In this case, GetDependencies() will return the path to the Material Assets, but not the GameObjects as those are not Assets on your disk. The path to the asset for which dependencies are required. Controls whether this method recursively checks and returns all dependencies including indirect dependencies (when set to true), or whether it only returns direct dependencies (when set to false). The paths of all assets that the input depends on. Returns an array of the paths of assets that are dependencies of all the assets in the list of pathNames that you provide. Note: GetDependencies() gets the Assets that are referenced by other Assets. For example, a Scene could contain many GameObjects with a Material attached to them. In this case, GetDependencies() will return the path to the Material Assets, but not the GameObjects as those are not Assets on your disk. The path to the assets for which dependencies are required. Controls whether this method recursively checks and returns all dependencies including indirect dependencies (when set to true), or whether it only returns direct dependencies (when set to false). The paths of all assets that the input depends on. Returns an array of the paths of assets that are dependencies of all the assets in the list of pathNames that you provide. Note: GetDependencies() gets the Assets that are referenced by other Assets. For example, a Scene could contain many GameObjects with a Material attached to them. In this case, GetDependencies() will return the path to the Material Assets, but not the GameObjects as those are not Assets on your disk. The path to the assets for which dependencies are required. Controls whether this method recursively checks and returns all dependencies including indirect dependencies (when set to true), or whether it only returns direct dependencies (when set to false). The paths of all assets that the input depends on. Returns the name of the AssetBundle that a given asset belongs to. The asset's path. Returns the name of the AssetBundle that a given asset belongs to. See the method description for more details. Returns the name of the AssetBundle Variant that a given asset belongs to. The asset's path. Returns the name of the AssetBundle Variant that a given asset belongs to. See the method description for more details. Returns the type of the override importer. Asset path. Importer type. Returns all labels attached to a given asset. Returns the type of the main asset object at assetPath. Filesystem path of the asset to load. Given a path to a directory in the Assets folder, relative to the project folder, this method will return an array of all its 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 an empty string if the file does not exist. Gets an object's type from an Asset path and a local file identifier. The Asset's path. The object's local file identifier. The object's type. Return all the unused assetBundle names in the asset database. Changes during Refresh if anything has changed that can invalidate any artifact. Changes whenever a new artifact is added to the artifact database. Get the GUID for the asset at path. Filesystem path for the asset. All paths are relative to the project folder. The GUID of the asset. An all-zero GUID denotes an invalid asset path. Gets the corresponding asset path for the supplied GUID, or an empty string if the GUID can't be found. The GUID of an asset. Path of the asset relative to the project folder. Gets the corresponding asset path for the supplied GUID, or an empty string if the GUID can't be found. The GUID of an asset. Path of the asset relative to the project folder. Import asset at path. Import asset at path. Imports package at packagePath into the current project. Delegate to be called from AssetDatabase.ImportPackage callbacks. packageName is the name of the package that raised the callback. Delegate to be called from AssetDatabase.ImportPackage callbacks. packageName is the name of the package that raised the callback. errorMessage is the reason for the failure. Checks whether the Cache Server is enabled in Project Settings. Returns true when the Cache Server is enabled. Returns false otherwise. Checks connection status of the Cache Server. Returns true when Editor is connected to the Cache Server. Returns false otherwise. Reports whether Directory Monitoring is enabled. Returns true when Directory Monitoring is enabled. Returns false otherwise. Determines whether the Asset is a foreign Asset. Determines whether the Asset is a foreign Asset. Is asset a main asset in the project window? Is asset a main asset in the project window? Returns true if the main asset object at assetPath is loaded in memory. Filesystem path of the asset to load. Query whether an asset's metadata (.meta) file is open for edit in version control. Object representing the asset whose metadata status you wish to query. Returns a reason for the asset metadata not being open for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. True if the asset's metadata is considered open for edit by the selected version control system. Query whether an asset's metadata (.meta) file is open for edit in version control. Object representing the asset whose metadata status you wish to query. Returns a reason for the asset metadata not being open for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. True if the asset's metadata is considered open for edit by the selected version control system. Query whether an asset's metadata (.meta) file is open for edit in version control. Object representing the asset whose metadata status you wish to query. Returns a reason for the asset metadata not being open for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. True if the asset's metadata is considered open for edit by the selected version control system. Query whether an asset's metadata (.meta) file is open for edit in version control. Object representing the asset whose metadata status you wish to query. Returns a reason for the asset metadata not being open for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. True if the asset's metadata is considered open for edit by the selected version control system. Determines whether the Asset is a native Asset. Determines whether the Asset is a native Asset. Query whether an Asset file is open for editing in version control. Object representing the asset whose status you wish to query. Path to the asset file or its .meta file on disk, relative to project folder. Returns a reason for the asset not being open for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. True if the asset is considered open for edit by the selected version control system. Query whether an Asset file is open for editing in version control. Object representing the asset whose status you wish to query. Path to the asset file or its .meta file on disk, relative to project folder. Returns a reason for the asset not being open for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. True if the asset is considered open for edit by the selected version control system. Query whether an Asset file is open for editing in version control. Object representing the asset whose status you wish to query. Path to the asset file or its .meta file on disk, relative to project folder. Returns a reason for the asset not being open for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. True if the asset is considered open for edit by the selected version control system. Query whether an Asset file is open for editing in version control. Object representing the asset whose status you wish to query. Path to the asset file or its .meta file on disk, relative to project folder. Returns a reason for the asset not being open for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. True if the asset is considered open for edit by the selected version control system. Query whether an Asset file is open for editing in version control. Object representing the asset whose status you wish to query. Path to the asset file or its .meta file on disk, relative to project folder. Returns a reason for the asset not being open for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. True if the asset is considered open for edit by the selected version control system. Query whether an Asset file is open for editing in version control. Object representing the asset whose status you wish to query. Path to the asset file or its .meta file on disk, relative to project folder. Returns a reason for the asset not being open for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. True if the asset is considered open for edit by the selected version control system. Query whether an Asset file is open for editing in version control. Object representing the asset whose status you wish to query. Path to the asset file or its .meta file on disk, relative to project folder. Returns a reason for the asset not being open for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. True if the asset is considered open for edit by the selected version control system. Query whether an Asset file is open for editing in version control. Object representing the asset whose status you wish to query. Path to the asset file or its .meta file on disk, relative to project folder. Returns a reason for the asset not being open for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. True if the asset is considered open for edit by the selected version control system. Query which of the provided Asset files are open for editing in version control. Paths to Assets or their .meta files, relative to the project folder. Destination list of non-editable Asset paths. Specifies how Unity should query the version control system. The default value is StatusQueryOptions.UseCachedIfPossible. 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 a path to a folder, returns true if it exists, false otherwise. The path to the folder. Returns true if the folder exists. Returns all sub Assets at assetPath. Returns an array of all Assets 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. The asset matching the parameters. Returns the main asset object at assetPath. The "main" Asset is the Asset at the root of a hierarchy (such as a Maya file which may contain multiples meshes and GameObjects). Filesystem path of the asset to load. Makes a file open for editing in version control. Specifies the path to a file relative to the project root. true if Unity successfully made the file editable in the version control system. Otherwise, returns false. Makes a list of files open for editing in version control. Specifies an array of file paths relative to the project root. Dialog prompt to show to the user, if a version control operation needs to be done. If null (default), no prompt is shown. Output list of file paths that could not be made editable. true if Unity successfully made all files editable in the version control system. Move an asset file (or folder) 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. Lets you move multiple assets or folders to trash at once with performance benefits under version control. Project relative paths of the assets or folders to be deleted. Project relative paths which could not be deleted. Returns true if all assets in paths have successfully been deleted, false if any of the specified paths don't exist or couldn't be removed. Moves the specified asset or folder to the OS trash. Project relative path of the asset or folder to be deleted. Returns true if the asset has been successfully removed, false if it doesn't exist or couldn't be removed. 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 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. Options for controlling the Editor's use of parallel processes when it imports assets during an asset database refresh. All assets are imported in the Editor process, and sequentially. As many assets as possible are imported in parallel, in import worker processes. Importer queues and dependencies reported by the importer are respected. Apply pending Editor Settings changes to the Asset pipeline. Allows you to register a custom dependency that Assets can be dependent on. If you register a custom dependency, and specify that an Asset is dependent on it, then the Asset will get re-imported if the custom dependency changes. Name of dependency. You can use any name you like, but because these names are global across all your Assets, it can be useful to use a naming convention (eg a path-based naming system) to avoid clashes with other custom dependency names. A Hash128 value of the dependency. Calling this function will release file handles internally cached by Unity. This allows modifying asset or meta files safely thus avoiding potential file sharing IO errors. 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. Removes object from its asset (See Also: AssetDatabase.AddObjectToAsset). 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. Resets the internal cache server connection reconnect timer values. The default delay timer value is 1 second, and the max delay value is 5 minutes. Everytime a connection attempt fails it will double the delay timer value, until a maximum time of the max value. Writes all unsaved changes to the specified asset to disk. The asset object to be saved, if dirty. The guid of the asset to be saved, if dirty. Writes all unsaved changes to the specified asset to disk. The asset object to be saved, if dirty. The guid of the asset to be saved, if dirty. Writes all unsaved asset changes to disk. Sets a specific importer to use for the asset. Asset path. Replaces that list of labels on an asset. Specifies which object in the asset file should become the main object after the next import. The object to become the main object. Path to the asset file. Starts importing Assets into the Asset Database. This lets you group several Asset imports together into one larger import. Note: Calling AssetDatabase.StartAssetEditing() places the Asset Database in a state that will prevent imports until AssetDatabase.StopAssetEditing() is called. This means that if an exception occurs between the two function calls, the AssetDatabase will be unresponsive. Therefore, it is highly recommended that you place calls to AssetDatabase.StartAssetEditing() and AssetDatabase.StopAssetEditing() inside either a try..catch block, or a try..finally block as needed. Stops importing Assets into the Asset Database. This lets you group several Asset imports together into one larger import. Note: Calling AssetDatabase.StartAssetEditing() places the Asset Database in a state that will prevent imports until AssetDatabase.StopAssetEditing() is called. This means that if an exception occurs between the two function calls, the AssetDatabase will be unresponsive. Therefore, it is highly recommended that you place calls to AssetDatabase.StartAssetEditing() and AssetDatabase.StopAssetEditing() inside either a try..catch block, or a try..finally block as needed. Get the GUID and local file id from an object instance id. InstanceID of the object to retrieve information for. The object to retrieve GUID and File Id for. The asset reference to retrieve GUID and File Id for. The GUID of an asset. The local file identifier of this asset. True if the guid and file id were successfully found, false if not. Get the GUID and local file id from an object instance id. InstanceID of the object to retrieve information for. The object to retrieve GUID and File Id for. The asset reference to retrieve GUID and File Id for. The GUID of an asset. The local file identifier of this asset. True if the guid and file id were successfully found, false if not. Get the GUID and local file id from an object instance id. InstanceID of the object to retrieve information for. The object to retrieve GUID and File Id for. The asset reference to retrieve GUID and File Id for. The GUID of an asset. The local file identifier of this asset. True if the guid and file id were successfully found, false if not. Get the GUID and local file id from an object instance id. InstanceID of the object to retrieve information for. The object to retrieve GUID and File Id for. The asset reference to retrieve GUID and File Id for. The GUID of an asset. The local file identifier of this asset. True if the guid and file id were successfully found, false if not. Get the GUID and local file id from an object instance id. InstanceID of the object to retrieve information for. The object to retrieve GUID and File Id for. The asset reference to retrieve GUID and File Id for. The GUID of an asset. The local file identifier of this asset. True if the guid and file id were successfully found, false if not. Removes custom dependencies that match the prefixFilter. Prefix filter for the custom dependencies to unregister. Number of custom dependencies removed. 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) The value is true when no meta file is provided with the imported asset. Get or set any user data. Map a sub-asset from an imported asset (such as an FBX file) to an external Asset of the same type. The identifier of the sub-asset. The object to be mapped to the internal object. Can belong to another Prefab or Asset, but not the Asset that is being changed. Retrieves the asset importer for the asset at path. Gets a copy of the external object map used by the AssetImporter. The map between a sub-asset and an external Asset. Removes an item from the map of external objects. The identifier of the sub-asset. Returns true if an element was removed, otherwise false. Save asset importer settings if asset importer is dirty. Set the AssetBundle name and variant. AssetBundle name. AssetBundle variant. Represents a unique identifier for a sub-asset embedded in an imported Asset (such as an FBX file). The name of the Asset. The type of the Asset. Constructs a SourceAssetIdentifier. The the sub-asset embedded in the imported Asset. The type of the sub-asset embedded in the imported Asset. The name of the sub-asset embedded in the imported Asset. Constructs a SourceAssetIdentifier. The the sub-asset embedded in the imported Asset. The type of the sub-asset embedded in the imported Asset. The name of the sub-asset embedded in the imported Asset. Checks if the AssetImporter supports remapping the given asset type. The type of asset to check. Returns true if the importer supports remapping the given type. Otherwise, returns false. Defines the import context for scripted importers during an import event. The path of the source asset file to be imported. The main object set on the AssetImportContext. Returns the current build target and creates a dependency on the target platform within a scripted importer. Adds an object to the result of the import operation. A unique identifier associated to this object. The Unity Object to add to the asset. An optional 2D texture to use as the thumbnail for this object. Adds an object to the result of the import operation. A unique identifier associated to this object. The Unity Object to add to the asset. An optional 2D texture to use as the thumbnail for this object. Setup artifact dependency to an asset. The path of the Asset whose artifact should be the dependency. Note: Although the dependency is the artifact (import result) which is stored in the library folder, this parameter is the path to the Asset in the Assets folder, and not a path to the artifact in the Library folder. The guid of the artifact dependency. The artifact key of the artifact dependency. Setup artifact dependency to an asset. The path of the Asset whose artifact should be the dependency. Note: Although the dependency is the artifact (import result) which is stored in the library folder, this parameter is the path to the Asset in the Assets folder, and not a path to the artifact in the Library folder. The guid of the artifact dependency. The artifact key of the artifact dependency. Setup artifact dependency to an asset. The path of the Asset whose artifact should be the dependency. Note: Although the dependency is the artifact (import result) which is stored in the library folder, this parameter is the path to the Asset in the Assets folder, and not a path to the artifact in the Library folder. The guid of the artifact dependency. The artifact key of the artifact dependency. Allows you to specify that an Asset has a custom dependency. Name of dependency. You can use any name you like, but because these names are global across all your Assets, it can be useful to use a naming convention (eg a path-based naming system as in the example below) to avoid clashes with other custom dependency names. Allows you to specify that an Asset depends directly on the source file of another Asset (as opposed to the import result of another asset). The path of the source dependency. The guid of the source asset dependency. Allows you to specify that an Asset depends directly on the source file of another Asset (as opposed to the import result of another asset). The path of the source dependency. The guid of the source asset dependency. Returns the path of the Artifact file that was created by another importer, and adds a dependency to that file. The guid of the Artifact File dependency. The Artifact key of the Artifact File dependency. The name of the Artifact File to depend upon. See [[AssetImportContext.GetOutputArtifactFilePath. The path inside the Library folder from which you can read the content of the requested Artifact File. Returns the path of the Artifact file that was created by another importer, and adds a dependency to that file. The guid of the Artifact File dependency. The Artifact key of the Artifact File dependency. The name of the Artifact File to depend upon. See [[AssetImportContext.GetOutputArtifactFilePath. The path inside the Library folder from which you can read the content of the requested Artifact File. Returns the path of the Artifact file that was created by another importer, and adds a dependency to that file and the source asset path. The path of the Asset whose Artifact File should be the dependency. Note: Although the dependency is the Artifact File (import result) which is stored in the library folder, this parameter is the path to the Asset in the Assets folder, and not a path to the Artifact File in the Library folder. The name of the Artifact File to depend upon. See [[AssetImportContext.GetOutputArtifactFilePath. The path inside the Library folder from which you can read the content of the requested Artifact File. Gets the list of objects set on the AssetImportContext. The list of objects to be filled by the context. Returns the path where to write a new Artifact File with the given fileName. Unique identifier to refer to this Artifact File. The file path which can be used to create a new Artifact File. Returns the path where to store the result of an import for a given extension. The extension string. The path where to store the result for the given extension. Logs an error message encountered during import. The error message. Optional Object that is targeted by the error. Logs a warning message encountered during import. The warning message. Optional Object that is targeted by the warning. Sets the main object for import. The object to be set as the main object. This object must already be added with the AddObjectToAsset method. Default editor for all asset importer settings. A SerializedObject that represents the extraDataTarget or the extraDataTargets of the AssetImporterEditor. The extra data object associated with the Editor.target. An array of objects associated with each Editor.targets. Override this property to return a type that inherits from ScriptableObject. This makes the AssetImporterEditor aware of serialized data outside of the Importer. Whether the ApplyRevertGUI method is required to draw in the Inspector. Should imported object be shown as a separate editor? Determines if the asset preview is handled by the AssetEditor or the Importer DrawPreview Saves any changes from the Editor's control into the asset's import settings object. Saves the changes from the editor UI to the settings object and imports the asset. Implements the 'Apply' button of the inspector. Returns true if the new settings were successfully applied. Add's the 'Apply' and 'Revert' buttons to the editor. This function is called when the Editor script is started. Determines if the modifications to import settings can be applied. Returns true if the edited import settings do not contain errors and can be applied. Otherwise returns false. Determine if the import settings have been modified. This method is called during the initialization process of the Editor, after Awake and before OnEnable. A ScriptableObject instance of the type provided by AssetImporterEditor.extraDataType. The corresponding Editor.targets index of the provided extraData. Process the 'Apply' and 'Revert' buttons. Returns true if the new settings were successfully applied. This function is called when the editor object goes out of scope. This function is called when the object is loaded. Override this method to create your own Inpsector GUI for a ScriptedImporter. Reset the import settings to their last saved values. Implements the 'Revert' button of the inspector. Represents camera information from an imported file. Initializes and returns an instance of CameraDescription. Disposes of the CameraDescription instance. This clears any resources that the instance was using. Retrieves the property names of type float for this camera. The list of retrieved property names. Retrieves the property names of type int for this camera. The list of retrieved property names. Retrieves the property names of type string for this camera. The list of retrieved property names. Retrieves the property names of type Vector4 for this camera. The list of retrieved property names. Checks if a camera property is animated in a any AnimationClip. The name of the camera property. Returns true if the camera property is animated. Returns false otherwise. Checks if a camera property is animated in a specific AnimationClip. Name of the camera's animated property. The name of the AnimationClip. Returns true if the camera property is animated. Returns false otherwise. Retrieves the AnimationCurve for an animated camera property in a specific AnimationClip. The name of the AnimationClip. The name of the camera property. The retrieved AnimationCurve, if one exists for the specified camera property. Returns true if the camera property is animated. Returns false otherwise. Retrieves the value of a specified camera property. Name of the property. The retrieved value. Returns true if the property exists on the camera. Returns false otherwise. Retrieves the value of a specified camera property. Name of the property. The retrieved value. Returns true if the property exists on the camera. Returns false otherwise. Retrieves the value of a specified camera property. Name of the property. The retrieved value. Returns true if the property exists on the camera. Returns false otherwise. Retrieves the value of a specified camera property. Name of the property. The retrieved value. Returns true if the property exists on the camera. Returns false otherwise. Use this method attribute to specify which methods declare dependancies on imported assets. The methods are called by AssetDatabase during import. The type of the importer for which the imported dependency getter is declared. The version of the imported dependency getter. Use the CollectImportedDependencies attribute to declare getters for imported dependencies. The type of the importer for which the getter is called by the AssetDatabase. The version of the imported dependencies getter. This is a default implementation for AssetPostProcessor.OnPreprocessMaterialDescription, this implementation converts material descriptions imported from FBX assets into materials for the internal rendering pipeline. Represents light information from an imported file. Initializes and returns an instance of LightDescription. Disposes of the LightDescription instance. This clears any resources that the instance was using. Retrieves the property names of type float for this light. The list of retrieved property names. Retrieves the property names of type int for this light. The list of retrieved property names. Retrieves the property names of type string for this light. The list of retrieved property names. Retrieves the property names of type Vector4 for this light. The list of retrieved property names. Checks if a light property is animated in a any AnimationClip. The name of the light property. Returns true if the light property is animated. Returns false otherwise. Checks if a light property is animated in a specific AnimationClip. The name of the light's animated property. The name of the AnimationClip. Returns true if the light property is animated. Returns false otherwise. Retrieves the AnimationCurve for an animated light property in a specific AnimationClip. The name of the AnimationClip. The name of the light property. The retrieved AnimationCurve, if one exists for the specified light property. Returns true if the light property is animated. Returns false otherwise. Retrieves the value of a specified light property. Name of the property. The retrieved value. Returns true if the property exists on the light. Returns false otherwise. Retrieves the value of a specified light property. Name of the property. The retrieved value. Returns true if the property exists on the light. Returns false otherwise. Retrieves the value of a specified light property. Name of the property. The retrieved value. Returns true if the property exists on the light. Returns false otherwise. Retrieves the value of a specified light property. Name of the property. The retrieved value. Returns true if the property exists on the light. Returns false otherwise. Contains a set of typed properties for describing a texture input of a MaterialDescription. The name of the material Retrieves the property names of type float for this material. The list of retrieved property names. Retrieves the property names of type string for this material. The list of retrieved property names. Retrieves the property names of type TextureDescription for this material. The list of retrieved property names. Retrieves the property names of type Vector4 for this material. The list of retrieved property names. Checks if a material property is animated in a any AnimationClip. The name of the material property. Returns true if the material property is animated. Returns false otherwise. Checks if a material property is animated in a specific AnimationClip. Name of the material's animated property. The name of the AnimationClip. Returns true if the material property is animated. Returns false otherwise. Retrieves the AnimationCurve for an animated material property in a specific AnimationClip. The name of the AnimationClip. The name of the material property. The retrieved AnimationCurve, if one exists for the specified material property. Returns true if the material property is animated. Returns false otherwise. Retrieves the value of a specified material property. Name of the property. The retrieved value. Returns true if the property exists on the material. Returns false otherwise. Retrieves the value of a specified material property. Name of the property. The retrieved value. Returns true if the property exists on the material. Returns false otherwise. Retrieves the value of a specified material property. Name of the property. The retrieved value. Returns true if the property exists on the material. Returns false otherwise. Retrieves the value of a specified material property. Name of the property. The retrieved value. Returns true if the property exists on the material. Returns false otherwise. Abstract base class for custom Asset importers. This method must by overriden by the derived class and is called by the Asset pipeline to import files. This argument contains all the contextual information needed to process the import event and is also used by the custom importer to store the resulting Unity Asset. Override this method if your ScriptedImporter supports remapping specific asset types. The type of asset to check. Returns true if the importer supports remapping the given type. Otherwise, returns false. Class attribute used to register a custom asset importer derived from ScriptedImporter with Unity's Asset import pipeline. List of file name extensions (not including the leading period character) that the scripted importer handles. Enables controlling the ordering of asset import based on type. Positive values delay the processing of source asset files while negative values place them earlier in the import process. List of file name extensions (not including the leading period character) that the scripted importer can handle in addition to the default file name extension(s). Importer version number that is used by the import layer to detect new version of the importer and trigger re-imports when such events occur, to apply latest changes made to the scripted imrpoter. Enable cache server uploads and downloads. Determines whether the importer gets automatically selected for the specified extension(s). Use the ScriptedImporter attribute to register a custom importer derived from ScriptedImporter with Unity's Asset import pipeline. A number that is used by the import pipeline to detect new versions of the importer script. Changing this number will trigger a re-import of all assets matching the listed extensions. List of file name extensions (not including the leading period character) that the scripted importer handles. Single file name extension (not including the leading period character) that the scripted importer handles. Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while negative values place them earlier in the import process. List of file name extensions (not including the leading period character) that the scripted importer can handle in addition to the default file name extension(s). Use the ScriptedImporter attribute to register a custom importer derived from ScriptedImporter with Unity's Asset import pipeline. A number that is used by the import pipeline to detect new versions of the importer script. Changing this number will trigger a re-import of all assets matching the listed extensions. List of file name extensions (not including the leading period character) that the scripted importer handles. Single file name extension (not including the leading period character) that the scripted importer handles. Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while negative values place them earlier in the import process. List of file name extensions (not including the leading period character) that the scripted importer can handle in addition to the default file name extension(s). Use the ScriptedImporter attribute to register a custom importer derived from ScriptedImporter with Unity's Asset import pipeline. A number that is used by the import pipeline to detect new versions of the importer script. Changing this number will trigger a re-import of all assets matching the listed extensions. List of file name extensions (not including the leading period character) that the scripted importer handles. Single file name extension (not including the leading period character) that the scripted importer handles. Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while negative values place them earlier in the import process. List of file name extensions (not including the leading period character) that the scripted importer can handle in addition to the default file name extension(s). Use the ScriptedImporter attribute to register a custom importer derived from ScriptedImporter with Unity's Asset import pipeline. A number that is used by the import pipeline to detect new versions of the importer script. Changing this number will trigger a re-import of all assets matching the listed extensions. List of file name extensions (not including the leading period character) that the scripted importer handles. Single file name extension (not including the leading period character) that the scripted importer handles. Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while negative values place them earlier in the import process. List of file name extensions (not including the leading period character) that the scripted importer can handle in addition to the default file name extension(s). Use the ScriptedImporter attribute to register a custom importer derived from ScriptedImporter with Unity's Asset import pipeline. A number that is used by the import pipeline to detect new versions of the importer script. Changing this number will trigger a re-import of all assets matching the listed extensions. List of file name extensions (not including the leading period character) that the scripted importer handles. Single file name extension (not including the leading period character) that the scripted importer handles. Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while negative values place them earlier in the import process. List of file name extensions (not including the leading period character) that the scripted importer can handle in addition to the default file name extension(s). Use the ScriptedImporter attribute to register a custom importer derived from ScriptedImporter with Unity's Asset import pipeline. A number that is used by the import pipeline to detect new versions of the importer script. Changing this number will trigger a re-import of all assets matching the listed extensions. List of file name extensions (not including the leading period character) that the scripted importer handles. Single file name extension (not including the leading period character) that the scripted importer handles. Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while negative values place them earlier in the import process. List of file name extensions (not including the leading period character) that the scripted importer can handle in addition to the default file name extension(s). Default editor for source assets handled by Scripted Importers. This is a default implementation for AssetPostProcessor.OnPreprocessMaterialDescription, this implementation converts material descriptions imported from Sketchup assets into materials for the internal rendering pipeline. Original texture data information. Determines if alpha channel is present in image data. Determines if image has HDR data. Height of the image data. Width of the image data. Struct that represents how Sprite asset should be generated when calling TextureGenerator.GenerateTexture. Pivot value represented by SpriteAlignment. Border value for the generated Sprite. Name for the generated Sprite. Sprite Asset creation uses this outline when it generates the Mesh for the Sprite. If this is not given, SpriteImportData.tesselationDetail will be used to determine the mesh detail. Pivot value represented in Vector2. Position and size of the Sprite in a given texture. An identifier given to a Sprite. Use this to identify which data was used to generate that Sprite. Controls mesh generation detail. This value will be ignored if SpriteImportData.ouline is provided. Structure that represents the result from calling TextureGenerator.GenerateTexture. Warnings that should be shown in Inspector after generating a Texture. TextureGenerator.GenerateTexture reports warnings when you generate a Texture. This is a Texture generated by TextureGenerator.GenerateTexture based on the colorBuffer argument passed to that function. The actual texture type (2D, 3D, cubemap,..) depends on the TextureImporterSettings.textureShape settings of the generator. Sprites that are generated by TextureGenerator.GenerateTexture from TextureGenerationSettings.spriteSheetData. This is a Texture2D generated by TextureGenerator.GenerateTexture based on the colorBuffer argument passed to that function. If the generator is configured to generate a non-2D texture (cubemap, 3D, ...), this member will always be null. To get the result for an arbitrary texture type, please use the TextureGenerationOutput.output property. We recommend always using TextureGenerationOutput.output as the texture property will deprecated/removed in the future. Thumbnail version of the generated texture. This may be null depending on the import settings. E.g. cubemaps will not return a thumbnail. Represents how a texture should be generated from calling TextureGenerator.GenerateTexture. Path where the Asset will be placed. When set to true, the AssetPostprocessor hooks will be called during texture generation. The following will hold for any AssetPostprocessors triggered through TextureGenerator.GenerateTexture - When the postprocessor is invoked AssetPostprocessor.assetPath will be set to the assetPath value in this structure. - The value of AssetPostprocessor.context will be set to null. - Only OnPostprocessTexture, OnPostprocessCubemap, ... is called. The OnPreprocessTexture functions are not called. Platform settings for generating the texture. Indicates if the Sprite generated can be used for atlas packing. Secondary textures for the generated Sprites. Texture format for the image data. Sprite Asset generation data. Tag used for Sprite packing. Settings for generating texture. The Constructor initializes to most common value based on the TetureImporterType you pass in. Texture type. Experimental utilities for generating Texture2D. Generates Texture2D and Sprite Assets based on the settings provided. Settings use for generating Texture2D and Sprite. Color buffer for generating Texture2D and Sprite. Result of the generation. Contains a set of typed properties for describing a texture input of a MaterialDescription. UV coordinates offset (x,y). Absolute path to the texture asset. Path to the texture asset relative to the Asset folder. UV coordinates scaling (x,y). Reference to the texture asset. This is a default implementation for AssetPostProcessor.OnPreprocessMaterialDescription, this implementation converts material descriptions imported from .3DS assets into materials for the internal rendering pipeline. 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. Asset path to GUID options. Return a GUID if the asset exists, or has recently been deleted. Return a GUID only if the asset exists on disk. Selects the Assetpipeline mode to use. Use this if you want to use assetpipeline version 1. Use this if you want to use assetpipeline version 2. 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. The import context. 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. AssetSettingsProvider is a specialization of the SettingsProvider class that converts legacy settings to Unified Settings. Legacy settings include any settings that used the Inspector to modify themselves, such as the *.asset files under the ProjectSettings folder. Under the hood, AssetSettingsProvider creates an Editor for specific Assets and builds the UI for the Settings window by wrapping the Editor.OnInspectorGUI function. Internally we use this class to wrap our existing settings. Editor providing UI to modify the settings. Create an AssetSettingsProvider from an asset path. Path of the settings in the Settings window. Uses "/" as separator. The last token becomes the settings label if none is provided. Path of the asset on disk. List of keywords to compare against what the user is searching for. When the user enters values in the search box on the Settings window, SettingsProvider.HasSearchInterest tries to match those keywords to this list. Returns an AssetSettingsProvider that will create an Editor for this particular asset. Create an AssetSettingsProvider from a settings object. Path of the settings in the Settings window. Uses "/" as separator. The last token becomes the settings label if none is provided. Settings object to display List of keywords to compare against what the user is searching for. When the user enters values in the search box on the Settings window, SettingsProvider.HasSearchInterest tries to match those keywords to this list. Returns an AssetSettingsProvider that will create an Editor for this particular asset. Create an AssetSettingsProvider from an asset resource path. Path of the settings in the Settings window. Uses "/" as separator. The last token becomes the settings label if none is provided. Path of the resource on disk. List of keywords to compare against what the user is searching for. When the user enters values in the search box on the Settings window, SettingsProvider.HasSearchInterest tries to match those keywords to this list. Returns an AssetSettingsProvider that will create an Editor for this particular asset. Creates a new AssetSettingsProvider so you can wrap legacy settings (that is, settings that previously appeared in the Inspector). Path of the settings in the Settings window. Uses "/" as separator. The last token becomes the settings label if none is provided. Functor creating an Editor able to modify the settings. List of keywords to compare against what the user is searching for. When the user enters values in the search box on the Settings window, SettingsProvider.HasSearchInterest tries to match those keywords to this list. Functor creating or getting a settings object. Creates a new AssetSettingsProvider so you can wrap legacy settings (that is, settings that previously appeared in the Inspector). Path of the settings in the Settings window. Uses "/" as separator. The last token becomes the settings label if none is provided. Functor creating an Editor able to modify the settings. List of keywords to compare against what the user is searching for. When the user enters values in the search box on the Settings window, SettingsProvider.HasSearchInterest tries to match those keywords to this list. Functor creating or getting a settings object. Overrides SettingsProvider.OnActivate for this AssetSettingsProvider. Search context in the search box on the Settings window. Root of the UIElements tree. If you add to this root, the SettingsProvider uses UIElements instead of calling SettingsProvider.OnGUI to build the UI. If you do not add to this VisualElement, then you must use the IMGUI to build the UI. Overrides SettingsProvider.OnDeactivate for this AssetSettingsProvider. Overrides SettingsProvider.OnFooterBarGUI for this AssetSettingsProvider. Overrides SettingsProvider.OnGUI for this AssetSettingsProvider. Search context for the Settings window. Used to show or hide relevant properties. Overrides SettingsProvider.OnTitleBarGUI for this AssetSettingsProvider. This draws the button bar that contains the "add to preset" and the "help" buttons. Antialiased curve rendering functionality used by audio tools in the editor. Curve evaluation function that allows simultaneous evaluation of the curve y-value and a color of the curve at that point. Normalized x-position in the range [0; 1] at which the curve should be evaluated. Color of the curve at the evaluated point. Curve evaluation function used to evaluate the curve y-value and at the specified point. Normalized x-position in the range [0; 1] at which the curve should be evaluated. Curve evaluation function that allows simultaneous evaluation of the min- and max-curves. The returned minValue and maxValue values are expected to be in the range [-1; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped. Additionally the color of the curve at this point is evaluated. Normalized x-position in the range [0; 1] at which the min- and max-curves should be evaluated. Color of the curve at the specified evaluation point. Returned value of the minimum curve. Clamped to [-1; 1]. Returned value of the maximum curve. Clamped to [-1; 1]. Renders a thin curve determined by the curve evaluation function. The solid color of the curve is set by the curveColor argument. Rectangle determining the size of the graph. Curve evaluation function. Solid fill color of the curve. The alpha-channel determines the amount of opacity. Fills the area between the curve evaluated by the AudioCurveAndColorEvaluator provided and the bottom of the rectngle with smooth gradients along the edges. Rectangle determining the size of the graph. Normalized x-position in the range [0; 1] at which the curve should be evaluated. The returned value is expected to be in the range [-1; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped. Solid fill color of the curve. The alpha-channel determines the amount of opacity. Fills the area between the curve evaluated by the AudioCurveAndColorEvaluator provided and the bottom of the rectngle with smooth gradients along the edges. Rectangle determining the size of the graph. Normalized x-position in the range [0; 1] at which the curve should be evaluated. The returned value is expected to be in the range [-1; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped. Solid fill color of the curve. The alpha-channel determines the amount of opacity. Fills the area between the two curves evaluated by the AudioMinMaxCurveAndColorEvaluator provided with smooth gradients along the edges. Rectangle determining the size of the graph. Normalized x-position in the range [0; 1] at which the min- and max-curves should be evaluated. The returned minValue and maxValue values are expected to be in the range [-1; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped. Fills the area between the curve evaluated by the AudioCurveAndColorEvaluator provided and its vertical mirror image with smooth gradients along the edges. Useful for drawing amplitude plots of audio signals. Rectangle determining the size of the graph. Normalized x-position in the range [0; 1] at which the curve should be evaluated. The returned value is expected to be in the range [0; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped. Audio importer lets you modify AudioClip import settings from editor scripts. When this flag is set, the audio clip will be treated as being ambisonic. Compression bitrate. The default sample settings for the AudioClip importer. Force audioclips 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. An exception class that represents a failed build. Constructs a BuildFailedException object. A string of text describing the error that caused the build to fail. The exception that caused the build to fail. Constructs a BuildFailedException object. A string of text describing the error that caused the build to fail. The exception that caused the build to fail. Get a BuildPlayerContext object from a Build.BuildPlayerProcessor.PrepareForBuild callback. Add additional streaming assets to the built player data. For example, you can include AssetBundles or other streaming assets without first putting them in the project StreamingAssets folder. Path representing an existing file or directory. If the path doesn't exit, this function throws a FileNotFoundException. The path within the StreamingAssets folder at which to place the additional assets. If null, the file or directory is placed directly in the StreamingAssets folder. The player build options associated with this build. Extend BuildPlayerProcessor to receive callbacks during a player build. Returns the relative callback order for callbacks. Callbacks with lower values are called before ones with higher values. Implement this function to receive a callback before a player build starts. A context tied to the scheduled player build. Container for holding asset loading information for an AssetBundle to be built. List of asset loading information for an AssetBundle. Friendly AssetBundle name. Default constructor for an empty AssetBundleInfo. Container for holding preload information for a given serialized Asset. Friendly name used to load the built asset. GUID for the given asset. List of objects that an asset contains in its source file. List of objects that an asset references. Default constructor for an empty AssetLoadInfo. Struct containing settings that control the compression method of content. Returns a BuildCompression struct set with the default values used for Lz4HC compression. Returns a BuildCompression struct set with the default values used for LZMA compression. Returns a BuildCompression struct set with the default values used for uncompressed. Container for holding information about where objects will be serialized in a build. Adds a mapping for a single Object to where it will be serialized out to the build. Adds mappings for a set of Objects to where they will be serialized out to the build. Adds mappings for a set of Objects to where they will be serialized out to the build. Default constructor for an empty BuildReferenceMap. Dispose the BuildReferenceMap destroying all internal state. Returns true if the objects are equal. Filters this BuildReferenceMap instance to remove references to any objects that are not in the array of ObjectIdentifiers specified by objectIds. The set of desired objects. Gets the hash for the BuildReferenceMap. Gets the hash code for the BuildReferenceMap. ISerializable method for serialization support outside of Unity's internal serialization system. Struct containing information on how to build content. Specific build options to use when building content. Platform group for which content will be built. Platform target for which content will be built. Type information to use for building content. Caching object for the Scriptable Build Pipeline. Default contructor. Dispose the BuildUsageCache destroying all internal state. Container for holding information about lighting information being used in a build. Combines the usage data from another BuildUsageTagGlobal with this BuildUsageTagGlobal. Container for holding information about how objects are being used in a build. Default constructor for an empty BuildUsageTagSet. Dispose the BuildUsageTagSet destroying all internal state. Returns true if the objects are equal. Filters this BuildUsageTagSet instance to remove references to any objects that are not in the array of ObjectIdentifiers specified by objectIds. The set of desired objects. Gets the hash for the BuildReferenceMap. Gets the hash code for the BuildUsageTagSet. The hash code of the BuildUsageTagSet. ISerializable method for serialization support outside of Unity's internal serialization system. Returns an array of ObjectIdentifiers that this BuildUsageTagSet contains usage information about. Adds the Object usage information from another BuildUsageTagSet to this BuildUsageTagSet. Object usage information to be added to this BuildUsageTagSet. Enum to indicate if compression should emphasize speed or size. Content should be compressed as fast. Content should be compressed as fast as possible. Content should be compressed small. Content should be compressed as small as possible. None. Defaults to Normal. Content should be ballanced between size and speed. Enum containing the types of compression supported for built content. Chunk-based content compression. Chunk-based content compression using the high compression variant. Single stream content compression. Uncompressed content. Build options for content. Build a development version of the content files. Do not include type information within the built content. Build content with no additional options. Build Flag to indicate the Unity Version should not be written to the serialized file. Low level interface for building content for Unity. Combines resource files into a single archive and compresses them based on the passed in options. Calculates the build usage of a set of objects. Objects that will have their build usage calculated. Objects that reference the Objects being calculated. Lighting information used by the build. The BuildUsageTagSet where the calculated usage information will be stored. Optional cache object to use for improving performance with multiple calls to this api. Calculates the build usage of a set of objects. Objects that will have their build usage calculated. Objects that reference the Objects being calculated. Lighting information used by the build. The BuildUsageTagSet where the calculated usage information will be stored. Optional cache object to use for improving performance with multiple calls to this api. Calculates dependency information for various internal Unity game manager classes. Settings for dependency calculation. Global usage tag for lighting and fog modes in use in the project. Output usage tags generated from dependency calculation. Optional cache object to use for improving performance with multiple calls to this api. Specifies how to calculate dependencies between internal Unity game managers and game assets. The calculated dependencies for internal Unity game manager classes. Calculates dependency information for various internal Unity game manager classes. Settings for dependency calculation. Global usage tag for lighting and fog modes in use in the project. Output usage tags generated from dependency calculation. Optional cache object to use for improving performance with multiple calls to this api. Specifies how to calculate dependencies between internal Unity game managers and game assets. The calculated dependencies for internal Unity game manager classes. Calculates dependency information for various internal Unity game manager classes. Settings for dependency calculation. Global usage tag for lighting and fog modes in use in the project. Output usage tags generated from dependency calculation. Optional cache object to use for improving performance with multiple calls to this api. Specifies how to calculate dependencies between internal Unity game managers and game assets. The calculated dependencies for internal Unity game manager classes. Calculates the Scene dependency information. Optional cache object to use for improving performance with multiple calls to this api. Input path of the Scene for dependency calculation. Settings for dependency calculation. Output usage tags generated from dependency calculation. Dependency information for the Scene. Calculates the Scene dependency information. Optional cache object to use for improving performance with multiple calls to this api. Input path of the Scene for dependency calculation. Settings for dependency calculation. Output usage tags generated from dependency calculation. Dependency information for the Scene. Returns a unique hash for a given type's serialized layout. The type of the object. The user script TypeDB for the player. The unique hash for a type's serialized layout. Returns an array of AssetBundleBuild structs that detail the current asset bundle layout set in the AssetDatabase. Gets information about the lighting and render settings in the active scene. The target platform. An object containing the lighting and fog settings for the active scene on the specified platform. Returns the global usage information calculated by the Shader Stripping section of Graphics Settings. Returns a list of visible objects directly contained inside of an asset. Returns a list of objects referenced by an object. Returns a list of objects referenced by a set of objects. Returns a list of objects directly contained inside of an asset. Returns a list of objects directly contained inside of a loose serialized file. Returns the System.Type of the ObjectIdentifier specified by objectID. The specific object. The type of the object. Returns the System.Type of the ObjectIdentifiers and the referenced SerializeReference class types specified by objectIDs. The specific objects. The array of unique types. Returns the System.Type of the ObjectIdentifier and the referenced SerializeReference class types specified by objectID. The specific object. The array of unique types. Returns True if the passed in target object is a valid runtime object. Starts a profile capture to record content build profile events. Used to filter captured events. Returns an array of ContentBuildProfileEvent structs that contain information for each occuring event. Also stops the profile capture. Writes the current settings of internal Unity game manager classes to the 'globalgamemanagers' file on disk. The location to write the file to. The set of parameters used to write the file. The detailed results from writing the file. Writes Scene objects to a serialized file on disk. TODO. TODO. TODO. Writes objects to a serialized file on disk. TODO. TODO. Details about a profile event captured using the ContentBuildInterface.BeginProfileCapture and ContentBuildInterface.EndProfileCapture APIs. Additional metadata associated with the event. Name of the event. Time in microseconds that the event has occurred relative to when the profile capture began. Enum used to label the event's type. Dependency calculation flags to control what is returned, and how it operates. Default mode. Dependencies are calculated recursively, and only valid references are returned. Object dependencies returned for only missing references. Depencency calculation is recursive. For each new valid reference discovered during calculation, the dependencies of those references will also be included in the returned results. Depencency calculation is not recursive. Only dependencies of the initial passed in set will be returned. Enum description of the type of file an object comes from. Object is contained in a very old format. Currently unused. Object is contained in the imported asset meta data located in the Library folder. Object is contained in file not currently tracked by the AssetDatabase. Object is contained in a standard asset file type located in the Assets folder. Contains dependency information for internal Unity game manager classes. Call ContentBuildInterface.WriteGameManagersSerializedFile or ContentBuildInterface.CalculatePlayerDependenciesForGameManagers to get an instance of this class. The project-wide identifiers for the game manager classes referenced in this collection of dependency information. The project-wide identifiers for the game manager classes referenced in this collection of dependency information. The project-wide identifiers for any objects referenced by the manager classes in the managerObjects list. Struct that identifies a specific object project wide. The file path on disk that contains this object. (Only used for objects not known by the AssetDatabase). Type of file that contains this object. The specific asset that contains this object. The index of the object inside a serialized file. Returns true if the objects are equal. Gets the hash code for the ObjectIdentifier. Returns true if the ObjectIdentifiers are the same. Returns true if the first ObjectIdentifier is greater than the second ObjectIdentifier. Returns true if the first ObjectIdentifier is less than the second ObjectIdentifier. Returns true if the ObjectIdentifiers are different. Tries to return the InstanceID that represents this ObjectIdentifier. Tries to find, load, and return the Object that represents this ObjectIdentifier. Returns a nicely formatted string for this ObjectIdentifier. Tries to convert a persistent Object into an ObjectIdentifier. Tries to convert a persistent Object into an ObjectIdentifier. Struct containing details about how an object was serialized. Serialized object header information. Raw byte data of the object if it was serialized seperately from the header. Object that was serialized. Container for holding a list of preload objects for a Scene to be built. List of Objects for a serialized Scene that need to be preloaded. Default constructor for an empty PreloadInfo. Options for filtering captured profile events using the ContentBuildInterface.BeginProfileCapture and ContentBuildInterface.EndProfileCapture APIs. Use to exclude all captured events that are less than 10 microseconds in duration. Use to exclude none of the captured events. Options for labelling captured profile events using the ContentBuildInterface.BeginProfileCapture and ContentBuildInterface.EndProfileCapture APIs. Use to indicate that a task has begun. Use to indicate that a task has ended. Use to indicate that general information is being reported. Details about a specific file written by the ContentBuildInterface.WriteSerializedFile or ContentBuildInterface.WriteSceneSerializedFile APIs. Internal name used by the loading system for a resource file. Path to the resource file on disk. Bool to determine if this resource file represents serialized Unity objects (serialized file) or binary resource data. Container for holding asset loading information for a streamed Scene AssetBundle to be built. Friendly AssetBundle name. List of Scene loading information for an AssetBundle. Default constructor for an empty SceneBundleInfo. Scene dependency information generated from the ContentBuildInterface.PrepareScene API. Lighting information used by the Scene. Types that are used by scene objects. Path to the post processed version of the Scene. List of objects referenced by the Scene. Scene's original asset path. Container for holding preload information for a given serialized Scene in an AssetBundle. Friendly name used to load the built Scene from an asset bundle. GUID for the given Scene. Internal name used to load the built Scene from an asset bundle. Default constructor for an empty SceneLoadInfo. Container for holding object serialization order information for a build. Order in which the object will be serialized to disk. Source object to be serialzied to disk. Default constructor for an empty SerializationInfo. Struct containing information about where an object was serialized. File path on disk where the object was serialized. Byte offset for the start of the object's data. Size of the object's data. Container for holding information about a serialized file to be written. Final file name on disk of the serialized file. Internal name used by the loading system for a serialized file. List of objects and their order contained inside a serialized file. Default constructor for an empty WriteCommand. Defines the write parameters for the ContentBuildInterface.WriteGameManagersSerializedFile function. The global lighting information to use when writing the serialized file. The set of external objects that can be referenced by this serialized file. The settings to use when writing the serialized file. This struct collects all the WriteSerializedFile parameters in to a single place. Optional Parameter used when writing a serialized file for an Asset Bundle. The global lighting information to use when writing the serialized file. The set of external object dependencies that need to be loaded when loading the resulting serialized file. The set of external objects that can be referenced by this serialized file. The settings to use when writing the serialized file. The the texture, material, mesh, and shader usage tags to use when writing the serialized file. The struct of internal file name, list of objects, and order of objects to use when writing the serialized file. Struct containing the results from the ContentBuildPipeline.WriteSerialziedFile and ContentBuildPipeline.WriteSceneSerialziedFile APIs. SerializeReference instances fully qualified name which were included in the serialized file. Types that were included in the serialized file. Collection of files written by the ContentBuildInterface.WriteSerializedFile or ContentBuildInterface.WriteSceneSerializedFile APIs. Collection of objects written to the serialized file. This struct collects all the WriteSceneSerializedFile parameters in to a single place. The global lighting information to use when writing the serialized file. The set of external object dependencies that need to be loaded when loading the resulting serialzied file. The set of external objects that can be referenced by this serialized file. Optional Parameter used when writing a scene serialized file for an Asset Bundle. The original scene asset path. The settings to use when writing the serialized file. The the texture, material, mesh, and shader usage tags to use when writing the serialized file. The struct of internal file name, list of objects, and order of objects to use when writing the serialized file. Implement this interface to receive a callback after the active build platform has changed. This function is called automatically when the active build platform has changed. The build target before the change. The new active build target. Implement this interface to receive a callback to filter assemblies away from the build. Will be called after building script assemblies, but makes it possible to filter away unwanted scripts to be included. The current build options. The list of assemblies that will be included. Returns the filtered list of assemblies that are included in the build. Implement this interface to receive callbacks related to the running of IL2CPP. Options to control code generation for IL2CPP compiler. IL2CPP compiler will generate code optimized for build size and build time. IL2CPP compiler will generate code optimized for runtime performance. Interface that provides control over callback order. Returns the relative callback order for callbacks. Callbacks with lower values are called before ones with higher values. Implement this interface to receive a callback just after the player scripts have been compiled. Implement this interface to receive a callback just after the player scripts have been compiled. A report containing information about the build, such as its target platform and output path. This interface is obsolete. Use Build.IPostprocessBuildWithReport instead. This method is obsolete. Use Build.IPostprocessBuildWithReport.OnPostprocessBuild instead. Implement this interface to receive a callback after the build is complete. Implement this function to receive a callback after the build is complete. A BuildReport containing information about the build, such as the target platform and output path. This interface is obsolete. Use Build.IPreprocessBuildWithReport instead. This method is obsolete. Use Build.IPreprocessBuildWithReport.OnPreprocessBuild instead. Implement this interface to receive a callback before the build is started. Implement this function to receive a callback before the build is started. A report containing information about the build, such as its target platform and output path. Implement this interface to receive a callback before a compute shader is compiled. Implement this interface to receive a callback before Unity compiles a compute shader kernel into a build. The compute shader that Unity is about to compile. The name of the kernel that Unity is about to compile. The list of shader variants that Unity is about to compile. Implement this interface to receive a callback before a shader is compiled. Implement this interface to receive a callback before a shader snippet is compiled. The shader that Unity is about to compile. Details about the specific shader code being compiled. List of variants that Unity is about to compile for the shader. Implement this interface to receive a callback for each Scene during the build. Implement this function to receive a callback for each Scene during the build. The current Scene being processed. Implement this interface to receive a callback for each Scene during the build. Implement this function to receive a callback for each Scene during the build. The current Scene being processed. A report containing information about the current build. When this callback is invoked for Scene loading during Editor playmode, this parameter will be null. Implement this interface to receive callbacks related to the running of UnityLinker. Generates additional link.xml files for preserving additional types and their members. The current built report. Information about the current run of UnityLinker. The file path to the generated link.xml file. If the path is relative, GenerateAdditionalLinkXmlFile combines it with the working directory to make an absolute path. Build Target by name. iOS. TvOS. Android. CloudRendering. EmbeddedLinux. LinuxHeadlessSimulation. Nintendo Switch. PS4. Server. Stadia. Desktop Standalone. Name of the build target. Unknown. WebGL. Windows Store Apps. Xbox One. Sets which texture compression override to use when importing assets. Import textures with fast, but lower quality, texture compression. Import textures with texture compression off. Do not override texture import compression parameters. Low level interface for building scripts for Unity. Compiles user scripts into one or more assemblies. Script compilation options. Include assertions in the compiled scripts. By default, the assertions are only included in development builds. Build a development version of the scripts. Compiled the scripts without any special settings. Struct with result information returned from the PlayerBuildInterface.CompilePlayerScripts API. Collection of assemblies compiled. Type information generated by the script compilation call. Struct containing information on how to build scripts. User-specified preprocessor defines used while compiling assemblies. Platform group for which scripts will be compiled. Specific compiler options to use when compiling scripts. Subtarget for which scripts will be compiled. Platform group for which scripts will be compiled. Container for holding information about script type and property data. Dispose the TypeDB destroying all internal state. Returns true if the objects are equal. Gets the hash for the BuildReferenceMap. Gets the hash code for the TypeDB. ISerializable method for serialization support outside of Unity's internal serialization system. Contains information about a single file produced by the build process. The unique indentifier of the build file. The absolute path of the file produced by the build process. The role the file plays in the build output. The total size of the file, in bytes. The BuildReport API gives you information about the Unity build process. An array of all the files output by the build process. An array of all the PackedAssets generated by the build process. An optional array of ScenesUsingAssets generated by the build process if BuildOptions.DetailedBuildReport was used during the build. An array of all the BuildSteps that took place during the build process. The StrippingInfo object for the build. A BuildSummary containing overall statistics and data about the build process. Describes the outcome of the build process. Indicates that the build was cancelled by the user. Indicates that the build failed. Indicates that the build completed successfully. Indicates that the outcome of the build is in an unknown state. Contains information about a single step in the build process. The nesting depth of the build step. The total duration for this build step. All log messages recorded during this build step, in the order of which they occurred. The name of this build step. Contains information about a single log message recorded during the build process. The text content of the log message. The LogType of the log message. Contains overall summary information about a build. The time the build ended. The time the build was started. The Application.buildGUID of the build. The BuildOptions used for the build, as passed to BuildPipeline.BuildPlayer. The output path for the build, as provided to BuildPipeline.BuildPlayer. The platform that the build was created for. The platform group the build was created for. The outcome of the build. The total number of errors and exceptions recorded during the build process. The total size of the build output, in bytes. The total time taken by the build process. The total number of warnings recorded during the build process. The subtarget that the build was created for. Returns the subtarget value. This class provides constant values for some of the common roles used by files in the build. The role of each file in the build is available in BuildFile.role. The BuildFile.role value of the file that provides config information used in Low Integrity mode on Windows. The BuildFile.role value of built AssetBundle files. The BuildFile.role value of an AssetBundle manifest file, produced during the build process, that contains information about the bundle and its dependencies. The BuildFile.role value of the file that contains configuration information for the very early stages of engine startup. The BuildFile.role value of the file that contains built-in resources for the engine. The BuildFile.role value of the file that contains Unity's built-in shaders, such as the Standard shader. The BuildFile.role value of the executable that is used to capture crashes from the player. The BuildFile.role value of files that contain information for debuggers. The BuildFile.role value of a managed library that is present in the build due to being a dependency of a CommonRoles.managedLibrary. The BuildFile.role value of the main Unity runtime when it is built as a separate library. The BuildFile.role value of an executable - the file that will actually be launched on the target device. The BuildFile.role value of the file that contains global Project Settings data for the player. The BuildFile.role value of files that provide the managed API for Unity. The BuildFile.role value of a managed assembly, containing compiled script code. The BuildFile.role value of a manifest AssetBundle, which is an AssetBundle that contains information about other AssetBundles and their dependencies. The BuildFile.role value of files that are used as configuration data by the Mono runtime. The BuildFile.role value of files that make up the Mono runtime itself. The BuildFile.role value of the file that contains the contents of the project's "Resources" folder, packed into a single file. The BuildFile.role value of a file that contains the packed content of a Scene. The BuildFile.role value of a file that contains asset objects which are shared between Scenes. Examples of asset objects are textures, models, and audio. The BuildFile.role value of files that have been copied into the build without modification from the StreamingAssets folder in the project. The BuildFile.role value of a file that contains streaming resource data. Contains information about a single packed Asset. The unique identifier of the packed Asset. The offset in a PackedAssets file that indicates the beginning of the packed Asset. The size of the packed Asset. The Global Unique Identifier (GUID) of the source Asset that the build process used to generate the packed Asset. The file path to the source Asset that the build process used to generate the package Asset, relative to the Project directory. The type of source Asset that the build process used to generate the package Asset, such as image, Mesh or audio types. An extension to the BuildReport class that tracks how Assets contribute to the size of the build. An array of PackedAssetInfo objects that holds information about the Assets that are included in the PackedAssets bundle, such as packed Asset size and type. The identifier of the BuildFile that holds the contents of the packed Asset file. The header size of the packed Asset file. The file path to the Asset package, relative to the Data folder of the build. Contains information about which scenes in a build have references to an Asset in the build. The asset path. The list of scenes in the build referring to the asset, identified by a string containing the scene index in the BuildPlayerOptions.scenes list, as well as the scene path. An extension to the BuildReport class that tracks which scenes in the build have references to a specific asset in the build. An array of ScenesUsingAsset that holds information about the Assets that are included in the build. The StrippingInfo object contains information about which native code modules in the engine are still present in the build, and the reasons why they are still present. The native engine modules that were included in the build. Returns the list of dependencies or reasons that caused the given entity to be included in the build. The name of an engine module, class, or other entity present in the build. A list of modules, classes, or other entities that caused the provided entity to be included in the build. Asset Bundle building options. Append the hash to the assetBundle name. Removes the Unity Version number in the Archive File & Serialized File headers during the build. Use chunk-based LZ4 compression when creating the AssetBundle. 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. Disables Asset Bundle LoadAsset by file name. Disables Asset Bundle LoadAsset by file name with extension. Do not include type information within the AssetBundle. Do a dry run build. Enable asset bundle protection. Force rebuild the assetBundles. Ignore the type tree changes when doing the incremental build check. Build assetBundle without any special option. Do not allow the build to succeed if any errors are reporting during it. Don't compress the data when creating the AssetBundle. Building options. Multiple options can be combined together. Used when building Xcode (iOS) 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 UnityWebRequest class. Only build the scripts in a Project. Clear all cached build results, resulting in a full rebuild of all scripts and all player data. Use chunk-based LZ4 compression when building the Player. Use chunk-based LZ4 high-compression when building the Player. Sets the Player to connect to the Editor. Start the player with a connection to the profiler in the editor. Determines if the player should be using the custom connection ID. Generates more information in the BuildReport. Build a development version of the player. Enables code coverage. You can use this as a complimentary way of enabling code coverage on platforms that do not support command line arguments. Enables Deep Profiling support in the player. Options for building the standalone player in headless mode. Include assertions in the build. By default, the assertions are only included in development builds. Force full optimizations for script compilation in Development builds. Build will include Assemblies for testing. Perform the specified build without any special settings or extra tasks. Will force the buildGUID to all zeros. Patch a Development app package rather than completely rebuilding it. Supported platforms: Android. Enable Shader Livelink support. Show the built player. Do not allow the build to succeed if any errors are reporting during it. Symlink runtime libraries when generating iOS Xcode project. (Faster iteration time). Symlink sources when generating the project. This is useful if you're changing source files inside the generated project and want to bring the changes back into your Unity project or a package. Don't compress the data when creating the asset bundle. Sets the Player to wait for player connection on player start. 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 UnityWebRequestAssetBundle.GetAssetBundle. 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 UnityWebRequestAssetBundle.GetAssetBundle. 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 UnityWebRequestAssetBundle.GetAssetBundle. 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 UnityWebRequestAssetBundle.GetAssetBundle. 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 UnityWebRequestAssetBundle.GetAssetBundle. 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 UnityWebRequestAssetBundle.GetAssetBundle. 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 UnityWebRequestAssetBundle.GetAssetBundle().) 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 UnityWebRequestAssetBundle.GetAssetBundle().) 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 UnityWebRequestAssetBundle.GetAssetBundle().) 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 UnityWebRequestAssetBundle.GetAssetBundle().) 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 UnityWebRequestAssetBundle.GetAssetBundle().) 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 UnityWebRequestAssetBundle.GetAssetBundle().) Build all AssetBundles specified in the editor. Output path for the AssetBundles. AssetBundle building options. Chosen target build platform. The manifest listing all AssetBundles included in this build. Build AssetBundles from a building map. Output path for the AssetBundles. AssetBundle building map. AssetBundle building options. Target build platform. The manifest listing all AssetBundles included in this build. Checks if Unity can append the build. The BuildTarget to build. The path where Unity builds the application. Returns a UnityEditor.CanAppendBuild enum that indicates whether Unity can append the build. Builds a player. Provide various options to control the behavior of BuildPipeline.BuildPlayer. A BuildReport giving build process information. Builds a player. These overloads are still supported, but will be replaced. Please use BuildPlayer (BuildPlayerOptions buildPlayerOptions) instead. The Scenes to include in the build. If empty, the build only includes the currently open Scene. 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 a player. These overloads are still supported, but will be replaced. Please use BuildPlayer (BuildPlayerOptions buildPlayerOptions) instead. The Scenes to include in the build. If empty, the build only includes the currently open Scene. 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. Given a BuildTarget will return the well known string representation for the build target platform. An instance of the BuildTarget enum. Target platform name represented by the passed in BuildTarget. Extract the crc checksum for the given AssetBundle. Extract the hash for the given AssetBundle. Returns the path of a player directory. For ex., Editor\Data\PlaybackEngines\AndroidPlayer. In some cases the player directory path can be affected by BuildOptions.Development. Build target. Build options. Build target group. Returns the path of a player directory. For ex., Editor\Data\PlaybackEngines\AndroidPlayer. In some cases the player directory path can be affected by BuildOptions.Development. Build target. Build options. Build target group. Returns the mode currently used by players to initiate a connect to the host. Returns true if the specified build target is currently available in the Editor. build target group build target 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. Set a 16-bytes key for AssetBundle Encryption. Set NULL will remove the key from memory. Writes out a "boot.config" file that contains configuration information for the very early stages of engine startup. The location to write the file to. The platform to target for this build. Options for this build. Provide various options to control the behavior of BuildPipeline.BuildPlayer. The path to an manifest file describing all of the asset bundles used in the build (optional). User-specified preprocessor defines used while compiling assemblies for the player. The path where the application will be built. Additional BuildOptions, like whether to run the built player. The Scenes to be included in the build. The Subtarget to build. The BuildTarget to build. The BuildTargetGroup to build. The default build settings window. Exceptions used to indicate abort or failure in the callbacks registered via BuildPlayerWindow.RegisterBuildPlayerHandler and BuildPlayerWindow.RegisterGetBuildPlayerOptionsHandler. Create a new BuildMethodException. Display this message as an error in the editor log. Create a new BuildMethodException. Display this message as an error in the editor log. Default build methods for the BuildPlayerWindow. The built-in, default handler for executing a player build. Can be used to provide default functionality in a custom build player window. The options to build with. The built-in, default handler for calculating build player options. Can be used to provide default functionality in a custom build player window. Default options. The calculated BuildPlayerOptions. Register a delegate to intercept or override the build process executed with the "Build" and "Build and Run" buttons. Registering a null value will restore default behavior, which is the equivalent of calling BuildPlayerWindow.DefaultBuildMethods.BuildPlayer. Delegate System.Action that takes a BuildPipeline.BuildPlayerOptions parameter. Register a delegate method to calculate BuildPlayerOptions that are passed to the build player handler. Registering a null value will restore default behavior, which is the equivalent of calling BuildPlayerWindow.DefaultBuildMethods.GetBuildPlayerOptions. Delegate System.Func that takes a BuildPlayerOptions parameter. The value passed into the delegate will represent default options. The return value will be passed to the default build player handler, or to a custom handler set with BuildPlayerWindow.RegisterBuildPlayerHandler. Open the build settings window. Target build platform. Build an iOS player. OBSOLETE: Use iOS. Build an iOS player. Build to Apple's tvOS platform. Build an Android .apk standalone app. Build a CloudRendering standalone. Build a LinuxHeadlessSimulation standalone. Build to Nintendo 3DS platform. Build a PS4 Standalone. Build to PlayStation 5 platform. Build a Stadia standalone. Build a Linux standalone. Build a Linux 64-bit standalone. Build a Linux universal standalone. Build a macOS standalone (Intel 64-bit). Build a macOS Intel 32-bit standalone. (This build target is deprecated) Build a macOS Intel 64-bit standalone. (This build target is deprecated) Build a Windows standalone. Build a Windows 64-bit standalone. Build a Nintendo Switch player. WebGL. Build a web player. (This build target is deprecated. Building for web player will no longer be supported in future versions of Unity.) Build a streamed web player. Build an Windows Store Apps player. Build a Xbox One Standalone. Build target group. Apple iOS target. OBSOLETE: Use iOS. Apple iOS target. Apple's tvOS target. Android target. CloudRendering target. LinuxHeadlessSimulation target. Nintendo 3DS target. Sony Playstation 4 target. Sony Playstation 5 target. Google Stadia target. PC (Windows, Mac, Linux) target. Nintendo Switch target. Unknown target. WebGL. Mac/PC webplayer target. Windows Store Apps target. Microsoft Xbox One target. Struct used for AssetDatabase.cacheServerConnectionChanged. Selects the cache server configuration mode. Use this if you want to use the global cache server settings. Use this if you want to disable the use of cache server for the project. Use this if you want to enable use of the project specific cache server settings. Options for the accelerate server validation mode. Disable validation for the cache server. Calculate and upload hashes. Validate Accelerator-provided hashes during downloads. Calculate and uploaded content hashes to the Accelerator. Require Accelerator-provided hashes for download validation. Calculate content hashes for uploaded artifacts and send them to the Accelerator for validation. 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. Indicates whether OnOpenAssetAttribute decorated method is a validation function that checks if asset opening is handled by Unity or a custom script. Indicates that OnOpenAssetAttribute decorated method is an opening function. Indicates that OnOpenAssetAttribute decorated method is a validation function. 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 after building the Scene. Add this attribute to a callback method to mark that this callback must be run after any callbacks that are part of the specified assembly. The name of the assembly that should be run before this callback. Add this attribute to a callback method to mark that this callback must be run after any callbacks that are part of the specified assembly. The name of the assembly that should be run before this callback. Add this attribute to a callback method to mark that this callback must be run after any callbacks that are part of the specified class. The class type that should be run before this callback. Add this attribute to a callback method to mark that this callback must be run after any callbacks that are part of the specified class. The class type that should be run before this callback. The assembly-qualified name of the class type that should be run before this callback. This dependency attribute will be ignored when the name can not be resolved, such as if the class is not present in the current project. Add this attribute to a callback method to mark that this callback must be run after any callbacks that are part of the specified class. The class type that should be run before this callback. The assembly-qualified name of the class type that should be run before this callback. This dependency attribute will be ignored when the name can not be resolved, such as if the class is not present in the current project. Add this attribute to a callback method to mark that this callback must be run after any callbacks that are part of the specified package. The name of the package that should be run before this callback. Add this attribute to a callback method to mark that this callback must be run after any callbacks that are part of the specified package. The name of the package that should be run before this callback. Add this attribute to a callback method to indicate that this callback must be run before any callbacks that are part of the specified assembly. The name of the assembly that should be called after this callback. Add this attribute to a callback method to indicate that this callback must be run before any callbacks that are part of the specified assembly. The name of the assembly that should be called after this callback. Add this attribute to a callback method to mark that this callback must be run before any callbacks that are part of the specified class. The class type that should be run before this callback. Add this attribute to a callback method to mark that this callback must be run before any callbacks that are part of the specified class. The class type that should be run after this callback. The assembly-qualified name of the class type that should be run after this callback. This dependency attribute will be ignored when the name can not be resolved, such as if the class is not present in the current project. Add this attribute to a callback method to mark that this callback must be run before any callbacks that are part of the specified class. The class type that should be run after this callback. The assembly-qualified name of the class type that should be run after this callback. This dependency attribute will be ignored when the name can not be resolved, such as if the class is not present in the current project. Add this attribute to a callback method to mark that this callback must be run before any callbacks that are part of the specified package. The name of the package that should be run after this callback. Add this attribute to a callback method to mark that this callback must be run before any callbacks that are part of the specified package. The name of the package that should be run after this callback. Unity Camera Editor. Settings for the camera editor. See ScriptableObject.OnDestroy. See ScriptableObject.OnDisable. See ScriptableObject.OnEnable. See Editor.OnInspectorGUI. See Editor.OnSceneGUI. Contains all drawable elements of the CameraEditor. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. See SerializedObject.ApplyModifiedProperties. Draws the default [[CameraEditor] background color widget. Draws the default [[CameraEditor] warnings issued by a camera. The camera from which warnings are read. Draws the default [[CameraEditor] clear flags widget. Draws the default [[CameraEditor] clipping planes widget. Draws the default [[CameraEditor] culling mask widget. Draws the default [[CameraEditor] depth widget. Draws the default [[CameraEditor] dynamic resolution widget. Draws the default [[CameraEditor] HDR widget. Draws the default [[CameraEditor] MSAA widget. Draws the default [[CameraEditor] muliple display widget. Draws the default [[CameraEditor] viewport widget. Draws the default [[CameraEditor] occlusion culling widget. Draws the default [[CameraEditor] projection widget. Draws the default [[CameraEditor] rendering path widget. Draws the default [[CameraEditor] target eye widget. Draws the default [[CameraEditor] target texture widget. Draws the default [[CameraEditor] VR widget. Exposed SerializedProperty for the inspected Camera. Populate the settings object with data linked to the Camera SerializedObject. See SerializedObject.Update. Utilities for cameras. Draw the frustrum gizmo of a camera. The camera to use. The aspect ratio of the game view. Calculate the frustrum aspect ratio of a camera. Camera to use. The frustrum aspect ratio of the provided camera. Calculate the points of the frustrum plane facing the viewer at a specific distance. The points array will be filled with the calculated points in the following order: left bottom, left top, right top and right bottom. Clip space to world space matrix. View position in world space. Distance from the view position of the plane. Calculated points. (A minimum size of 4 elements is required). Draw the frustrum handles for a camera. The camera to use. Check whether a viewport is valid. Viewport to check. Whether the viewport is valid. Calculate the world space position of a point in clip space. The z component will be used to get the point at the distance z from the viewer. Clip to world matrix to use. The viewer's position in world space. The position in clip space. The corresponding world space position. Calculate the frustrum corners. Corners are calculated in this order: left bottom, left top, right top, right bottom. Camera to use. The corners of the near plane. (A minimum size of 4 elements is required.) The corners of the far plane. (A minimum size of 4 elements is required.) The aspect ratio of the frustrum. Whether the frustrum was calculated. Calculate the frustrum corners from the sensor physical properties, without taking gate fitting into account. To get the actual frustum with gate fit adjustment, use CameraEditorUtils.TryGetFrustum. This method is equivalent to CameraEditorUtils.TryGetFrustum for non-physical cameras. Corners are calculated in this order: left bottom, left top, right top, right bottom. Camera to use. The corners of the near plane. (A minimum size of 4 elements is required.) The corners of the far plane. (A minimum size of 4 elements is required.) The aspect ratio of the frustrum. Whether the frustrum was calculated. Project points from world to screen space. Creates a CameraProjectionCache with the camera's current state. The Camera from which projection matrices will be copied. Converts a point from GUI position to screen space relative to the cached camera viewport. A point in GUI space to convert to screen space. guiPoint in screen space relative to the cached camera viewport. Converts a point from screen space to GUI position relative to the viewport at the time the CameraProjectionCache was created. A point in screen space. screenPoint converted to GUI space relative to the cached camera viewport. Converts a world space point to a 2D GUI position. A point in world space. A point in GUI space. Transforms position from world space into screen space using the cached camera projection and viewport. A point in world space. The converted point in screen space. Whether you can append an existing build using BuildOptions.AcceptExternalModificationsToPlayer. The target platform supports appending builds, and the build is not in a valid state. The target platform does not support appending builds. The target platform supports appending builds, and the build can be appended. Attribute used to make a custom editor support multi-object editing. A change of this type indicates that a property of an asset object in memory has changed. This happens for example when Undo.RecordObject is used with an instance of an asset (e.g. Texture). The GUID of the changed asset. The instance ID of the modified asset. The Scene that contains the modified asset. This is usually an invalid scene unless the asset is explicitly associated in a scene (e.g. RenderSettings). Constructs a new instance. The GUID of the changed asset. The instance ID of the modified asset. The Scene that contains the modified asset. A change of this type indicates that a property of a GameObject or Component has changed. This happens for example when Undo.RecordObject is used with an instance of a Component. The instance ID of the modified GameObject or Component. The Scene that contains the GameObject associated with the change. If a Component is changed, this is the GameObject to which the component belongs. Constructs a new instance. The instance ID of the modified GameObject or Component. The Scene that contains the GameObject associated with the change. If a Component is changed, this is the GameObject to which the component belongs. A change of this type indicates that the parent of a GameObject has changed. This happens when Undo.SetTransformParent or SceneManager.MoveGameObjectToScene is used. The instance ID of the GameObject whose parent changed. Note that this is not the instance ID of the Transform component. The instance ID of the GameObject that is the new parent of the target. Note that this is not the instance ID of its Transform. The Scene containing the new parent. This is useful to detect whether a GameObject was moved to another scene or moved to the root of a scene. The instance ID of the GameObject that was the previous parent of the target. Note that this is not the instance ID of its Transform. The scene containing the previous parent. This is useful to detect whether a GameObject was moved to another scene. Constructs a new instance. The instance ID of the GameObject whose parent changed. Note that this is not the instance ID of the Transform component. The scene containing the previous parent. This is useful to detect whether a GameObject was moved to another scene. The instance ID of the GameObject that was the previous parent of the target. Note that this is not the instance ID of its Transform. The Scene containing the new parent. This is useful to detect whether a GameObject was moved to another scene or moved to the root of a scene. The instance ID of the GameObject that is the new parent of the target. Note that this is not the instance ID of its Transform. A change of this type indicates that the structure of a GameObject has changed. This happens when a component is added to or removed from the GameObject using Undo.AddComponent or Undo.DestroyObjectImmediate. The instance ID of the GameObject that has been changed. The Scene containing the GameObject that has been changed. Constructs a new instance. The instance ID of the GameObject that has been changed. The Scene containing the GameObject that has been changed. A change of this type indicates that the structure of a GameObject has changed and any GameObject in the hierarchy below it might have changed. This happens for example when Undo.RegisterFullObjectHierarchyUndo is used. The instance ID of the GameObject that has been changed. The scene containing the GameObject that has been changed. Constructs a new instance. The instance ID of the GameObject that has been changed. The Scene containing the GameObject that has been changed. A change of this type indicates that an open scene has been changed ("dirtied") without any more specific information available. This happens for example when EditorSceneManager.MarkSceneDirty is used. The Scene that was changed. Constructs a new instance. The Scene that was changed. Stores a curve and its name that will be used to create additional 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. No Mask. All the animation will be imported. Use this class to retrieve information about the currently selected project and the current Unity ID that is logged in. The ID of the organization that this project belongs to. (Read Only) The name of the organization that this project belongs to. (Read Only) A unique cloud project identifier. It is unique for every project (Read Only). The name of the project entry in the dashboard associated with this project (Read Only). The user ID of the currently logged-in Unity ID account (Read Only). The user name of the currently logged in Unity ID account (Read Only). 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. Flags for Assembly. Selects assemblies compiled for the editor including test assemblies. Selects assemblies compiled for the player including test assemblies. Selects assemblies compiled for the player excluding test assemblies. Class that represents an assembly compiled by Unity. Returns Assembly.assemblyReferences and Assembly.compiledAssemblyReferences combined. This returns all assemblies that are passed to the compiler when building this assembly,. Assembly references used to build this assembly. The references are also assemblies built as part of the Unity project. See Also: Assembly.compiledAssemblyReferences and Assembly.allReferences. Assembly references to pre-compiled assemblies that used to build this assembly. See Also: Assembly.assemblyReferences and Assembly.allReferences. Compiler options used to compile the assembly. The defines used to compile this assembly. Flags for the assembly. See Also: AssemblyFlags. The name of the assembly. The full output file path of this assembly. Sets the root namespace of the assembly. All the souce files used to compile this assembly. Constructor. Assembly name. Assembly output. Assembliy source files. Assembly defines. Assembly references. Compiled assembly references. Assembly flags. Compiles scripts outside the Assets folder into a managed assembly that can be used inside the Assets folder. Additional #define directives passed to compilation of the assembly. Additional assembly references passed to compilation of the assembly. Output path of the assembly to build. (Read Only) Event that is invoked on the main thread when the assembly build finishes. First parameter is the output assembly path. Second parameter are the compiler messages. Event that is invoked on the main thread when the assembly build starts. Parameter is the output assembly path. BuildTarget for the assembly build. BuildTargetGroup for the assembly build. Compiler options to use when building the assembly. Default defines used when compiling the assembly. Default references used when compiling the assembly. References to exclude when compiling the assembly. Flags to control the assembly build. Options to control the references that Unity uses during an assembly build. Array of script paths used as input for assembly build. (Read Only) Current status of assembly build. (Read Only) Starts the build of the assembly. While building, the small progress icon in the lower right corner of Unity's main window will spin and EditorApplication.isCompiling will return true. Returns true if build was started. Returns false if the build was not started due to the editor currently compiling scripts in the Assets folder. AssemblyBuilder constructor. Path of the output assembly. Relative to project root. Array of script paths to be compiled into the output assembly. Relative to project root. Flags used by AssemblyBuilder to control assembly build. Defines whether the output assembly is an development build. Defines whether the output assembly is an editor assembly. None value. Default. Status of the AssemblyBuilder build. Indicates the AssemblyBuilder build has finished. Indicates the AssemblyBuilder build is compiling. Indicates the AssemblyBuilder build has not been started. An exception throw for Assembly Definition Files errors. File paths of the assembly definition files that caused the exception. Constructor. Exception message. File paths for assembly definition files. Contains information about a platform supported by the assembly definition files. BuildTarget for the AssemblyDefinitionPlatform. Display name for the platform. Name used in assembly definition files. Assembly definition file reference type. Assembly definition file GUID reference. Assembly definition file assembly name reference. Flags for Assembly. Indicates whether this assembly is an editor only assembly. None value. Default. Code optimization mode defines whether UnityEditor compiles scripts in Debug or Release mode. Debug mode enables C# debugging but reduces C# performance. Unitialized value for code optimization mode. Release mode disables C# debugging but improves C# performance. Methods and properties for script compilation pipeline. An event that is invoked on the main thread when compilation of an assembly finishes. First parameter is the output assembly path. Second parameter are the compiler messages. An event that is invoked on the main thread when the assembly build starts. Parameter is the output assembly path. Current Compilation.CodeOptimization|code optimization mode. This event triggers whenever the codeOptimization property changes between Compilation.CodeOptimization.Debug|Debug and Compilation.CodeOptimization.Release|Release modes. Current Compilation.CodeOptimization|code optimization mode value. An event that is invoked on the main thread when the compilation of assemblies finishes. A context object, which is a temporary store that allows you to compare compilation start and finish events. An event that is invoked on the main thread when the compilation of assemblies starts. A context object, which is a temporary store that allows you to compare compilation start and finish events. Converts an assembly definition file GUID reference to a GUID string. Assembly Definition File GUID reference. A GUID string. Get all script assemblies compiled by Unity filtered by AssembliesType. Array of script assemblies compiled by Unity. Returns the assembly definition file path from an assembly name. Returns null if there is no assembly definition file for the given assembly name. Assembly name. File path of assembly definition file. Returns the assembly definition file path for an Assembly Definition File GUID or assembly name reference. Returns null if there is no assembly definition file for the given assembly reference. The assembly definition file GUID or assembly name reference. The file path of the given assembly definition file. Returns the assembly definition file path for a source (script) path. Returns null if there is no assembly definition file for the given script path. Source (script) file path. File path of assembly definition file. Returns all the platforms supported by assembly definition files. See Also: AssemblyDefinitionPlatform. Platforms supported by assembly definition files. Utility method to determine whether an Assembly Definition File reference is a GUID reference or an assembly name reference. The given assembly definition file reference. Whether the reference is a GUID or assembly name. Returns the assembly name for a source (script) path. Returns null if there is no assembly name for the given script path. Source (script) path. Assembly name. Gets the root namespace associated with the given script path. Source (script) file path. Returns the root namespace for the given script. If there is no root namespace defined for the script, it returns null. Lists all the #define directives used to compile the specified assembly. The name of the assembly without the extension. A string array of #define directives declared for the assembly. Returns null if the assembly is not found. Get all precompiled assembly names. Precompiled assembly names. Returns the Assembly file path from an assembly name. Returns null if there is no Precompiled Assembly name match. Assembly name. File path of precompiled assembly. Returns the paths to the precompiled assemblies which are included when building editor assemblies and match any of the given PrecompiledAssemblySources. Determines which assembly paths will be returned. An array of paths to precompiled assemblies. Lists all the #define directives used to compile the specified assembly, that is from a Response File. The name of the assembly without the extension. A string array of #define directives declared for the assembly. Returns null if the assembly is not found. Use this to get a list of directories containing system references for the specific ApiCompatibilityLevel. Returns an array populated by absolute directory paths. Converts the given GUID to an assembly definition file GUID reference. The given assembly definition file asset GUID. The assembly definition file GUID reference for the given asset GUID. Allows you to test whether the specified #define constraints are satisfied by the specified list of #define directives. A string array of #define directives. A string array of #define directives to to check compatibility against. True if the specified #define constraints are satisfied by the specified #define directives. Otherwise returns False. Retrieves the ResponseFileData describing the content of the response file. The path to the response file to be parsed. The absolute path to the root of the Project directory in which the response file is located. Array of directories containing system reference libraries. Describes the content of the response file that was parsed. Errors, defines, etc. Specifies the sources of precompiled assemblies referenced during compilation. Matches all assembly sources. Matches assemblies supplied by the target framework. Matches any Unity assemblies. Matches UnityEditor and editor module assemblies. Matches UnityEngine and runtime module assemblies. Matches precompiled assemblies present in the project and packages. Allows you to request that the Editor recompile scripts in the project. Optional parameter to specify whether the Editor should clear the build cache before compilation. Allows you to request that the Editor recompile scripts in the project. Optional parameter to specify whether the Editor should clear the build cache before compilation. Compiler Message. Line column for the message. File for the message. File line for the message. Compiler message. Message type. Compiler message type. Error message. Info message. Warning message. An exception throw for Precompiled Assembly errors. File paths for Precompiled Assemblies that caused the exception. Constructor. Exception message. File paths for Precompiled Assemblies. Options to control the Unity References to other assembly definition files that Unity uses during compilation. Default options. Use UnityEngine modules when compiling. Options for specifying the behavior of CompilationPipeline.RequestScriptCompilation. Clear all cached build results, resulting in a full rebuild of all scripts. The default behavior. Unity will only recompile scripts that have changed, or that need recompiling due to changes in settings that affect script compilation. Data class used for storing parsed response file data. Array of define symbols. Error messages that occurred during parsing the response file. Array of absolute path reference to assemblies that should be referenced to the assemblies. Additional compiler options written as is in the response file. Where 'unsafe' code is allowed when compiling scripts. Compiler options passed to the script compiler. Additional compiler arguments. Allow 'unsafe' code when compiling scripts. Stores the path to the Roslyn global config file. ApiCompatibilityLevel for a given Assembly. Indicates whether performance optimization is enabled for the assembly Creates ScriptCompilerOptions with default values used for script compilation. Emit Reference Assembly when compiling scripts. String representation of the language version being used to compile the current Assembly. Array of path to the response files that affects the current compilation. Stores the paths to the Roslyn Analyzer additional files. Stores the paths to the .dll files. Stores the path to the Roslyn ruleset file. Define compute shader import settings in the Unity Editor. The preprocessor that Unity uses to compile this compute shader. Editor API for the Unity Services editor feature. Normally CrashReporting is enabled from the Services window, but if writing your own editor extension, this API can be used. This Boolean field will cause the CrashReporting feature in Unity to capture exceptions that occur in the editor while running in Play mode if true, or ignore those errors if false. This Boolean field will cause the CrashReporting feature in Unity to be enabled if true, or disabled if false. The Performance Reporting service will keep a buffer of up to the last X log messages (Debug.Log, etc) to send along with crash reports. The default is 10 log messages, the max is 50. Set this to 0 to disable capture of logs with your crash reports. A change of this type indicates that an asset object has been created. This happens for example when Undo.RegisterCreatedObjectUndo is used with an instance of an asset (e.g. Texture). The GUID of the new asset. The instance ID of the modified asset. The Scene that contains the new asset. This is usually an invalid scene unless the asset is explicitly associated in a scene (e.g. RenderSettings). Constructs a new instance. The GUID of the new asset. The instance ID of the modified asset. The Scene that contains the new asset. A change of this type indicates that a GameObject has been created, possibly with additional objects below it in the hierarchy. This happens for example when Undo.RegisterCreatedObjectUndo is used with a GameObject. The instance ID of the GameObject that has been created. The scene containing the GameObject that has been created. Constructs a new instance. The instance ID of the GameObject that has been created. The scene containing the GameObject that has been created. 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. Tells an Editor class which run-time type it's an editor for when the given RenderPipeline is activated. Defines which object type the custom editor class can edit. Type that this editor can edit. Type of RenderPipelineAsset that that should be active for this inspector to be used. 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. Type of RenderPipelineAsset that that should be active for this inspector to be used. 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. Texture importer lets you modify Texture2D import settings for DDS textures from editor scripts. Is texture data readable from scripts. Base class to derive custom decorator drawers from. The PropertyAttribute for the decorator. (Read Only) Override this method to determine whether the inspector GUI for your decorator can be cached. Whether the inspector GUI for your decorator can be cached. 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. See DecoratorDrawer for an example of how to use this. Rectangle on the screen to use for the decorator GUI. DefaultAsset is used for assets that do not have a specific type (yet). Default definition for the Lighting Explorer. Can be overridden completely or partially. Constructor. Gets column definitions for 2D Lights. Returns column definitions for 2D Lights. Gets an array of all 2D lights in the scene. Returns an array of 2D Lights. This returns all the default tabs for the Lighting Explorer. Default tabs for the Lighting Explorer. Returns objects with an Emissive material. Objects with an Emissive material. Returns column definitions for Emissives. Column definitions for Emissives. Returns column definitions for Lights. Column definitions for Lights. Returns column definitions for Light Probes. Column definitions for Light Probes. Returns Light Probes. Light Probes. Returns Lights. Lights. Returns T type Objects to be shown in the Light Explorer. Returns and array of T type Objects. Returns column definitions for Reflection Probes. Column definitions for Reflection Probes. Returns Reflection Probes. Reflection Probes. A change of this type indicates that an asset object has been destroyed. This happens for example when Undo.DestroyObjectImmediate is used with an instance of an asset (e.g. Texture). The GUID of the removed asset. The instance ID of the modified asset. The scene that contained the asset. This is usually an invalid scene unless the asset is explicitly associated in a scene (e.g. RenderSettings). Constructs a new instance. The GUID of the removed asset. The instance ID of the modified asset. The Scene that contained the asset. A change of this type indicates that a GameObject and the entire hierarchy below it has been destroyed. This happens for example when Undo.DestroyObjectImmediate is used with an GameObject. The instance ID of the GameObject that has been destroyed. The instance ID for the parent GameObject of the GameObject that has been destroyed. The scene containing the GameObject that has been destroyed. Constructs a new instance. The instance ID of the GameObject that has been destroyed. The instance ID for the parent GameObject of the GameObject that has been destroyed. The Scene containing the GameObject that has been destroyed. Constructs a new instance. The instance ID of the GameObject that has been destroyed. The instance ID for the parent GameObject of the GameObject that has been destroyed. The Scene containing the GameObject that has been destroyed. The type of opt-out decision a user can make. The decision to opt out of seeing a dialog box for all time on the user's current machine. The decision to opt out of seeing a dialog box for the duration of the current Editor session. 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. Allow override of the default behavior for the corresponding window. Multiple handlers can be registered on the same window. If a handler returns DragAndDropVisualMode.None the system will check the next handler. Any other results (DragAndDropVisualMode.Rejected or others DragAndDropVisualMode) means this handler has processed the drop event and no other handler will be called. The last handler is the default Unity handler. Function to handle drop on the corresponding window. Allow override of the default behavior for the corresponding window. Multiple handlers can be registered on the same window. If a handler returns DragAndDropVisualMode.None the system will check the next handler. Any other results (DragAndDropVisualMode.Rejected or others DragAndDropVisualMode) means this handler has processed the drop event and no other handler will be called. The last handler is the default Unity handler. Function to handle drop on the corresponding window. Allow override of the default behavior for the corresponding window. Multiple handlers can be registered on the same window. If a handler returns DragAndDropVisualMode.None the system will check the next handler. Any other results (DragAndDropVisualMode.Rejected or others DragAndDropVisualMode) means this handler has processed the drop event and no other handler will be called. The last handler is the default Unity handler. Function to handle drop on the corresponding window. Allow override of the default behavior for the corresponding window. Multiple handlers can be registered on the same window. If a handler returns DragAndDropVisualMode.None the system will check the next handler. Any other results (DragAndDropVisualMode.Rejected or others DragAndDropVisualMode) means this handler has processed the drop event and no other handler will be called. The last handler is the default Unity handler. Function to handle drop on the corresponding window. Get data associated with current drag and drop operation. Check if the handler is already registered for the destination window ID. ID of the destination window. The handler of the targeted window. True if the handler is already registered. Handler for the Hierarchy. ID of the Game Object in the Hierarchy window that is under the mouse cursor. The parentForDraggedObjects is only set under special situations in Prefab Mode (most often it will be null). If this value is set the dropTargetInstanceID is 0. And the client code should use 'parentForDraggedObjects' as a forced parent of the drag. True if the event is of type EventType.DragPerform. Specify how the dragged object is to be dropped in the Hierarchy window. Returns DragAndDropVisualMode.None if this handler is not able to process event. In that case a new handler will be called for processing. Any other DragAndDropVisualMode results will stop the handler chain. Handler for the Inspector. Target objects of the drag operation. True if the event is of type EventType.DragPerform. Returns DragAndDropVisualMode.None if this handler is not able to process the event. In that case a new handler will be called for processing. Any other DragAndDropVisualMode results will stop the handler chain. Clears drag & drop data. Handler for the Project. ID of the dragged asset that is dropped into the Project browser window. Path of the dragged asset that is dropped into the Project browser window. True if the event is of type EventType.DragPerform. Returns DragAndDropVisualMode.None if this handler is not able to process the event. In that case a new handler will be called for processing. Any other DragAndDropVisualMode results will stop the handler chain. Unregister a specific Drop Handler from a Window Drop Target. Handler to unregister. Unregister a specific Drop Handler from a Window Drop Target. Handler to unregister. Unregister a specific Drop Handler from a Window Drop Target. Handler to unregister. Unregister a specific Drop Handler from a Window Drop Target. Handler to unregister. Handler for the Scene. Dragged Game Object that is being dropped into the Scene view. Position in the world. Position in the viewport. Parent transform of the dragged object. True if the event is of type EventType.DragPerform. 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. IDs for core windows. These are used by the DragAndDrop.RemoveHandler API. ID to target the Hierarchy. ID to target the Inspector. ID to target the Project browser. ID to target the Scene view. Drawing modes for Handles.DrawCamera. Draw objects with the albedo component only. This value has been deprecated. Please use DrawCameraMode.RealtimeAlbedo. The camera is set to display the alpha channel of the rendering. Draw objects with baked GI only. This value has been deprecated. Please use DrawCameraMode.BakedLightmap. Draw objects with the baked albedo component only. Draw objects with different colors for each baked chart (UV island). Draw objects with the baked directionality component only. Draw objects with the baked emission component only. Draw objects with baked indices only. Draw objects with the baked lightmap only. Draw objects with visible lightmap texels highlighted. Draw objects with baked texel validity only. Draw objects with overlapping lightmap texels highlighted. Draw objects with different colors for each real-time chart (UV island). Draw with different colors 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 Enlighten Realtime Global Illumination. This value has been deprecated. Please use DrawCameraMode.RealtimeDirectionality. Draw objects with the emission component only. This value has been deprecated. Please use DrawCameraMode.RealtimeEmissive. Draw Mesh Renderers and Terrains in different colors to show their StaticEditorFlags.ContributeGI / ReceiveGI properties. With default colors: Yellow means 'ContributeGI' is off. Blue means that 'ContributeGI' is on and the object receives GI from lightmaps. See Also: ReceiveGI.Lightmaps Red means that 'ContributeGI' is on, but that the object receives GI from Light Probes instead. See Also: ReceiveGI.LightProbes. All colors can be adjusted under Preferences > Colors. Draw objects with Enlighten Realtime Global Illumination only. This value has been deprecated. Please use DrawCameraMode.RealtimeIndirect. The camera is set to show in red static lights that fall back to 'static' because more than four light volumes are overlapping. Draw lit clusters. The camera is set to display the texture resolution, with a red tint indicating resolution that is too high, and a 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. The camera is set to display Scene overdraw, with brighter colors indicating more overdraw. Draw objects with the Enlighten Realtime Global Illumination albedo component only. Draw objects with different colors for each real-time chart (UV island). Draw objects with the Enlighten Realtime Global Illumination directionality component only. Draw objects with the Enlighten Realtime Global Illumination emission component only. Draw objects with the Enlighten Realtime Global Illumination indirect light only. The camera is set to draw color coded render paths. The camera is set to draw directional light shadow map cascades. The camera is set to display colored ShadowMasks, coloring light gizmo with the same color. The camera is set to display SpriteMask and SpriteRenderer with SpriteRenderer.maskInteraction set. 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. The camera is set to run in texture streaming debug mode. A custom mode defined by the user. The camera is set to draw a physically based, albedo validated rendering. The camera is set to draw a physically based, metal or specular validated rendering. 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. Derive from this base class to create a custom inspector or editor for your custom object. An event raised while drawing the header of the Inspector window, after the default header items have been drawn. 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. Set to null for the default editor for the object. The previous editor for the object. After returning from CreateCachedEditor 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. Set to null for the default editor for the object. The previous editor for the object. After returning from CreateCachedEditor previousEditor is an editor for the targetObject or targetObjects. The objects the editor is tracking. Creates a cached editor using a context object. Creates a cached editor using a context object. Make a custom editor for targetObject or targetObjects. All objects must be of the same type. Make a custom editor for targetObject or targetObjects. All objects must be of the same type. Make a custom editor for targetObject or targetObjects. All objects must be of the same type. Make a custom editor for targetObject or targetObjects. All objects must be of the same type. Make a custom editor for targetObject or targetObjects with a context object. Implement this method to make a custom UIElements inspector. Draws the built-in inspector. Draws the inspector GUI with a foldout header for target. The object to display the Inspector for. The reference to a variable of type Editor. 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, the headers of the primary editor, 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. The asset to operate on. An array of all Assets at assetPath. Width of the created texture. Height of the created texture. Generated texture or null. Redraw any inspectors that shows this editor. Checks if this editor requires constant repaints in its current state. Returns the visibility setting of the "open" button in the Inspector. Return true if the button should be hidden. Override this method in subclasses to return false if you don't want default margins. Editor API for the EditorAnalytics feature. Returns true when EditorAnalytics is enabled. This API is used for registering an Editor Analytics event. Note: This API is for internal use only and is likely change in the future. Do not use in user code. Name of the event. Event version number. Hourly limit for this event name. Maximum number of items in this event. Vendor key name. This API is used for registering an Editor Analytics event. Note: This API is for internal use only and is likely change in the future. Do not use in user code. Name of the event. Event version number. Hourly limit for this event name. Maximum number of items in this event. Vendor key name. This API is used to send an Editor Analytics event. Note: This API is for internal use only and is likely change in the future. Do not use in user code. Name of the event. Additional event data. Event version number. This API is used to send an Editor Analytics event. Note: This API is for internal use only and is likely change in the future. Do not use in user code. Name of the event. Additional event data. Event version number. Use this API to set the event end point URL. Note: This API is for internal use only and is likely change in the future. Do not use in user code. Name of the event. Event version number. Event end point URL. Use the API to set the event property. Note: This API is for internal use only and is likely change in the future. Do not use in user code. Name of the event. Event version number. Event priority. Provides access to Editor Analytics session information. The total time, in milliseconds, that the user interacted with the Editor since the beginning of the current session. The length of the current session, in milliseconds. The total time, in milliseconds, that the Editor has been in focus during the current session. A random, unique GUID identifying the current Editor session. The total time, in milliseconds, that the Editor has been in playmode during the current session. The number of Editor sessions that have occurred since the current instance of the Unity Editor was installed. A random GUID uniquely identifying an Editor installation. Main Application class. Path to the Unity editor contents folder. (Read Only) Returns the path to the Unity editor application. (Read Only) Callback raised whenever the user contex-clicks on a property in an Inspector. 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. Event that is raised when an object or group of objects in the hierarchy changes. 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. Returns true if the current project was created as a temporary project. True if the Editor is currently refreshing the AssetDatabase. Delegate for changed keyboard modifier keys. Event that is raised whenever the Editor's pause state changes. Event that is raised whenever the Editor's play mode state changes. Event that is raised whenever the state of the project changes. Callback raised whenever the state of the Project window changes. Delegate for OnGUI events for every visible list item in the ProjectWindow. Unity raises this event when the editor application is quitting. Returns the scripting runtime version currently used by the Editor. 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. Unity raises this event when the editor application wants to quit. Plays system beep sound. Delegate to be called from EditorApplication callbacks. Set the hierarchy sorting method as dirty. Switches the editor to Play mode. Invokes the menu item in the specified path. Exit the Unity editor application. Switches the editor to Edit mode. 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. Normally, a player loop update will occur in the editor when the Scene has been modified. This method allows you to queue a player loop update regardless of whether the Scene has been modified. 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 they want 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. Delegate to be called from EditorApplication contextual inspector callbacks. The contextual menu which is about to be shown to the user. The property for which the contextual menu is shown. Sets the path that Unity should store the current temporary project at, when the project is closed. The path that the current temporary project should be relocated to when closing it. Perform a single frame step. Must be called after LockReloadAssemblies, to reenable loading of assemblies. This class allows you to modify the Editor for an example of how to use this class. See Also: EditorBuildSettingsScene, EditorBuildSettings.scenes. A delegate called whenever EditorBuildSettings.scenes is set. The list of Scenes that should be included in the build. This is the same list of Scenes that is shown in the window. You can modify this list to set up which Scenes should be included in the build. Store a reference to a config object by name. The object must be an asset in the project, otherwise it will not be saved when the editor is restarted or scripts are reloaded. To avoid name conflicts with other packages, it is recommended that names are qualified by a namespace, i.e. "company.package.name". The name of the object reference in string format. This string name must be unique within your project or the overwrite parameter must be set to true. Object reference to be stored. This object must be persisted and not null. Boolean parameter used to specify that you want to overwrite an entry with the same name if one already exists. Throws an exception if the object is null, not persisted, or if there is a name conflict and the overwrite parameter is set to false. Return a string array containing the names of all stored config object references. Returns an array of strings containing the names of all stored references. If there are no references, an empty array will be returned. Remove a config object reference by name. The name in string format of the config object reference to be removed. This is the name given to the object when the reference is first created. Note: This may be different than the object name as an object can be added multiple times with different names. Returns true if the reference was found and removed, otherwise false. Retrieve a config object reference by name. The name in string format of the config object reference to be fetched. The config object reference where the returned object will be stored. This must be an object of type Object. Returns true if the config object reference was found and the type matched the result parameter. Returns false if the entry is not found, the config object reference is null, or if the type requested does not match the type stored. Represents entries in the Scenes list, as displayed in the window. This class contains the Scene path of a Scene and an enabled flag that indicates whether the Scene is enabled in the Build Settings window or not. You can use this class in combination with EditorBuildSettings.scenes to populate the list of Scenes included in the build via script. This is useful when you create custom editor scripts to automate your build pipeline. See EditorBuildSettings.scenes for an example script. Whether this Scene is enabled in the for an example of how to use this class. See Also: EditorBuildSettingsScene, EditorBuildSettings.scenes. The file path of the Scene as listed in the Editor for an example of how to use this class. See Also: EditorBuildSettingsScene, EditorBuildSettings.scenes. Defines how a curve is attached to an object that it controls. The transform path of the object that is animated. The name of the property to be animated. The type of the property to be animated. Creates a preconfigured binding for a curve where values should not be interpolated. The transform path to the object to animate. The type of the object to animate. The name of the property to animate on the object. Creates a preconfigured binding for a float curve. The transform path to the object to animate. The type of the object to animate. The name of the property to animate on the object. Creates a preconfigured binding for a curve that points to an Object. The transform path to the object to animate. The type of the object to animate. The name of the property to animate on the object. 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) Event used to react on clicks on a text hyperlink part. The first parameter of type EditorWindow corresponds to the window that contains the text that was clicked. The second parameter of type HyperLinkClickedEventArgs contains the hyperlink data. The indent level of the field labels. Makes the following controls give the appearance of editing multiple different values. Starts a new code block to check for GUI changes. Create a group of controls that can be disabled. Boolean specifying if the controls inside the group should be disabled. Make a label with a foldout arrow to the left of it. The shown foldout state. The label to show. Optional GUIStyle. The action that happens when you click the icon. Optional GUIStyle for icon. Rectangle on the screen to use for 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. The shown foldout state. The label to show. Optional GUIStyle. The action that happens when you click the icon. Optional GUIStyle for icon. Rectangle on the screen to use for the control. The foldout state selected by the user. If true, you should render sub-objects. 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. Makes Center and 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. Makes Center and 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. Makes Position and Size field for entering a BoundsInt. 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. Makes Position and Size field for entering a BoundsInt. 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. Makes Position and Size field for entering a BoundsInt. 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. Get whether a SerializedProperty's inspector GUI can be cached. The SerializedProperty in question. Whether the property's inspector GUI can be cached. Check if any control was changed inside a block of code. True if GUI.changed was set to true, otherwise false. Begins a ChangeCheckScope. Makes 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. If true, the color picker should show the eyedropper control. If false, don't show it. If true, allow the user to set an alpha value for the color. If false, hide the alpha component. If true, treat the color as an HDR value. If false, treat it as a standard LDR value. The color selected by the user. Makes 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. If true, the color picker should show the eyedropper control. If false, don't show it. If true, allow the user to set an alpha value for the color. If false, hide the alpha component. If true, treat the color as an HDR value. If false, treat it as a standard LDR value. The color selected by the user. Makes 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. If true, the color picker should show the eyedropper control. If false, don't show it. If true, allow the user to set an alpha value for the color. If false, hide the alpha component. If true, treat the color as an HDR value. If false, treat it as a standard LDR value. The color selected by the user. Makes 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. If true, the color picker should show the eyedropper control. If false, don't show it. If true, allow the user to set an alpha value for the color. If false, hide the alpha component. If true, treat the color as an HDR value. If false, treat it as a standard LDR value. The color selected by the user. Makes 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. If true, the color picker should show the eyedropper control. If false, don't show it. If true, allow the user to set an alpha value for the color. If false, hide the alpha component. If true, treat the color as an HDR value. If false, treat it as a standard LDR value. The color selected by the user. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label. Makes 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. Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label. Makes a delayed 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field. Makes a delayed 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field. Makes a delayed 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field. Makes a delayed text field for entering doubles. Rectangle on the screen to use for the double field. The double property to edit. Optional label to display in front of the double field. Pass GUIContent.none to hide label. Makes a delayed 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. Makes a delayed 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. Makes a delayed 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. Makes a delayed text field for entering floats. Rectangle on the screen to use for the float field. The float property to edit. Optional label to display in front of the float field. Pass GUIContent.none to hide label. Makes a delayed 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. Makes a delayed 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. Makes a delayed 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. Rectangle on the screen to use for the int field. The int property to edit. Optional label to display in front of the int field. Pass GUIContent.none to hide label. Makes a delayed text field. Rectangle on the screen to use for the text field. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. Makes a delayed text field. Rectangle on the screen to use for the text field. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. Makes a delayed text field. Rectangle on the screen to use for the text field. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. Makes a delayed text field. Rectangle on the screen to use for the text field. The text property to edit. Optional label to display in front of the int field. Pass GUIContent.none to hide label. 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. Create a group of controls that can be disabled. Create a new DisabledScope and begin the corresponding group. Boolean specifying if the controls inside the group should be disabled. Makes 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. Makes 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. Makes 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. The mip-level to sample. If negative, the texture is sampled normally. Sets material's _Mip property. Specifies which color components of image will get written. Sets material's _ColorMask property. Specifies the exposure for the texture. Sets material's _Exposure property. 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. The mip-level to sample. If negative, the texture is sampled normally. Sets material's _Mip property. Specifies which color components of image will get written. Sets material's _ColorMask property. Specifies the exposure for the texture. Sets material's _Exposure property. 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. The mip-level to sample. If negative, the texture is sampled normally. Sets material's _Mip property. Specifies which color components of image will get written. Sets material's _ColorMask property. Specifies the exposure for the texture. Sets material's _Exposure property. 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. The mip-level to sample. If negative, the texture is sampled normally. Sets material's _Mip property. Specifies which color components of image will get written. Sets material's _ColorMask property. Specifies the exposure for the texture. Sets material's _Exposure property. 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. The mip-level to sample. If negative, the texture is sampled normally. Sets material's _Mip property. Specifies which color components of image will get written. Sets material's _ColorMask property. Specifies the exposure for the texture. Sets material's _Exposure property. 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. The mip-level to sample. If negative, the texture is sampled normally. Sets material's _Mip property. Specifies which color components of image will get written. Sets material's _ColorMask property. Specifies the exposure for the texture. Sets material's _Exposure property. 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. The mip-level to sample. If negative, the texture is sampled normally. Sets material's _Mip property. Specifies which color components of image will get written. Sets material's _ColorMask property. Specifies the exposure for the texture. Sets material's _Exposure property. Draws a filled rectangle of color at the specified position and size within the current editor window. The position and size of the rectangle to draw. The color of the rectange. 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. What mip-level to sample. If negative, texture will be sampled normally. It sets material _Mip property. 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. What mip-level to sample. If negative, texture will be sampled normally. It sets material _Mip property. 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. What mip-level to sample. If negative, texture will be sampled normally. It sets material _Mip property. 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. What mip-level to sample. If negative, texture will be sampled normally. It sets material _Mip property. Makes a button that reacts to mouse down, for displaying your own dropdown content. Rectangle on the screen to use for the button. Text, image and tooltip for this button. Whether the button should be selectable by keyboard or not. Optional style to use. true when the user clicks the button. Makes a button that reacts to mouse down, for displaying your own dropdown content. Rectangle on the screen to use for the button. Text, image and tooltip for this button. Whether the button should be selectable by keyboard or not. Optional style to use. true when the user clicks the button. 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 code block and checks for any GUI changes. Returns true if GUI state changed since the call to EditorGUI.BeginChangeCheck, otherwise false. Ends a disabled group started with BeginDisabledGroup. Closes a group started with BeginFoldoutHeaderGroup. See Also: EditorGUILayout.BeginFoldoutHeaderGroup. Ends a Property wrapper started with BeginProperty. Displays a menu with an option for every value of the enum type when clicked. An option for the value 0 with name "Nothing" and an option for the value ~0 (that is, all bits set) with the name "Everything" are always displayed at the top of the menu. The names for the values 0 and ~0 can be overriden by defining these values in the enum type. Rectangle on the screen to use for the enum flags field. Optional label to display in front of the enum flags field. Enum flags value (Only supports enum values for enum types with int as the underlying type). Optional GUIStyle. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). Displays a menu with an option for every value of the enum type when clicked. An option for the value 0 with name "Nothing" and an option for the value ~0 (that is, all bits set) with the name "Everything" are always displayed at the top of the menu. The names for the values 0 and ~0 can be overriden by defining these values in the enum type. Rectangle on the screen to use for the enum flags field. Optional label to display in front of the enum flags field. Enum flags value (Only supports enum values for enum types with int as the underlying type). Optional GUIStyle. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). Displays a menu with an option for every value of the enum type when clicked. An option for the value 0 with name "Nothing" and an option for the value ~0 (that is, all bits set) with the name "Everything" are always displayed at the top of the menu. The names for the values 0 and ~0 can be overriden by defining these values in the enum type. Rectangle on the screen to use for the enum flags field. Optional label to display in front of the enum flags field. Enum flags value (Only supports enum values for enum types with int as the underlying type). Optional GUIStyle. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). Displays a menu with an option for every value of the enum type when clicked. An option for the value 0 with name "Nothing" and an option for the value ~0 (that is, all bits set) with the name "Everything" are always displayed at the top of the menu. The names for the values 0 and ~0 can be overriden by defining these values in the enum type. Rectangle on the screen to use for the enum flags field. Optional label to display in front of the enum flags field. Enum flags value (Only supports enum values for enum types with int as the underlying type). Optional GUIStyle. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). Displays a menu with an option for every value of the enum type when clicked. An option for the value 0 with name "Nothing" and an option for the value ~0 (that is, all bits set) with the name "Everything" are always displayed at the top of the menu. The names for the values 0 and ~0 can be overriden by defining these values in the enum type. Rectangle on the screen to use for the enum flags field. Optional label to display in front of the enum flags field. Enum flags value (Only supports enum values for enum types with int as the underlying type). Optional GUIStyle. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). Displays a menu with an option for every value of the enum type when clicked. An option for the value 0 with name "Nothing" and an option for the value ~0 (that is, all bits set) with the name "Everything" are always displayed at the top of the menu. The names for the values 0 and ~0 can be overriden by defining these values in the enum type. Rectangle on the screen to use for the enum flags field. Optional label to display in front of the enum flags field. Enum flags value (Only supports enum values for enum types with int as the underlying type). Optional GUIStyle. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). Displays a menu with an option for every value of the enum type when clicked. An option for the value 0 with name "Nothing" and an option for the value ~0 (that is, all bits set) with the name "Everything" are always displayed at the top of the menu. The names for the values 0 and ~0 can be overriden by defining these values in the enum type. Rectangle on the screen to use for the enum flags field. Optional label to display in front of the enum flags field. Enum flags value (Only supports enum values for enum types with int as the underlying type). Optional GUIStyle. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). This method is obsolete. Use EditorGUI.EnumFlagsField instead. Makes a field for enum based masks. Rectangle on the screen to use for this control. Caption/label for the control. Enum to use for the flags. Optional GUIStyle. A selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). This method is obsolete. Use EditorGUI.EnumFlagsField instead. Makes a field for enum based masks. Rectangle on the screen to use for this control. Caption/label for the control. Enum to use for the flags. Optional GUIStyle. A selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). This method is obsolete. Use EditorGUI.EnumFlagsField instead. Makes a field for enum based masks. Rectangle on the screen to use for this control. Caption/label for the control. Enum to use for the flags. Optional GUIStyle. A selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). This method is obsolete. Use EditorGUI.EnumFlagsField instead. Makes a field for enum based masks. Rectangle on the screen to use for this control. Caption/label for the control. Enum to use for the flags. Optional GUIStyle. A selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). This method is obsolete. Use EditorGUI.EnumFlagsField instead. Makes a field for enum based masks. Rectangle on the screen to use for this control. Caption/label for the control. Enum to use for the flags. Optional GUIStyle. A selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). This method is obsolete. Use EditorGUI.EnumFlagsField instead. Makes a field for enum based masks. Rectangle on the screen to use for this control. Caption/label for the control. Enum to use for the flags. Optional GUIStyle. A selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). This method is obsolete. Use EditorGUI.EnumFlagsField instead. Makes 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. This method is obsolete. Use EditorGUI.EnumFlagsField instead. Makes 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. This method is obsolete. Use EditorGUI.EnumFlagsField instead. Makes 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. This method is obsolete. Use EditorGUI.EnumFlagsField instead. Makes 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. Makes 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. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. The enum option that has been selected by the user. Makes 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. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. The enum option that has been selected by the user. Makes 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. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. The enum option that has been selected by the user. Makes 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. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. The enum option that has been selected by the user. Makes 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. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. The enum option that has been selected by the user. Makes 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. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. The enum option that has been selected by the user. Makes 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. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. The enum option that has been selected by the user. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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? 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? Makes a field for editing a Gradient. Rectangle on the screen to use for the field. Optional label to display in front of the field. The gradient to edit. Display the HDR Gradient Editor. Display the gradient and Gradient Editor in this color space. The gradient edited by the user. Makes a field for editing a Gradient. Rectangle on the screen to use for the field. Optional label to display in front of the field. The gradient to edit. Display the HDR Gradient Editor. Display the gradient and Gradient Editor in this color space. The gradient edited by the user. Makes a field for editing a Gradient. Rectangle on the screen to use for the field. Optional label to display in front of the field. The gradient to edit. Display the HDR Gradient Editor. Display the gradient and Gradient Editor in this color space. The gradient edited by the user. Makes a field for editing a Gradient. Rectangle on the screen to use for the field. Optional label to display in front of the field. The gradient to edit. Display the HDR Gradient Editor. Display the gradient and Gradient Editor in this color space. The gradient edited by the user. Makes a field for editing a Gradient. Rectangle on the screen to use for the field. Optional label to display in front of the field. The gradient to edit. Display the HDR Gradient Editor. Display the gradient and Gradient Editor in this color space. The gradient edited by the user. Makes 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. Makes 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. Makes 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. Makes 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. Scope for managing the indent level of the field labels. Creates an IndentLevelScope and increases the EditorGUI indent level. The EditorGUI indent level will be increased by this amount inside the scope. Creates an IndentLevelScope and increases the EditorGUI indent level. The EditorGUI indent level will be increased by this amount inside the scope. Makes 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) that the titlebar is for. The objects that the titlebar is for. Whether this editor should display a foldout arrow in order to toggle the display of its properties. The foldout state selected by the user. Makes 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) that the titlebar is for. The objects that the titlebar is for. Whether this editor should display a foldout arrow in order to toggle the display of its properties. The foldout state selected by the user. Makes 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) that the titlebar is for. The objects that the titlebar is for. Whether this editor should display a foldout arrow in order to toggle the display of its properties. The foldout state selected by the user. Makes 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) that the titlebar is for. The objects that the titlebar is for. Whether this editor should display a foldout arrow in order to toggle the display of its properties. The foldout state selected by the user. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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 clickable link label. Rectangle on the screen to use for the control. The underline is done with the bottom border so set the size accordingly. Label of the link. true when the user clicks the link. Make a clickable link label. Rectangle on the screen to use for the control. The underline is done with the bottom border so set the size accordingly. Label of the link. true when the user clicks the link. Makes a text field for entering long 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. Makes a text field for entering long 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. Makes a text field for entering long 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. Makes a text field for entering long 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. Makes a text field for entering long 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes a special slider the user can use to specify a range between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. 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. Makes a special slider the user can use to specify a range between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. 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. Makes a special slider the user can use to specify a range between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. 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. Makes a special slider the user can use to specify a range between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. 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. Makes 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. Makes 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. Makes a multi-control with text fields for entering multiple integers in the same line. Rectangle on the screen to use for the integer field. Array with small labels to show in front of each int field. There is room for one letter per field only. Array with the values to edit. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. The object reference property the field shows. The type of the objects that can be assigned. Optional label to display in front of the field. Pass GUIContent.none to hide the label. Makes 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. The object reference property the field shows. The type of the objects that can be assigned. Optional label to display in front of the field. Pass GUIContent.none to hide the label. Makes 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. The object reference property the field shows. The type of the objects that can be assigned. Optional label to display in front of the field. Pass GUIContent.none to hide the label. Makes 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. The object reference property the field shows. The type of the objects that can be assigned. Optional label to display in front of the field. Pass GUIContent.none to hide the label. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes a progress bar. Rectangle on the screen to use in total for both the control. Value that is shown. Use this to make a field for a SerializedProperty in the Editor. 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. Use this to make a field for a SerializedProperty in the Editor. 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. Makes an X, Y, W, and 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. Makes an X, Y, W, and 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. Makes an X, Y, W, and 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. Makes an X, Y, W, and H for Rect using SerializedProperty (not public). Makes an X, Y, W, and H field for entering a RectInt. 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. Makes an X, Y, W, and H field for entering a RectInt. 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. Makes an X, Y, W, and H field for entering a RectInt. 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes 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. Makes an X and 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. Makes an X and 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. Makes an X and Y integer field for entering a Vector2Int. 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. Makes an X and Y integer field for entering a Vector2Int. 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. Makes an X, Y, and 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. Makes an X, Y, and 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. Makes an X, Y, and Z integer field for entering a Vector3Int. 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. Makes an X, Y, and Z integer field for entering a Vector3Int. 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. Makes an X, Y, Z, and 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 laid out version of EditorGUI. Begin a build target grouping and get the selected BuildTargetGroup back. 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. Make a label with a foldout arrow to the left of it. The shown foldout state. The label to show. Optional GUIStyle. The action that happens when you click the icon. Optional GUIStyle for icon. 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 action that happens when you click the icon. Optional GUIStyle for icon. The foldout state selected by the user. If true, you should render sub-objects. Begin a horizontal group and get its rect back. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 Position & Size field for entering a BoundsInt. Make Position & Size field for entering a Bounds. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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 Position & Size field for entering a BoundsInt. Make Position & Size field for entering a Bounds. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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 Position & Size field for entering a BoundsInt. Make Position & Size field for entering a Bounds. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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. If true, the color picker should show the eyedropper control. If false, don't show it. If true, allow the user to set an alpha value for the color. If false, hide the alpha component. If true, treat the color as an HDR value. If false, treat it as a standard LDR value. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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. If true, the color picker should show the eyedropper control. If false, don't show it. If true, allow the user to set an alpha value for the color. If false, hide the alpha component. If true, treat the color as an HDR value. If false, treat it as a standard LDR value. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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. If true, the color picker should show the eyedropper control. If false, don't show it. If true, allow the user to set an alpha value for the color. If false, hide the alpha component. If true, treat the color as an HDR value. If false, treat it as a standard LDR value. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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. If true, the color picker should show the eyedropper control. If false, don't show it. If true, allow the user to set an alpha value for the color. If false, hide the alpha component. If true, treat the color as an HDR value. If false, treat it as a standard LDR value. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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. If true, the color picker should show the eyedropper control. If false, don't show it. If true, allow the user to set an alpha value for the color. If false, hide the alpha component. If true, treat the color as an HDR value. If false, treat it as a standard LDR value. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label. 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 layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label. Make a delayed text field for entering doubles. 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 layout properties. Any values passed in here will override 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field. Make a delayed text field for entering doubles. 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 layout properties. Any values passed in here will override 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field. Make a delayed text field for entering doubles. 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 layout properties. Any values passed in here will override 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field. Make a delayed text field for entering doubles. 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 layout properties. Any values passed in here will override 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field. Make a delayed text field for entering doubles. 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 layout properties. Any values passed in here will override 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field. Make a delayed text field for entering doubles. 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 layout properties. Any values passed in here will override 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field. Make a delayed text field for entering doubles. The double property to edit. Optional label to display in front of the double field. Pass GUIContent.none to hide label. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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 delayed text field for entering doubles. The double property to edit. Optional label to display in front of the double field. Pass GUIContent.none to hide label. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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 delayed text field for entering floats. 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 layout properties. Any values passed in here will override 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. Make a delayed text field for entering floats. 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 layout properties. Any values passed in here will override 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. Make a delayed text field for entering floats. 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 layout properties. Any values passed in here will override 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. Make a delayed text field for entering floats. 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 layout properties. Any values passed in here will override 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. Make a delayed text field for entering floats. 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 layout properties. Any values passed in here will override 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. Make a delayed text field for entering floats. 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 layout properties. Any values passed in here will override 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. Make a delayed text field for entering floats. The float property to edit. Optional label to display in front of the float field. Pass GUIContent.none to hide label. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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 delayed text field for entering floats. The float property to edit. Optional label to display in front of the float field. Pass GUIContent.none to hide label. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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 delayed 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 layout properties. Any values passed in here will override 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. Make a delayed 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 layout properties. Any values passed in here will override 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. Make a delayed 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 layout properties. Any values passed in here will override 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. Make a delayed 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 layout properties. Any values passed in here will override 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. Make a delayed 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 layout properties. Any values passed in here will override 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. Make a delayed 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 layout properties. Any values passed in here will override 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. Make a delayed text field for entering integers. The int property to edit. Optional label to display in front of the int field. Pass GUIContent.none to hide label. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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 delayed text field for entering integers. The int property to edit. Optional label to display in front of the int field. Pass GUIContent.none to hide label. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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 delayed text field. Optional label to display in front of the int field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. Make a delayed text field. Optional label to display in front of the int field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. Make a delayed text field. Optional label to display in front of the int field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. Make a delayed text field. Optional label to display in front of the int field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. Make a delayed text field. Optional label to display in front of the int field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. Make a delayed text field. Optional label to display in front of the int field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. Make a delayed text field. The text property to edit. Optional label to display in front of the int field. Pass GUIContent.none to hide label. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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 delayed text field. The text property to edit. Optional label to display in front of the int field. Pass GUIContent.none to hide label. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 button that reacts to mouse down, for displaying your own dropdown content. Text, image and tooltip for this button. Whether the button should be selectable by keyboard or not. Optional style to use. An optional list of layout options that specify extra layouting properties. Any values passed in here will override 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 user clicks the button. Make a button that reacts to mouse down, for displaying your own dropdown content. Text, image and tooltip for this button. Whether the button should be selectable by keyboard or not. Optional style to use. An optional list of layout options that specify extra layouting properties. Any values passed in here will override 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 user clicks the button. Makes a toolbar populated with the specified collection of editor tools. The collection of editor tools for the toolbar. Makes a toolbar populated with the specified collection of editor tools. The collection of editor tools for the toolbar. Makes a toolbar populated with the collection of editor tools that match the EditorToolAttribute of the target object. The target object. An optional prefix label. Makes a toolbar populated with the collection of editor tools that match the EditorToolAttribute of the target object. The target object. An optional prefix label. Close a group started with BeginBuildTargetSelectionGrouping. Closes a group started with BeginFadeGroup. Closes a group started with BeginFoldoutHeaderGroup. 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. Displays a menu with an option for every value of the enum type when clicked. Optional label to display in front of the enum flags field. Enum flags value. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). Displays a menu with an option for every value of the enum type when clicked. Optional label to display in front of the enum flags field. Enum flags value. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). Displays a menu with an option for every value of the enum type when clicked. Optional label to display in front of the enum flags field. Enum flags value. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). Displays a menu with an option for every value of the enum type when clicked. Optional label to display in front of the enum flags field. Enum flags value. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). Displays a menu with an option for every value of the enum type when clicked. Optional label to display in front of the enum flags field. Enum flags value. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). Displays a menu with an option for every value of the enum type when clicked. Optional label to display in front of the enum flags field. Enum flags value. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). Displays a menu with an option for every value of the enum type when clicked. Optional label to display in front of the enum flags field. Enum flags value. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). Displays a menu with an option for every value of the enum type when clicked. Optional label to display in front of the enum flags field. Enum flags value. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. Make a field for enum based masks. Prefix label for this field. Enum to use for the flags. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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. This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. Make a field for enum based masks. Prefix label for this field. Enum to use for the flags. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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. This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. Make a field for enum based masks. Prefix label for this field. Enum to use for the flags. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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. This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. Make a field for enum based masks. Prefix label for this field. Enum to use for the flags. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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. This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. Make a field for enum based masks. Prefix label for this field. Enum to use for the flags. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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. This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. Make a field for enum based masks. Prefix label for this field. Enum to use for the flags. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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. This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. Make an enum popup selection field for a bitmask. Optional label in front of the field. The enum options the field shows. Optional GUIStyle. Optional layout options. The enum options that has been selected by the user. This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. Make an enum popup selection field for a bitmask. Optional label in front of the field. The enum options the field shows. Optional GUIStyle. Optional layout options. The enum options that has been selected by the user. This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. Make an enum popup selection field for a bitmask. Optional label in front of the field. The enum options the field shows. Optional GUIStyle. Optional layout options. The enum options that has been selected by the user. This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. Make an enum popup selection field for a bitmask. Optional label in front of the field. The enum options the field shows. Optional GUIStyle. 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 layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. 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 layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. 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 layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. 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 layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. 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 layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. 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 layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. 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 layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. 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 layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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. Specifies whether clicking the label toggles the foldout state. The default value is false. Set to true to include the label in the clickable area. 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. Specifies whether clicking the label toggles the foldout state. The default value is false. Set to true to include the label in the clickable area. 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. Specifies whether clicking the label toggles the foldout state. The default value is false. Set to true to include the label in the clickable area. 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. Specifies whether clicking the label toggles the foldout state. The default value is false. Set to true to include the label in the clickable area. 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. Specifies whether clicking the label toggles the foldout state. The default value is false. Set to true to include the label in the clickable area. 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. Specifies whether clicking the label toggles the foldout state. The default value is false. Set to true to include the label in the clickable area. 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 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. 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 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. 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 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. 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 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. Make a field for editing a Gradient. Optional label to display in front of the field. The gradient to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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 gradient edited by the user. Make a field for editing a Gradient. Optional label to display in front of the field. The gradient to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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 gradient edited by the user. Make a field for editing a Gradient. Optional label to display in front of the field. The gradient to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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 gradient edited by the user. Make a field for editing a Gradient. Optional label to display in front of the field. The gradient to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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 gradient edited by the user. 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 clickable link label. Label of the link. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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 user clicks the link. Make a clickable link label. Label of the link. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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 user clicks the link. Make a text field for entering long 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 layout properties. Any values passed in here will override 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 long 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 layout properties. Any values passed in here will override 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 long 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 layout properties. Any values passed in here will override 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 long 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 layout properties. Any values passed in here will override 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 long 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 layout properties. Any values passed in here will override 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 long 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 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 layout properties. Any values passed in here will override 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 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 layout properties. Any values passed in here will override 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 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 layout properties. Any values passed in here will override 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 field to receive any object type. The object reference property the field shows. The type of the objects that can be assigned. Optional label in front of the field. Pass GUIContent.none to hide the label. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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. The object reference property the field shows. The type of the objects that can be assigned. Optional label in front of the field. Pass GUIContent.none to hide the label. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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. The object reference property the field shows. The type of the objects that can be assigned. Optional label in front of the field. Pass GUIContent.none to hide the label. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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. The object reference property the field shows. The type of the objects that can be assigned. Optional label in front of the field. Pass GUIContent.none to hide the label. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 to the left of the control. Make a label in front of some control. Label to show to the left of the control. Make a label in front of some control. Label to show to the left of the control. Make a label in front of some control. Label to show to the left of the control. Make a label in front of some control. Label to show to the left of the control. Make a label in front of some control. Label to show to the left 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 RectInt. Label to display above the field. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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 RectInt. Label to display above the field. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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 RectInt. Label to display above the field. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Makes a toolbar populated with the specified collection of editor tool contexts. An optional prefix label to display before the toolbar. Pass null to omit this prefix. The collection of editor tools for the toolbar. Makes a toolbar populated with the collection of EditorToolContext that match the EditorToolContextAttribute.targetType of the target object. An optional prefix label. Pass null to omit the label. The target object. This may be either a Component or an Editor. 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 layout properties. Any values passed in here will override settings defined by the style.<br> 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 layout properties. Any values passed in here will override settings defined by the style.<br> The value entered by the user. Make an X & Y integer field for entering a Vector2Int. Label to display above the field. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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 integer field for entering a Vector2Int. Label to display above the field. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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 integer field for entering a Vector3Int. Label to display above the field. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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 integer field for entering a Vector3Int. Label to display above the field. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override 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 layout properties. Any values passed in here will override 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. This Property should only be accessed within an OnGUI call. 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. The scale of GUI points relative to screen pixels for the current view This value is the number of screen pixels per point of interface space. For instance, 2.0 on retina displays. Note that the value may differ from one view to the next if the views are on monitors with different UI scales. 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. True if a text field currently has focused and the text in it is selected. 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 that can be sent to another window. The command to be sent. 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. Layout list of string items left to right, top to bottom in the given area. Area where to layout the items. Style for the items. Extra horizontal spacing between successive items. Extra vertical spacing between item rows. Strings to layout. List of rectangles for the passed items. Gets the custom icon associated with an object. Only GameObjects and MonoScripts have associated custom icons. The GameObject or MonoScript to query Returns the custom icon associated with the object. If there is no custom icon associated with the object, returns null. Get the size that has been set using SetIconSize. Returns position of Unity Editor's main window. Position of Unity Editor's main window. The controlID of the currently showing object picker. The object currently selected in the object picker. Does a given class have per-object thumbnails? Fetch the GUIContent from the Unity builtin resources with the given name. Name of the desired icon. Tooltip for hovering over the icon. Fetch the GUIContent from the Unity builtin resources with the given name. Name of the desired icon. Tooltip for hovering over the icon. Disposable scope helper for GetIconSize / SetIconSize. Begin an IconSizeScope. Size to be used for icons rendered as GUIContent within this scope. 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 required built-in resource. 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 the Scene like clicking it in an inspector. The object to be pinged. Ping an object in the Scene like clicking it in an inspector. The object to be pinged. Convert a position from pixel to point space. A GUI position in pixel space. A vector representing the same position in point space. Convert a Rect from pixel space to point space. A GUI rect measured in pixels. A rect representing the same area in points. Convert a Rect from point space to pixel space. A GUI rect measured in points. A rect representing the same area in pixels. Converts a position from point to pixel space. A GUI position in point space. The same position in pixel space. Specifies a scope in which a callback gets called before each property is rendered. Begin an PropertyCallbackScope. Callback to be called for each property being rendered and before drawing starts. Releases the callback. 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. Sets a custom icon to associate with a GameObject or MonoScript. The custom icon is displayed in the Scene view and the Inspector. The GameObject or MonoScript to associate the icon with. The custom icon to associate with the GameObject or MonoScript. When this value is null, the default icon is restored. Set icons rendered as part of GUIContent to be rendered at a specific size. Sets position of Unity Editor's main window. 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. Utility functions for working with JSON data and engine objects. Overwrite data in an object by reading from its JSON representation. The JSON representation of the object. The object to overwrite. Generate a JSON representation of an object. The object to convert to JSON form. If true, format the output for readability. If false, format the output for minimum size. Default is false. The object's data in JSON format. Generate a JSON representation of an object. The object to convert to JSON form. If true, format the output for readability. If false, format the output for minimum size. Default is false. The object's data in JSON format. 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 float value corresponding to key if it exists in the preference file. Name of key to read float from. Float value to return if the key is not in the storage. The float value stored in the preference file or the defaultValue id the requested float does not exist. Returns the float value corresponding to key if it exists in the preference file. Name of key to read float from. Float value to return if the key is not in the storage. The float value stored in the preference file or the defaultValue id the requested float does not exist. Returns the value corresponding to key in the preference file if it exists. Name of key to read integer from. Integer value to return if the key is not in the storage. The value stored in the preference file. Returns the value corresponding to key in the preference file if it exists. Name of key to read integer from. Integer value to return if the key is not in the storage. The value stored in the preference file. 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 file. Name of key to check for. The existence or not of the key. Sets the value of the preference identified by key. Sets the float value of the preference identified by key. Name of key to write float into. Float value to write into the storage. Sets the value of the preference identified by key as an integer. Name of key to write integer to. Value of the integer to write into the storage. Sets the value of the preference identified by key. Note that EditorPrefs does not support null strings and will store an empty string instead. The editor selected render mode for Scene View selection. The Renderer has no selection highlight or wireframe in the Editor. The Renderer has selection highlight but no wireframe in the Editor. The Renderer has wireframe but not selection highlight in the Editor. User settings for Unity Editor. Controls whether to insert a space before a number in duplicated Asset names. Select the assetpipeline mode. Enable asynchronous Shader compilation in Game and Scene view. Controls the size of the batches used when making cacheserver download requests. Toggle whether to enable authentication to cache server. Toggle whether to enable downloading from cache server. Toggle whether to enable TLS encryption to cache server. Toggle whether to enable uploading from cache server. Cache server endpoint IP address Select cache server mode Sets the namespace prefix to use for the cache server. Select Accelerator server validation mode. Enables the Caching Shader Preprocessor. This property is now obsolete. Use EditorSettings.enableCookiesInLightmapper. Determines whether cookies should be evaluated by the Progressive Lightmapper during Global Illumination calculations. Enable texture mipmap streaming system when in Edit Mode. Enable texture mipmap streaming system when in Play Mode. Determines the state of the Enter Play Mode Options in the Unity Editor. Determines whether the Enter Play Mode Options are enabled in the Unity Editor or not. Indicates the amount of digits to use for the numbers in a duplicated GameoObject's name. Indicates which naming scheme to use for duplicated GameObjects. Allow Auto Save in Prefab Mode for this project. Allows you to specify a Scene to use as the for Prefabs. Allows you to specify a Scene to use as the for UI Prefabs. Controls which root namespace gets written into the c# .csproj projects that Unity generates. Controls list of extensions of files that will be included in the c# .csproj projects that Unity generates. Controls the Editor's use of parallel processes when it imports assets during an asset database refresh, for this project. Forces Unity to write references and other inline mappings on one line, to help reduce version control noise. Power of 2 value to add a boundary (padding) to Sprites packed to the Atlas (Legacy Sprite Packer). Gets or sets compression method used for Unity Remote screen stream. Gets or sets device ID used for Unity Remote feature. Gets or sets joystick source used in editor when Unity Remote is connected. Gets or sets resolution used for Unity Remote screen stream. Enable the legacy fixed sample counts for baking Light Probes with Progressive Lightmapper. Determines if the Unity Editor emulates the networking security restrictions of the web player. The url the web security emulation feature will pretend your game is hosted at. Which naming scheme to use for duplicated GameObjects. Adds a dot followed by a number to the name of an instantiated or duplicated GameObject ("Prefab.1"). Adds a space and a number in parenthesis to the name of an instantiated or duplicated GameObject ("Prefab (1)"). Adds an underscore and a number to the name of an instantiated or duplicated GameObject ("Prefab_1"). 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. Control the behavior of handle snapping in the editor. Gets or sets whether grid snapping is enabled. Callback triggered when the grid snap enabled value changes. Gets or sets the increment that translation handles snap to. Gets or sets the increment that rotation handles snap to. Gets or sets the increment that scale handles snap to. Resets EditorSnap settings to default values. 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 EditorGUILayout.BeginFoldoutHeaderGroup. Style used for icon for EditorGUILayout.BeginFoldoutHeaderGroup. Style used for headings for EditorGUI.Foldout. Style used for background box for EditorGUI.HelpBox. Style used for a standalone icon button. 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. Style used for links. 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. Style used for the drop-down controls. 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. Style used to draw a marquee selection rect in the SceneView. 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 search field. 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. Use this class to implement editor tools. This is the base class from which all editor tools are inherited. Use this property to allow the current EditorTool to enable/disable grid snapping. The object being inspected. An array of the objects being inspected. The icon and tooltip for this custom editor tool. If this function is not implemented, the toolbar displays the Inspector icon for the target type. If no target type is defined, the toolbar displays the Tool Mode icon. Checks whether the custom editor tool is available based on the state of the editor. Returns true if the custom editor tool is available. Returns false otherwise. Invoked after this EditorTool becomes the active tool. Use this method to implement a custom editor tool. The window that is displaying the custom editor tool. Invoked before this EditorTool stops being the active tool. Registers an EditorTool as either a Global tool or a Component tool for a specific target type. Registers an EditorTool as either a Global tool or a CustomEditor tool. The name to display in menus. Set to the type that this tool can edit. Set to null if the tool is not a Component tool. Set to the EditorToolContext type that this tool is related to. When an EditorTool defines an editorToolContext scope, the tool is not shown in menus and must be activated by the EditorToolContext.ResolveTool method. Registers an EditorTool as either a Global tool or a CustomEditor tool. The name to display in menus. Set to the type that this tool can edit. Set to null if the tool is not a Component tool. Set to the EditorToolContext type that this tool is related to. When an EditorTool defines an editorToolContext scope, the tool is not shown in menus and must be activated by the EditorToolContext.ResolveTool method. Use this class to implement specialized versions of the built-in transform tools. Built-in transform tools include Move, Rotate, Scale, Rect, and Transform. The object being inspected. An array of the objects being inspected. Defines the EditorTool type for a given Tool. The Tool that needs to be resolved to an EditorTool type. An EditorTool type for the requested Tool. Invoked after this EditorToolContext becomes the active tool context. Implements any common functionality for the set of manipulation tools available for this context. The window that is displaying the active EditorTool. Invoked before this EditorToolContext stops being the active tool context. Returns the matching EditorTool type for the specified Tool given the context. The Tool to resolve to an EditorTool type. An EditorTool type for the requested Tool. Registers an EditorToolContext as either a global context or a Component context for a specific target type. Registers an EditorToolContext as either a global tool context or a Component tool context. The name to display in menus. Set to the type that this tool can edit. Set to null if the tool is not a Component tool. This class represents the default context for manipulation tools. When GameObjectToolContext is active, manipulation tools affect the transform property of GameObjects in the SceneView Selection. Implement this interface to draw handles when the selection contains a type targeted by an EditorTool. Implement this method to draw non-interactive handles when a custom editor tool is available. Base class from which EditorToolAttribute and EditorToolContextAttribute inherit. The name that displays in menus. If provided, the EditorTool will only be made available when the ToolManager.activeContextType is equal to targetContext. Set to the type that this EditorTool or EditorToolContext can edit. Set to null if the tool is not specific to a Component and should be available at any time. This class manipulates editor tools in the Scene view. Defines an event handler for when the active EditorToolContext changes. An event issued after the active EditorToolContext changes. Defines an event handler for when the active EditorToolContext will change. An event issued before the active EditorToolContext changes. Gets the type of EditorToolContext that is currently active. The default value is GameObjectToolContext. Defines an event handler for when the active tool changes. An event issued after the active tool changes. Defines an event handler for when the active tool changes. An event issued before the active tool changes. Gets the type of the EditorTool that is currently active. Test if an EditorToolContext is currently the active tool context. The EditorToolContext to compare with the active tool context. Returns true if the context is active, false if it is not the active context. Test if an EditorTool is currently the active tool. The EditorTool to compare with the active tool. Returns true if the tool is active, false if it is not the active tool. Sets the last-used global EditorTool as the active tool. Sets the last-used EditorTool as the active tool. Sets the active EditorToolContext. The EditorToolContext type to be set as the active tool. Sets the active EditorToolContext. The EditorToolContext type to be set as the active tool. Sets the active EditorTool. The EditorTool type to set as the active tool. The EditorTool instance to set as the active tool. Sets the active EditorTool. The EditorTool type to set as the active tool. The EditorTool instance to set as the active tool. Sets the active EditorTool. The EditorTool type to set as the active tool. The EditorTool instance to set as the active tool. 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. Specifies the type of symbol package to create. Set to true to create a symbols.zip file in the same location as the .apk or .aab file. ETC2 texture decompression fallback on Android devices that don't support ETC2. Use deprecated Android SDK tools to pack application. Set to true to build an Android App Bundle (aab file) instead of an apk. The default value is false. Is build script only enabled. Enables Deep Profiling support in the player. Compress files in package. Build data compressed with PSArc. Start the player with a connection to the profiler. Enables a development build. Whether the standalone player is built in headless mode. Are array bounds actively validated? Are divide by zero's actively validated? Are null references actively validated? Export Android Project for use with Android Studio/Gradle. Force installation of package, even if error. Force full optimizations for script complilation in Development builds. Specifies code generation option for IL2CPP. Place the built player in the build folder. Scheme with which the project will be run in Xcode. The scheme Xcode uses to run this project. The scheme Xcode uses to run this project. Force the port used by the managed debugger. Default is 0 which means platform-specific auto-selection of a port. Places the package on the outer edge of the disk. Build submission materials. The override for the maximum texture size when importing assets. The asset importing override of texture compression. PS4 Build Subtarget. Specifies which version of PS4 hardware to target. The currently selected build target group. The currently selected target for a standalone build. Desktop standalone build subtarget. 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. Symlink sources when generating the project. Instructs the player to wait for managed debugger to attach before executing any script code. Sets the Player to wait for player connection on player start. WebGL Build subtarget. Use prebuilt JavaScript version of Unity engine. Specifies the Windows DevicePortal connection address of the device to deploy and launch the UWP app on when using Build and Run. Specifies the Windows DevicePortal password for the device to deploy and launch the UWP app on when using Build and Run. Specifies the Windows DevicePortal username for the device to deploy and launch the UWP app on when using Build and Run. Sets and gets the Windows device to launch the UWP app when using Build and Run. Sets and gets target device type for the application to run on when building to Windows Store platform. The build type for the Universal Windows Platform. Sets and gets target UWP SDK to build Windows Store application against. Sets and gets Visual Studio version to build Windows Store application with. Xbox Build subtarget. The currently selected Xbox One Deploy Drive. The currently selected Xbox One Deploy Method. Network shared folder path e.g. MYCOMPUTER\SHAREDFOLDER\. Sets the XBox to reboot and redeploy when the deployment fails. Windows account username associated with PC share folder. Get the current location for the build. Returns value for platform specifc Editor setting. The name of the platform. The name of the setting. Set a new location for the build. Set platform specifc Editor setting. The name of the platform. The name of the setting. Setting value. Select a new build target to be active. Target build platform. Build target group. 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). Select a new build target to be active. Target build platform. Build target group. 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). Select a new build target to be active during the next Editor update. Target build platform. Build target group. 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. True if there are any compilation error messages in the log. Clears the default parent GameObject from either a specific Scene or the active Scene. Specify a Scene to clear the default parent object for a specific Scene. If a Scene is not specified, this method clears the default parent object for the active Scene. Clears the default parent GameObject from either a specific Scene or the active Scene. Specify a Scene to clear the default parent object for a specific Scene. If a Scene is not specified, this method clears the default parent object for the active Scene. Clear target's dirty flag. Removes the 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 cubemap texture. Compress a cubemap texture. Compress a texture. Compress a texture. Copy all settings of a Unity Object. Copy all settings of a Unity Object to a second Object if they differ. Copies the serializable fields from one managed object to another. The object to copy data from. The object to copy data to. Creates a game object with HideFlags and specified components. Displays or updates a progress bar that has a cancel button. This method 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. Returns true if the user clicks the OK button. Returns false otherwise. This method 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. Returns true if the user clicks the OK button. Returns false otherwise. This method displays a modal dialog that lets the user opt-out of being shown the current dialog box again. 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. The type of opt-out decision a user can make. The unique key setting to store the decision under. true if the user clicks the ok button, or previously opted out. Returns false if the user cancels or closes the dialog without making a decision. This method displays a modal dialog that lets the user opt-out of being shown the current dialog box again. 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. The type of opt-out decision a user can make. The unique key setting to store the decision under. true if the user clicks the ok button, or previously opted out. Returns false if the user cancels or closes the dialog without making a decision. Displays a modal dialog with three buttons. Title for dialog. Purpose for the dialog. Dialog function chosen. Close dialog with no operation. Choose alternative dialog purpose. Returns the id of the chosen button. The ids are 0, 1 or 2 corresponding to the ok, cancel and alt buttons respectively. Displays a popup menu. Displays or updates a progress bar. Brings the project window to the front and focuses it. Returns a text for a number of bytes. This method displays a modal dialog that lets the user opt-out of being shown the current dialog box again. The type of opt-out decision a user can make. The unique key setting to store the decision under. true if the user previously opted out of seeing the dialog associated with dialogOptOutDecisionStorageKey. Returns false if the user did not yet opt out. Returns an integer that indicates the number of times the specified object's serialized properties have changed. The object's instance ID. The object. Returns an integer that indicates the number of times the specified object's serialized properties have changed. The object's instance ID. The object. Is the object enabled (0 disabled, 1 enabled, -1 has no enabled button). Translates an instance ID to a reference to an object. Gets a boolean value that indicates whether the specified object has changed since the last time it was saved. The object's instance ID. The object. True if the object has changed; otherwise false. Gets a boolean value that indicates whether the specified object has changed since the last time it was saved. The object's instance ID. The object. True if the object has changed; otherwise false. Determines if an object is stored on disk. Gets a boolean value. This value indicates whether your CPU is unable to execute Unity natively and is running an emulated version. 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. Open properties editor for an Object. The object to open in the properties editor. The Unity Editor reloads script assemblies asynchronously on the next frame. This resets the state of all the scripts, but Unity does not compile any code that has changed since the previous compilation. 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. Sets this camera to allow animation of materials in the Editor. Sets the global time for this camera to use when rendering. Set custom diff tool settings. Diff tool path. Two - way diff command line. Three - way diff command line. Merge command line. Sets Custom Tool as current active Revision Control Diff/Merge tool. Sets the default parent object for the active Scene. The GameObject to set as the default parent object. This method displays a modal dialog that lets the user opt-out of being shown the current dialog box again. The type of opt-out decision a user can make. The unique key setting to store the decision under. The unique key setting to store the decision under. Marks target object as dirty. The object to mark as dirty. Set the enabled state of the object. Set the Scene View selected display mode for this Renderer. Sets whether the selected Renderer's wireframe will be hidden when the GameObject it is attached to is selected. Unloads assets that are not used. When true delete assets even if linked in scripts. Unloads assets that are not used. When true delete assets even if linked in scripts. Updates the global shader properties to use when rendering. Time to use. -1 to disable. Derive from this class to create an editor window. Does the window automatically repaint whenever the Scene has changed? Returns true if EditorWindow is docked. The EditorWindow which currently has keyboard focus. (Read Only) Returns true if EditorWindow is focused. This property specifies whether the Editor prompts the user to save or discard unsaved changes before the window closes. Is this window maximized? The maximum size of this window when it is floating or modal. The maximum size is not used when the window is docked. The minimum size of this window when it is floating or modal. The minimum size is not used when the window is docked. The EditorWindow currently under the mouse cursor. (Read Only) The desired position of the window in screen space. Retrieves the root visual element of this window hierarchy. The message that displays to the user if they are prompted to save The title of this window. The GUIContent used for drawing the title of EditorWindows. Specifies whether a layout pass is performed before all user events (for example, EventType.MouseDown or EventType, KeyDown), or is only performed before repaint events. Checks whether MouseEnterWindow and MouseLeaveWindow events are received in the GUI in this Editor window. Checks whether MouseMove events are received in the GUI in this Editor window. Mark the beginning area of all popup windows. Close the editor window. Creates an EditorWindow of type T. The type of the window. Must derive from EditorWindow. The title of the created window. If this value is null, use the class name as title. An array of EditorWindow types that the window will attempt to dock onto. Creates an EditorWindow of type T. The type of the window. Must derive from EditorWindow. The title of the created window. If this value is null, use the class name as title. An array of EditorWindow types that the window will attempt to dock onto. Discards unsaved changes to the contents of the window. Close a window group started with EditorWindow.BeginWindows. Moves keyboard focus to another 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. Gets the extra panes associated with the window. The extra panes that are specific to the window. 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). Checks if an editor window is open. The type of the window. Must derive from EditorWindow. Returns true if an EditorWindow, matching the specified type, is open. Returns false otherwise. Called when the UI scaling for this EditorWindow is changed. Stop showing notification message. Make the window repaint. Performs a save action on the contents of the window. Sends an Event to a window. Show the EditorWindow window. Immediately display Show. Show the EditorWindow window. Immediately display Show. Shows a window with dropdown behaviour and styling. The button from which the position of the window will be determined (see description). The initial size of the window. Show the editor window in the auxiliary window. Show modal editor window. Show the EditorWindow as a floating modal window. Show a notification message. The contents of the notification message. The duration the notification is displayed. Measured in seconds. Show a notification message. The contents of the notification message. The duration the notification is displayed. Measured in seconds. Shows an Editor window using popup-style framing. Show the EditorWindow as a floating utility window. Get an Overlay with matching ID from an EditorWindow canvas. ID of the overlay to retrieve. Contains the overlay with matching id, or null if no matching overlay was found. Returns true if the overlay was found, false otherwise. Use this class to set title text and icon for an Editor window. Specifies the path to an Editor window's default icon. Specifies an Editor window's title text. When set to true Unity sets the window's icon name to be the same as its type name. Creates Editor window title content. Determines the flags for the Enter Play Mode Options in the Unity Editor. When Domain Reload is disabled, scripts are not reloaded when entering Play Mode. This makes it quicker to switch to Play Mode, because there's no need to destroy, create and reload the .NET Application Domain. When Scene Reload is disabled, Unity resets the Scene state and emulates all of the required post-processor calls when entering Play Mode, instead of reloading the whole Scene. This makes it quicker to switch to Play Mode, because there's no need to destroy, create and awaken all the Scene objects, and serialize and deserialize the Scene from disk. This makes Unity reload the .NET Application Domain and entire Scene when entering Play Mode. 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. Uniquely identifies a produced artifact such as an imported asset (e.g. result of importing a texture). True if this ArtifactID is valid. The unique value. An ArtifactKey is used for specifying an artifact to lookup or produce. The guid specifying the asset in question. The managed type of the importer to use for producing the artifact. Returns true is the hash value is valid. (Read Only) Construct an ArtifactKey. The guid. The guid. The managed type of the importer. Construct an ArtifactKey. The guid. The guid. The managed type of the importer. Use the Licensing Utility class to request user permissions. User permissions are referred to as entitlements. Entitlements are simple strings. For example, "com.unity.editor.ui". Checks if the current user is entitled to a specific entitlement. The requested entitlement string. Returns true if the user is entitled to the entitlement string. Returns false otherwise. Checks if the current user is entitled to a list of entitlements. The requested list of entitlement strings. Returns a list of entitlement strings that the user is entitled to based on the requested list. Experimental lightmapping features. Event which is called when additional probe bakes have completed and results are ready to be fetched. Writes out the filtered Ambient Occlusion texture to disk when the Lighting Data Asset is created and will be located next to the other lightmaps. This only works in On Demand mode and if Ambient Occlusion is turned on. Please note that the values from the direct and indirect exposure sliders are not applied. Currently not supported by the Progressive GPU lightmapper. If enabled ignores the direct contribution from the environment lighting in baked probes. Starts a synchronous lighting bake job for the target Scene. The Scene to generate lighting data for. Returns true if Unity successfully completes the lighting bake job. Returns false if Unity does not successfully complete the lighting bake job. Starts an asynchronous lighting bake job for the target Scene. The Scene to generate lighting data for. Returns true if Unity successfully starts the lighting bake job. Returns false if Unity does not successfully start the lighting bake job. Retrieve the bake result of additional probes. The identifier that was used to submit an array of positions to be baked. True if outBakedProbeSH and outBakedProbeValidity could be successfully returned. Retrieve the custom bake results. The unnormalized amount of sky visibility for the input points (in xyz). The w component is the fraction of rays that strike backfaces. True if the results were retrieved. False if there is no data available or the results array does not match the number of points in the bake. Submit additional probe positions to be baked using an identifier. An ID to identify the positions to be baked. This ID is used later to retrieve the result for those positions. An array of probe positions. Set the custom bake inputs. The positions (xyz) of the points for which the amount of sky visibility is calculated. The w component is an offset that will be applied to the ray originating at the position. The number of samples on the upper hemisphere used to calculate the sky visibility. Manually sets a light as dirty. The light to set as dirty. Defines the required members for a ScriptableBakedReflectionSystem implementation. Number of stages of the baking process. The hashes of the current baked state of the ScriptableBakedReflectionSystem. Implement this method to bake all of the loaded reflection probes. Returns true when the reflection probe baking process completed successfully. Returns false when the baking did not complete - for example if the current scene has never been saved. Cancel the running bake jobs. Clear the state of the ScriptableBakedReflectionSystem. Synchronize the baked data with the actual components and rendering settings. This method is called every Editor update until the ScriptableBakedReflectionSystem indicates that the baking is complete, with handle.SetIsDone(true). (See IScriptableBakedReflectionSystemStageNotifier.SetIsDone). Current Scene state hash. A handle to receive notifications about the status of the stages of the baking process. An implementation of this interface is provided while ticking an ScriptableBakedReflectionSystem. (See IScriptableBakedReflectionSystem.Tick). Update the baking stage progress information. The current stage in progress. The progress message to display. The progress to report (between 0 and 1). Indicates that a stage is complete. The completed stage. Indicates whether the baking is complete. Whether the baking is complete. This class contains hashes that represents the Scene state. A hash representing the state of the ambient probe. A hash representing the state of Scene objects. A hash representing the settings of the sky. Empty implementation of IScriptableBakedReflectionSystem. Number of stages of the baking process. The hashes of the current baked state of the ScriptableBakedReflectionSystem. Implement this method to bake all of the loaded reflection probes. True when the probe were baked, false when baking was not completed. Cancel the running bake jobs. Clear the state of ScriptableBakedReflectionSystem. Synchronize the baked data with the actual components and rendering settings. This method is called during the Editor update until the ScriptableBakedReflectionSystem indicates that the baking is complete, with handle.SetIsDone(true). (See IScriptableBakedReflectionSystemStageNotifier.SetIsDone). Current Scene state hash. A handle to receive notifications about the status of the stages of the baking process. Global settings for the scriptable baked reflection system. The currently active ScriptableBakedReflectionSystem, see IScriptableBakedReflectionSystem. 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. Evaluates simple math expressions; supports int float and operators: + - * % ^ ( ). Evaluates a math expression and returns the result. A string containing a mathematical expression (e.g. "4+3"). The result of the expression evaluation. Supported types are: int, float, long, double. Indicates whether expression could be evauated successfully. An attribute that specifies a file location relative to the Project folder or Unity's preferences folder. See Also: FilePathAttribute.Location. Relative path to the specified 'location'. Location option that specifies which root folder to combine the 'relativePath' with. Specifies the folder location that Unity uses together with the relative path provided in the FilePathAttribute constructor. Use this location to save a file relative to the preferences folder. Useful for per-user files that are across all projects. Use this location to save a file relative to the Project Folder. Useful for per-project files (not shared between projects). 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. Converts a physical path to a logical path. Physical path. Logical path. Converts a logical path to a physical path. Logical path. Physical 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 font sizes. Use Anti-Aliased Font rendering with hinting. This forces character lines to run along pixel boundaries. Use the OS default font rendering mode. This mode is only available for dynamic fonts, as static fonts are generated at build time. 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. Options for AssetDatabase.ForceReserializeAssets. Specifies that AssetDatabase.ForceReserializeAssets should load, upgrade, and save the assets at the paths passed to the function, but not their accompanying .meta files. Specifies that AssetDatabase.ForceReserializeAssets should load, upgrade, and save both the assets at the paths passed to the function, and also their accompanying .meta files. Specifies that AssetDatabase.ForceReserializeAssets should load, upgrade, and save the .meta files for the assets at the paths passed to the function, but not the assets themselves. 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. You can use this method after parenting one GameObject to another to ensure the child GameObject has a unique name compared to its siblings in the hierarchy. The GameObject whose name you want to ensure is unique. Gets the number of MonoBehaviours with a missing script for the given GameObject. GameObject to query. The number of MonoBehaviours with a missing script. Get the navmesh area index for the GameObject. The 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. You can use this method before instantiating a new sibling, or before parenting one GameObject to another, to ensure the new child GameObject has a unique name compared to its siblings in the hierarchy. Target parent for a new GameObject. Null means root level. Requested name for a new GameObject. Unique name for a new GameObject. Use this method if a custom scene culling mask is needed for renderers that should be shown or hidden in a Scene view when Prefab Mode in Context is active. The scene culling mask intended to be used with the custom renderer. The GameObject associated with the custom renderer. If the GameObject is hidden for Prefab Mode in Context, a modified scene culling mask is returned. If it's not hidden, then the input scene culling mask is returned. Removes the MonoBehaviours with a missing script from the given GameObject. The GameObject to remove MonoBehaviours with a missing script from. The number of MonoBehaviours with a missing script that were removed. 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 StaticEditorFlags of the specified GameObject. The GameObject whose Static Editor Flags you want to set. The StaticEditorFlags to set on the GameObject. GenericMenu lets you create custom context menus and dropdown menus. Allow the menu to have multiple items with the same name. Add a disabled item to the menu. The GUIContent to display as a disabled menu item. Add a disabled item to the menu. The GUIContent to display as a disabled menu item. Specifies whether to show that the item is currently activated (i.e. a tick next to the item in the menu). Add an item to the menu. The GUIContent to add as a menu item. Specifies 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. Specifies 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. Struct providing an API for stable, project-global object identifiers. The GUID for the asset to which this object belongs. The identifier type represented as an integer. The local file ID of the object. The prefab instance id of the object. Check equality between two GlobalObjectIds. Converts an Object reference or InstanceID to a GlobalObjectId. The Object to be converted. The InstanceID of the Object to be converted. The converted GlobalObjectId. If the conversion is unsuccessful, the GlobalObjectId is set to the default null ID: "GlobalObjectId_V1-0-00000000000000000000000000000000-0-0". Converts an Object reference or InstanceID to a GlobalObjectId. The Object to be converted. The InstanceID of the Object to be converted. The converted GlobalObjectId. If the conversion is unsuccessful, the GlobalObjectId is set to the default null ID: "GlobalObjectId_V1-0-00000000000000000000000000000000-0-0". Creates an array of GlobalObjectIds based on an array of Objects or InstanceIDs. Array of Objects to convert. Resulting array of GlobalObjectIds. Array of InstanceIDs to convert. Creates an array of GlobalObjectIds based on an array of Objects or InstanceIDs. Array of Objects to convert. Resulting array of GlobalObjectIds. Array of InstanceIDs to convert. Creates an array of InstanceIDs based on an array of GlobalObjectIds. Array of GlobalObjectIds to convert. Resulting array of InstanceIDs. Creates an array of Objects based on an array of GlobalObjectIds. Array of GlobalObjectIds to convert. Resulting array of Object references. Converts a GlobalObjectId to an InstanceID. The GlobalObjectId to lookup. If the GlobalObjectId is found, this method returns the converted InstanceID. Returns 0 if the GlobalObjectId is not found. Converts a GlobalObjectId to an Object reference. The GlobalObjectId to lookup. If the GlobalObjectId is found, this method returns the converted Object reference. Returns null if the GlobalObjectId is not found. Get the string representation of the GlobalObjectId. Parses the string representation of a GlobalObjectId into a GlobalObjectId struct. The string representation of a GlobalObjectId. Example: "GlobalObjectId_V1-2-74c253e3f16be4776bb2d88e01f77c8a-902906726-0". The GlobalObjectId struct for the parsed values. Returns true if the string representation is successfully parsed. Otherwise, returns false. Enum used to specify the graphics jobs mode to use. Legacy graphics jobs. Native graphics jobs. GridPalette stores settings for Palette assets when shown in the Palette window. Determines the sizing of cells for a Palette. Determines the sorting axis if the Transparency Sort Mode is set to Custom Axis. Determines the Transparency Sorting Mode of Renderers in the Palette. Controls the sizing of cells for a Palette. Automatically resizes the Palette cells by the size of Sprites in the Palette. Size of Palette cells will be changed manually by the user. 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? Retrieves the user preference setting that controls the thickness of tool handle lines. (Read Only) Matrix for all handle operations. Color to use to highlight an unselected handle currently under the mouse pointer. 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. zTest of the handles. Draw an arrow like those used by the move tool. The control ID for the handle. The position of the handle in the space of Handles.matrix. The rotation of the handle in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. Begin a 2D GUI block inside the 3D handle GUI. Make a 3D Button. The position to draw the button in the space of Handles.matrix. The rotation of the button in the space of Handles.matrix. The visual size of the handle. Use HandleUtility.GetHandleSize if you want a constant screen-space size. The size of the button for the purpose of detecting a click. Use HandleUtility.GetHandleSize if you want a constant screen-space size. The draw style of the button. True when the user clicks the button. The function to use for drawing the handle e.g. Handles.RectangleCap. The control ID for the handle. The position of the handle in the space of Handles.matrix. The rotation of the handle in the space of Handles.matrix. The size of the handle in world-space units. Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. Draw a circle handle. Pass this into handle functions. The control ID for the handle. The position of the handle in the space of Handles.matrix. The rotation of the handle in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. Clears the camera. Where in the Scene to clear. The camera to clear. Draw a cone handle. Pass this into handle functions. The control ID for the handle. The position of the handle in the space of Handles.matrix. The rotation of the handle in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. Draw a cube handle. Pass this into handle functions. The control ID for the handle. The position of the handle in the space of Handles.matrix. The rotation of the handle in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. Draw a cylinder handle. Pass this into handle functions. The control ID for the handle. The position of the handle in the space of Handles.matrix. The rotation of the handle in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. Make a 3D disc that can be dragged with the mouse. Control id of the handle. The rotation of the disc. The center of the disc. The axis to rotate around. The size of the disc in world space. 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 grid size to snap to. The new rotation value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. Make a 3D disc that can be dragged with the mouse. Control id of the handle. The rotation of the disc. The center of the disc. The axis to rotate around. The size of the disc in world space. 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 grid size to snap to. The new rotation value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. Draw a dot handle. Pass this into handle functions. The control ID for the handle. The position of the handle in the space of Handles.matrix. The rotation of the handle in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. 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. The width of the line. List of points to build the line from. Draw anti-aliased line specified with point array and width. The AA texture used for rendering. The width of the line. List of points to build the line from. Draw anti-aliased line specified with point array and width. The AA texture used for rendering. The width of the line. List of points to build the line from. Draw anti-aliased line specified with point array and width. The AA texture used for rendering. The width of the line. List of points to build the line from. Draw anti-aliased line specified with point array and width. The AA texture used for rendering. The width of the line. List of points to build the line from. Draw textured bezier line through start and end points with the given tangents. 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.). 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 list of dotted line segments. A list of pairs of points that represent the start and end of line segments. The size in pixels for the lengths of the line segments and the gaps between them. Draw a list of indexed dotted line segments. A list of points. A list of pairs of indices to the start and end points of the line segments. The size in pixels for the lengths of the line segments and the gaps between them. Draw a subset of Gizmos (before or after postprocessing) for the given camera. The camera of the current view. Disposable helper struct for automatically setting and reverting Handles.color and/or Handles.matrix. The value of Handles.color at the time this DrawingScope was created. The value of Handles.matrix at the time this DrawingScope was created. Create a new DrawingScope and set Handles.color and/or Handles.matrix to the specified values. The matrix to use for displaying Handles inside the scope block. The color to use for displaying Handles inside the scope block. Create a new DrawingScope and set Handles.color and/or Handles.matrix to the specified values. The matrix to use for displaying Handles inside the scope block. The color to use for displaying Handles inside the scope block. Create a new DrawingScope and set Handles.color and/or Handles.matrix to the specified values. The matrix to use for displaying Handles inside the scope block. The color to use for displaying Handles inside the scope block. Automatically reverts Handles.color and Handles.matrix to their values prior to entering the scope, when the scope is exited. You do not need to call this method manually. Draws a line from p1 to p2. The position of the first line's end point in world space. The position of the second line's end point in world space. Line thickness in UI points (zero thickness draws single-pixel line). Draws a line from p1 to p2. The position of the first line's end point in world space. The position of the second line's end point in world space. Line thickness in UI points (zero thickness draws single-pixel line). Draw a list of line segments. A list of pairs of points that represent the start and end of line segments. Draw a list of indexed line segments. A list of points. A list of pairs of indices to the start and end points of the line segments. Draw a line going through the list of points. Draw a camera facing selection frame. 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 disc. The normal of the disc. The radius of the disc. 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. Draws a 3D texture using Signed Distance Field rendering mode in 3D space. The volumetric texture to draw. The number by which to multiply the ray step size. The ray step size is the distance between 2 neighboring pixels. The default value is 1. The intensity of the pixels at which the surface is rendered. When this value is positive, Unity will expand the rendered surface. When this value is negative, Unity will render empty space as a surface, and a surface as empty space. The default value is 0. The custom gradient that Unity uses as a color ramp. If this is not specified, Unity uses <a href="https:ai.googleblog.com201908turbo-improved-rainbow-colormap-for.html">Google Turbo color ramp<a>. Draws a 3D texture using Slice rendering mode in 3D space. The volumetric texture to draw. The positions of the texture sampling planes. Sets the texture filtering mode to use. Enables color ramp visualization. The custom gradient that Unity uses as a color ramp. If this is not specified, Unity uses <a href="https:ai.googleblog.com201908turbo-improved-rainbow-colormap-for.html">Google Turbo color ramp<a>. Draws a 3D texture using Volume rendering mode in 3D space. The volumetric texture to draw. The non-linear volume opacity modifier. Use this to control the opacity of the visualization. Valid values are 0-1, inclusive. A value of 1 is fully opaque and a value of 0 is fully transparent. The default value is 1. Sets the sample per texture pixel count. Higher values result in a higher quality render. The default value is 1. Sets the texture filtering mode to use. Enables color ramp visualization. The custom gradient that Unity uses as a color ramp. If this is not specified, Unity uses <a href="https:ai.googleblog.com201908turbo-improved-rainbow-colormap-for.html">Google Turbo color ramp<a>. Draws a circular arc in 3D space. The center of the circle in world space. The normal of the circle in world space. 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 in world space units. Line thickness in UI points (zero thickness draws single-pixel line). Draws a circular arc in 3D space. The center of the circle in world space. The normal of the circle in world space. 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 in world space units. Line thickness in UI points (zero thickness draws single-pixel line). Draw a wireframe box with center and size. Draws the outline of a flat disc in 3D space. The center of the disc in world space. The normal of the disc in world space. The radius of the disc in world space units. Line thickness in UI points (zero thickness draws single-pixel line). Draws the outline of a flat disc in 3D space. The center of the disc in world space. The normal of the disc in world space. The radius of the disc in world space units. Line thickness in UI points (zero thickness draws single-pixel line). End a 2D GUI block and get back to the 3D handle GUI. Make an unconstrained movement handle. The position of the handle in the space of Handles.matrix. The rotation of the handle in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. The snap increment on all axes. See Handles.SnapValue. The function to call for doing the actual drawing. The control ID for the handle. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. Make an unconstrained movement handle. The position of the handle in the space of Handles.matrix. The rotation of the handle in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. The snap increment on all axes. See Handles.SnapValue. The function to call for doing the actual drawing. The control ID for the handle. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. Make an unconstrained rotation handle. Control id of the 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. The new rotation value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. Make an unconstrained rotation handle. Control id of the 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. The new rotation value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. 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. Make a position handle. Center of the handle in 3D space. Orientation of the handle in 3D space. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. Make a Scene view radius handle. Orientation of the handle. Center of the handle in 3D space. Radius to modify. Whether to omit the circular outline of the radius and only draw the point handles. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. 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. Whether to omit the circular outline of the radius and only draw the point handles. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Draw a rectangle handle. Pass this into handle functions. The control ID for the handle. The position of the handle in the space of Handles.matrix. The rotation of the handle in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. Make a Scene view rotation handle. Orientation of the handle. Center of the handle in 3D space. The new rotation value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. Make a Scene view scale handle. Scale to modify. The position of the handle. The rotation of the handle. Allows you to scale the size of the handle on-screen. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. Make a directional scale slider. The value the user can modify. The position of the handle in the space of Handles.matrix. The direction of the handle in the space of Handles.matrix. The rotation of the handle in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. The snap increment. See Handles.SnapValue. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. Make a 3D handle that scales a single float. The value the user can modify. The position of the handle in the space of Handles.matrix. The rotation of the handle in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. The snap increment. See Handles.SnapValue. The function to call for doing the actual drawing. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. 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. Determines whether or not to draw Gizmos. A delegate type for getting a handle's size based on its current position. The current position of the handle in the space of Handles.matrix. Make a 3D slider that moves along one axis. The position of the current point in the space of Handles.matrix. The direction axis of the slider in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. The snap increment. See Handles.SnapValue. The function to call for doing the actual drawing. By default it is Handles.ArrowHandleCap, but any function that has the same signature can be used. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function. Make a 3D slider that moves along one axis. The position of the current point in the space of Handles.matrix. The direction axis of the slider in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. The snap increment. See Handles.SnapValue. The function to call for doing the actual drawing. By default it is Handles.ArrowHandleCap, but any function that has the same signature can be used. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function. Make a 3D slider that moves along a plane defined by two axes. (optional) override the default ControlID for this Slider2D instance. The position of the current point in the space of Handles.matrix. (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 in the space of Handles.matrix, only used for rendering of the handle. The first axis of the slider's plane of movement in the space of Handles.matrix. The second axis of the slider's plane of movement in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. (float or Vector2) The snap increment along both axes, either uniform or per-axis. See Handles.SnapValue. (default: false) render a rectangle around the handle when dragging. The function to call for doing the actual drawing. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function. Make a 3D slider that moves along a plane defined by two axes. (optional) override the default ControlID for this Slider2D instance. The position of the current point in the space of Handles.matrix. (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 in the space of Handles.matrix, only used for rendering of the handle. The first axis of the slider's plane of movement in the space of Handles.matrix. The second axis of the slider's plane of movement in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. (float or Vector2) The snap increment along both axes, either uniform or per-axis. See Handles.SnapValue. (default: false) render a rectangle around the handle when dragging. The function to call for doing the actual drawing. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function. Make a 3D slider that moves along a plane defined by two axes. (optional) override the default ControlID for this Slider2D instance. The position of the current point in the space of Handles.matrix. (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 in the space of Handles.matrix, only used for rendering of the handle. The first axis of the slider's plane of movement in the space of Handles.matrix. The second axis of the slider's plane of movement in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. (float or Vector2) The snap increment along both axes, either uniform or per-axis. See Handles.SnapValue. (default: false) render a rectangle around the handle when dragging. The function to call for doing the actual drawing. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function. Make a 3D slider that moves along a plane defined by two axes. (optional) override the default ControlID for this Slider2D instance. The position of the current point in the space of Handles.matrix. (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 in the space of Handles.matrix, only used for rendering of the handle. The first axis of the slider's plane of movement in the space of Handles.matrix. The second axis of the slider's plane of movement in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. (float or Vector2) The snap increment along both axes, either uniform or per-axis. See Handles.SnapValue. (default: false) render a rectangle around the handle when dragging. The function to call for doing the actual drawing. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function. Rounds each Transform.position to the closest multiple of EditorSnap.move. The transforms to snap. The axes on which to apply snapping. Rounds value to the closest multiple of snap if snapping is active. Note that snap can only be positive. The value to snap. The increment to snap to. If snapping is active, rounds value to the closest multiple of snap (snap can only be positive). Rounds value to the closest multiple of snap if snapping is active. Note that snap can only be positive. The value to snap. The increment to snap to. If snapping is active, rounds value to the closest multiple of snap (snap can only be positive). Rounds value to the closest multiple of snap if snapping is active. Note that snap can only be positive. The value to snap. The increment to snap to. If snapping is active, rounds value to the closest multiple of snap (snap can only be positive). Draw a sphere handle. Pass this into handle functions. The control ID for the handle. The position of the handle in the space of Handles.matrix. The rotation of the handle in the space of Handles.matrix. Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. Creates a transform handle. Position of the handle. Orientation of the handle. Scale value to modify. Uniform scale value to modify. Creates a transform handle. Position of the handle. Orientation of the handle. Scale value to modify. Uniform scale value to modify. Creates a transform handle. Position of the handle. Orientation of the handle. Scale value to modify. Uniform scale value to modify. Color to use for the Unity UI's padding visualization. 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). Subscribe to this event to add additional picking objects to the HandleUtility.PickGameObject method. Subscribe to this event to handle object placement in the SceneView. 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. Returns the distance in pixels from the mouse pointer to a 3D section of a disc. Returns the distance in pixels from the mouse pointer to a camera facing circle. Returns the distance in pixels from the mouse pointer to a cone. Position of the cone. Rotation of the cone. Size of the cone. Distance from mouse to cone in pixels. Returns the distance in pixels from the mouse pointer to a cube. Position of the cube. Rotation of the cube. Size of the cube. Distance from mouse to cube in pixels. Returns the distance in pixels from the mouse pointer to a 3D disc. Returns the distance in pixels from the mouse pointer to a line. Returns the distance in pixels from the mouse pointer to a polyline. Returns the distance in pixels from the mouse pointer to a rectangle on screen. Returns the nearest vertex to a guiPoint within a maximum radius of 50 pixels. A point in GUI space. The nearest vertex position to guiPoint, or a default value if no vertex is within the minimum picking distance. An array of Transform to consider when picking the nearest vertex. If null, all active objects in open scenes are considered. An array of Transform to exclude from consideration when picking nearest vertex. Returns true if a vertex within 50 pixels of the guiPoint was found, false if no vertex found within the minimum picking radius. Returns the nearest vertex to a guiPoint within a maximum radius of 50 pixels. A point in GUI space. The nearest vertex position to guiPoint, or a default value if no vertex is within the minimum picking distance. An array of Transform to consider when picking the nearest vertex. If null, all active objects in open scenes are considered. An array of Transform to exclude from consideration when picking nearest vertex. Returns true if a vertex within 50 pixels of the guiPoint was found, false if no vertex found within the minimum picking radius. Returns the nearest vertex to a guiPoint within a maximum radius of 50 pixels. A point in GUI space. The nearest vertex position to guiPoint, or a default value if no vertex is within the minimum picking distance. An array of Transform to consider when picking the nearest vertex. If null, all active objects in open scenes are considered. An array of Transform to exclude from consideration when picking nearest vertex. Returns true if a vertex within 50 pixels of the guiPoint was found, false if no vertex found within the minimum picking radius. Get world space size of a manipulator handle at given position. The position of the handle in 3d space. A constant screen-size for the handle, based on the distance between from the supplied handle's position to the camera. Converts a 2D GUI position to screen pixel coordinates. 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. A position in GUI coordinates. The top-left of the window is (0,0), and the bottom-right is (Screen.width, Screen.height). An array of GameObjects that will not be considered when selecting the nearest GameObject. An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. The GameObject that is under the requested 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. A position in GUI coordinates. The top-left of the window is (0,0), and the bottom-right is (Screen.width, Screen.height). An array of GameObjects that will not be considered when selecting the nearest GameObject. An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. The GameObject that is under the requested 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. A position in GUI coordinates. The top-left of the window is (0,0), and the bottom-right is (Screen.width, Screen.height). An array of GameObjects that will not be considered when selecting the nearest GameObject. An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. The GameObject that is under the requested 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. A position in GUI coordinates. The top-left of the window is (0,0), and the bottom-right is (Screen.width, Screen.height). An array of GameObjects that will not be considered when selecting the nearest GameObject. An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. The GameObject that is under the requested 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. A position in GUI coordinates. The top-left of the window is (0,0), and the bottom-right is (Screen.width, Screen.height). An array of GameObjects that will not be considered when selecting the nearest GameObject. An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. The GameObject that is under the requested 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. A position in GUI coordinates. The top-left of the window is (0,0), and the bottom-right is (Screen.width, Screen.height). An array of GameObjects that will not be considered when selecting the nearest GameObject. An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. The GameObject that is under the requested 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. A position in GUI coordinates. The top-left of the window is (0,0), and the bottom-right is (Screen.width, Screen.height). An array of GameObjects that will not be considered when selecting the nearest GameObject. An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. The GameObject that is under the requested position. This is the method definition for pickGameObjectCustomPasses. The camera with which to render pickable objects. A layer mask specifying what layers to consider valid for picking. See also Camera.cullingMask. A position in GUI coordinates. The top-left of the window is (0,0), and the bottom-right is (Screen.width, Screen.height). An array of GameObjects that will not be considered when selecting the nearest GameObject. An array of GameObjects that will be tested for picking intersection. If this argument is not null, only GameObjects in the filter array will be selected. Returns the index of the Renderer component in the material array that is closest to the specified position. If the picked object does not contain a MeshRenderer, or the picking intersection does not fall within a mesh boundary, this returns -1. Pick GameObjects that lie within a specified screen rectangle. An screen rectangle specified with pixel coordinates. Casts a ray against the loaded scenes and returns the nearest intersected point on a collider. The GUI position in the SceneView. You can pass Event.current.mousePosition to this parameter in most cases. Returns the nearest intersected point to a ray cast from the mouse position into the scene. Returns the normal of the nearest intersected point to a ray cast from the mouse position into the scene. Returns true if the raycast intersected something in the scene; otherwise, false. This is the method definition for placeObjectCustomPasses. The GUI position in the SceneView. You can pass Event.current.mousePosition to this parameter in most cases. Returns the nearest intersected point to a ray cast from the guiPosition into the scene. Returns the normal of the nearest intersected point to a ray cast from the mouse position into the scene. 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 a world space point to a 2D GUI position. Point in world space. Convert a world space point to a 2D GUI position. Point in world space. A Vector3 where the x and y values relate to the 2D GUI position. The z value is the distance in world units from the camera. 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 https: or file: schemas. Is there a help page for this object? Show help page for this object. Show a help page. Define how dragged objects should be dropped relative to already existing Hierarchy items. Drop a dragged object above the Hierarchy sibling item the mouse is hovered over. The dropTargetInstanceID is the Hierarchy item below the hover point and the dropped object is inserted above the target. Drop a dragged object into the first child position after the parent of the Hierarchy item when the mouse is hovering between the parent and the first child. The dropTargetInstanceID is the first child under a parent and the dropped object is inserted between the parent and the first child. When using DropAfterParent, DropBetween and DropAbove are also used to provide information to locate the dropped object. Drop a dragged object between two Hierarchy sibling items the mouse is hovered over. The dropTargetInstanceID is the Hierarchy item above the hover point, the dropped object is inserted below the target. Drop a dragged object on the Hierarchy item the mouse is hovering over. The hovered-over item is the dropTargetInstanceID and the dropped object is inserted as a child of the target. This flag is also used when dragging and dropping objects from outside the Hierarchy and into and below the last item in the Hierarchy to add to the Scene. In this case, the dropTargetInstanceID is the Scene handle. Insert dragged object in the Hierarchy. The default flag value is 0. The only case in which DropMode is 0 is when dragging outside items and parentForDraggedObjects is set. Then dropTargetInstanceID is 0 and the target is passed to the parentForDraggedObjects. This flag is set if the Hierarchy is showing search results. If a search is active, only DropUpon is allowed (no other actions can be performed on a partial list of items). 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. Arguments for the event EditorGUI.hyperLinkClicked. Parameters found in the hyperlink tag. Used to identify a MonoBehaviour that provides a hook into the apply/revert context menu for Prefabs open in Prefab Mode and non Prefabs. Returns the component specific name to be used in the apply menu item. Returns the name of the source term to be used in the apply/revert menu item. Extension hook for an optional property apply menu item. Extension hook for an optional property revert menu item. Icon kind. This icon can be used for any purpose in an application. This icon is used for the main application icons. This icon is used for push notifications. This icon is used for settings. This icon is used for Spotlight searches. (iOS only). This icon is used by the iOS App Store. Defines a method to add custom menu items to an Editor Window. Adds your custom menu items to an Editor Window. Use IHVImageFormatImporter to modify Texture2D import settings for Textures in IHV (Independent Hardware Vendor) formats such as .DDS and .PVR from Editor scripts. Filtering mode of the texture. Is texture data readable from scripts. Enable mipmap streaming for this texture. Relative priority for this texture when reducing memory size in order to hit the memory budget. Texture coordinate wrapping mode. Texture U coordinate wrapping mode. Texture V coordinate wrapping mode. Texture W coordinate wrapping mode for Texture3D. Contains information for various IIl2CppProcessor callbacks. The directory containing the assemblies that IL2CPP will process. The build target. Creates a new instance of an Il2CppBuildPipelineData. C++ compiler configuration used when compiling IL2CPP generated code. Debug configuration turns off all optimizations, which makes the code quicker to build but slower to run. Master configuration enables all possible optimizations, squeezing every bit of performance possible. For instance, on platforms that use the MSVC++ compiler, this option enables link-time code generation. Compiling code using this configuration can take significantly longer than it does using the Release configuration. Unity recommends building the shipping version of your game using the Master configuration if the increase in build time is acceptable. Release configuration enables optimizations, so the compiled code runs faster and the binary size is smaller but it takes longer to compile. Interface for when you extend the Lighting Explorer. Used in full overrides of the default behavior. Returns the tabs that you have selected to display in the Lighting Explorer. Tabs for the Lighting Explorer. This is called when the Lighting Explorer OnDisable is called, or when you switch to another extension. This is called when the Lighting Explorer OnEnable is called, or when you switch to another extension. Inherit from this class to implement your own drop-down control. Minimum size of the drop-down window. By default, the drop-down will try to match the width of the given rect or the rendered content. Implement this method to generate the content of the drop-down. This method is called when the drop-down is being shown. Root of the list. Override this method to get notified when an item is selected. Item that got selected. Call this method to show the drop-down at the given position. Position of the button that triggered the drop-down. Items that build the drop-down list. The list of child items of this item. True if the item is enabled. If set, this icon will be rendered to the left of the item name. The unique identifier for an item. Name shown for this item when rendered. Adds the given AdvancedDropdownItem child to the children list. AdvancedDropdownItem to be added to the children list. Adds a separator to the list of children in the drop-down. The state of the drop-down. This Object can be serialized. A class for a compound handle to edit an angle and a radius in the Scene view. Returns or specifies the angle of the arc for the handle. Returns or specifies the color of the angle control handle. The Handles.CapFunction to use when displaying the angle control handle. The Handles.SizeFunction to specify how large the angle control handle should be. Returns or specifies the color of the arc shape. Returns or specifies the radius of the arc for the handle. Returns or specifies the color of the radius control handle. The Handles.CapFunction to use when displaying the radius control handle. The Handles.SizeFunction to specify how large the angle control handle should be. Returns or specifies the color of the curved line along the outside of the arc. Creates a new instance of the ArcHandle class. A Handles.CapFunction that draws a line terminated with Handles.CylinderHandleCap. The control ID for the handle. The position of the handle in the space of Handles.matrix. The rotation of the handle in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. A Handles.SizeFunction that returns a fixed screen-space size. The current position of the handle in the space of Handles.matrix. The size to use for a handle at the specified position. A Handles.SizeFunction that returns a fixed screen-space size. The current position of the handle in the space of Handles.matrix. The size to use for a handle at the specified position. A function to display this instance in the current handle camera using its current configuration. Sets angleHandleColor, wireframeColor, and fillColor to the same value, where fillColor will have the specified alpha value. radiusHandleColor will be set to Color.clear and the radius handle will be disabled. The color to use for the angle control handle and the fill shape. The alpha value to use for fillColor. Sets angleHandleColor, radiusHandleColor, wireframeColor, and fillColor to the same value, where fillColor will have the specified alpha value. The color to use for the angle and radius control handles and the fill shape. The alpha value to use for fillColor. A compound handle to edit a box-shaped bounding volume in the Scene view. Returns or specifies the size of the bounding box. Create a new instance of the BoxBoundsHandle class. An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your BoxBoundsHandle instances. Create a new instance of the BoxBoundsHandle class. An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your BoxBoundsHandle instances. Draw a wireframe box for this instance. A compound handle to edit a capsule-shaped bounding volume in the Scene view. Returns or specifies the height of the capsule bounding volume. Returns or specifies the axis in the handle's space to which height maps. The radius maps to the remaining axes. Returns or specifies the radius of the capsule bounding volume. Create a new instance of the CapsuleBoundsHandle class. An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your CapsuleBoundsHandle instances. Create a new instance of the CapsuleBoundsHandle class. An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your CapsuleBoundsHandle instances. Draw a wireframe capsule for this instance. An enumeration for specifying which axis on a CapsuleBoundsHandle object maps to the CapsuleBoundsHandle.height parameter. X-axis. Y-axis. Z-axis. A callback for when a control handle was dragged in the Scene. The handle that was dragged. The raw Bounds for this instance's volume at the time the control handle was clicked. The raw Bounds for this instance's volume based on the updated handle position. The bounds that should be applied to this instance, with any necessary modifications applied. A class for a compound handle to edit multiaxial angular motion limits in the Scene view. The Handles.CapFunction to use when displaying the angle control handle. The Handles.SizeFunction to specify how large the angle control handle should be. Returns or specifies the opacity to use when rendering fill shapes for the range of motion for each axis. Defaults to 0.1. Returns or specifies the radius of the arc for the handle. Defaults to 1.0. Returns or specifies the opacity to use for the curved lines along the outside of the arcs of motion. Defaults to 1.0. Returns or specifies the color to use for the handle limiting motion around the x-axis. Defaults to Handles.xAxisColor. Returns or specifies the maximum angular motion about the x-axis. Returns or specifies the minimum angular motion about the x-axis. Returns or specifies how angular motion is limited about the x-axis. Defaults to ConfigurableJointMotion.Limited. Returns or specifies the range of valid values for angular motion about the x-axis. Defaults to [-180.0, 180.0]. Returns or specifies the color to use for the handle limiting motion around the y-axis. Defaults to Handles.yAxisColor. Returns or specifies the maximum angular motion about the y-axis. Returns or specifies the minimum angular motion about the y-axis. Returns or specifies how angular motion is limited about the y-axis. Defaults to ConfigurableJointMotion.Limited. Returns or specifies the range of valid values for angular motion about the y-axis. Defaults to [-180.0, 180.0]. Returns or specifies the color to use for the handle limiting motion around the z-axis. Defaults to Handles.zAxisColor. Returns or specifies the maximum angular motion about the z-axis. Returns or specifies the minimum angular motion about the z-axis. Returns or specifies how angular motion is limited about the z-axis. Defaults to ConfigurableJointMotion.Limited. Returns or specifies the range of valid values for angular motion about the z-axis. Defaults to [-180.0, 180.0]. Creates a new instance of the JointAngularLimitHandle class. A function to display this instance in the current handle camera using its current configuration. The MultiColumnHeader is a general purpose class that e.g can be used with the TreeView to create multi-column tree views and list views. Use this property to control whether the user can drag and drop columns to re-order them. Use this property to control whether sorting is enabled for all the columns. Event raised when any settings from a column has changed (for example, a column width was resized). Event raised when the user switches the order of two columns. The index of the column that is currently being handled during an event. This property can be used for column specific handling when overriding AddColumnHeaderContextMenuItems Customizable height of the multi column header. The index of the column that is set to be the primary sorting column. This is the column that shows the sorting arrow above the header text. Subscribe to this event to get notified when sorting has changed. This is the state of the MultiColumnHeader. Subscribe to this event to get notified when the number of visible columns has changed. Override this method to extend the default context menu items shown when context clicking the header area. Context menu shown. Override to customize the behavior when clicking a column header. Column clicked. Column index clicked. Override to customize the GUI of a single column header. Column header data. Rect for column header. Column index. Constructor. Column header state and Column state. Default GUI methods and properties for the MultiColumnHeader class. Margin that can be used by clients of the MultiColumnHeader to control spacing between content in multiple columns. Default height of the header. This height is the minium height the header can have and can only be used if sorting is disabled. Default styles used by the MultiColumnHeader class. Style used for rendering the background of the header. Style used for left aligned header text. Style used for centered header text. Style used for right aligned header text. Calculates a cell rect for a column and row using the visibleColumnIndex and rowRect parameters. Returns the column data for a given column index. Column index. Column data. Returns the header column Rect for a given visible column index. Index of a visible column. Convert from column index to visible column index. Column index. Visible column index. Delegate used for events from the MultiColumnHeader. The MultiColumnHeader that dispatched this event. Check if a column is currently visible in the MultiColumnHeader. Column index. Check the sorting order state for a column. Column index. True if sorted ascending. Render and handle input for the MultiColumnHeader at the given rect. Horizontal scroll offset. Rect where the MultiColumnHeader is drawn in. Called when sorting changes and dispatches the sortingChanged event. Called when the number of visible column changes and dispatches the visibleColumnsChanged event. Requests the window which contains the MultiColumnHeader to repaint. Resizes the column widths of the columns that have auto-resize enabled to make all the columns fit to the width of the MultiColumnHeader render rect. Change sort direction for a given column. Column index. Direction of the sorting. Sets the primary sorting column and its sorting order. Column to sort. Sorting order for the column specified. Sets multiple sorting columns and the associated sorting orders. Column indices of the sorted columns. Sorting order for the column indices specified. Provides the button logic for a column header and the rendering of the sorting arrow (if visible). Column data. Column header rect. Column index. Method for toggling the visibility of a column. Toggle visibility for this column. State used by the MultiColumnHeader. The array of column states used by the MultiColumnHeader class. This property controls the maximum number of columns returned by the sortedColumns property. This property holds the index to the primary sorted column. The array of column indices for multiple column sorting. This is the array of currently visible column indices. Returns the sum of all the widths of the visible columns in the visibleColumns array. Checks if the source state can transfer its serialized data to the destination state. State that have serialized data to be transfered to the destination state. Destination state. Returns true if the source state have the same number of columns as the destination state. Column state. Option to allow/disallow hiding the column from the context menu. Option to allow the column to resize automatically when resizing the entire MultiColumnHeader. Is sorting enabled for this column. If false, left-clicking this column header has no effect. If this is set then it is used for the context menu for toggling visibility, if not set then the ::headerContent is used. This is the GUIContent that will be rendered in the column header. Alignment of the header content. Maximum width of the column. Minimum width of the column. Value that controls if this column is sorted ascending or descending. Alignment of the sorting arrow. Serialized field that holds an integer value that can be used as a handle to access any non-serialized user data. The width of the column. Constructor. Column data. Overwrites the seralized fields from the source state to the destination state. State that have serialized data to be transfered to the destination state. Destination state. Base class for a compound handle to edit a bounding volume in the Scene view. Flags specifying which axes should display control handles. Returns or specifies the center of the bounding volume for the handle. Returns or specifies the color of the control handles. An optional Handles.CapFunction to use when displaying the control handles. Defaults to Handles.DotHandleCap if no value is specified. The Handles.SizeFunction to specify how large the midpoint control handles should be. Returns or specifies the color of the wireframe shape. A flag enumeration for specifying which axes on a PrimitiveBoundsHandle object should be enabled. All axes. No axes. X-axis (bit 0). Y-axis (bit 1). Z-axis (bit 2). Create a new instance of the PrimitiveBoundsHandle class. An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your PrimitiveBoundsHandle instances. Create a new instance of the PrimitiveBoundsHandle class. An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your PrimitiveBoundsHandle instances. A Handles.SizeFunction that returns a fixed screen-space size. The current position of the handle in the space of Handles.matrix. The size to use for a handle at the specified position. A function to display this instance in the current handle camera using its current configuration. Draw a wireframe shape for this instance. Subclasses must implement this method. Gets the current size of the bounding volume for this instance. The current size of the bounding volume for this instance. An enumeration of directions the handle moves in. This value corresponds to the handle moving in a negative direction away from PrimitiveBoundsHandle.center along the x-axis. This value corresponds to the handle moving in a negative direction away from PrimitiveBoundsHandle.center along the y-axis. This value corresponds to the handle moving in a negative direction away from PrimitiveBoundsHandle.center along the z-axis. This value corresponds to the handle moving in a positive direction away from PrimitiveBoundsHandle.center along the x-axis. This value corresponds to the handle moving in a positive direction away from PrimitiveBoundsHandle.center along the y-axis. This value corresponds to the handle moving in a positive direction away from PrimitiveBoundsHandle.center along the z-axis. Gets a value indicating whether the specified axis is enabled for the current instance. An Axes. An integer corresponding to an axis on a Vector3. For example, 0 is x, 1 is y, and 2 is z. true if the specified axis is enabled; otherwise, false. Gets a value indicating whether the specified axis is enabled for the current instance. An Axes. An integer corresponding to an axis on a Vector3. For example, 0 is x, 1 is y, and 2 is z. true if the specified axis is enabled; otherwise, false. A callback for when a control handle was dragged in the Scene. The handle that was dragged. The raw Bounds for this instance's volume at the time the control handle was clicked. The raw Bounds for this instance's volume based on the updated handle position. The bounds that should be applied to this instance, with any necessary modifications applied. Sets handleColor and wireframeColor to the same value. The color to use for the control handles and the wireframe shape. Sets the current size of the bounding volume for this instance. A Vector3 specifying how large the bounding volume is along all of its axes. The SearchField control creates a text field for a user to input text that can be used for searching. Changes the keyboard focus to the search field when the user presses ‘Ctrl/Cmd + F’ when set to true. It is true by default. This event is dispatched when the focused search field detects that the down or up key is pressed and can be used to change keyboard focus to another control, such as the TreeView. This is the controlID used for the text field to obtain keyboard focus. This function returns true if the search field has keyboard focus. This function displays the search field with the default UI style and uses the GUILayout class to automatically calculate the position and size of the Rect it is rendered to. Pass an optional list to specify extra layout properties. Text string to display in the search field. An optional list of layout options that specify extra layout properties. <br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The text entered in the search field. The original input string is returned instead if the search field text was not changed. This function displays the search field with the default UI style in the given Rect. Rectangle to use for the search field. Text string to display in the search field. The text entered in the search field. The original input string is returned instead if the search field text was not changed. This function displays a search text field with the given Rect and UI style parameters. Rectangle to use for the search field. Text string to display in the search field. The text field style. The cancel button style used when there is text in the search field. The cancel button style used when there is no text in the search field. The text entered in the SearchField. The original input string is returned instead if the search field text was not changed. This function displays the search field with the toolbar UI style and uses the GUILayout class to automatically calculate the position and size of the Rect it is rendered to. Pass an optional list to specify extra layout properties. Text string to display in the search field. An optional list of layout options that specify extra layout properties. <br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The text entered in the search field. The original input string is returned instead if the search field text was not changed. This function displays the search field with a toolbar style in the given Rect. Rectangle to use for the search field. Text string to display in the search field. The text entered in the search field. The original input string is returned instead if the search field text was not changed. This is a generic callback delegate for SearchField events and does not take any parameters. This function changes keyboard focus to the search field so a user can start typing. A compound handle to edit a sphere-shaped bounding volume in the Scene view. Returns or specifies the radius of the sphere bounding volume. Create a new instance of the SphereBoundsHandle class. An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your SphereBoundsHandle instances. Create a new instance of the SphereBoundsHandle class. An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your SphereBoundsHandle instances. Draw a wireframe sphere for this instance. A callback for when a control handle was dragged in the Scene. The handle that was dragged. The raw Bounds for this instance's volume at the time the control handle was clicked. The raw Bounds for this instance's volume based on the updated handle position. The bounds that should be applied to this instance, with any necessary modifications applied. The TreeView is an IMGUI control that lets you create tree views, list views and multi-column tables for Editor tools. Indent used for all rows before the tree foldout arrows and content. When using a MultiColumnHeader this value adjusts the cell rects provided for all columns except the tree foldout column. When using a MultiColumnHeader this value should be set to the column index in which the foldout arrows should appear. Custom vertical offset of the foldout arrow. Value that returns how far the foldouts are indented for each increasing depth value. Value to control the spacing before the default icon and label. Can be used e.g for placing a toggle button to the left of the content. Register a callback to this property to override the Foldout button in the TreeView. Width of the built-in foldout arrow. Register a callback to this field to override how the TreeView handles selection changes in response to keys and mouse clicks. The current search state of the TreeView. True if the user is currently dragging one or more items in the TreeView, and false otherwise. The TreeView is initialized by calling Reload(). Therefore returns false until Reload() is called the first time. Get the MultiColumnHeader of the TreeView. Can be null if the TreeView was created without a MultiColumnHeader. The hidden root item of the TreeView (it is never rendered). The fixed height used for each row in the TreeView if GetCustomRowHeight have not been overridden. Current search string of the TreeView. Enable this to show alternating row background colors. Enable this to show a border around the TreeView. Returns true if the horizontal scroll bar is showing, otherwise false. Returns true if the vertical scroll bar is showing, otherwise false. The state of the TreeView (expanded state, selection, scroll etc.) Returns the sum of the TreeView row heights, the MultiColumnHeader height (if used) and the border (if used). The controlID used by the TreeView to obtain keyboard control focus. The Rect the TreeView is being rendered to. When drawing the TreeView contents, will it be enclosed within a ScrollView? Adds the expanded rows of the full tree to the input list. Only use this method if a full tree was built in BuildRoot. Root of the TreeView. Rows that will be refilled using the expanded state of TreeView. This is called after all rows have their RowGUI called. This is called before any rows have their RowGUI called. Shows the rename overlay for a TreeViewItem. Item to rename. Delay in seconds until the rename overlay shows. Returns true if renaming was started. Returns false if renaming was already active. Shows the rename overlay for a TreeViewItem. Item to rename. Delay in seconds until the rename overlay shows. Returns true if renaming was started. Returns false if renaming was already active. Abstract method that is required to be implemented. By default this method should create the full tree of TreeViewItems and return the root. The root of the tree. This item can later be accessed by 'rootItem'. Override this method to take control of how the rows are generated. Root item that was created in the BuildRoot method. The rows list shown in the TreeView. Can later be accessed using GetRows(). Override this method to control which items are allowed to be parents. Can this item be a parent? Override this method to control whether an item can be expanded or collapsed by key or mouse. Can this item be expanded/collapsed. Override this method to control whether the item can be part of a multiselection. Can this item be part of a multiselection. Override this method to control whether the item can be renamed using a keyboard shortcut or when clicking an already selected item. Can this item be renamed? This function is called whenever a TreeViewItem is clicked and dragged. It returns false by default. Method arguments for the CanStartDrag virtual method. Item about to be dragged. The multi-selection about to be dragged. Modifies the input rect so it is centered and have a height equal to EditorGUIUtility.singleLineHeight. Rect to be modified and centered. Collapse all expanded items in the TreeView. This function is called automatically and handles the ExecuteCommand events for “SelectAll” and “FrameSelection”. Override this function to extend or avoid Command events. Override this method to handle context clicks outside any items (but still in the TreeView rect). Override this method to handle a context click on an item with ID TreeViewItem.id. TreeViewItem id. Creates a dummy TreeViewItem list. Useful when overriding BuildRows to prevent building a full tree of items. The TreeView is always constructed with a state object and optionally a multi-column header object if a header is needed. TreeView state (expanded items, selection etc.) Multi-column header for the TreeView. The TreeView is always constructed with a state object and optionally a multi-column header object if a header is needed. TreeView state (expanded items, selection etc.) Multi-column header for the TreeView. Default GUI methods and properties for the TreeView class. Draws a bold label that have correct text color when selected and/or focused. Rect to render the text in. Label to render. Selected state used for determining text color. Focused state used for determining text color. Draws a bold right aligned label that have correct text color when selected and/or focused. Rect to render the text in. Label to render. Selected state used for determining text color. Focused state used for determining text color. Draws a foldout label that have correct text color when selected and/or focused. Rect to render the text in. Label to render. Selected state used for determining text color. Focused state used for determining text color. Draws a label that have correct text color when selected and/or focused. Rect to render the text in. Label to render. Selected state used for determining text color. Focused state used for determining text color. Draws a right aligned label that have correct text color when selected and/or focused. Rect to render the text in. Label to render. Selected state used for determining text color. Focused state used for determining text color. Default styles used by the TreeView class. Background style used for alternating row background colors when enabling TreeView.showAlternatingRowBackgrounds. Background style used for alternating row background colors when enabling TreeView.showAlternatingRowBackgrounds. Bold label with alternative text color when selected and/or focused. Right aligned bold label with alternative text color when selected and/or focused. The label that is used for foldout label with alternative text color when selected and/or focused. Left aligned label with alternative text color when selected and/or focused. Right aligend label with alternative text color when selected and/or focused. Override this function to extend or change the search behavior. Item used for matching against the search string. The search string of the TreeView. True if item matches search string, otherwise false. Callback signature used to override the TreeView foldout. See foldoutOverride. Rect to draw the foldout. Current foldout state. Toggle button style. Returns true if the foldout is still expanded. Otherwise, returns false. Override this method to handle double click events on an item. ID of TreeViewItem that was double clicked. Method arguments for the HandleDragAndDrop virtual method. When dragging items the current drag can have the following 3 positions relative to the items: Upon an item, Between two items or Outside items. This index refers to the index in the children list of the parentItem where the current drag is positioned. The parent item is set if the drag is either upon this item or between two of its children. This value is false as long as the mouse button is down, when the mouse button is released it is true. Enum describing the possible positions a drag can have relative to the items: upon a item, between two items or outside items. This value is used when dragging between two items. This value is used when dragging outside all items. This value is used when the drag is upon a item. Ends renaming if the rename overlay is shown. If called while the rename overlay is not being shown, this method does nothing. Expand all collapsed items in the TreeView. Override to get notified when items are expanded or collapsed. This is a general notification that the expanded state has changed. Finds a TreeViewItem by an ID. Find the TreeViewItem with this ID. Sets the search to start from an item. Use 'rootItem' to search the entire tree. This search method returns the TreeViewItem found and returns null if not found. Returns the row of the given TreeViewItem. The item to find the row of. The row of the TreeViewItem. Useful for converting from TreeViewItem IDs to TreeViewItems using the current rows. TreeViewItem IDs. TreeViewItems. This will reveal the item with ID id (by expanding the ancestors of that item) and will make sure it is visible in the ScrollView. TreeViewItem ID. This method is e.g. used for revealing items that are currently under a collapsed item. TreeViewItem ID. List of all the ancestors of a given item with ID id. Utility for multi column setups. This method will clip the input rowRect against the column rect defined by columnIndexForTreeFoldouts to get the cell rect where the the foldout arrows appear. Rect for a row. Cell rect in a multi column setup. Returns the horizontal content offset for an item. This is where the content should begin (after the foldout arrow). Item used to determine the indent. Indent. Override to control individual row heights. Row index. Item for given row. Height of row. Returns all descendants for the item with ID id that have children. TreeViewItem ID. Descendants that have children. Returns a list of TreeViewItem IDs that are currently expanded in the TreeView. TreeViewItem IDs. Returns the first and the last indices of the rows that are visible in the scroll view of the TreeView. First row visible. Last row visible. Returns the horizontal foldout offset for an item. This is where the foldout arrow is rendered. Item used to determine the indent. Indent for the foldout arrow. A callback which determines how TreeView handles selection changes in response to keys and mouse clicks. The item clicked, or selected via keyboard. Should existing selection be kept? This is used to support dragging or right-clicking one item in a multi-selection. Should the action key be treated like the shift key? If so, the action key also indicates a range selection. Override this method if custom GUI handling are used in RowGUI. This method for controls where the rename overlay appears. Row rect for the item currently being renamed. Row index for the item currently being renamed. TreeViewItem that are currently being renamed. The rect where the rename overlay should appear. Get the rect for a row. Row index. Row rect. This is the list of TreeViewItems that have been built in BuildRows. Rows. Returns the list of TreeViewItem IDs that are currently selected. Override this function to control the drag and drop behavior of the TreeView. Drag and drop arguments. Returns true if the TreeView and its EditorWindow have keyboard focus. Returns true if the TreeView has a selection. Utility method for checking if the childList is identical to the one returned by the CreateChildListForCollapsedParent method. Children list of a TreeViewItem. Returns true if the TreeViewItem with ID id is currently expanded. TreeViewItem ID. Returns true if the TreeViewItem with ID id is currently selected. TreeViewItem ID. Override this method to handle events when the TreeView has keyboard focus. This is the main GUI method of the TreeView, where the TreeViewItems are processed and drawn. Rect where the TreeView is rendered. Refreshes the cache of custom row rects based on the heights returned by GetCustomRowHeight. Call this to force the TreeView to reload its data. This in turn causes BuildRoot and BuildRows to be called. Called when rename ends either by the user completing the renaming process, when the rename overlay loses focus or is closed using EndRename. Method arguments for the virtual method RenameEnded. Is true if the rename is accepted. Item with ID that are being renamed. Name entered in the rename overlay. The original name when starting the rename. Request a repaint of the window that the TreeView is rendered in. Override this method to add custom GUI content for the rows in the TreeView. Row data. Method arguments for the virtual method RowGUI. This value is true only when the TreeView has keyboard focus and the TreeView's window has focus. This value is true when the ::item is currently being renamed. Item for the current row being handled in TreeView.RowGUI. Label used for text rendering of the item displayName. Note this is an empty string when isRenaming == true. Row index into the list of current rows. Row rect for the current row being handled. This value is true when the current row's item is part of the current selection. If using a MultiColumnHeader for the TreeView this method can be used to get the cell rects of a row using the visible columns of the MultiColumnHeader. Index into the list of visible columns of the multi column header. Cell rect defined by the intersection between the row rect and the rect of the visible column. If using a MultiColumnHeader for the TreeView this method can be used to convert an index from the visible columns list to a index into the actual columns in the MultiColumnHeaderState. This index is the index into the current visible columns. Column index into the columns array in MultiColumnHeaderState. If using a MultiColumnHeader for the TreeView use this method to get the number of visible columns currently being shown in the MultiColumnHeader. Override the method to get notified of search string changes. Selects all rows in the TreeView. Override the method to get notified of selection changes. TreeViewItem IDs. Use this method in RowGUI to peform the logic of a mouse click. TreeViewItem clicked. If true then keeps the multiselection when clicking on a item already part of the selection. If false then clears the selection before selecting the item clicked. For left button clicks this is usually false. For context clicks it is usually true so a context opereration can operate on the multiselection. Set a single TreeViewItem to be expanded or collapsed. TreeViewItem ID. True expands item. False collapses item. True if item changed expanded state, false if item already had the expanded state. Set the current expanded TreeViewItems of the TreeView. This will overwrite the previous expanded state. List of item IDs that should be expanded. Expand or collapse all items under item with id. TreeViewItem ID. Expanded state: true expands, false collapses. Calling this function changes the keyboard focus to the TreeView. Calling this function changes the keyboard focus to the TreeView and ensures an item is selected. Use this function to enable key navigation of the TreeView. Set the selected items of the TreeView. TreeViewItem IDs. Options for extra logic performed after the selection. See TreeViewSelectionOptions. Set the selected items of the TreeView. TreeViewItem IDs. Options for extra logic performed after the selection. See TreeViewSelectionOptions. Utility method using the depth of the input TreeViewItem to set the correct depths for all its descendant TreeViewItems. TreeViewItem from which the descendentans should have their depth updated. This function is called when CanStartDrag returns true. Method arguments to the virtual method SetupDragAndDrop. TreeViewItem IDs being dragged. Utility method for initializing all the parent and children properties of the rows using the order and the depths values that have been set. The hidden root item. TreeViewItems where only the depth property have been set. Override this method to handle single click events on an item. ID of TreeViewItem that was single clicked. Returns a list sorted in the order in which they are shown in the TreeView. TreeViewItem IDs. The TreeViewItem is used to build the tree representation of a tree data structure. The list of child items of this TreeViewItem. The depth refers to how many ancestors this item has, and corresponds to the number of horizontal ‘indents’ this item has. Name shown for this item when rendered. Returns true if children has any items. If set, this icon will be rendered to the left of the displayName. The icon is rendered at 16x16 points by default. Unique ID for an item. The parent of this TreeViewItem. If it is null then it is considered the root of the TreeViewItem tree. Helper method that adds the child TreeViewItem to the children list and sets the parent property on the child. TreeViewItem to be added to the children list. TreeViewItem constructor. Unique ID to identify this TreeViewItem with among all TreeViewItems of the TreeView. See Also id. Depth of this TreeViewItem. See Also depth. Rendered name of this TreeViewItem. See Also displayName. TreeViewItem constructor. Unique ID to identify this TreeViewItem with among all TreeViewItems of the TreeView. See Also id. Depth of this TreeViewItem. See Also depth. Rendered name of this TreeViewItem. See Also displayName. TreeViewItem constructor. Unique ID to identify this TreeViewItem with among all TreeViewItems of the TreeView. See Also id. Depth of this TreeViewItem. See Also depth. Rendered name of this TreeViewItem. See Also displayName. Enum used by the TreeView.SetSelection method. If this flag is passed to TreeView.SetSelection then the TreeView will call the its TreeView.SelectionChanged method. If this flag is passed to TreeView.SetSelection no extra logic is be performed after setting selection. If this flag is passed to TreeView.SetSelection then the TreeView will make sure the last item in the input selection list is visible on screen. The TreeViewState contains serializable state information for the TreeView. This is the list of currently expanded TreeViewItem IDs. The ID for the TreeViewItem that currently is being used for multi selection and key navigation. The current scroll values of the TreeView's scroll view. Search string state that can be used in the TreeView to filter the tree data when creating the TreeViewItems. Selected TreeViewItem IDs. Use of the SetSelection and IsSelected API will access this state. 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 method to be initialized when Unity enters Play Mode. Allows you to initialize an Editor class when Unity loads, and when your scripts are recompiled. Allow an editor class method to be initialized when Unity loads without action from the user. The mode of interaction, user or automated, that an API method is called with. Use this setting to prevent a method from showing any dialog boxes to the user, and to prevent it recording to the undo history. Use this setting to allow a method to show dialog boxes to the user, and to allow it to record to the undo history. Application behavior when entering background. Custom background behavior, see iOSBackgroundMode for specific background modes. Application should exit when entering background. Application should suspend execution when entering background. Background modes supported by the application corresponding to project settings in Xcode. Audio, AirPlay and Picture in Picture. Uses Bluetooth LE accessories. Acts as a Bluetooth LE accessory. External accessory communication. Background fetch. Location updates. Newsstand downloads. No background modes supported. Remote notifications. Voice over IP. Build configurations for the generated Xcode project. Build configuration set to Debug for the generated Xcode project. Build configuration set to Release for the generated Xcode project with optimization enabled. A device requirement description used for configuration of App Slicing. The values of the device requirement description. Constructs new device requirement description. iOS launch screen settings. Launch screen image on the iPad. Landscape oriented launch screen image on the iPhone. Portrait oriented launch screen image on the iPhone. iOS launch screen settings. Use a specified custom Storyboard (.storyboard) file in Player Settings. Use a specified custom Interface Builder (.xib) file in Player Settings. Use the default launch screen (dark blue background). Use a custom launch screen image specified in the iOS Player Settings or with PlayerSettings.iOS.SetLaunchScreenImage and use its original dimensions. Use a custom launch screen image specified in the iOS Player Settings or with PlayerSettings.iOS.SetLaunchScreenImage which will be scaled across the entire screen. Generate the Xcode project without any custom launch screens. Supported iOS SDK versions. Device SDK. Simulator SDK. Activity Indicator on loading. Don't Show. Gray. White. White Large. iOS status bar style. Default. A light status bar, intended for use on dark backgrounds. 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. Provides an interface to display a custom TerrainLayer UI in the Terrain Layers inspector. Draws the custom GUI for the terrain layer. The TerrainLayer object. The Terrain object on which the TerrainLayer object, specified by the terrainLayer parameter, is selected. Return false to have Unity draw the default TerrainLayer inspector. Otherwise draw the custom GUI and return true. Class for text localization. This function referes a po file like ja.po as an asset. Asmdef and [assembly: UnityEditor.Localization] is needed. Original text, basically English. Localized text. The class used to render the Light Editor when a Light is selected in the Unity Editor. The settings helper that can be used for rendering a custom LightEditor. See ScriptableObject.OnDestroy. See ScriptableObject.OnEnable. See Editor.OnInspectorGUI. See Editor.OnSceneGUI. Contains all drawable elements of the LightEditor. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. The light cookie texture used by the light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Is the current light an area light or not. Area lights include Rectangle and Disc lights. Is the current light baked or mixed. Is the light completely baked. Is the current light mixed. Is the light real-time? The light being inspected. Exposed SerializedProperty for the inspected Light. This property describes the shape of the spot light. Only Scriptable Render Pipelines use this property; the built-in renderer does not support it. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. See SerializedObject.ApplyModifiedProperties. Draws the default LightEditor area widget. Draws the default LightEditor baked shadow angle widget. Draws the default LightEditor baked shadow radius widget. Draws the default LightEditor bounce intensity widget. Draws the default LightEditor color widget. Draws the default LightEditor cookie widget. Draws the default LightEditor cookie size widget. Draws the default LightEditor culling mask widget. Draws the default LightEditor flare widget. Draws the default LightEditor halo widget. Draws the default LightEditor inner and outer spot angle widget. Draws the default LightEditor intensity widget. Draws the default LightEditor lightmapping widget. Draws the default LightEditor light type widget. Draws the default LightEditor range widget. Draws the default LightEditor rendering LayerMask widget. Draws the default LightEditor render mode widget. Draws the default LightEditor runtime shadows widget. Draws the default LightEditor shadows type widget. Draws the default LightEditor spot angle widget. Cleanup internal settings state. Populate the settings from the referenced SerializedObject. See SerializedObject.Update. The lighting data asset used by the active Scene. An attribute to mark an extension class for the Lighting Explorer. Supports one extension per render pipeline. Constructor. The type that inherits from the RenderPipelineAsset used to filter the class. Create custom tabs for the Lighting Explorer. Constructor. The title of the tab. The objects that the tab must contain. How the columns should look and behave. This is used when defining how a column should look and behave in the Lighting Explorer. A delegate for comparison of properties for sorting. A delegate for copying of properties. Constructor. Depending on what LightingExplorer.DataType we use, built-in compare and draw methods will be used. If you want to fully overload this, use LightingExplorer.DataType.Custom. Title for the column header. Name of the property on the object you wish to use. If you use LightingExplorer.DataType.Name, choose ‘null’. Width of the column. The minimum width is this value divided by 2. The default value is 100. If you want to draw a property differently than the default, provide this delegate. If you use LightingExprlorer.DataType.Custom, you must override this. If you want to sort properties differently than the default way, provide this delegate. If you use LightingExplorer.DataType.Custom, you must override this. If you want to copy properties differently than the default way, provide this delegate. If you depend on another Serialized property than the one in your column, use this field to specify which indices to include. The first column is index 0. A data type that defines the default behaviors for how to draw and compare items in the columns. Draws a checkbox, and handles comparison for sorting. Draws a color box, and handles comparison for sorting. No drawing or comparison for sorting. Please use the delegates in the constructor to override these. Draws an enum field, and handles comparison for sorting. Draws a float field, and handles comparison for sorting. Draws an int field, and handles comparison for sorting. Draws a name field, and handles comparison for sorting. Also implements a search field for filtering the rows. A delegate for how to draw the property. The current rect for where it will be drawn in the TableView. The property that is specified using ‘propertyName’ in the constructor. An array of properties specified by using ‘dependencyIndicies’ in the constructor. Base class for the Inspector that overrides the Environment section of the Lighting window. OnDisable is called when this Inspector override is not used anymore. OnEnable is called when this Inspector override is used. A callback that is called when drawing the Environment section in the Lighting window. Bake quality setting for LightmapEditorSettings. High quality bake for final renderings. Low quality bake for preview renderings. This class is now obsolete. Use LightingSettings. This property is now obsolete. Use LightingSettings.aoExponentDirect. This property is now obsolete. Use LightingSettings.aoExponentIndirect. This property is now obsolete. Use LightingSettings.aoMaxDistance. This property is now obsolete. Use LightingSettings.lightmapResolution. This property is now obsolete. Use LightingSettings.bounces. This property is now obsolete. Use LightingSettings.denoiserTypeAO. This property is now obsolete. Use LightingSettings.denoiserTypeDirect. This property is now obsolete. Use LightingSettings.denoiserTypeIndirect. This property is now obsolete. Use LightingSettings.directSampleCount. This property is now obsolete. Use LightingSettings.ao. This property is now obsolete. Use LightingSettings.environmentSampleCount. This property is now obsolete. Use LightingSettings.exportTrainingData. This property is now obsolete. Use LightingSettings.filteringAtrousPositionSigmaAO. This property is now obsolete. Use LightingSettings.filteringAtrousPositionSigmaDirect. This property is now obsolete. Use LightingSettings.filteringAtrousPositionSigmaIndirect. This property is now obsolete. Use LightingSettings.filteringGaussRadiusAO. This property is now obsolete. Use LightingSettings.filteringGaussRadiusDirect. This property is now obsolete. Use LightingSettings.filteringGaussRadiusIndirect. This property is now obsolete. Use LightingSettings.filteringMode. This property is now obsolete. Use LightingSettings.filterTypeAO. This property is now obsolete. Use LightingSettings.filterTypeDirect. This property is now obsolete. Use LightingSettings.filterTypeIndirect. This property is now obsolete. Use LightingSettings.indirectSampleCount. This property is now obsolete. Use LightingSettings.lightmapper. This property is now obsolete. Use LightingSettings.directionalityMode. This property is now obsolete. Use maxAtlasSize instead. This property is now obsolete. Use LightingSettings.lightmapMaxSize. This property is now obsolete. Use maxAtlasSize instead. This property is now obsolete. Use LightingSettings.mixedBakeMode. This property is now obsolete. Use LightingSettings.lightmapPadding. This property is now obsolete. Use LightingSettings.prioritizeView. This property is now obsolete. Use LightingSettings.indirectResolution. Determines how Unity will compress baked reflection cubemap. This property is now obsolete. Use LightingSettings.sampling. This property is now obsolete. Use LightingSettings.compressLightmaps. This property is now obsolete. Use LightingSettings.trainingDataDestination. This enum is now obsolete. Use LightingSettings.DenoiserType. This type is now obsolete. Use LightingSettings.DenoiserType. This type is now obsolete. Use LightingSettings.DenoiserType. This type is now obsolete. Use LightingSettings.DenoiserType. This type is now obsolete. Use LightingSettings.DenoiserType. This enum is now obsolete. Use LightingSettings.FilterMode. This type is now obsolete. Use LightingSettings.FilterMode. This type is now obsolete. Use LightingSettings.FilterMode. This type is now obsolete. Use LightingSettings.FilterMode. This enum is now obsolete. Use LightingSettings.FilterType. This type is now obsolete. Use LightingSettings.FilterType. This type is now obsolete. Use LightingSettings.FilterType. This type is now obsolete. Use LightingSettings.FilterType. This enum is now obsolete. Use LightingSettings.Lightmapper. This type is now obsolete. Use LightingSettings.Lightmapper. This type is now obsolete. Use LightingSettings.Lightmapper. This type is now obsolete. Use LightingSettings.Lightmapper. This enum is now obsolete. Use LightingSettings.Sampling. This type is now obsolete. Use LightingSettings.Sampling. This type is now obsolete. Use LightingSettings.Sampling. Configures how Unity bakes lighting and can be assigned to a LightingSettings instance or asset. 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 Realtime Global Illumination stores and can transfer input light. The number of rays used for lights with an area. Allows for accurate soft shadowing. The amount of data used for Enlighten Realtime Global Illumination 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. If enabled, objects sharing the same lightmap parameters will be packed into LightmapParameters.maxLightmapCount lightmaps. The maximum number of lightmaps created for objects sharing the same lightmap parameters. This property is ignored if LightmapParameters.limitLightmapCount is false. Maximum size of gaps that can be ignored for GI (multiplier on pixel size). The distance to offset the ray origin from the geometry when performing ray tracing, in modelling units. Unity applies the offset to all baked lighting: direct lighting, indirect lighting, environment lighting and ambient occlusion. The texel resolution per meter used for real-time lightmaps. This value is multiplied by LightingSettings.indirectResolution. Whether pairs of edges should be stitched together. System tag is an integer identifier. It lets you force an object into a different Enlighten Realtime Global Illumination 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. Assignes itself to a LightingSettings instance or asset. Returns the assigned LightmapParameters for the specified LightingSettings. Sets the LightmapParameters for the specified LightingSettings. Allows to control the lightmapping job. Event which is called when bake job is completed. Only called when LightingSettings.autoGenerate is set to false. This property is now obsolete. Use LightingSettings.bakedGI. Event which is called when a bake is started. Only called when LightingSettings.autoGenerate is set to false. This property is now obsolete. Use LightingSettings.albedoBoost. Returns the current lightmapping build progress or 0 if Lightmapping.isRunning is false. Delegate which is called when bake job is completed. This property is now obsolete. Use LightingSettings.autoGenerate. This property is now obsolete. Use LightingSettings.indirectScale. Returns true when the bake job is running, false otherwise (Read Only). The lighting data asset used by the active Scene. Event which is called when a LightingData asset is removed from the project. Event which is called when baked Global Illumination data is cleared from the scene and from renderers. Event which is called when any lighting data is updated as part of the GI backing process. The LightingSettings that will be used for the current Scene. Will throw an exception if it is null. Default LightingSettings that Unity uses for Scenes where lightingSettings is not assigned. (Read only) This property is now obsolete. Use LightingSettings.realtimeGI. Delegate which is called when bake job is started. Starts a synchronous bake job. Returns true if the bake ran successfully. Will return false and print a warning message if it's not possible to start the bake. Starts an asynchronous bake job. Returns true if the bake was successfully started. Will return false and print a warning message if it's not possible to start the bake. 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 runtime data for the currently loaded Scenes. Clears the cache used by lightmaps, reflection probes and default reflection. For the currently loaded Scenes, this method deletes the Lighting Data Asset and any linked lightmaps and Reflection Probe assets. Force the Progressive Path Tracer to stop baking and use the computed results as they are. Gets the LightingSettings object of a SceneManagement.Scene object. The SceneManagement.Scene object. The LightingSettings object if Scene.isLoaded is true. Otherwise returns null. 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. This property is now obsolete. Use LightingSettings.autoGenerate. Deprecated 4.x lightmapping support. This property is now obsolete. Use LightingSettings.autoGenerate. Delegate used by Lightmapping.completed callback. Delegate used by Lightmapping.started callback. Applies the settings specified in the LightingSettings object to the SceneManagement.Scene object. The SceneManagement.Scene object. If the Scene.isLoaded property is false, the method does not apply the settings. The LightingSettings object. Applies the settings specified in the LightingSettings object to an array of SceneManagement.Scene objects. The array of SceneManagement.Scene objects. If the Scene.isLoaded property is false on a Scene object, the method does not apply the settings to that object. The LightingSettings object. Calculates tetrahderons from positions using Delaunay Tetrahedralization. An array of Light Probe positions. An array that Unity populates with updated Light Probe indices. An array that Unity populates with updated Light Probe positions. Fetches the Lighting Settings for the current Scene. Will return false if it is null. See Lightmapping.lightingSettings. Returns true if there is an object, and false if it isn't. While the instance alive, Localization System uses the dictionary for localization. Accessor of the current group name. Set the current localization group. Use the assembly the behaviour belongs to. Use the assembly the type belongs to. Use the assembly the obj belongs to. Set the current localization group. Use the assembly the behaviour belongs to. Use the assembly the type belongs to. Use the assembly the obj belongs to. Set the current localization group. Use the assembly the behaviour belongs to. Use the assembly the type belongs to. Use the assembly the obj belongs to. Set the current localization group. Use the assembly the behaviour belongs to. Use the assembly the type belongs to. Use the assembly the obj belongs to. Since the LocalizationGroup is IDisposable, Dispose can be called explicitly. An attribute to the assembly for Localization. Default constructor. This provides an auto dispose Localization system. This can be called recursively. A current group name for the localization. Default constructor. Default constructor. Default constructor. Default constructor. Dispose current state. LOD Utility Helpers. Recalculate the bounding region for the given LODGroup. Mac fullscreen mode. Fullscreen window. Fullscreen window with Dock and Menu bar. Represents a managed reference object that has a missing type. Name of the Assembly where Unity expects to find the class. (Read Only) Name of the class that is needed to instantiate the Managed Reference. (Read Only) Namespace where Unity expects to find the class. Namespaces are optional so this might contain an empty string. (Read Only) The Managed Reference ID. (Read Only) String summarizing the content of the serialized data of the missing object. (Read Only) Defines how aggressively Unity strips unused managed (C#) code. Do not strip any code. UnityLinker will strip as much as possible. This will further reduce code size beyond what Medium can achieve. However, this additional reduction may come with tradeoffs. Possible side effects may include, managed code debugging of some methods may no longer work. You may need to maintain a custom link.xml file, and some reflection code paths may not behave the same. Remove unreachable managed code to reduce build size and Mono/IL2CPP build times. Run UnityLinker in a less conservative mode than Low. This will further reduce code size beyond what Low can achieve. However, this additional reduction may come with tradeoffs. Possible side effects may include, having to maintain a custom link.xml file, and some reflection code paths may not behave the same. The class libraries, UnityEngine, and Windows Runtime assemblies will be stripped. All other assemblies are copied. The Unity Material Editor. Returns the custom ShaderGUI implemented by the shader. 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. Creates a Property wrapper, useful for making regular GUI controls work with MaterialProperty. Rectangle on the screen to use for the control, including label if applicable. The MaterialProperty to use for the control. Creates a Property wrapper, useful for making regular GUI controls work with MaterialProperty. Rectangle on the screen to use for the control, including label if applicable. The MaterialProperty to use for the control. 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. Display UI for editing a material's Double Sided Global Illumination setting. Returns true if the UI is indeed displayed i.e. the material supports the Double Sided Global Illumination setting. +See Also: Material.doubleSidedGI. True if the UI is displayed, false otherwise. This function will draw the UI for controlling whether emission is enabled or not on a material. Returns true if enabled, or false if disabled or mixed due to multi-editing. Display UI for editing material's render queue setting. Display UI for editing material's render queue setting within the specified rect. Ends a Property wrapper started with BeginAnimatedCheck. Returns a properly set global illlumination flag based on the passed in flag and the given color. Emission color. Current global illumination flag. The fixed up flag. Properly sets up the globalIllumination flag on the given Material depending on the current flag's state and the material's emission property. The material to be fixed up. 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 materials you pass in. The selected materials. Returns the material properties. Get information about a single shader property. The selected materials. Property name. Property index. Returns the property at the specified index. Get information about a single shader property. The selected materials. Property name. Property index. Returns the property at the specified index. Gets the shader property names of the materials you pass in. The selected materials. Returns the material property names. 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. Draw a property field for an integer shader property. Label for the property. Draw a property field for an integer shader property. Label for the property. Determines whether the Enable Instancing checkbox is checked. Returns true if Enable Instancing checkbox is checked. Draws the UI for setting the global illumination flag of a material. Level of indentation for the property. True if emission is enabled for the material, false otherwise. True if property should always be displayed. Draws the UI for setting the global illumination flag of a material. Level of indentation for the property. True if emission is enabled for the material, false otherwise. True if property should always be displayed. 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. A callback that is invoked when a Material's Shader is changed in the Inspector. 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 ShaderGUI 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. The property to edit. Position and size of the range slider control. Draw a range slider for a range shader property. Label for the property. The property to edit. Position and size of the range slider control. Call this when you change a material property. It will add an undo for the action. Undo Label. Display UI for editing material's render queue setting. Display UI for editing material's render queue setting. 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. Tooltip for the field. Draw scale / offset. Draw a property field for a texture shader property. Label for the field. Tooltip for the field. Draw scale / offset. Draw a property field for a texture shader property. Label for the field. Tooltip for the field. Draw scale / offset. Draw a property field for a texture shader property. Label for the field. Tooltip for the field. Draw scale / offset. Draw a property field for a texture shader property. Label for the field. Tooltip for the field. Draw scale / offset. Draw a property field for a texture shader property. Label for the field. Tooltip for the field. Draw scale / offset. Draw a property field for a texture shader property. Label for the field. Tooltip 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). If false then the alpha channel information will be hidden in the GUI. Return 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). 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. 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. Extension methods for the Material asset type in the editor. Iterates over all the Material properties with the MaterialProperty.PropFlags.Normal flag and checks that the textures referenced by these properties are imported as TextureImporterType.NormalMap. The target material. 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 value of the property. Does this property have multiple different values? (Read Only) Int value of the property. 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 are in gamma space and should not be gamma corrected. Signifies that values of this property contain High Dynamic Range (HDR) data. Do not show the property in the Inspector. No flags are set. Do not allow this texture property to be edited in the Inspector. Signifies that values of this property contain Normal (normalized vector) data. Do not show UV scale/offset fields next to a texture. In the Material Inspector, value for this property will be queried from Renderer's MaterialPropertyBlock, instead of from the Material. The value will also appear as read-only. This corresponds to the "[PerRendererData]" attribute in front of a property in the Shader code. Material property type. Color property. Float property. Int property. Ranged float (with min/max values) property. Texture property. Vector 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. Descriptor for audio track format. Number of channels. Dialogue language, if applicable. Can be empty. Audio sampling rate. Descriptor for H.264 encoder attributes. The maximum size of a group of pictures, in frames. The maximum number of consecutive B frames between I and P frames. The VideoEncodingProfile for the encoded video. Encodes images and audio samples into an audio or movie file. Appends a frame to the file's video track. Texture containing the pixels to be written into the track for the current frame. Timestamp for the new frame. True if the operation succeeded. False otherwise. Appends a frame to the file's video track. Texture containing the pixels to be written into the track for the current frame. Timestamp for the new frame. True if the operation succeeded. False otherwise. Appends a frame from a raw buffer to the file's video track. Image width. Image height. Bytes in one row of pixels. Useful in case lines include padding. Can be set to 0 if there is no padding. Pixel format. Only TextureFormat.RGBA32 is supported at this time. Bytes containing the image. Timestamp for new frame. True if the operation succeeded. False otherwise. Appends a frame from a raw buffer to the file's video track. Image width. Image height. Bytes in one row of pixels. Useful in case lines include padding. Can be set to 0 if there is no padding. Pixel format. Only TextureFormat.RGBA32 is supported at this time. Bytes containing the image. Timestamp for new frame. True if the operation succeeded. False otherwise. Appends sample frames to the specified audio track. Index of the track to which sample frames will be added. Sample frames to add. Samples are expected to be interleaved. True if the operation succeeded. False otherwise. Appends sample frames to the specified audio track. Index of the track to which sample frames will be added. Sample frames to add. Samples are expected to be interleaved. True if the operation succeeded. False otherwise. Create a new encoder with various track arrangements. Path fo the media file to be written. Attributes for the file's video track, if any. Attributes for the file's audio tracks, if any. Create a new encoder with various track arrangements. Path fo the media file to be written. Attributes for the file's video track, if any. Attributes for the file's audio tracks, if any. Create a new encoder with various track arrangements. Path fo the media file to be written. Attributes for the file's video track, if any. Attributes for the file's audio tracks, if any. Create a new encoder with various track arrangements. Path fo the media file to be written. Attributes for the file's video track, if any. Attributes for the file's audio tracks, if any. Create a new encoder with various track arrangements. Path fo the media file to be written. Attributes for the file's video track, if any. Attributes for the file's audio tracks, if any. Create a new encoder with various track arrangements. Path fo the media file to be written. Attributes for the file's video track, if any. Attributes for the file's audio tracks, if any. Create a new encoder with various track arrangements. Path fo the media file to be written. Attributes for the file's video track, if any. Attributes for the file's audio tracks, if any. Create a new encoder with various track arrangements. Path fo the media file to be written. Attributes for the file's video track, if any. Attributes for the file's audio tracks, if any. Finishes writing all tracks and closes the file being written. Rational number useful for expressing fractions precisely. Fraction denominator. The inverse of the rational number. Whether the rational number is negative. Whether the rational number is valid. Whether the rational number is zero. Fraction numerator. Constructs a rational number. The version that omits the denominator sets it to 1. Numerator of the rational number. Denominator of the rational number. Constructs a rational number. The version that omits the denominator sets it to 1. Numerator of the rational number. Denominator of the rational number. Invalid rational value. Returns the rational value expressed as a floating point value. Rational number to convert. Sets the numerator and denominator, performing normalization. New value for the rational numerator. New value for the rational denominator. Time representation for use with media containers. The sample count for the time value. The rate used for converting the count into seconds. Creates a time value with an integer number of seconds, using 1Hz for the rate. The number of seconds in the time value. Creates a time value for a specified sample count and rate. The sample count for the time value. Numerator for the rate used by the time value. Denominator for the rate used by the time value. Invalid time value. Returns the time value expressed as a floating point number of seconds. Time to convert. Descriptor for audio track format. VideoBitrateMode for the encoded video. Frames per second. Image height in pixels. True if the track is to include the alpha channel found in the texture passed to AddFrame. False otherwise. Image width in pixels. Descriptor for video track format. The VideoBitrateMode for the encoded video. The frame rate for the encoded video, in frames per second, expressed as a fraction. The image height in pixels. True if the track is to include the alpha channel found in the texture passed to AddFrame. False otherwise. The target bit rate for the encoder. The image width in pixels. Create a new VideoTrackEncoderAttributes with specific H.264 encoding options. H.264 encoding attributes (for macOS and Windows only). VP8 encoding attributes. Create a new VideoTrackEncoderAttributes with specific H.264 encoding options. H.264 encoding attributes (for macOS and Windows only). VP8 encoding attributes. Descriptor for VP8 encoder attributes. The maximum distance between I-frames. A pair of from and to indices describing what thing keeps what other thing alive. Index into a virtual list of all GC handles, followed by all native objects. Index into a virtual list of all GC handles, followed by all native objects. Description of a field of a managed type. Is this field static? Name of this field. Offset of this field. The typeindex into PackedMemorySnapshot.typeDescriptions of the type this field belongs to. A dump of a piece of memory from the player that's being profiled. The actual bytes of the memory dump. The start address of this piece of memory. MemorySnapshot is a profiling tool to help diagnose memory usage. Event that will be fired when a new memory snapshot comes in through the profiler connection. Its argument will be a PackedMemorySnapshot. Requests a new snapshot from the currently connected target of the profiler. Memory snapshots are supported on IL2CPP and Mono .NET 3.5/4.0 scripting backends, although .NET 3.5 has been deprecated as of 2018.3. NOTE: Each snapshot consists of approximately one managed object per recorded managed object. Snapshots taken from the editor will contain the objects in all previous snapshots that have not yet been garbage-collected. Therefore, repeated snapshots of the editor may grow exponentially. If you no longer need an old snapshot it is therefore advisable to null all references to it and call GC.Collect() before taking another one. A description of a GC handle used by the virtual machine. The address of the managed object that the GC handle is referencing. PackedMemorySnapshot is a compact representation of a memory snapshot. Connections is an array of from,to pairs that describe which things are keeping which other things alive. All GC handles in use in the memorysnapshot. Array of actual managed heap memory sections. All native C++ objects that were loaded at time of the snapshot. Descriptions of all the C++ unity types the profiled player knows about. Descriptions of all the managed types that were known to the virtual machine when the snapshot was taken. Information about the virtual machine running executing the managade code inside the player. A description of a C++ unity type. Name of this C++ unity type. The index used to obtain the native C++ base class description from the PackedMemorySnapshot.nativeTypes array. Description of a C++ unity object in memory. The hideFlags this native object has. InstanceId of this object. Has this object has been marked as DontDestroyOnLoad? Is this native object an internal Unity manager object? Is this object persistent? (Assets are persistent, objects stored in Scenes and dynamically created objects are not persistent). Name of this object. The memory address of the native C++ object. This matches the "m_CachedPtr" field of UnityEngine.Object. The index used to obtain the native C++ type description from the PackedMemorySnapshot.nativeTypes array. Size in bytes of this object. Equivalent of Profiling.PackedNativeUnityEngineObject.ObjectFlags in the old memory profiler API. Equivalent of Profiling.PackedNativeUnityEngineObject.ObjectFlags.IsDontDestroyOnLoad in the old memory profiler API. Equivalent of Profiling.PackedNativeUnityEngineObject.ObjectFlags.IsManager in the old memory profiler API. Equivalent of Profiling.PackedNativeUnityEngineObject.ObjectFlags.IsPersistent in the old memory profiler API. Description of a managed type. If this is an arrayType, this will return the rank of the array. (1 for a 1-dimensional array, 2 for a 2-dimensional array, etc) Name of the assembly this type was loaded from. The base type for this type, pointed to by an index into PackedMemorySnapshot.typeDescriptions. An array containing descriptions of all fields of this type. Is this type an array? Is this type a value type? (if it's not a value type, it's a reference type) Name of this type. Size in bytes of an instance of this type. If this type is an arraytype, this describes the amount of bytes a single element in the array will take up. The actual contents of the bytes that store this types static fields, at the point of time when the snapshot was taken. The typeIndex of this type. This index is an index into the PackedMemorySnapshot.typeDescriptions array. The address in memory that contains the description of this type inside the virtual machine. This can be used to match managed objects in the heap to their corresponding TypeDescription, as the first pointer of a managed object points to its type description. Equivalent of Profiling.TypeFlags in the old memory profiler API. Equivalent of Profiling.TypeFlags.kArray in the old memory profiler API. Equivalent of Profiling.TypeFlags.kArrayRankMask in the old memory profiler API. Equivalent of Profiling.TypeFlags.kValueType in the old memory profiler API. Information about the virtual machine running executing the managed code inside the player. Allocation granularity in bytes used by the virtual machine allocator. Offset in bytes inside the object header of an array object where the bounds of the array is stored. Size in bytes of the header of an array object. Offset in bytes inside the object header of an array object where the size of the array is stored. A version number that will change when the object layout inside the managed heap will change. Size in bytes of the header of each managed object. Size in bytes of a pointer. Menu class to manipulate the menu item. Default constructor. Get the check status of the given menu. Gets a menu item's enabled status. A slash-delimited path to the item's position in the menu. For example, "Scene/Place on Surface". True if the menu item is enabled. False otherwise. Set the check status of the given menu. Used to extract the context for a MenuItem. 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 window context menus. Specifies the Editor modes that the item is displayed for. If you don't specify any Editor modes, the item is only displayed for the default mode. Creates a menu item and invokes the static function following it, when the menu item is selected. The itemName is the menu item represented like a pathname. For example the menu item could be "GameObject/Do Something". If isValidateFunction is true, this is a validation function and will be called before invoking the menu function with the same itemName. The order by which the menu items are displayed. Creates a menu item and invokes the static function following it, when the menu item is selected. The itemName is the menu item represented like a pathname. For example the menu item could be "GameObject/Do Something". If isValidateFunction is true, this is a validation function and will be called before invoking the menu function with the same itemName. The order by which the menu items are displayed. Creates a menu item and invokes the static function following it, when the menu item is selected. The itemName is the menu item represented like a pathname. For example the menu item could be "GameObject/Do Something". If isValidateFunction is true, this is a validation function and will be called before invoking the menu function with the same itemName. The order by which the menu items are displayed. Options to control the optimization of mesh data during asset import. Perform maximum optimization of the mesh data, enables all optimization options. Optimize the order of polygons in the mesh to make better use of the GPUs internal caches to improve rendering performance. Optimize the order of vertices in the mesh to make better use of the GPUs internal caches to improve rendering performance. Use this class to render an interactive preview of a mesh. The Mesh to display in the preview space. Creates a new MeshPreview instance with a Mesh target. The Mesh to be displayed. Releases allocated resources associated with this object. Returns a short summary of the Mesh attributes (ex, does this mesh contain positions, normals, tangents, etc...). The Mesh to build a summary phrase for. A short summary of the mesh attributes. Call this from an Editor.OnPreviewGUI or ObjectPreview.OnPreviewGUI to draw a mesh preview. Rectangle in which to draw the preview. The background style. Call this from Editor.OnPreviewSettings or ObjectPreview.OnPreviewSettings to draw additional settings related to the mesh preview. Creates a texture preview to override Editor.RenderStaticPreview. The current mesh will be drawn. The width to render the texture. The height to render the texture. Returns a rendered texture of the current mesh with default settings. Various utilities for mesh manipulation. Gets a snapshot of Mesh data for read-only access in the Unity Editor. The input mesh. The input meshes. Returns a read-only snapshot of Mesh data. See Mesh.MeshDataArray and Mesh.MeshData. Gets a snapshot of Mesh data for read-only access in the Unity Editor. The input mesh. The input meshes. Returns a read-only snapshot of Mesh data. See Mesh.MeshDataArray and Mesh.MeshData. Gets a snapshot of Mesh data for read-only access in the Unity Editor. The input mesh. The input meshes. Returns a read-only snapshot of Mesh data. See Mesh.MeshDataArray and Mesh.MeshData. Returns the mesh compression setting for a Mesh. The mesh to get information on. Optimizes the Mesh data to improve rendering performance. 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. S3 texture compression. Supported on devices with NVidia Tegra, Vivante and Intel GPUs. ETC1 texture compression (or ETC2 for textures with alpha). ETC1 is supported by all devices. ETC2 is available on devices which support OpenGL ES 3.0; on OpenGL ES 2 devices the texture is decompressed on CPU. ETC2 texture compression. Available on devices which support OpenGL ES 3.0; on OpenGL ES 2 devices the texture is decompressed on CPU. Don't override texture compression. PowerVR texture compression. Available on devices with PowerVR GPU. 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. Generate auto mapping if no avatarSetup is provided when importing humanoid animation. The Avatar generation of the imported model. Computes the axis conversion on geometry and animation for Models defined in an axis system that differs from Unity's (left handed, Z forward, Y-up). When enabled, Unity transforms the geometry and animation data in order to convert the axis. When disabled, Unity transforms the root GameObject of the hierarchy in order to convert the axis. Bake Inverse Kinematics (IK) when importing. Animation clips to split animation into. See Also: ModelImporterClipAnimation. Generate a list of all default animation clip based on TakeInfo. Animation optimization setting. Additional properties to treat as user properties. Scaling factor used when useFileScale is set to true (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 animated custom properties from file. Import animation from file. Blend shape normal import options. Controls import of BlendShapes. Controls import of cameras. Basic properties like field of view, near plane distance and far plane distance can be animated. Import animation constraints. Generates the list of all imported take. Controls import of lights. Note that because light are defined differently in DCC tools, some light types or properties may not be exported. Basic properties like color and intensity can be animated. Import materials from file. Vertex normal import options. Vertex tangent import options. Use visibility properties to enable or disable MeshRenderer components. Format of the imported mesh index buffer data. Is Bake Inverse Kinematics (IK) supported by this importer. Is FileScale 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. If this is true, any quad faces that exist in the mesh data before it is imported are kept as quads instead of being split into two triangles, for the purposes of tessellation. Set this to false to disable this behavior. Material creation options. Material import location options. Material naming setting. Existing material search setting. The maximum number of bones per vertex stored in this mesh data. Mesh compression setting. Options to control the optimization of mesh data during asset import. Minimum bone weight to keep. The path of the transform used to generation the motion of the animation. Normal generation options for ModelImporter. Normals import mode. Smoothing angle (in degrees) for calculating normals. Source of smoothing information for calculation of normals. Only import bones where they are connected to vertices. Animation optimization setting. Vertex optimization setting. Optimize the order of polygons in the mesh to make better use of the GPUs internal caches to improve rendering performance. Optimize the order of vertices in the mesh to make better use of the GPUs internal caches to improve rendering performance. If true, always create an explicit Prefab root. Otherwise, if the model has a single root, it is reused as the Prefab root. Generates the list of all imported Animations. Removes constant animation curves with values identical to the object initial scale value. If set to false, the importer will not resample curves when possible. Read more about. Notes: - Some unsupported FBX features (such as PreRotation or PostRotation on transforms) will override this setting. In these situations, animation curves will still be resampled even if the setting is disabled. For best results, avoid using PreRotation, PostRotation and GetRotationPivot. - This option was introduced in Version 5.3. Prior to this version, Unity's import behaviour was as if this option was always enabled. Therefore enabling the option gives the same behaviour as pre-5.3 animation import. 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. Method to use for handling margins when generating secondary UV. The minimum lightmap resolution in texels per unit that the associated model is expected to have. The minimum object scale that the associated model is expected to have. Margin to be left between charts when packing secondary UV. Skin weights import options. Sorts the gameObject hierarchy by name. 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. Use FileScale when importing. Detect file units and import as 1FileUnit=1UnityUnit, otherwise it will import as 1cm=1UnityUnit. When disabled, imported material albedo colors are converted to gamma space. This property should be disabled when using linear color space in Player rendering settings. The default value is true. Combine vertices that share the same position in space. Creates a mask that matches the model hierarchy, and applies it to the provided ModelImporterClipAnimation. Clip to which the mask will be applied. Extracts the embedded textures from a model file (such as FBX or SketchUp). The directory where the textures will be extracted. Returns true if the textures are extracted successfully, otherwise false. Search the project for matching materials and use them instead of the internal materials. The name matching option. The search type option. Returns false if the source file is empty or invalid. Returns true otherwise. 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. Set the Avatar generation mode for ModelImporter. Copy the Avatar from another model. Create the Avatar from this model and save it as a sub-asset. Disable Avatar creation for this model. Animation clips to split animation into. The additive reference pose frame. 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. Enable to defines an additive reference pose. 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. Copy the mask settings from an AvatarMask to the clip configuration. AvatarMask from which the mask settings will be imported. Copy the current masking settings from the clip to an AvatarMask. AvatarMask to which the masking values will be saved. 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. Format of the imported mesh index buffer data. Use 16 or 32 bit index buffer depending on mesh size. Use 16 bit index buffer. Use 32 bit index buffer. Material import options for ModelImporter. The model importer imports materials in standard mode. Enables the PreprocessMaterialDescription AssetPostprocessor on the current importer. The model importer does not import materials. Material import options for ModelImporter. Extract the materials and textures from the model. Unity imports materials as sub-assets. 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. Search in all project. Search in local Materials folder. Recursive-up search in Materials folders. Mesh compression options for ModelImporter. High amount of mesh compression. Low amount of mesh compression. Medium amount of mesh compression. No mesh compression (default). Normal generation options for ModelImporter. The normals are weighted by the vertex angle on each face. The normals are weighted by both the face area and the vertex angle on each face. The normals are weighted by the face area. The normals are not weighted. The normals are unweighted. This option uses the legacy algorithm for handling hard edges. Normal generation options for ModelImporter. Calculate vertex normals. Import vertex normals from model file (default). Do not import vertex normals. Source of smoothing information for calculation of normals in ModelImporter. Use the angle between adjacent faces to determine if an edge is smooth or hard. Use smoothing groups to determine which edges are smooth and which are hard. Do not create hard edges. Use smoothing groups if they are present in the Model file, otherwise use angle (default). Methods for handling margins during lightmap UV generation in ModelImporter. Calculate suitable lightmap UV margins based on expected lightmap resolution and object scale. Specify pack margin manually. Skin weights options for ModelImporter. Import a custom number of bones per vertex. Import the standard number of bones per vertex (currently 4). Vertex tangent generation options for ModelImporter. Calculate tangents with legacy algorithm. Calculate tangents with legacy algorithm, with splits across UV charts. Calculate tangents using MikkTSpace (default). Import vertex tangents from model file. Do not import vertex tangents. Tangent space generation options for ModelImporter. Calculate tangents. Import normals/tangents from file. Strip normals/tangents. Represents a C# script in the project. Gets an array of scripts that will be available at runtime. Returns an array of scripts. Gets the default value for a reference field in the imported MonoScript. The name of a public field in the imported MonoScript. The Unity object to use as a default value for the given reference field. Gets the execution order for a MonoScript. The script to retrieve the execution order for. Returns the execution order for the given MonoScript. Gets the icon to associate with the imported MonoScript. Returns the custom icon that will be associated with the imported MonoScript. If no custom icon will be associated with the imported MonoScript, returns null. Gets the imported MonoScript. If the imported C# file contains multiple classes, the first is returned. Returns the imported script. Sets default references for this MonoScript. An array of names of public fields in the imported MonoScript. The type of each field must be derived from UnityEngine.Object. An array of objects to use as default values. The size of the array must match the size of the names array. The array can include null values. Sets the execution order for a MonoScript. This method forces Unity to reimport the MonoImporter for the target script. The script to set the execution order for. The execution order for the given MonoScript. Sets a custom icon to associate with the imported MonoScript. The custom icon to associate with the imported MonoScript. When the value is null, Unity restores the default icon. 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. ChannelClient is a WebSocket client that connects to Unity's ChannelService, which is a WebSocket server. The name of the channel this ChannelClient is connected to. The name matches the route of the URL used to connect to Unity's ChannelService. For example, 127.0.0.1:8928/<my Channel Name>. The channel ID, which essentially a hash of the channel name. See ChannelService.ChannelNameToId. Specifies whether Unity processes (ticks) this ChannelClient's incoming and outgoing messages automatically, or the user processes (ticks) them manually, either in the main thread or a dedicated thread. Closes the ChannelClient. This closes the WebSocket client but not the Channel in the ChannelService. Other ChannelClients can still connect on the same Channel. The name of the channel to close. Closes the ChannelClient. This closes the WebSocket client but not the Channel in the ChannelService. Other ChannelClients can still connect on the same Channel. The name of the channel to close. Gets the ChannelClientInfo for a specific channel. The name of the channel to get information about. The ID of the channel to get information about. A structure that describes the channel. Gets the ChannelClientInfo for a specific channel. The name of the channel to get information about. The ID of the channel to get information about. A structure that describes the channel. Gets the ChannelClientInfo for a specific channel. The name of the channel to get information about. The ID of the channel to get information about. A structure that describes the channel. Gets information for all ChannelClients running on a single instance of Unity. A list of ChannelClientInfo for all clients. Creates a new ChannelClient on a specific channel. If a client already exists, this method gets the client. The name of the channel to open. This matches the last part of a WebSocket URL. For example, "127.0.0.1:9090/<channelName>". Instance of the newly-created or existing ChannelClient. Checks whether the ChannelClient connected to a ChannelService. Return true if connected, and false otherwise. Creates a unique request ID for this ChannelClient in this instance of Unity. For more information about requests, see ChannelClient.Request. The ChannelClient ID to generate the request from. The request ID. Creates a unique request ID for this ChannelClient in this instance of Unity. For more information about requests, see ChannelClient.Request. The ChannelClient ID to generate the request from. The request ID. Registers a new handler on a specific channel. The new handler is called whenever a message is sent to the ChannelClient. A handler for all incoming messages on a specific channel. An action that, when invoked, unregisters the ChannelClient handler (See ChannelClient.UnregisterMessageHandler). Registers a new handler on a specific channel. The new handler is called whenever a message is sent to the ChannelClient. A handler for all incoming messages on a specific channel. An action that, when invoked, unregisters the ChannelClient handler (See ChannelClient.UnregisterMessageHandler). Sends an ASCII or binary message to the ChannelService. Depending on how the channel's handler processes the message, it may also be sent to other connections. Data to send. The connection ID of the client sending the data. Sends an ASCII or binary message to the ChannelService. Depending on how the channel's handler processes the message, it may also be sent to other connections. Data to send. The connection ID of the client sending the data. Sends an ASCII or binary message to the ChannelService. Depending on how the channel's handler processes the message, it may also be sent to other connections. Data to send. The connection ID of the client sending the data. Closes all ChannelClients in this instance of Unity. Starts an existing ChannelClient so it listens to incoming and outgoing messages. Specifies whether Unity processes (ticks) this ChannelClient's incoming and outgoing messages automatically, or the user processes (ticks) them manually, either in the main thread or a dedicated thread. Stops a specific ChannelClient from listening for new messages. This is different than ChannelClient.Close because you can restart the channel client using ChannelClient.Start. Ticks the ChannelClient. When you call this method, it checks whether any incoming messages from the server need to be processed, and whether any outgoing messages need to be sent to the server. Unregisters a specific channel handler from a ChannelClient. The handler to unregister. Unregisters a specific channel handler from a ChannelClient. The handler to unregister. A structure that contains all of a ChannelClient's connection data. The channel's channel ID (see ChannelClient.clientId). The ChannelClient's connection ID. The ChannelClient's name (see ChannelClient.channelName. This matches the route of the URL connecting to the ChannelService. For example, "127.0.0.1:9292/<channelName>". Scope that can be use to open a channel client on a specific channel and close the channel when the scope ends. Get the Chanel client of this scope. Create a new Channel Client scope. If true, starts the channel client in auto tick mode. Name of the channel to open. Handler to process message on the channel. If true, closes the client on exit. Create a new Channel Client scope. If true, starts the channel client in auto tick mode. Name of the channel to open. Handler to process message on the channel. If true, closes the client on exit. A structure that contains the connection information of a Channel in ChannelService. The ID of a specific channel. Normally this is the hash of the channel name. The name of the channel. This matches the route of the URL that connects to the ChannelService. For example, "127.0.0.1:9292/<channelName>". Scope that cna be use to open a channel and that will close the channel when the scope ends. The ChannelService encapsulates a WebSocket server running in Unity. Sends a message to all of a specific channel's ChannelClient connections. The ID of the channel to send the message to. The message to send. It can be binary or UTF8. Sends a message to all of a specific channel's ChannelClient connections. The ID of the channel to send the message to. The message to send. It can be binary or UTF8. Sends a message to all of a specific channel's ChannelClient connections. The ID of the channel to send the message to. The binary data to send. Closes a specific channel and all connections to that channel. The ChannelName. The ChannelId. Closes a specific channel and all connections to that channel. The name of the channel to close. Gets the address of the ChannelService. This is always a local address. For example, 127.0.0.1. The address where the ChannelService listens to new connections. Gets a list of all channel clients connected to the ChannelService. A list that contains the ChannelInfo for every channel client. Gets a list of channels open in the ChannelService. By default the ChannelService always has a "status" channel and an "events" channel. A list that contains the ChannelInfo for every open channel. Gets or creates a new channel. The name of the channel to retrieve. The channel handler to register. This action can be invoked to unregister the handler from the channel (see ChannelService.UnregisterMessageHandler). Retrieves the port where the ChannelService runs. This port is chosen randomly when the ChannelService first starts. Alternatively you can specify the port from the command line, using the --ump-channel-service-port <portNumber> switch. The port number of the ChannelService. Checks whether the ChannelService is running and listening to new connections.. True if the service has started and false if it hasn't. Registers a handler to process all incoming messages on a specific channel. The name of the channel. The handler that processes messages. An action that you can use to unregister the handler from message processing (see ChannelService.UnregisterMessageHandler). Sends a message to a specific connection. The message can be binary or UTF8. The connection ID. This matches ChannelClientInfo.channelClientId. Data to send to the connected client. Sends a message to a specific connection. The message can be binary or UTF8. The connection ID. This matches ChannelClientInfo.channelClientId. Data to send to the connected client. Starts the ChannelService. After you start the ChannelService it listens to connection at the URL provided by: <ChannelService Address>:<ChannelServicePort><channelName>, for example, 127.0.0.1:9976events. See ChannelService.GetAddress and ChannnelService.GetPort. Stops the ChannelService from listening to connections, and closes any already established connections. Unregisters a specific handler from a Channel. The channel to stop processing messages on. The handler to unregister. The Serialization type for sending a message, with arguments, using the EventService. For more information about argument serialization, see ChannelService.Broadcast and ChannelService.Emit. Use JsonUtility.ToJson to serialize a message argument. Additional metadata is added to the message to specify which type to convert the JSON to when it is received. Use normal JSON to send a message using the [[EventService]. The receiving handler gets JSON objects (Dictionary<string, object>, List<object>, primitive types) as arguments of his ChannelHandler. The EventService is a singleton implementation of a ChannelClient that runs on all instances of Unity. It is connected to the "events" channel and allows a Unity instance to send JSON messages to other EventServices in external process, or other instances of Unity. The EventService connected to the ChannelService's "events" channel. Checks whether there is a pending request for a specific event and, if there is, cancels it. See EventService.Request for more details on Request. The event to cancel. The error message sent to the pending request. Returns true if a pending request was found and cancelled false otherwise. Clear all pending Requests. Closes the EventService, terminates connections to the ChannelService, and ensures that no more handlers are processed. Sends a fire-and-forget message to all ChannelClients connected to the "events" route. The message's type name. The arguments sent with the message. When you send the event to a specific connection, this is the connection ID. By default it is set to -1, which sends the message to all other EventServices. Specifies how to serialize the request's arguments. This can be standard JSON, or JSON annotated with JsonUtility. You can use the latter to convert the argument to a concrete Unity object that supports JsonUtility.FromJson. Sends a fire-and-forget message to all ChannelClients connected to the "events" route. The message's type name. The arguments sent with the message. When you send the event to a specific connection, this is the connection ID. By default it is set to -1, which sends the message to all other EventServices. Specifies how to serialize the request's arguments. This can be standard JSON, or JSON annotated with JsonUtility. You can use the latter to convert the argument to a concrete Unity object that supports JsonUtility.FromJson. Checks whether a request is pending on a specific event. For more information about Request, see EventService.Request. Event type name. True if there is a pending request for this event. False otherwise. Sends a log message to the ChannelService. Log messages are printed to the Console window. The message to send. The type of the message (i.e. Info, Warning or Error). Sends a log message to the ChannelService. Log messages are printed to the Console window. The message to send. The type of the message (i.e. Info, Warning or Error). Registers a handler for a specific event type. The handler is called whenever a message of the specified type is sent. Messages are sent using EventService.Emit or EventService.Request. The event type name. The handler. An action that, when invoked, unregisters the handler (see EventService.Off). Registers a handler for a specific event type. The handler is called whenever a message of the specified type is sent. Messages are sent using EventService.Emit or EventService.Request. The event type name. The handler. An action that, when invoked, unregisters the handler (see EventService.Off). Sends a request to all connected clients on the "events" channel. The request's event type name. The handler called when the Request is either fulfilled or cancelled, or times out. Arguments sent with the request event. The timeout value in milliseconds. After this amount of time passes the Request is considered to be cancelled. Specifies how to serialize the request's arguments. This can be standard JSON, or JSON annotated with JsonUtility. You can use the latter to convert the argument to a concrete Unity object that supports JsonUtility.FromJson. Sends a request to all connected clients on the "events" channel. The request's event type name. The handler called when the Request is either fulfilled or cancelled, or times out. Arguments sent with the request event. The timeout value in milliseconds. After this amount of time passes the Request is considered to be cancelled. Specifies how to serialize the request's arguments. This can be standard JSON, or JSON annotated with JsonUtility. You can use the latter to convert the argument to a concrete Unity object that supports JsonUtility.FromJson. Starts the EventService so it listens to new messages. Ticks the EventService. This processes all incoming and outgoing messages. By default, the EventService is ticked on each EditorApplication.update. Unregisters a handler from a specific event. The event to unregister from. The handler to unregister. Enum that represents the events a RoleProvider can receive. Domain reload occurs. A new Process is created. A new Process is initialized. A new Process is about to shut down. The type of the current process. It can be a Unity master instance, or a secondary instance connected to the master. The current process is a main instance of UnityEditor. The current process is a secondary instance of UnityEditor that is connected to a master instance. *This is an experimental feature.* The ProcessService allows you to start slave instance of UnityEditor, opened to the same Project as the master instance, with a specific RoleProviderAttribute. The ProcessLevel of the running instance of UnityEditor. The role name of the running UnityEditor process. For more information about how to register handlers for a specific process role, see RoleProviderAttribute. For a UnityEditor process of ProcessLevel Master, the roleName is always empty. Closes the Profiler connection. Enables a connection to the Profiler. The standalone Profiler uses this method. Where to save profiling data. Normally this is set to Application.dataPath. Greater than 0 if successful. Gets the ProcessState of a given instance of UnityEditor. The process ID. The state of the queried process. Checks whether the current process has a given capability. The capability name. True if the process has the capability. False otherwise. Checks whether the ChannelService is already started. True if the ChannelService is started. False otherwise. Launches a secondary instance of UnityEditor on the same project as the master instance. The name that corresponds to the RoleProviderAttribute of the process to start. Arguments passed to the slave process. The process ID of the slave process. A value of 0 means the slave process could not be started. An event triggered in a master instance of UnityEditor when you start a slave instance with ProcessService.Launch exit. The first parameter is the process ID (PID) of the slave process that exited. The second parameter is the ProcessState of the slave process. A utility function to read command line arguments passed to the current process. Specific name of a command line parameter. The parameter value. If empty, the parameter wasn't used on the command line. An event triggered in a master instance of UnityEditor when you start a slave instance with ProcessService.LaunchSlave exit. The first parameter is the process ID (PID) of the slave process that exited. The second parameter is the ProcessState of the slave process. Terminates an editor process. The process ID of the process to terminate. Describes the state of a specifc UnityEditor process. The queried UnityEditor process ended successfully. The queried UnityEditor process finished with an error. The queried UnityEditor process is running. The queried UnityEditor process is unknown. An attribute used to decorate function that defines how a slave process can interact with a main instance of Unity. The event that the process triggered. The process level (either master or slave) that the handler is registered on. The name of the RoleProvider. For example, StandaloneProfiler. Constructor for a RoleProviderAttribute. Allows you to register a handler that is triggered when a specific ProcessEvent is triggered in a UnityEditor process of a specific ProcessLevel. The name of the RoleProvider. For example, StandaloneProfiler. The event that the process triggered. The process level (either master or slave) that this handler should be registered on. Constructor for a RoleProviderAttribute. Allows you to register a handler that is triggered when a specific ProcessEvent is triggered in a UnityEditor process of a specific ProcessLevel. The name of the RoleProvider. For example, StandaloneProfiler. The event that the process triggered. The process level (either master or slave) that this handler should be registered on. Information of the connected player. The name of the connected player. The ID of the player connected. Handles the connection from the Editor to the Player. A list of the connected Players. Disconnects all of the active connections between the Editor and the Players. Initializes the EditorConnection. Registers a callback on a certain message ID. The message ID that invokes the callback when received by the Editor. Action that is executed when a message with ID messageId is received by the Editor. The callback includes the data that is sent from the Player, and the Player's ID. The Player ID is used to distinguish between multiple Players connected to the same Editor. Registers a callback, executed when a new Player connects to the Editor. Action called when a new Player connects, with the Player ID of the Player. Registers a callback on a Player when that Player disconnects. The Action that is called when the Player with the given Player ID disconnects. Sends data to the connected Players. The type ID of the message to send to the connected Players. The ID of the Player that you want to sent this message to. If you want to send it to all Players, set this to 0. Sends data to the connected Players. The type ID of the message to send to the connected Players. The ID of the Player that you want to sent this message to. If you want to send it to all Players, set this to 0. Attempts to send data from the Editor to the connected Players. The type ID of the message to send to the connected Players. The ID of the Player that you want to sent this message to. If you want to send it to all Players, set this to 0.. Returns true when the Editor sends data successfully, and false when there is no space in the socket ring buffer or sending fails. Attempts to send data from the Editor to the connected Players. The type ID of the message to send to the connected Players. The ID of the Player that you want to sent this message to. If you want to send it to all Players, set this to 0.. Returns true when the Editor sends data successfully, and false when there is no space in the socket ring buffer or sending fails. Deregisters a registered callback. Message ID associated with the callback that you wish to deregister. The Action callback you wish to deregister. Unregisters the connection callback. Unregisters the disconnection callback. This class contains methods to draw IMGUI Editor UI that relates to the Player Connection. Display a drop-down button and menu for the user to choose and establish a connection to a Player. Where to draw the drop-down button. The state for the connection that is used in the EditorWindow displaying this drop-down. Use Networking.PlayerConnection.PlayerConnectionGUIUtility.GetConnectionState to get a state in OnEnable and remember to dispose of that state in OnDisable. Define the GUIStyle the drop-down button should be drawn in. A default drop-down button will be drawn if no style is specified. This class contains methods to draw and automatically layout IMGUI Editor UI that relates to the Player Connection. Display a drop-down button and menu for the user to choose and establish a connection to a Player. The state of the connection that the EditorWindow displaying the drop-down uses. Use Networking.PlayerConnection.PlayerConnectionGUIUtility.GetConnectionState to get a state in OnEnable. Make sure you dispose of that state in OnDisable to avoid leaking it. Define the GUIStyle the drop-down button should be drawn in. A default drop-down button will be drawn if non is specified. Miscellaneous helper methods for Networking.PlayerConnection.PlayerConnectionGUI. This method generates a state tracking object for establishing and displaying an Editor to Player Connection. The EditorWindow that will use the connection. A callback that is fired whenever a user-initiated connection-attempt succeeds. Returns the unserialized state of the connection to a Player, which is used in Networking.PlayerConnection.PlayerConnectionGUI.ConnectionTargetSelectionDropdown or Networking.PlayerConnection.PlayerConnectionGUILayout.ConnectionTargetSelectionDropdown. The returned connection state object contains information on what target is connected to the Player, and what targets are available. Describes the encoding of normal maps. Two-component DXT5nm-style normal map encoding. Three-component normal map encoding. Exposes events that allow you to track undoable changes to objects in the editor. Event that is raised once per frame if any undoable changes have been recorded. The stream of events that have been recorded since the last frame. The delegate used for the event publishing the object changes. The stream of events that have been recorded since the last frame. Represents a stream of events that describes the changes applied to objects in memory over the course of a frame. Indicates whether the ObjectChangeEventStream has an allocated memory buffer. The number of events in the stream. Provides a way to construct an instance of ObjectChangeEventStream. The number of events that have been recorded in this instance so far. Constructs a new instance. The allocator to use. Releases the memory associated with this instance. Adds an ChangeAssetObjectPropertiesEventArgs to the end of the stream. The event data to add to the stream. Adds an ChangeGameObjectOrComponentPropertiesEventArgs to the end of the stream. The event data to add to the stream. Adds an ChangeGameObjectParentEventArgs to the end of the stream. The event data to add to the stream. Adds an ChangeGameObjectStructureEventArgs to the end of the stream. The event data to add to the stream. Adds an ChangeGameObjectStructureHierarchyEventArgs to the end of the stream. The event data to add to the stream. Adds an ChangeSceneEventArgs to the end of the stream. The event data to add to the stream. Adds an CreateAssetObjectEventArgs to the end of the stream. The event data to add to the stream. Adds an CreateGameObjectHierarchyEventArgs to the end of the stream. The event data to add to the stream. Adds an DestroyAssetObjectEventArgs to the end of the stream. The event data to add to the stream. Adds an DestroyGameObjectHierarchyEventArgs to the end of the stream. The event data to add to the stream. Adds an UpdatePrefabInstancesEventArgs to the end of the stream. The event data to add to the stream. Copies the data collected in this instance into a new ObjectChangeEventStream instance. The allocator to use for the new stream. A new stream that contains all events recorded in this instance at the time of the function call. Creates a copy of this stream with the specified allocator. The allocator to use to allocate the memory for the copy. A copy of the stream that contains the same events, but in a separate memory lcoation. Releases the memory associated with this stream. Retrieves the event data at the given index as a ChangeAssetObjectPropertiesEventArgs. Throws an exception if the event type requested does not match the event stored in the stream. The index of the event to get the data for. The data associated with the event. Retrieves the event data at the given index as a ChangeAssetObjectPropertiesEventArgs. Throws an exception if the event type requested does not match the event stored in the stream. The index of the event to get the data for. The data associated with the event. Retrieves the event data at the given index as a ChangeGameObjectParentEventArgs. Throws an exception if the event type requested does not match the event stored in the stream. The index of the event to get the data for. The data associated with the event. Retrieves the event data at the given index as a ChangeGameObjectStructureEventArgs. Throws an exception if the event type requested does not match the event stored in the stream. The index of the event to get the data for. The data associated with the event. Retrieves the event data at the given index as a ChangeGameObjectStructureHierarchyEventArgs. Throws an exception if the event type requested does not match the event stored in the stream. The index of the event to get the data for. The data associated with the event. Retrieves the event data at the given index as a ChangeSceneEventArgs. Throws an exception if the event type requested does not match the event stored in the stream. The index of the event to get the data for. Retrieves the event data at the given index as a CreateAssetObjectEventArgs. Throws an exception if the event type requested does not match the event stored in the stream. The index of the event to get the data for. The data associated with the event. Retrieves the event data at the given index as a CreateGameObjectHierarchyEventArgs. Throws an exception if the event type requested does not match the event stored in the stream. The index of the event to get the data for. The data associated with the event. Retrieves the event data at the given index as a DestroyAssetObjectEventArgs. Throws an exception if the event type requested does not match the event stored in the stream. The index of the event to get the data for. The data associated with the event. Retrieves the event data at the given index as a DestroyGameObjectHierarchyEventArgs. Throws an exception if the event type requested does not match the event stored in the stream. The index of the event to get the data for. The data associated with the event. Returns the type of the event at the specified index. The index of the event whose type should be returned. The type of the event at the specified index. Retrieves the event data at the given index as a UpdatePrefabInstancesEventArgs. Throws an exception if the event type requested does not match the event stored in the stream. The index of the event to get the data for. The data associated with the event. This enumeration describes the different kind of changes that can be tracked in an ObjectChangeEventStream. Each event has a corresponding type in ObjectChangeEvents. A change of this type indicates that a property of an asset object in memory has changed. This happens for example when Undo.RecordObject is used with an instance of an asset (e.g. Texture). A change of this type indicates that a property of a GameObject or Component has changed. This happens for example when Undo.RecordObject is used with an instance of a Component. A change of this type indicates that the parent of a GameObject has changed. This happens when Undo.SetTransformParent or SceneManager.MoveGameObjectToScene is used. A change of this type indicates that the structure of a GameObject has changed. This happens when a component is added to or removed from the GameObject using Undo.AddComponent or Undo.DestroyObjectImmediate. A change of this type indicates that the structure of a GameObject has changed and any GameObject in the hierarchy below it might have changed. This happens for example when Undo.RegisterFullObjectHierarchyUndo is used. A change of this type indicates that an open scene has been changed ("dirtied") without any more specific information available. This happens for example when EditorSceneManager.MarkSceneDirty is used. A change of this type indicates that an asset object has been created. This happens for example when Undo.RegisterCreatedObjectUndo is used with an instance of an asset (e.g. Texture). A change of this type indicates that a GameObject has been created, possibly with additional objects below it in the hierarchy. This happens for example when Undo.RegisterCreatedObjectUndo is used with a GameObject. A change of this type indicates that an asset object has been destroyed. This happens for example when Undo.DestroyObjectImmediate is used with an instance of an asset (e.g. Texture). A change of this type indicates that a GameObject and the entire hierarchy below it has been destroyed. This happens for example when Undo.DestroyObjectImmediate is used with an GameObject. Indicates an uninitialized value. A change of this type indicates that prefab instances in an open scene have been updated due to a change to the source prefab. Use the DefaultObject to create a new UnityEngine.Object in the editor. This is invoked every time a new Component or MonoBehaviour is added to a GameObject using the ObjectFactory. The callback to be added to the invocation list. Creates a new component and adds it to the specified GameObject. The GameObject to add the new component to. The type of component to create and add to the GameObject. Returns the component that was created and added to the GameObject. Creates a new component and adds it to the specified GameObject. The GameObject to add the new component to. The type of component to create and add to the GameObject. Returns the component that was created and added to the GameObject. Creates a new GameObject. Name of the GameObject. The optional types to add to the GameObject when created. Scene where the GameObject should be created. HideFlags to assign to the GameObject. Returns the GameObject that was created. Creates a new GameObject. Name of the GameObject. The optional types to add to the GameObject when created. Scene where the GameObject should be created. HideFlags to assign to the GameObject. Returns the GameObject that was created. Create a new instance of the given type. The type of instance to create. Create a new instance of the given type. The type of instance to create. Creates a GameObject primitive. The type of primitive to create. 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 unique name using the provided name as a base. If the target name is in the provided list of existing names, a unique name is generated by appending the next available numerical increment. A list of pre-existing names. Desired name to be used as is, or as a base. A name not found in the list of pre-existing names. 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. Use this function to release resources allocated by the ObjectPreview implementation. 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. IMGUIOverlay is an implementation of Overlay that provides a UIElements.IMGUIContainer. CreatePanelContent is invoked by the OverlayCanvas when this Overlay is shown. Returns the contents of this Overlay. Implement IMGUI controls and logic in this method. Implement this interface to enable overlays in the EditorWindow. Transient Overlays are a type of Overlay that is not controlled by a user, and only drawn in the active Scene View when requested by the visible property. Implementing ITransientOverlay in an Overlay class designates it for this special behavior. Use visible to enable or disable the rendering of this Overlay. Possible layouts for an overlay. Equivalent to Layout.Panel | Layout.HorizontalToolbar | Layout.VerticalToolbar. Contents will be sized to fit within a toolbar and arranged horizontally. Contents will be presented as a normal overlay with a header title and content area. Contents will be sized to fit within a toolbar and arranged vertically. Overlays are persistent and customizable panels and toolbars that are available within Editor Windows. Use Overlays to expose actions and tool options in a convenient and user-controllable way. Defines whether the overlay is in collapsed form. Invoked when Overlay.collapsed value is changed. Invoked with true value when Overlay enters collapsed state, false when exiting collapsed state. EditorWindow the overlay is contained within. Shows or hides the overlay. This callback is invoked when the Overlay.displayed value has been changed. A callback accepting the new diplayed state of this overlay. Name of overlay used as title. Returns true if overlay is floating, returns false if overlay is docked in a corner or in a toolbar. Called when the value of floating has changed. A callback accepting the new floating state of this overlay. Local position of closest overlay corner to closest dockposition when floating. This event is invoked when Overlay.floatingPosition is changed. A callback accepting the new overlay position. Overlay unique ID. Returns true if overlay is docked in a toolbar. Describes the presentation mode for an Overlay. Subscribe to this event to be notified when the Overlay.Layout property is modified. .layoutChanged is invoked when the Overlay.layout is modified. USS class name of elements of this type. Implement this method to return your visual element content. Visual element containing the content of your overlay. OnCreated is invoked when an Overlay is instantiated in an Overlay Canvas. Called when an Overlay is about to be destroyed. If this Overlay is currently in a toolbar, it will be removed and return to a floating state. Attribute used to register a class as an overlay. Set this value to true to ensure that the target Overlay will be shown when a new instance of the EditorWindow type is instantiated. Defines what the display name of the overlay will be. Defines which EditorWindow type the overlay will be used in. Defines the unique identifier used to identify the overlay. Name of the overlay's root visual element. Attribute used to register a class as an Overlay. Defines the unique identifier used to identify the overlay. Name of the overlay's root visual element. Defines which EditorWindow type the overlay will be used in. Defines what the display name of the overlay will be. True if this Overlay is enabled by default in new windows. The Layout that this Overlay will be initialized with in new windows. Attribute used to register a class as an Overlay. Defines the unique identifier used to identify the overlay. Name of the overlay's root visual element. Defines which EditorWindow type the overlay will be used in. Defines what the display name of the overlay will be. True if this Overlay is enabled by default in new windows. The Layout that this Overlay will be initialized with in new windows. Attribute used to register a class as an Overlay. Defines the unique identifier used to identify the overlay. Name of the overlay's root visual element. Defines which EditorWindow type the overlay will be used in. Defines what the display name of the overlay will be. True if this Overlay is enabled by default in new windows. The Layout that this Overlay will be initialized with in new windows. ToolbarOverlay is an implementation of Overlay that provides a base for Overlays that can be placed in horizontal or vertical toolbars. Creates the root VisualElement of the ToolbarOverlay's horizontal content. Root element of ToolbarOverlay's horizontal content. Creates the root VisualElement of the ToolbarOverlay's content in panel layout. Root element of ToolbarOverlay's panel content. Creates the root VisualElement of the ToolbarOverlay's vertical content. Root element of ToolbarOverlay's vertical content. Identifies the author of a package. The email address of the author (optional). The name of the author. The url address of the author (optional). Utility class that allows packages to register build callbacks with the Unity Package Manager. Registers a callback object for a package. Object of a class that implements the IShouldIncludeInBuildCallback interface. Use the Unity Package Manager Client class to manage the packages used in a project. Adds a package dependency to the project. Requesting a new or different dependency often leads to changing installed packages, but only after the Package Manager constructs a dependency graph to solve any version conflicts. For more information, see. A string representing the package to be added: - To install a specific version of a package, use a package identifier ("name@version"). This is the only way to install a version. - To install the latest compatible (. - To install a git package, specify a. - To install a package, specify a value in the format "file:pathtopackagefolder". - To install a package, specify a value in the format "file:pathto/package-file.tgz". ArgumentException is thrown if identifier is null or empty. An AddRequest instance, which you can use to monitor the asynchronous operation, and retrieve the result when the operation is complete. Adds package dependencies to the project and removes package dependencies from the project. Requesting different dependencies often leads to changing installed packages, but only after the Package Manager constructs a dependency graph to solve any version conflicts. For more information, see. Calling this function is much more efficient than calling the Add and Remove functions several times because for this function, the Package Manager only has to solve the dependency list once, instead of constructing a new dependency graph after each call. An array of strings representing the package(s) to be added: - To install a specific version of a package, use a package identifier ("name@version"). This is the only way to install a version. - To install the latest compatible (. - To install a git package, specify a. - To install a package, specify a value in the format "file:pathtopackagefolder". - To install a package, specify a value in the format "file:pathto/package-file.tgz". ArgumentException is thrown if packagesToAdd contains null or empty values. An array of strings representing the names of package(s) to be removed. ArgumentException is thrown if packagesToRemove contains null or empty values. An AddAndRemoveRequest instance, which you can use to monitor the asynchronous operation, and retrieve the result when the operation is complete. a package inside the project. The name of the package to embed. This package must be a direct dependency of the project. ArgumentException is thrown if packageName is null or empty. An EmbedRequest instance, which you can use to monitor the asynchronous operation, and retrieve the result when the operation is complete. Lists the packages the project depends on. Specifies whether or not the Package Manager requests the latest information about the project's packages from the remote Unity package registry. When offlineMode is true, the PackageManager.PackageInfo objects in the PackageCollection returned by the Package Manager contain information obtained from the local package cache, which could be out of date. Set to true to include indirect dependencies in the PackageCollection returned by the Package Manager. Indirect dependencies include packages referenced in the manifests of project packages or in the manifests of other indirect dependencies. Set to false to include only the packages listed directly in the project manifest. Note: The version reported might not match the version requested in the project manifest. For more information, see. A ListRequest instance, which you can use to monitor the asynchronous operation, and retrieve the result when the operation is complete. Lists the packages the project depends on. Specifies whether or not the Package Manager requests the latest information about the project's packages from the remote Unity package registry. When offlineMode is true, the PackageManager.PackageInfo objects in the PackageCollection returned by the Package Manager contain information obtained from the local package cache, which could be out of date. Set to true to include indirect dependencies in the PackageCollection returned by the Package Manager. Indirect dependencies include packages referenced in the manifests of project packages or in the manifests of other indirect dependencies. Set to false to include only the packages listed directly in the project manifest. Note: The version reported might not match the version requested in the project manifest. For more information, see. A ListRequest instance, which you can use to monitor the asynchronous operation, and retrieve the result when the operation is complete. Lists the packages the project depends on. Specifies whether or not the Package Manager requests the latest information about the project's packages from the remote Unity package registry. When offlineMode is true, the PackageManager.PackageInfo objects in the PackageCollection returned by the Package Manager contain information obtained from the local package cache, which could be out of date. Set to true to include indirect dependencies in the PackageCollection returned by the Package Manager. Indirect dependencies include packages referenced in the manifests of project packages or in the manifests of other indirect dependencies. Set to false to include only the packages listed directly in the project manifest. Note: The version reported might not match the version requested in the project manifest. For more information, see. A ListRequest instance, which you can use to monitor the asynchronous operation, and retrieve the result when the operation is complete. Gets or sets the log level that the Package Manager uses when logging to the Editor.log and upm.log files. Defaults to LogLevel.Info. Creates a GZip tarball file from a package folder. The format and content of the file is the same as if the package was published to a package registry. Folder containing the package. ArgumentException is thrown if packageFolder is null or empty. Folder where the Package Manager will write the GZip tarball file. The Package Manager will create this folder if it does not already exist. ArgumentException is thrown if targetFolder is null or empty. A PackRequest instance, which you can use to monitor the asynchronous operation, and retrieve the result when the operation is complete. Removes a package dependency from the project. Removing a dependency often leads to changing installed packages, but only after the Package Manager constructs a dependency graph to solve any version conflicts. For more information, see. The name of the package to remove from the project. ArgumentException is thrown if packageName is null or empty. A RemoveRequest instance, which you can use to monitor the status of the asynchronous operation. Resets the list of packages installed for this project to the editor's default configuration. This operation clears all packages added to the project and keeps only the packages set for the current editor's default configuration. A ResetToEditorDefaultsRequest instance, which you can use to monitor the status of the asynchronous operation. Forces the Package Manager to resolve the project's packages, reinstalling any altered or missing package and removing extraneous packages. Searches the Unity package registry for the given package. The or ID of the package. ArgumentException is thrown if packageIdOrName is null or empty. Specifies whether or not the Package Manager requests the latest information about the project's packages from the remote Unity package registry. When offlineMode is true, the PackageManager.PackageInfo object returned by the Package Manager contains information obtained from the local package cache, which could be out of date. A SearchRequest instance, which you can use to monitor the asynchronous operation, and retrieve the result when the operation is complete. Searches the Unity package registry for the given package. The or ID of the package. ArgumentException is thrown if packageIdOrName is null or empty. Specifies whether or not the Package Manager requests the latest information about the project's packages from the remote Unity package registry. When offlineMode is true, the PackageManager.PackageInfo object returned by the Package Manager contains information obtained from the local package cache, which could be out of date. A SearchRequest instance, which you can use to monitor the asynchronous operation, and retrieve the result when the operation is complete. Searches the Unity package registry for all packages compatible with the current Unity version. Specifies whether or not the Package Manager requests the latest information about the project's packages from the remote Unity package registry. When offlineMode is true, the PackageManager.PackageInfo objects returned by the Package Manager contain information obtained from the local package cache, which could be out of date. A SearchRequest instance, which you can use to monitor the asynchronous operation, and retrieve the result when the operation is complete. Searches the Unity package registry for all packages compatible with the current Unity version. Specifies whether or not the Package Manager requests the latest information about the project's packages from the remote Unity package registry. When offlineMode is true, the PackageManager.PackageInfo objects returned by the Package Manager contain information obtained from the local package cache, which could be out of date. A SearchRequest instance, which you can use to monitor the asynchronous operation, and retrieve the result when the operation is complete. Structure describing dependencies to other packages in PackageInfo. The name of the dependency. The version of the dependency. Structure describing the error of a package operation. Numerical error code. Error message or description. Package operation Error. One ore more errors occurred during the operation. Conflicting package versions were found. Operation was not allowed. Operation had invalid parameters. A package required to fulfill the operation was not found. Operation resulted in an unknown error. An Interface for accessing the package manager events. Event raised after applying changes to the registered packages list. A PackageRegistrationEventArgs structure describing the modifications to the registered packages list. Event raised before applying changes to the registered packages list. A PackageRegistrationEventArgs structure describing the modifications to the registered packages list. Identifies a specific revision for a using a Git commit hash. Returns the resolved Git commit hash for the requested revision for this package. Returns the requested Git revision for the Git package. Interface used by the Package Manager to request build information about packages. The package name. Determines whether to include a managed plugin in a build. The absolute path of the managed plugin to include or exclude. Returns true to include the plugin identified by path in the build; otherwise, returns false. Describes different levels of log information the Package Manager supports. Debugging messages are reported, in addition to anything from the LogLevel.Verbose level. Only unexpected errors and failures are logged. High-level informational messages are reported, in addition to anything from the LogLevel.Warn level. Extremely detailed messages are reported, in addition to anything from the LogLevel.Debug level. Detailed informational messages are reported, in addition to anything from the LogLevel.Info level. Abnormal situations that may result in problems are reported, in addition to anything from the LogLevel.Error level. A collection of PackageManager.PackageInfo objects. The error associated with the package collection. Structure describing a Unity Package. The asset path of the package in the AssetDatabase. An AuthorInfo instance of the author of the package. Category of the package. The custom URL for the changelog for the package. An array of tags associated with the package in China feature. The date and time at which the package was published. An array of DependencyInfos listing all the packages this package directly depends on. Detailed description of the package. Friendly display name of the package. The custom URL for documentation for the package. The errors associated with the package. A GitInfo instance providing detailed information for a Git package. If the package is a direct dependency of the project. An array of keywords associated with the package. The custom URL for the licenses of a package. Unique name of the package. Identifier of the package. The registry where the Package Manager might find this package. A RepositoryInfo instance containing information the repository that the package is hosted on. An array of DependencyInfo instances listing all the packages this package directly or indirectly depends on and the versions they resolved to. The local path of the project on disk. Source of the package contents. Type of the package. Version of the package. A VersionsInfo instance containing information about the available versions of the package. Retrieves information about the package containing an assembly, or the assembly definition used to build that assembly. The assembly. The PackageManager.PackageInfo instance describing the package, or null if the assembly or its assembly definition is not in a package. Retrieves information about the package containing an asset based on the path of that asset. The file path of the asset. The PackageManager.PackageInfo instance describing the package, or null if the asset is not in a package. Retrieves information about all packages that are currently loaded. The array of PackageManager.PackageInfo instances describing each package. Structure describing the PackageManager.PackageInfo entries to register or unregister during the Package Manager registration process. A collection of PackageManager.PackageInfo entries to add during the Package Manager registration process. A collection of PackageManager.PackageInfo entries describing packages to be overridden by another version during the Package Manager registration process. A collection of PackageManager.PackageInfo entries describing packages that will override a previously registered version during the Package Manager registration process. A collection of PackageManager.PackageInfo entries to remove during the Package Manager registration process. Source of packages. The package is built-in and part of Unity. The package is embedded in the Unity project. The package is referenced directly by a Git URL. The package is referenced by a local path. The package is referenced by a local path pointing to a GZip tarball file. The package is from a registry. The package source is unknown. Structure describing the result of a Client.Pack operation. The path to the file created by the Client.Pack operation. Provides information about a package registry. Whether this is the default, Unity registry or one of the scoped registries configured in the project manifest. The registry name. The registry URL. Includes information about the repository that hosts the package. The relative path to the package root in the repository, if it is different from the repository root. The revision id corresponding to the package version. The type of the repository, e.g. git. The url to the source code repository. Represents an asynchronous request to add package dependencies to the project and/or remove package dependencies from the project. Represents an asynchronous request to add a package to the project. Represents an asynchronous request to embed a package inside a project. Represents an asynchronous request to list the packages in the project. Represents an asynchronous request to pack a package folder. Represents an asynchronous request to remove a package from the project. The package being removed by this request. Tracks the state of an asynchronous Unity Package Manager (Upm) server operation. The error returned by the request, if any. Whether the request is complete. The request status. Tracks the state of an asynchronous Unity Package Manager (Upm) server operation that returns a non-empty response. The response to the request. Represents an asynchronous request to reset the project packages to the current Editor default configuration. Represents an asynchronous request to find a package. The package id or name used in this search operation. Unity Package Manager operation status. Package manager operation failed. Package manager operation is in progress. Package manager operation completed successfully. Identifies the available versions of a package and which are the compatible, latest, and recommended versions. All available versions of the package. Versions of the package compatible with the current version of Unity. Latest version of the package. Latest version of the package compatible with the current version of Unity. Obsolete. Use the VersionsInfo.verified property instead. A version of the package verified to work with the current version of Unity. If there is no verified version, then this property is an empty string. Enumeration specifying the current pause state of the Editor. See Also: PlayModeStateChange, EditorApplication.pauseStateChanged, EditorApplication.isPaused. Occurs as soon as the Editor is paused, which may occur during either edit mode or play mode. Occurs as soon as the Editor is unpaused, which may occur during either edit mode or play mode. Displays the Physics Debug Visualization options. The Physics Debug Visualization is only displayed if this window is visible. See Also: PhysicsVisualizationSettings. This class contains the settings controlling the Physics Debug Visualization. Color for Articulation Bodies. Alpha amount used for transparency blending. Used to disinguish neighboring Colliders. Shows extra options used to develop and debug the physics visualization. Dirty marker used for refreshing the GUI. Enables the mouse-over highlighting and mouse selection modes. Forcing the drawing of Colliders on top of any other geometry, regardless of depth. Color for kinematic Rigidbodies. Color for Rigidbodies, primarily active ones. Should the PhysicsDebugWindow display the collision geometry. Color for Rigidbodies that are controlled by the physics simulator, but are not currently being simulated. Color for Colliders that do not have a Rigidbody component. Maximum number of mesh tiles available to draw all Terrain Colliders. Color for Colliders that are Triggers. Controls whether the SceneView or the GameView camera is used. Not shown in the UI. Colliders within this distance will be displayed. Clears the highlighted Collider. Deinitializes the physics debug visualization system and tracking of changes Colliders. Decides whether the Workflow in the Physics Debug window should be inclusive (<a href="PhysicsVisualizationSettings.FilterWorkflow.ShowSelectedItems.html">ShowSelectedItems<a>) or exclusive (<a href="PhysicsVisualizationSettings.FilterWorkflow.HideSelectedItems.html">HideSelectedItems<a>). With HideSelectedItems you can hide selected filter items in order to easily discard uninteresting Collider properties thereby making overview and navigation easier. With ShowSelectedItems and the Select None button is it easy to monitor very specific Colliders. Should Articulation Bodies be shown by the Physics Visualizer. Should BoxColliders be shown. Should CapsuleColliders be shown. Should the given layer be considered by the display filter. Should the mask representing the layers be considered by the display filter. Should the kinematic Rigidbodies be considered by the display filter. Should MeshColliders be shown. Return a mask representing scenes that are enabled by display filter Should any Rigidbodies be considered by the display filter. Should the sleeping Rigidbodies be considered by the display filter. Should SphereColliders be shown. Should the Colliders without a Rigidbody component be considered by the display filter. Should TerrainColliders be shown. Should the triggers be considered by the display filter. Returns true if there currently is any kind of physics object highlighted. Initializes the physics debug visualization system. The system must be initialized for any physics objects to be visualized. It is normally initialized by the PhysicsDebugWindow. Is a MeshCollider convex. Corresponds to MeshCollider.convex is true. Corresponds to MeshCollider.convex is false. Resets the visualization options to their default state. Should Articulation Bodies be shown by the Physics Visualizer. Value to set. Should BoxColliders be shown. Should CapsuleColliders be shown. Should the given layer be considered by the display filter. Should the mask representing the layers be considered by the display filter. Enables or disables all filtering items. Enables or disables all filtering items. Should the kinematic Rigidbodies be considered by the display filter. Should MeshColliders be shown. Should the scene mask be considered by the display filter. Should any Rigidbodies be considered by the display filter. Should sleeping Rigidbodies and Articulation Bodies be considered by the display filter. Should SphereColliders be shown. Should the Colliders without a Rigidbody component be considered by the display filter. Should TerrainColliders be shown. Should the triggers be considered by the display filter. Updates the mouse-over highlight at the given mouse position in screen space. 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. Icon slot container. The height of the icon in pixels. The PlatformIconKind is specific to the target platform. The number of texture layers the icon slot currently contains. The maximum number of texture layers required by the icon slot. The minimum number of texture layers required by the icon slot. The width of the icon in pixels. Retrieve the texture which is currently assigned to the specified layer. Cannot be larger than PlatformIcon.maxLayerCount. Retrieve an array of all textures which are currently assigned to the icon slot. Assign a texture to the specified layer. Cannot be larger than PlatformIcon.maxLayerCount. Assign all available icon layers. Must be an array of size PlatformIcon.maxLayerCount. Icon kind wrapper. Editor extensions for all types that implement IPlayableOutput. Returns the name of the PlayableOutput. The PlayableOutput used by this operation. Editor utility functions for the Playable graph and its nodes. Event triggered whenever a PlayableGraph is being destroyed. Event triggered whenever a new PlayableGraph is created. Returns all existing PlayableGraphs. Describes how the player connects to the Editor. Player connection mode not set. Player connection is initiated by the player connecting to the host, usually the host is the Editor. Player connection is initiated by the player broadcasting its IP address, and then Editor connecting to the player. 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? If enabled, allows the user to switch between full screen and windowed mode using OS specific keyboard short cuts. Allow 'unsafe' C# code code to be compiled for predefined assemblies. Additional AOT compilation options. Shared by AOT platforms. Deprecated. Use PlayerSettings.GetApiCompatibilityLevel and PlayerSettings.SetApiCompatibilityLevel instead. The application identifier for the currently selected build target. Set to true to exact version matching for strong named assemblies. Pre bake collision meshes on player build. 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 rendering color space for the current project. The name of your company. Default cursor's click position in pixels from the top left corner of the cursor image. Define how to handle fullscreen mode in Windows standalones (Direct3D 11 mode). Define how to handle fullscreen mode in Windows standalones (Direct3D 9 mode). The default cursor for your application. 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. Enable 360 Stereo Capture support on the current build target. Enables CrashReport API. Enable frame timing statistics. Enables internal profiler. Enables Metal API validation in the Editor. Enable ProfilerRecorder usage to record GPU timings when rendering with OpenGL. First level to have access to all Resources.Load assets in Streamed Web Players. Restrict standalone players to a single concurrent running instance. Platform agnostic setting to define fullscreen behavior. Not all platforms support all modes. Allows you to enable or disable incremental mode for garbage collection. Enable GPU skinning on capable platforms. Selects the graphics job mode to use on platforms that support both Native and Legacy graphics jobs. Enable graphics jobs (multi threaded rendering). 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. Defines whether the BlendShape weight range in SkinnedMeshRenderers is clamped. Describes the reason for access to the user's location data. Are ObjC uncaught exceptions logged? Define how to handle fullscreen mode in macOS standalones. Enable Retina support for macOS. Enable mip stripping for all platforms. Stops or allows audio from other applications to play in the background while your Unity application is running. Specifies whether the application requires OpenGL ES 3.1 support. Specifies whether the application requires OpenGL ES 3.1 AEP support. Specifies whether the application requires OpenGL ES 3.2 support. When enabled, preserves the alpha value in the framebuffer to support rendering over native UI on Android. The name of your product. Protect graphics memory. Which rendering path is enabled? Indicates whether to reset the application's screen resolution when the native window size changes. 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. The scripting runtime version setting. Change this to set the version the Editor uses and restart the Editor to apply the change. Should the builtin Unity splash screen be shown? Should Unity support single-pass stereo rendering? The style to use for the builtin Unity splash screen. Returns if status bar should be hidden. Supported on iOS only; on Android, the status bar is always hidden. Active stereo rendering path Should player render in stereoscopic 3d on supported hardware? Remove unused Engine code from your build (IL2CPP-only). Deprecated. Use PlayerSettings.GetManagedStrippingLevel and PlayerSettings.SetManagedStrippingLevel instead. Should unused Mesh components be excluded from game build? Suppresses common C# warnings. Upload the initialized Texture data after creation from script. 32-bit Display Buffer is used. Let the OS autorotate the screen as the device orientation changes. Should Direct3D 11 be used when available? Use DXGI flip model swap chain for D3D11. Switch display to HDR mode (if available). Enable receipt validation for the Mac App Store. Write a log file with debugging information. Set to true to make Unity use Roslyn reference assemblies when compiling scripts. Enabled by default. Virtual Reality specific splash screen. Enable Virtual Reality support on the current build target. On Windows, show the application in the background if Fullscreen Windowed mode is used. Delays acquiring the swapchain image until after the frame is rendered. Applies the display rotation during rendering. Enables Graphics.SetSRGBWrite() on Vulkan renderer. Set number of swapchain buffers to be used with Vulkan renderer Use software command buffers for building rendering commands on Vulkan. Specifies the desired Windows API to be used for input. 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. Select which devices are allowed to run the Android application (all devices, mobile phones, tablets, and TV devices only, or Chrome OS devices only). Provide a build that is Android TV compatible. Choose how content is drawn to the screen. Create a separate APK for each CPU architecture. Android bundle version code. Un-check to disable Chrome OS's default behaviour of converting mouse and touchpad input events into touchscreen input events. The default vertical size of the Android Player window in pixels. The default horizontal size of the Android Player window in pixels. Disable Depth and Stencil Buffers. Force internet permission flag. Force SD card permission. The display mode for Android Player builds of your application. Android key alias name. Android key alias password. Android keystore name. Android keystore password. License verification flag. Maximum aspect ratio which is supported by the application. Enable to minify debug build. Enable to minify release build. Use R8 to perform minification. The minimum vertical size of the Android Player window in pixels. The minimum horizontal size of the Android Player window in pixels. The minimum API level required for your application to run. Enable optimized frame pacing. Preferred application install location. Extends rendering layout into display cutout area, utilizing all of the available screen space. Indicates whether Android Player build of your application support a resizable window. Application should show ActivityIndicator when loading. Android splash screen scale mode. Start in fullscreen mode. A set of CPU architectures for the Android build target. Android target device. The target API level of your application. 24-bit Depth Buffer is used. Use APK Expansion Files. Enable application signing with a custom keystore. Enable support for Google ARCore on supported devices. The number of bits in each color channel for swap chain buffers. (Direct3D 11 and Direct3D 12 mode). Facebook specific Player settings. Gets an array of additional compiler arguments set for a specific NamedBuildTarget. The NamedBuildTarget to get the compiler arguments for. Returns an array with the compiler arguments associated with a NamedBuildTarget. BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.GetAdditionalCompilerArguments instead. The BuildTargetGroup to get the compiler arguments for. Returns an array with the compiler arguments associated with a BuildTargetGroup. Obtain the additional arguments passed to the IL2CPP compiler during the player build process. Additional arguments passed to the IL2CPP compiler during the build process. Gets .NET API compatibility level for specified build target. The NamedBuildTarget. Returns the ApiCompatibilityLevel associated with a NamedBuildTarget. BuildTargetGroup is marked for deprecation in the future. Use NamedBuildTarget instead. Get the application identifier for the specified platform. The NamedBuildTarget. Returns the application identifier associated with a NamedBuildTarget. BuildTargetGroup is marked for deprecation in the future. Use NamedBuildTarget instead. Gets the architecture for the given build target. The NamedBuildTarget. An integer value associated with the architecture of the build target. 0 - None, 1 - ARM64, 2 - Universal. BuildTargetGroup is marked for deprecation in the future. Use NamedBuildTarget instead. Returns the default ScriptingImplementation for the build target you select. The NamedBuildTarget. A ScriptingImplementation object that describes the default scripting backend for the build target you select. BuildTargetGroup is marked for deprecation in the future. Use NamedBuildTarget instead. The platform group to retrieve the scripting backend for. A ScriptingImplementation object that describes the default scripting backend used on that build target. Gets the default limit on the number of shader variant chunks Unity loads and keeps in memory. Gets the default size for compressed shader variant chunks. 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 build target. The NamedBuildTarget. The IconKind. BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.GetIcons instead. BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.GetIcons instead. Returns a list of icon sizes for the specified platform. The NamedBuildTarget. BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.GetIconSizes instead. BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.GetIconSizes instead. Gets compiler configuration used when compiling generated C++ code for the build target you specify. The NamedBuildTarget. Returns compiler configuration. BuildTargetGroup is marked for deprecation in the future. Use NamedBuildTarget instead. Build target group. Gets the value of incremental il2cpp build option. The NamedBuildTarget. Returns a boolean indicating if a IL2CPP supported build target is set to use incremental builds. BuildTargetGroup is marked for deprecation in the future. Use NamedBuildTarget instead. Gets the managed code stripping level set for the build target you select The NamedBuildTarget. Returns the default ManagedStrippingLevel for the build target you select. BuildTargetGroup is marked for deprecation in the future. Use NamedBuildTarget instead. The target platform group whose code stripping level you want to retrieve. Check if multithreaded rendering option for mobile platform is enabled. The NamedBuildTarget. (Only iOS, tvOS and Android). Returns true if multithreaded rendering option for build target is enabled. BuildTargetGroup is marked for deprecation in the future. Use NamedBuildTarget instead. Mobile platform (Only iOS, tvOS and Android). Gets the NormalMapEncoding for the build target you select. The NamedBuildTarget. BuildTargetGroup is marked for deprecation in the future. Use NamedBuildTarget instead. If the value is true, settings for the buildTarget override the default settings. The build target to check the override for. Gets the list of available icon slots for the specified build target and PlatformIconKind|kind. The NamedBuildTarget. Each platform supports a different set of PlatformIconKind|icon kinds. These can be found in the specific platform namespace (for example iOSPlatformIconKind. BuildTargetGroup is marked for deprecation in the future. Use NamedBuildTarget instead. The full list of platforms that support this API and the supported icon kinds can be found in PlatformIconKind|icon kinds. Each platform supports a different set of PlatformIconKind|icon kinds. These can be found in the specific platform namespace (for example iOSPlatformIconKind). Returns the assets that will be loaded at start up in the player and be kept alive until the player terminates. The assets to be preloaded. This is now obsolete. Use an explicit API instead. For example, PlayerSettings.WebGL.useEmbeddedResources. 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. Gets the scripting framework for the build target you select. The NamedBuildTarget. Returns IL2CPP, Mono or .NET scripting backends. BuildTargetGroup is marked for deprecation in the future. Use NamedBuildTarget instead. Gets the user-specified symbols for script compilation for the build target you select. The NamedBuildTarget. A string containing the symbols for the given build target name. Gets the user-specified symbols for script compilation for the build target you select. The NamedBuildTarget. A string array where Unity stores the symbols for the given build target name. BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.GetScriptingDefineSymbols instead. Gets the default limit on the number of shader variant chunks Unity loads and keeps in memory for the build target. The build target to get the shader chunk count for. Gets the default size for compressed shader variant chunks for the build target. The build target to get the shader chunk size for. Gets the active shader precision model. Gets stack trace logging options. Retrieves all icon kinds that the specified build target supports The NamedBuildTarget. BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.GetSupportedIconKinds instead. Returns a value of a custom template variable. Name of the variable. The current value of the custom template variable. 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 Virtual Reality Support is enabled for a given BuildTargetGroup. The BuildTargetGroup to return the value for. True if Virtual Reality Support is enabled. Is virtual texturing enabled. True if virtual texturing is enabled, false otherwise. Returns whether or not the specified aspect ratio is enabled. iOS specific player settings. Should insecure HTTP downloads be allowed? Application behavior when entering background. Set this property with your Apple Developer Team ID. You can find this on the Apple Developer website under <a href="https:developer.apple.comaccount#membership"> Account > Membership </a> . This sets the Team ID for the generated Xcode project, allowing developers to use the Build and Run functionality. An Apple Developer Team ID must be set here for automatic signing of your app. Set this property to true for Xcode to attempt to automatically sign your app based on your appleDeveloperTeamID. iOS application display name. Supported background execution modes (when appInBackgroundBehavior is set to iOSAppInBackgroundBehavior.Custom). The build number of the bundle Describes the reason for access to the user's camera. Defer system gestures until the second swipe on specific edges. Defer system gestures until the second swipe on specific edges. Disable Depth and Stencil Buffers. Application should exit when suspended to background. Should hard shadows be enforced when running on (mobile) Metal. Specifies whether the home button should be hidden in the iOS build of this application. A provisioning profile Universally Unique Identifier (UUID) that Xcode will use to build your iOS app in Manual Signing mode. A ProvisioningProfileType that will be set when building an iOS Xcode project. An array of URL Schemes that are supported by the app. Describes the reason for access to the user's location data. Describes the reason for access to the user's microphone. Determines iPod playing behavior. Icon is prerendered. RequiresFullScreen maps to Apple's plist build setting UIRequiresFullScreen, which is used to opt out of being eligible to participate in Slide Over and Split View for iOS 9.0 multitasking. 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. Deployment minimal version of iOS. A provisioning profile Universally Unique Identifier (UUID) that Xcode will use to build your tvOS app in Manual Signing mode. A ProvisioningProfileType that will be set when building a tvOS Xcode project. Indicates whether application will use On Demand Resources (ODR) API. Sets the mode which will be used to generate the app's launch screen Interface Builder (.xib) file for iPad. Sets the mode which will be used to generate the app's launch screen Interface Builder (.xib) file for iPhone. Sets the image to display on screen when the game launches for the specified iOS device. Is multi-threaded rendering enabled? Player Settings for the PlayStation®4. 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. Sets additional compiler arguments for a build target. The NamedBuildTarget. An array of the additional compiler arguments. BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.SetAdditionalCompilerArguments instead. The BuildTargetGroup to set the additional compiler arguments for. An array of the additional compiler arguments. Set additional arguments passed to the IL2CPP compiler during the build process. The additional arguments passed to the IL2CPP compiler during the build process. Sets .NET API compatibility level for specified build target. The NamedBuildTarget. BuildTargetGroup is marked for deprecation in the future. Use NamedBuildTarget instead. BuildTargetGroup is marked for deprecation in the future. Use NamedBuildTarget instead. Set the application identifier for the specified platform. The NamedBuildTarget. Set the application identifier for the specified platform. The NamedBuildTarget. Sets the architecture for the given build target. The NamedBuildTarget. An integer value associated with the architecture of the build target. 0 - None, 1 - ARM64, 2 - Universal. Sets the architecture for the given build target. The NamedBuildTarget. An integer value associated with the architecture of the build target. 0 - None, 1 - ARM64, 2 - Universal. Enables the specified aspect ratio. Sets the default limit on the number of shader variant chunks Unity loads and keeps in memory. The build target to set the shader chunk count for. The maximum number of chunks to keep in memory for each shader. Sets the default size for compressed shader variant chunks. The chunk size in megabytes. Sets the graphics APIs used on a build platform. Platform to set APIs for. Array of graphics APIs. Assigns a list of icons for the specified platform. The NamedBuildTarget. BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.SetIcons instead. BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.SetIcons instead. Sets compiler configuration used when compiling generated C++ code for a particular build target. The NamedBuildTarget. Build target group. Compiler configuration. Sets compiler configuration used when compiling generated C++ code for a particular build target. The NamedBuildTarget. Build target group. Compiler configuration. Sets incremental build flag. The NamedBuildTarget. Sets incremental build flag. The NamedBuildTarget. Sets the managed code stripping level for specified build target. The desired managed code stripping level. The NamedBuildTarget. Sets the managed code stripping level for specified build target. The desired managed code stripping level. The NamedBuildTarget. Sets the managed code stripping level for specified build target. The desired managed code stripping level. The NamedBuildTarget. Enable or disable multithreaded rendering option for mobile platform. Mobile platform (Only iOS, tvOS and Android). The NamedBuildTarget (Only iOS, tvOS and Android). Enable or disable multithreaded rendering option for mobile platform. Mobile platform (Only iOS, tvOS and Android). The NamedBuildTarget (Only iOS, tvOS and Android). Sets the normal map encoding for the given build target. The desired normal map encoding. The NamedBuildTarget (only Android, iOS and tvOS). The platform build target group whose normal map encoding you want to set. Sets the normal map encoding for the given build target. The desired normal map encoding. The NamedBuildTarget (only Android, iOS and tvOS). The platform build target group whose normal map encoding you want to set. Enable this to override the default shader variant chunk settings. The build target to set the override for. Set the value to true if you want settings for the buildTarget to override the default settings. Assign a list of icons for the specified platform and icon kind. The full list of platforms that support this API the supported kinds can be found in PlatformIconKind|icon kinds. All available PlatformIcon slots must be retrieved with GetPlatformIcons. The NamedBuildTarget. Assign a list of icons for the specified platform and icon kind. The full list of platforms that support this API the supported kinds can be found in PlatformIconKind|icon kinds. All available PlatformIcon slots must be retrieved with GetPlatformIcons. The NamedBuildTarget. Assigns the assets that will be loaded at start up in the player and be kept alive until the player terminates. This is now obsolete. Use an explicit API instead. For example, PlayerSettings.WebGL.useEmbeddedResources. 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). Sets the scripting framework for a given build target. The NamedBuildTarget. The ScriptingImplementation. Sets the scripting framework for a given build target. The NamedBuildTarget. The ScriptingImplementation. Set user-specified symbols for script compilation for the given build target. The NamedBuildTarget. Symbols for this build target are passed as an array or as a string separated by semicolons. Set user-specified symbols for script compilation for the given build target. The NamedBuildTarget. Symbols for this build target are passed as an array or as a string separated by semicolons. BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.SetScriptingDefineSymbols instead. The name of the group of devices. Symbols for this group can be passed as an array or as a string separated by semicolons. BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.SetScriptingDefineSymbols instead. The name of the group of devices. Symbols for this group can be passed as an array or as a string separated by semicolons. Sets the default limit on the number of shader variant chunks Unity loads and keeps in memory on the build target. The build target to set the shader chunk count for. The maximum number of chunks to keep in memory for each shader. Sets the default size for compressed shader variant chunks on the build target. The build target to set the shader chunk size for. The chunk size in megabytes. Sets the shader precision model. The new precision model to use. Set stack trace logging options. Note: calling this function will implicitly call Application.SetStackTraceLogType. Sets a value of a custom template variable. Name of the variable. Value of the custom template variable. Should a build platform use automatic graphics API choice. Platform to set the flag for. Should best available graphics API be used? Sets whether or not Virtual Reality Support is enabled for a given BuildTargetGroup. The BuildTargetGroup to set the value for. The value to set, true to enable, false to disable. Enable virtual texturing. True to enable, false to disable. Interface to splash screen player settings. The ADS game id for Android platform on ADS publisher portal. The ADS game id for IOS platform on ADS publisher portal. The target zoom (from 0 to 1) for the background when it reaches the end of the SplashScreen animation's total duration. Only used when animationMode is PlayerSettings.SplashScreen.AnimationMode.Custom|AnimationMode.Custom. The target zoom (from 0 to 1) for the logo when it reaches the end of the logo animation's total duration. Only used when animationMode is PlayerSettings.SplashScreen.AnimationMode.Custom|AnimationMode.Custom. The type of animation applied during the splash screen. The background Sprite that is shown in landscape mode. Also shown in portrait mode if backgroundPortrait is null. The background color shown if no background Sprite is assigned. Default is a dark blue RGB(34.44,54). The background Sprite that is shown in portrait mode. Determines whether Unity applies a blur effect to the background Sprite on the Splash Screen. Determines how the Unity logo should be drawn, if it is enabled. If no Unity logo exists in [logos] then the draw mode defaults to PlayerSettings.SplashScreen.DrawMode.UnityLogoBelow|DrawMode.UnityLogoBelow. The collection of logos that is shown during the splash screen. Logos are drawn in ascending order, starting from index 0, followed by 1, etc etc. In order to increase contrast between the background and the logos, an overlay color modifier is applied. The overlay opacity is the strength of this effect. Note: Reducing the value below 0.5 requires a Plus/Pro license. Set this to true to display the Splash Screen be shown when the application is launched. Set it to false to disable the Splash Screen. Note: Disabling the Splash Screen requires a Plus/Pro license. Set this to true to display the Splash Ads be shown when the application is launched. Set this to true to display the Splash Slogan image on the splash ads. Set this to true to show the Unity logo during the Splash Screen. Set it to false to disable the Unity logo. Note: Disabling the Unity logo requires a Plus/Pro license. The height of splash slogan image on the splash ads. The style to use for the Unity logo during the Splash Screen. The type of animation applied during the Splash Screen. Animates the Splash Screen using custom values from PlayerSettings.SplashScreen.animationBackgroundZoom and PlayerSettings.SplashScreen.animationLogoZoom. Animates the Splash Screen with a simulated dolly effect. No animation is applied to the Splash Screen logo or background. Determines how the Unity logo should be drawn, if it is enabled. The Unity logo is shown sequentially providing it exists in the PlayerSettings.SplashScreen.logos collection. The Unity logo is drawn in the lower portion of the screen for the duration of the Splash Screen, while the PlayerSettings.SplashScreen.logos are shown in the centre. The style to use for the Unity logo during the Splash Screen. A dark Unity logo with a light background. A white Unity logo with a dark background. A single logo that is shown during the Splash Screen. Controls the Sprite that is displayed and its duration. The total time in seconds for which the logo is shown. The minimum duration is 2 seconds. The Sprite that is shown during this logo. If this is null, then no logo will be displayed for the duration. The Unity logo Sprite. Creates a new Splash Screen logo with the provided duration and logo Sprite. The total time in seconds that the logo will be shown. Note minimum time is 2 seconds. The logo Sprite to display. The new logo. Creates a new Splash Screen logo with the provided duration and the unity logo. The total time in seconds that the logo will be shown. Note minimum time is 2 seconds. The new logo. Nintendo Switch Player settings. Player Settings for the Nintendo Switch platform. Player Settings for the Nintendo Switch platform. Player Settings for the Nintendo Switch platform. Player Settings for the Nintendo Switch platform. Player Settings for the Nintendo Switch platform. Player Settings for the Nintendo Switch platform. Player Settings for the Nintendo Switch platform. tvOS specific player settings. The build number of the bundle Application requires extended game controller. Active tvOS SDK version used for build. Deployment minimal version of tvOS. Deployment minimal version of tvOS. Windows Mixed Reality specific Player Settings. Set the requested depth buffer format to either 16Bit or 24Bit. Toggle support for sharing the depth buffer between Unity and the OS. This allows for stability improvements when running in Windows Mixed Reality. For immersive headsets this allows the operating system to reproject the rendered scene when there is a loss of accuracy in tracking. For Holographic headsets this allows for the operating system to automatically set a focus point along the plane that intersects the most content in your scene. See Also: Enumeration providing valid values for PlayerSettings.VRWindowsMixedReality.depthBufferFormat. Set the Windows Mixed Reality depth buffer to 16 bits of depth. This will decrease the amount of memory (and possibly increase performance) at the expense of depth testing and precision. Set the Windows Mixed Reality depth buffer to 24 bits of depth. This will improve depth testing and precision at the expense of more memory. WebGL specific player settings. CompressionFormat defines the compression type that the WebGL resources are encoded to. Enables automatic caching of unityweb files. Enables generation of debug symbols file in the build output directory. Supported options: embedded debug symbols and debug symbols in external file. Enables generation of debug symbols file in the build output directory. This property has been deprecated and replaced by debugSymbolMode property. Include decompression fallback code for build files in the loader. Exception support for WebGL builds. Allows you to specify the WebGLLinkerTarget|web build format that is used when you build your project. Memory size for WebGL builds in Megabyte. Enables using MD5 hash of the uncompressed file contents as a filename for each file in the build. The power preference hint to provide to the WebGL context to help decide which GPU to use in multi-gpu systems. Note that this is just a hint, and some WebGL implementations may choose to ignore it. Path to the WebGL template asset. Multithreading support in WebGL. The trapping mode for WebAssembly code. Provides access to Microsoft Store App-specific player settings. The description text that the Microsoft Store displays with your application. The certificate issuer for the current Universal Windows Platform certificate. The expiration date for the current Universal Windows Platform certificate. The file path for the current Universal Windows Platform certificate. The subject for the current Universal Windows Platform certificate. The PlayerSettings.WSADefaultTileSize|tile size type to use as the default size for the application's tile. Enables and disables the independent input source feature. Enables and disables the low latency presentation API. The PlayerSettings.WSAInputSource|input source type for mouse, pen, and touch input events in a XAML app. The application name to display on the PlayerSettings.WSAImageType.UWPSquare310x310Logo|Large Tile. The scene index number from the list for the last scene that must be present in a Streaming Install build. The application name to display on the PlayerSettings.WSAImageType.UWPSquare150x150Logo|Medium Tile. The name of the Universal Windows Platform application package to install on the device. The version of the Universal Windows Platform application package to install on the device. The Override background color for the Unity splash screen. Indicates whether you can launch the Universal Windows Platform application package before installation is complete. The background color to use the application's tiles. The PlayerSettings.WSAApplicationForegroundText|color style to use for the title text within the application's tile. An alternative, shorter title name to display in the application's tile. Indicates which PlayerSettings.WSAApplicationShowName|tiles display the application's display name. Sets AlphaMode on the swap chain to DXGI_ALPHA_MODE_PREMULTIPLIED. Sets the XML <defaultLanguage> value specified in the generated Visual Studio project file (.vcxproj). Applies only to the initial file generation, preexisting files will not be modified. When empty 'en-US' will be used. Only applies to the UWP platform. Indicates whether to display the application name on the PlayerSettings.WSAImageType.UWPWide310x150Logo|wide tile. Represents additional Universal Windows Platform application settings written to the package manifest. The PlayerSettings.WSAFileTypeAssociations|file types to register the application as a default handler for. A URI scheme to register the application as a default handler for. Checks if the your project sets the specified PlayerSettings.WSACapability|UWP Capability. PlayerSettings.WSACapability|UWP Capability type to check. Returns true if your project sets the specified capability. Otherwise, returns false. Checks if your project targets the specified PlayerSettings.WSATargetFamily|device family. PlayerSettings.WSATargetFamily|Device Family type to check. Returns true if the project targets the device family. Otherwise, returns false. Retrieves the Asset path for the image you set as the Universal Windows Platform package logo. PlayerSettings.WSAImageType|UWP Logo type to retrieve the Asset name for. PlayerSettings.WSAImageScale|UWP Scale type to retrieve the Asset name for. Returns the asset path for the image currently set as the specified Logo/ If you have not set an image, returns an empty string. Includes or removes the specified PlayerSettings.WSACapability|UWP Capability in the Universal Windows Platform build. PlayerSettings.WSACapability|UWP Capability type to change. True to include the Capability in the UWP build or false to remove it. Sets the certificate to use to sign the Universal Windows Platform application package. The relative Asset path to the Certificate file (.pfx). The certificate password. If the certificate does not require a password, use an empty string. Returns true if Unity successfully updates the certificate. Otherwise, returns false. Adds or removes the specified PlayerSettings.WSATargetFamily|UWP device family from the list of device families the Universal Windows Platform application build supports. PlayerSettings.WSATargetFamily|Device Family type to change. True to target the Device Family in the UWP build or false to remove it. Sets the image to use as the Universal Windows Platform package logo. Asset path for the image to use as the specified Logo. PlayerSettings.WSAImageType|UWP Logo type to assign an image for. PlayerSettings.WSAImageScale|UWP Scale type to assign an image for. Values for the color style of the title text that appears within the Universal Windows Platform application tiles. Uses dark text within the Universal Windows Platform application tiles. Uses light text within the Universal Windows Platform application tiles. Options for which PlayerSettings.WSAImageType|tile types to display the application name on. Displays the application name on all tile sizes. Doesn't display the application name on any tile size. Indicates that you have not set the application name and to use the default Universal Windows Platform behavior. Displays the application name for PlayerSettings.WSAImageType.UWPSquare150x150Logo|medium and PlayerSettings.WSAImageType.UWPSquare310x310Logo|large tiles. Displays the application name for the PlayerSettings.WSAImageType.UWPWide310x150Logo|wide tiles. Options for Universal Windows Platform application capabilities. Allows your application AllJoyn-enabled applications and devices on a network to discover and interact with each other. Allows your application to access the end user's appointment store. Allows your application to continue media playback while the application is in the background. Allows your application to access SMS and MMS messages that the Spam Filter blocks. Allows your application to communicate with Bluetooth devices paired with the device. Allows your application to read and delete text messages, and store messages in the system data store. Allows your application to access specific APIs that provide just-in-time compilation. Allows your application limited access to an aggregated view of contacts from various contacts Allows your application to use Windows domain credentials to log into remote resources. Allows your application to detect where the user is looking when their device is connected to a compatible eye-tracking device. Allows your application to interact with connected Human Interface Devices (HIDs). Allows your application to inject various forms of input such as HID, touch, pen, keyboard, or mouse into the system programmatically. Allows your application to receive incoming data from the internet. Allows your application to both send and receive internet data. Allows your application to access the device's location functionality if one is available. Allows your application to access custom devices that meet Microsoft-set requirements. Allows your application to access the audio feed of microphones connected to the device. Allows your application to access files within the user's music library. Allows your application to access files within the Windows 3D Object folder. Allows your application to access offline maps. Allows your application to access all of the phone lines on the device and perform various functions. Allows your application to read cellular and some voice over internet protocol (VoIP) call history information on the device. Allows your application to access files within the user's pictures library. Allows your application to access APIs in the Windows.Devices.PointOfService namespace. Allows your application to send and receive data on the local area network. Allows your application to initiate connections between multiple devices in close proximity to communicate with one another. Allows your application to access the recorded calls folder. Allows your application to access a list of devices associated with the user's Microsoft account. Allows your application to access files on removable storage, such as a USB drive or external hard drive. Allows your application to add and access software and hardware-based certificates in the shared user data store. Allows your application to access spatial mapping data through a mixed reality device. Allows your application to use basic system administration privileges. This includes shutting down or rebooting the device and accessing the locale and time zone. Allows your application to access the end user's name and picture. Allows your application to access the current state of the task settings. Allows your application to access the current state of the notification settings. Allows your application to access files with the user's video library. Allows your application to access voice over internet protocol (VoIP) calling APIs in the Windows.ApplicationModel.Calls namespace. Allows your application to access the video feed of built-in and external webcams. Options for the application's default tile size. Uses the medium-sized tile as the default application tile size. Doesn't use a default application tile size. Uses the wide-sized tile as the default application tile size. Represents the file types to register the application as a default handler for. The name of the file type association. This is to organize and group file types. The set of PlayerSettings.WSASupportedFileType|file and content types your application supports. Options for the set of sizing values to apply to the Universal Windows Platform logo and icon images. These options specify variations for different screen sizes and resolutions. Uses a scale factor of 100%. Uses a scale factor of 125%. Uses a scale factor of 150%. Uses a scale factor of 200%. Uses a scale factor of 400%. Targets a size of 16x16 pixels. Targets a size of 24x24 pixels. Targets a size of 256x256 pixels. Targets a size of 32x32 pixels. Targets a size of 48x48 pixels. Options for the icon and logo image types that represent the application. For example, images to display within the Microsoft Store, start menu, or taskbar. The image that represents your application within the Microsoft Store. The image to display as the splash screen while the Universal Windows Platform application opens. The image to display as the medium tile in the start menu and Microsoft Store. The image to display as the large tile in the start menu and Microsoft Store. The image to display as the application icon within the start menu, taskbar, and task manager. The image to display as the small tile in the start menu. The image to display as the wide tile in the start menu and Microsoft Store. Options for the input source from which a XAML application can receive pointer input events. Indicates that pointer input comes from CoreWindow. This is the default option. Indicates that pointer input comes from SwapChainPanel's core input object. Indicates that pointer input comes from the SwapChainPanel. Represents a single file and content type to register the application as a default handler for. The MIME content type the file type uses. The file extension that identifies the file type. Options for the set of Universal Windows Platform device families your application can directly support. Targets a device family that includes Desktop PCs, laptops, and tablet devices. Targets a device family that includes HoloLens devices. Targets a device family that includes Internet-of-Things (IoT) devices. Targets a device family that includes Internet-of-Things (IoT) devices without any UI. Targets a device family that includes smartphone devices. Targets a device family that includes the Surface Hub. Targets a device family that includes Xbox consoles. Xbox One Specific Player Settings. Enumeration specifying a change in the Editor's play mode state. See Also: PauseState, EditorApplication.playModeStateChanged, EditorApplication.isPlaying. Occurs during the next update of the Editor application if it is in edit mode and was previously in play mode. Occurs during the next update of the Editor application if it is in play mode and was previously in edit mode. Occurs when exiting edit mode, before the Editor is in play mode. Occurs when exiting play mode, before the Editor is in edit mode. Represents a 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. Is a native plugin loaded during startup or on demand? Clear all plugin settings and set the compatability with Any Platform to true. Constructor. Allows you to specify a list of #define directives which controls whether your plug-in should be included. Returns all plugin importers for all platforms. Checks whether a plugin is flagged as being compatible with Any Platform. True if the plugin is flagged as being compatible with Any Platform, otherwise returns false. 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. Is Editor excluded when Any Platform is set to true. Is platform excluded when Any Platform set to true. Target platform. Is platform excluded when Any Platform set to true. Target platform. Gets the custom icon to associate with a MonoScript at import time. The fully qualified class name of a MonoScript imported by this plugin. Returns the custom icon that will be associated with the imported MonoScript. If no custom icon will be associated with the imported MonoScript, returns null. 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. Identifies whether or not this plugin will be overridden if a plugin of the same name is placed in your project folder. Get platform specific data. Target platform. Key value for data. Get platform specific data. Target platform. Key value for data. Delegate to be used with SetIncludeInBuildDelegate. Sets compatibility with Any Platform. Determines whether the plugin is compatible with Any Platform. Sets compatibility with any editor. Is plugin compatible with editor. Sets compatibility with the specified platform. Target platform. Is plugin compatible with specified platform. Target platform. Sets compatibility with the specified platform. Target platform. Is plugin compatible with specified platform. Target platform. Sets editor specific data. Key value for data. Data. Exclude Editor from compatible platforms when Any Platform is set to true. Exclude platform from compatible platforms when Any Platform is set to true. Target platform. Exclude platform from compatible platforms when Any Platform is set to true. Target platform. Sets the custom icon to associate with a MonoScript imported by a managed plugin. The fully qualified class name of a MonoScript imported by this managed plugin. The custom icon to associate with the imported MonoScript. When the value is null, Unity restores the default icon. Setting the delegate function to be called by ShouldIncludeInBuild. Sets platform specific data. Target platform. Key value for data. Data. Sets platform specific data. Target platform. Key value for data. Data. Identifies whether or not this plugin should be included in the current build target. Class used to display popup windows that inherit from PopupWindowContent. See ScriptableObject.OnEnable. See ScriptableObject.OnDisable. 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. 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. Enum indicating the type of Prefab Asset, such as Regular, Model and Variant. The object being queried is part of a Prefab instance, but because the asset is missing the actual type of Prefab can’t be determined. The object being queried is part of a Model Prefab. The object being queried is not part of a Prefab at all. The object being queried is part of a regular Prefab. The object being queried is part of a Prefab Variant. Enum with status about whether a Prefab instance is properly connected to its asset. The Prefab instance is connected to its Prefab Asset. The Prefab instance is not connected to its Prefab Asset. The Prefab instance is missing its Prefab Asset. The object is not part of a Prefab instance. The type of a Prefab object as returned by PrefabUtility.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. Enum used to determine how a Prefab should be unpacked. Use this to strip away all Prefab information from a Prefab instance. Use this mode to only unpack the outermost layer of a Prefab. Utility class for any Prefab related operations. Unity calls this method automatically when Prefab instances in the Scene have been updated. Applies the added component to the Prefab Asset at the given asset path. The interaction mode for this action. The path of the Prefab Asset to apply to. The added component on the Prefab instance to apply. Applies the added GameObject to the Prefab Asset at the given asset path. The added GameObject on the Prefab instance to apply. The path of the Prefab Asset to apply to. The interaction mode for this action. Applies the added GameObjects to the Prefab Asset at the given asset path. The added GameObjects on the Prefab instance to apply. The path of the Prefab Asset to apply to. The interaction mode for this action. Applies all overridden properties on a Prefab instance component or GameObject to the Prefab Asset at the given asset path. The object on the Prefab instance to apply. The path of the Prefab Asset to apply to. The interaction mode for this action. Applies all overrides on a Prefab instance to its Prefab Asset. The root of the given Prefab instance. The interaction mode for this action. Applies a single overridden property on a Prefab instance to the Prefab Asset at the given asset path. The SerializedProperty representing the property to apply. The path of the Prefab Asset to apply to. The interaction mode for this action. Removes the component from the Prefab Asset which has the component on it. The GameObject on the Prefab instance which the component has been removed from. The component on the Prefab Asset corresponding to the removed component on the instance. The interaction mode for this action. Connects the source Prefab to the game object. The disconnected GameObject that you want to reconnect. The source Prefab to connect to the GameObject. Creates an empty Prefab at given path. The asset path to use for the new empty Prefab. A reference to the new Prefab Asset. Creates a Prefab from a game object hierarchy. The path where the Prefab is saved. The GameObject that you want to create a Prefab from. A reference to the created Prefab. Creates a Prefab from a game object hierarchy. The path where the Prefab is saved. The GameObject that you want to create a Prefab from. A reference to the created Prefab. Deprecated. As of 2018.3 this method does nothing. Disposable helper struct for automatically loading the contents of a Prefab file, saving the contents and unloading the contents again. File path of the Prefab asset. The root GameObject of the Prefab contents. File path of a Prefab Asset. Retrieves the root GameObjects for all instances of the Prefab asset with root prefabRoot found in all currently loaded scenes. If prefabRoot is not a valid Prefab asset root GameObject, an ArgumentException is thrown. The root GameObject of a Prefab asset. The scene to search for Prefab instances. The scene you specify must be valid and loaded. The root GameObjects for all instances of the Prefab asset with root prefabRoot. Retrieves the root GameObjects for all instances of the Prefab asset with root prefabRoot found in all currently loaded scenes. If prefabRoot is not a valid Prefab asset root GameObject, an ArgumentException is thrown. The root GameObject of a Prefab asset. The scene to search for Prefab instances. The scene you specify must be valid and loaded. The root GameObjects for all instances of the Prefab asset with root prefabRoot. Retrieves the root GameObject of the Prefab that the supplied GameObject is part of. The object to check. The Prefab root. Retrieves the topmost GameObject that has the same Prefab parent as target. The GameObject to use in the search. The GameObject at the root of the Prefab. Returns the root GameObject of the Prefab instance if that root Prefab instance is a parent of the Prefab. GameObject to process. Return the root game object of the Prefab Asset. Retrieves a list of PrefabUtility.AddedComponent objects which contain information about added component overrides on the Prefab instance. The Prefab instance to get information about. List of objects with information about added components. Retrieves a list of PrefabUtility.AddedGameObject objects which contain information about added GameObjects on the Prefab instance. The Prefab instance to get information about. List of objects with information about added GameObjects. Retrieves the object of origin for the given object. The object to find the corresponding original object from. The corresponding object from the original source or null. Retrieves the corresponding asset object of source, or null if it can't be found. The object to find the corresponding object from. The corresponding object or null. Retrieves the corresponding object of the given object from a given Prefab Asset path. The object to find the corresponding object from. The asset path of the Prefab Asset to get the corresponding object from. The corresponding object or null. Retrieves the icon for the given GameObject. The GameObject to get an icon for. The icon for the GameObject. Retrieves the GameObject that is the root of the nearest Prefab instance the object is part of. The object to check. Must be a component or GameObject. The nearest Prefab instance root. Retrieves a list of objects with information about object overrides on the Prefab instance. The Prefab instance to get information about. If true, components will also be included even if they only contain overrides that are PrefabUtility.IsDefaultOverride|default overrides. False by default. List of objects with information about object overrides. Retrieves the GameObject that is the root of the outermost Prefab instance the object is part of. The object to check. Must be a component or GameObject. The outermost Prefab instance root. Retrieves the asset path of the nearest Prefab instance root the specified object is part of. An object in the Prefab instance to get the asset path of. The asset path. Retrieves an enum value indicating the type of Prefab Asset, such as Regular Prefab, Model Prefab and Prefab Variant. An object that is part of a Prefab Asset or Prefab instance. The type of Prefab. Retrieves the PrefabInstance object for the outermost Prefab instance the provided object is part of. An object from the Prefab instance. The Prefab instance handle. Determines whether a Prefab instance is properly connected to its asset. An object that is part of a Prefab instance. The status of the Prefab instance. 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). Extracts all modifications that are applied to the Prefab instance compared to the parent Prefab. Returns a list of objects with information about removed component overrides on the Prefab instance. The Prefab instance to get information about. List of objects with information about removed components. Determines whether the object Prefab asset contains any MonoBehaviours with missing SerializeReference types. An object which is part of a Prefab asset. Returns true if there are missing SerializeReference types directly within a Prefab asset excluding nested Prefab. Returns true if the given Prefab instance has any overrides. The root GameObject of the Prefab instance to check. Set to true to consider default overrides as overrides too. Returns true if there are any overrides. Instantiate an asset that is referenced by a Prefab and use it on the Prefab instance. Instantiates the given Prefab in a given Scene. Prefab Asset to instantiate. Scene to instantiate the Prefab in. The GameObject at the root of the Prefab. Instantiates the given Prefab in a given Scene. Prefab Asset to instantiate. Scene to instantiate the Prefab in. The GameObject at the root of the Prefab. Is this component added to a Prefab instance as an override? The component to check. True if the component is an added component. Is this GameObject added as a child to a Prefab instance as an override? The GameObject to check. True if the GameObject is an added GameObject. Is the GameObject the root of any Prefab instance? The GameObject to check. True if the GameObject is the root GameObject of any Prefab instance. Returns true if the given modification is considered a PrefabUtility.IsDefaultOverride|default override. The modification for the property in question. True if the property is a default override. Returns true if the given object is part of an instance where the PrefabInstance object is missing but the given object has a valid corresponding object. The object to check. Must be a GameObject or component. True if the instance is disconnected. Is the GameObject the root of a Prefab instance, excluding nested Prefabs? The GameObject to check. True if the GameObject is an outermost Prefab instance root. Returns true if the given object is part of any kind of Prefab. The object to check. Must be a component or GameObject. True if the object s part of a Prefab. Is this object part of a Prefab that cannot be edited? The object to check. Must be a component or GameObject. True if the object is part of a Prefab that cannot be edited. Returns true if the given object is part of a Model Prefab Asset or Model Prefab instance. The object to check. Must be a component or GameObject. True if the given object is part of a Model Prefab. Returns true if the given object is part of a Prefab instance and not part of an asset. The object to check. Must be a component or GameObject. True if the object is part of a Prefab instance that's not inside a Prefab Asset. Returns true if the given object is part of a Prefab Asset. The object to check. Must be a component or GameObject. True is the object is part of a Prefab Asset. Returns true if the given object is part of a Prefab instance. The object to check. Must be a component or GameObject. True if the object is part of a Prefab instance. Is this object part of a Prefab that cannot be applied to? The object to check. Must be a component or GameObject. True if the object is part of a Prefab that cannot be applied to. Returns true if the given object is part of a regular Prefab instance or Prefab Asset. The object to check. Must be a component or GameObject. True if the given object is part of a regular Prefab instance or Prefab Asset. Returns true if the given object is part of a Prefab Variant Asset or Prefab Variant instance. The object to check. Must be a component or GameObject. True if the given object is part of a Prefab Variant. Returns true if the given object is part of a Prefab instance but the source asset is missing. The object to check. Must be a component or GameObject. True if the given object is part of a Prefab instance but the source asset is missing. Loads a Prefab Asset at a given path into an isolated Scene and returns the root GameObject of the Prefab. The path of the Prefab Asset to load the contents of. The root of the loaded contents. Loads a Prefab Asset at a given path into a given preview Scene and returns the root GameObject of the Prefab. The Scene to load the contents into. The path of the Prefab Asset to load the contents of. Force re-merging all Prefab instances of this Prefab. Forces a Prefab instance to merge with changes from the Prefab Asset. Root of Prefab instance to update. 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. Causes modifications made to the Prefab instance to be recorded. Object to process. 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. Removes this added component on a Prefab instance. The added component on the Prefab instance to revert. The interaction mode for this action. Removes this added GameObject from a Prefab instance. The interaction mode for this action. The added GameObject on the Prefab instance to revert. Reverts all overridden properties on a Prefab instance component or GameObject. The interaction mode for this action. The object on the Prefab instance to revert. Reverts all overrides on a Prefab instance. The root of the Prefab instance. The interaction mode for this action. Reverts all overrides on a Prefab instance. The root of the Prefab instance. The interaction mode for this action. Revert a single property override on a Prefab instance. The interaction mode for this action. The SerializedProperty representing the property to revert. Adds this removed component back on the Prefab instance. The removed component on the Prefab instance to revert. The interaction mode for this action. The GameObject on the Prefab instance which the component has been removed from. Use this function to create a Prefab Asset at the given path from the given GameObject, including any childen in the Scene without modifying the input objects. The GameObject to save as a Prefab Asset. The path to save the Prefab at. The result of the save action, either successful or unsuccessful. Use this together with the console log to get more insight into the save process. The root GameObject of the saved Prefab Asset, if available. Use this function to create a Prefab Asset at the given path from the given GameObject, including any childen in the Scene without modifying the input objects. The GameObject to save as a Prefab Asset. The path to save the Prefab at. The result of the save action, either successful or unsuccessful. Use this together with the console log to get more insight into the save process. The root GameObject of the saved Prefab Asset, if available. Use this function to create a Prefab Asset at the given path from the given GameObject, including any children in the Scene and at the same time make the given GameObject into an instance of the new Prefab. The GameObject to save as a Prefab and make into a Prefab instance. The path to save the Prefab at. The interaction mode to use for this action. The result of the save action, either successful or unsuccessful. Use this together with the console log to get more insight into the save process. The root GameObject of the saved Prefab Asset, if available. Use this function to create a Prefab Asset at the given path from the given GameObject, including any children in the Scene and at the same time make the given GameObject into an instance of the new Prefab. The GameObject to save as a Prefab and make into a Prefab instance. The path to save the Prefab at. The interaction mode to use for this action. The result of the save action, either successful or unsuccessful. Use this together with the console log to get more insight into the save process. The root GameObject of the saved Prefab Asset, if available. Use this function to save the version of an existing Prefab Asset that exists in memory back to disk. Any GameObject that is part of the Prefab Asset to save. The result of the save action, either successful or unsuccessful. Use this together with the console log to get more insight into the save process. The root GameObject of the saved Prefab Asset. Use this function to save the version of an existing Prefab Asset that exists in memory back to disk. Any GameObject that is part of the Prefab Asset to save. The result of the save action, either successful or unsuccessful. Use this together with the console log to get more insight into the save process. The root GameObject of the saved Prefab Asset. Assigns all modifications that are applied to the Prefab instance compared to the parent Prefab. Releases the content from a Prefab previously loaded with LoadPrefabContents from memory. The root of the loaded Prefab contents. Unpacks all instances of a given Prefab Asset root GameObject in all open scenes so that all instances are replaced with the contents of the Prefab Asset while retaining all override values. The root GameObject of a Prefab Asset used to find all Prefab instances in open scenes that should be unpacked. Whether to unpack the outermost root or unpack completely. The interaction mode to use for this action. Unpacks a given Prefab instance so that it is replaced with the contents of the Prefab Asset while retaining all override values. The root of the Prefab instance to unpack. Whether to unpack the outermost root or unpack completely. The interaction mode to use for this action. This function will unpack the given Prefab instance using the behaviour specified by unpackMode. Root GameObject of the Prefab instance. The unpack mode to use. Array of GameObjects representing roots of unpacked Prefab instances. (Obsolete: use the SettingsProvider class instead) The PreferenceItem attribute allows you to add preferences sections to the Preferences window. Creates a section in the Settings Window called name and invokes the static function following it for the section's GUI. Sets the preprocessor that Unity uses to compile this shader. Use the Caching Shader Preprocessor. Use the platform compilers' preprocessors. Use the preprocessor defined in your Project's Editor Settings. This structure defines a default Preset. See Preset.GetDefaultListForType and Preset.SetDefaultListForType for usage. Set this value to false to disable this DefaultPreset setting from the default preset list without removing it. The search filter that is compared against the object instance. The DefaultPreset.m_Preset is applied to the object instance if it matches the search filter. The search filter that is compared against the object instance. The DefaultPreset.m_Preset is applied to the object instance if it matches the search filter. The Preset applied to an object instance when it matches the search filter defined by DefaultPreset.m_Filter. The Preset applied to an object instance when it matches the search filter defined by DefaultPreset.m_Filter. Basic implementation of the PresetSelectorReceiver. Applies the Preset to each target. If Preset is null, this method reverts the value of each target. Applies the current selection and then destroys itself. A Preset contains default values for an Object. List of properties to ignore when applying the Preset to an object. Applies this Preset to the target object. The target object that will be updated with the Preset serialized values. Optional list of property names that are applied to the target. Returns true if the target object was successfully updated by the Preset, false otherwise. Applies this Preset to the target object. The target object that will be updated with the Preset serialized values. Optional list of property names that are applied to the target. Returns true if the target object was successfully updated by the Preset, false otherwise. Returns true if this Preset can be applied to the target Object. Constructs a new Preset from a given Object. Used by the Preset to know its target type and serialized values. Determines if the target object has the same serialized values as the Preset. The target object to be compared against the Preset. Returns true when the target object has the same serialized values as the Preset. Otherwise, returns false. Returns all the PresetType that have at least one DefaultPreset entry in the default Presets list. Returns the current default Preset assigned to the same Object type. Returns null if there is no matching default. Returns the current default Preset assigned to the same Preset type. Returns null if there is no matching default. Gets the ordered list of Presets that set its default values when applied to the target. The object instance tested against each DefaultPreset.m_Filter search filter. Returns an ordered list of Presets that match the specified target. Gets an ordered list of DefaultPreset based on the specified PresetType. A valid default PresetType. Returns a list of DefaultPreset from the PresetManager that match the specified PresetType. Returns the PresetType of this Preset. Returns a human readable string of this Preset's target fulltype, including namespace. Fullname of the Preset's target type. Returns a human readable string of this Preset's target type. Fullname of the Preset's target type. Returns true if this Object cannot have a default Preset. Returns true if this Object is not available in the Preset system. Returns true if this Preset cannot be set as the default. Returns true if the Preset type of this Preset is valid. Returns a copy of the PropertyModification array owned by this Preset. Remove the Preset type from having default values in the project. Sets the Preset as the default for its target type in the project. The Preset asset to set as the default. Returns true if the Preset is successfully set as the default, or false otherwise. Sets a default list of Presets with a filter for a specific PresetType. A valid default PresetType. An ordered list of DefaultPreset. Returns true if the list was set as default. Returns false otherwise. Updates this Preset's properties from the given Object's values. The given Object's type must match this Preset's type. Used by the Preset to get its new serialized values. Returns true if the Preset was updated, false otherwise. This class implements a modal window that selects a Preset asset from the Project. Draw a Preset button that opens the default PresetSelector using the targets array. The Rect where the PresetSelector icon is drawn. List of objects to which the selected Preset is applied. Opens a modal window for selecting a Preset. List of objects to which the selected Preset is applied. DefaultPresetSelectorReceiver applies the Preset selection. The selected Preset when the window is opened. Set to 'null' for no selection. Set to true to show the 'Save current to...' button. Set to false to hide this button. Object that identifies the type of Preset asset being selected. The modal window filters the selector view based on this object. The PresetSelectorReceiver instance that the PresetSelector uses to send events. Filters the list of Presets based on a specific PresetType. Use this param to set the PresetType when no target is specified. Opens a modal window for selecting a Preset. List of objects to which the selected Preset is applied. DefaultPresetSelectorReceiver applies the Preset selection. The selected Preset when the window is opened. Set to 'null' for no selection. Set to true to show the 'Save current to...' button. Set to false to hide this button. Object that identifies the type of Preset asset being selected. The modal window filters the selector view based on this object. The PresetSelectorReceiver instance that the PresetSelector uses to send events. Filters the list of Presets based on a specific PresetType. Use this param to set the PresetType when no target is specified. Opens a modal window for selecting a Preset. List of objects to which the selected Preset is applied. DefaultPresetSelectorReceiver applies the Preset selection. The selected Preset when the window is opened. Set to 'null' for no selection. Set to true to show the 'Save current to...' button. Set to false to hide this button. Object that identifies the type of Preset asset being selected. The modal window filters the selector view based on this object. The PresetSelectorReceiver instance that the PresetSelector uses to send events. Filters the list of Presets based on a specific PresetType. Use this param to set the PresetType when no target is specified. Implement this class to control the selection change when selecting a Preset in the PresetSelector. When a new Preset is selected in the modal window, this method is called by PresetSelector. This parameter is set to null when 'None' is the new selection in the PresetSelector. This method is called by the PresetSelector when the modal window is closed. Stores a type to which a Preset can be applied. Retrieves a human readable namespace and the name of the target class, regardless of whether it's a managed C# class or a native C++ class. Returns the full namespace and type of the target class. Checks whether a PresetType corresponds with a valid native or managed class. Returns true if the PresetType is valid. Returns false otherwise. Checks whether a PresetType can be used within the DefaultPreset system. Returns true if the PresetType is a valid default type. Returns false otherwise. Use the ProfilerWindow class for interactions with the Modules. The identifier of the. Deprecated: Use ProfilerWindow.cpuModuleIdentifier instead. The name of the. The index of the first frame available in the Profiler Window, or -1 if no frames are available. The identifier of the. Deprecated: Use ProfilerWindow.gpuModuleIdentifier instead. The name of the. The index of the last frame available in the Profiler Window, or -1 if no frames are available. The zero-based index of the frame currently selected in the Profiler Window. The identifier of the that is currently selected in the Profiler Window, or null if no Module is currently selected. Deprecated: Use ProfilerWindow.selectedModuleIdentifier instead. The name of the that is currently selected in the Profiler Window, or null if no Module is currently selected. Retrieves an IProfilerFrameTimeSampleSelectionController object that you can use to control the selection in. The identifier of the Profiler module whose selection controller you want to retrieve. Only ProfilerWindow.cpuModuleIdentifier and ProfilerWindow.gpuModuleIdentifier are currently valid, other options will throw and ArgumentException. An IProfilerFrameTimeSampleSelectionController object with which you can use to control the selection of the specified Profiler module. Selects the newest frame that was profiled and if newer frames are profiled or loaded into the profiler window, the Profiler Window will keep showing the newest frame of these. Calls the methods in its invocation list when the Profiler window’s selected frame index changes. The zero-based index of the frame currently selected in the Profiler Window. A long. Base funtionality for accessing the Profiler data. The current frames per second (FPS) for the frame. The amount of GPU frame time in milliseconds. The amount of GPU frame time in nanoseconds. The frame index for the FrameDataView. The start time of CPU frame in milliseconds. The start time of CPU frame in nanoseconds. The amount of CPU frame time in milliseconds. The amount of CPU frame time in nanoseconds. Identifier of the invalid marker. This constant defines a thread id that does not match any valid thread's id. This constant defines a thread index that does not match any valid thread's index. Maximum child samples levels in the thread data. The amount of samples in the frame for the thread. The name of the group that the thread belongs to. Persistent identifier associated with the thread. The index of the thread in the current frame. Name of the thread. True after the frame data for the thread is processed and ready for retrieval. Gets all the available Profiler Categories for the current profiling session. List filled with ProfilerCategoryInfo. Gets the Profiler category information for a given category ID. The ID for the Category. Returns a ProfilerCategoryInfo struct based on the supplied ID. If the ID doesn't exist, an exception is thrown. Gets the last value of a counter marker in the frame as a double data type'. Marker identifier. Returns the counter value as double. Gets the last value of a counter marker in the frame as a float data type'. Marker identifier. Returns the counter value as float. Gets the last value of a counter marker in the frame as an int data type'. Marker identifier. Returns the counter value as int. Gets the last value of a counter marker in the frame as a long data type. Marker identifier. Returns the counter value as long. Gets unsafe pointer to the last value of a counter marker in the frame. Marker identifier. Returns unsafe pointer to the counter value. Retrieves metadata associated with the frame. Project or package identifier. Data stream index. Chunk index. Returns the frame metadata as a NativeArray. Retrieves metadata associated with the frame. Project or package identifier. Data stream index. Chunk index. Returns the frame metadata as a NativeArray. Gets the total number of metadata chunks for each id and tag pair in the frame. Project or package identifier. Data stream index. Returns count of metadata chunks. Gets Profiler marker category for the specific marker identifier. Marker identifier. Returns Profiler category index. Gets Profiler marker flags for the specific marker identifier. Marker identifier. Returns Profiler marker flags. Get Profiler marker identifier for a specific name. Marker name. Returns marker identifier as integer. Returns invalidMarkerId if there is no such marker in the capture. Gets Profiler marker metadata information for the specific marker identifier. Marker identifier. Returns an array of metadata information structures. Gets Profiler marker name for the specific marker identifier. Marker identifier. Returns marker name. Returns null if identifier is unknown. Gets all available markers for the current profiling session. List filled with marker descriptors. Retrieves the metadata of the session this frame occurred in as a NativeArray. Unique identifier associated with the data. Data stream index. Chunk index. Returns the session metadata as a NativeArray. Retrieves the metadata of the session this frame occurred in as a NativeArray. Unique identifier associated with the data. Data stream index. Chunk index. Returns the session metadata as a NativeArray. Gets the total number of metadata chunks for each id and tag pair in the Profiler session. Unique identifier associated with the data. Data stream index. Returns count of metadata chunks. Returns true for a marker that includes a counter in the active frame. Marker identifier. Marker descriptor structure. Marker category. Marker flags. Marker identifier. Metadata information. Marker name. Marker metadata descriptor. Metadata parameter name. Metadata type. Metadata unit. Managed method descriptor structure. Fully qualified method name. Line number in the source file where the method is defined. Name of a source file where the method is defined. Returns method name and location information for the specified method address. Instruction pointer. Method name and location information. Provides access to the Profiler data for a specific frame and thread. The Calls column. The column identifier that indicates whether sorting is disabled. The GC Allocation column. The Profiler Sample Name column. The Object Name column. The percentage of the time CPU spends in a call itself. The amount of the time CPU spends in a call itself. The amount of time is expressed in milliseconds. The start time of a call in milliseconds. The percentage of time the CPU spends in a call hierarchy. The amount of time the CPU spends in a call hierarchy. The amount of time is expressed in milliseconds. The amount of samples that are inside a code execution path that is suboptimal for performance. Index of the invalid item. The column identifier that defines the sort column. Whether the sorting order is ascending, true, or descending, false. The view mode which defines how data is aggregated. Retrieves a list of hierarchy item ancestors. Hierarchy item identifier. List filled with item ancestor identifiers as a result of a method call. Gets the callstack associated with the specified hierarchy item. Hierarchy item identifier. List filled with callstack pointers as a result of a method call. Gets Profiler marker category for the specific marker identifier. Hierarchy item identifier. Returns Profiler category index. Retrieves a list of hierarchy item children. Hierarchy item identifier. List filled with item child identifiers as a result of a method call. Returns string representation of hierarchy item value associated with the column. Hierarchy item identifier. Column identifier. Value of the correspnding column as string. Returns double representation of hierarchy item value associated with the column. Hierarchy item identifier. Column identifier. Value of the correspnding column as double. Returns float representation of hierarchy item value associated with the column. Hierarchy item identifier. Column identifier. Value of the correspnding column as float. Returns float representation of hierarchy item value associated with the column. Hierarchy item identifier. Column identifier. Value of the correspnding column as float. Returns hierarchy level of the item. Hierarchy item identifier. Use to retrieve a list of a hierarchy item descendants which have other children. Hierarchy item identifier. List filled with item all child identifiers which have children. Returns InstanceID of the UnityEngine.Object associated with the sample. Hierarchy item identifier. Use to retrieve a marker usage flags. Hierarchy item identifier. Marker usage flags. Returns Profiler marker which uniquely identifies sample name. Hierarchy item identifier. Use to retrieve a list of a marker identifiers of all hierarchy item parents. Hierarchy item identifier. List filled with marker identifiers of all ancestors of the item as a result of a method call. Gets the callstack associated with the specified hierarchy item. Merged sample index. Hierarchy item identifier. List filled with callstack pointers as a result of a method call. Use to retrieve a values of merged samples of a hierarchy item. Hierarchy item identifier. Column identifier. List filled with values of merged samples as a result of a method call. Retrieves the merged samples for a specific hierarchy item. Merged samples are returned as a list of doubles through the outValues param. Hierarchy item identifier. Column identifier. The merged samples for the specified hierarchy item, returned as a list of doubles. This list is resized if necessary. Retrieves the merged samples for a specific hierarchy item. Merged samples are returned as a list of floats through the outValues param. Hierarchy item identifier. Column identifier. The merged samples for the specified hierarchy item, returned as a list of floats. This list is resized if necessary. Return merged samples count represented by the hierarchy item. Hierarchy item identifier. Returns merged samples count represented by the tree item. Retrieves the instanceID of the merged samples corresponding to a hierarchy item. Hierarchy item identifier. List filled with InstanceID values of merged samples as a result of a method call. Returns string representation of hierarchy item metadata value. Hierarchy item identifier. Merged sample index. Metadata index. Returns value of the metadata as string. Returns float representation of hierarchy item metadata value. Hierarchy item identifier. Merged sample index. Metadata index. Returns value of the metadata as float. Returns long representation of hierarchy item metadata value. Hierarchy item identifier. Merged sample index. Metadata index. Returns value of the metadata as long. Returns metadata count associated with hierarchy item. Hierarchy item identifier. Merged sample index. Returns metadata count. Returns string representation of hierarchy item metadata value. Hierarchy item identifier. Metadata index. Value of the metadata as string. Returns float representation of hierarchy item metadata value. Hierarchy item identifier. Metadata index. Value of the metadata as float. Returns long representation of hierarchy item metadata value. Hierarchy item identifier. Metadata index. Value of the metadata as long. Returns metadata count associated with hierarchy item. Hierarchy item identifier. Metadata count. Gets the sample name associated with the item. Hierarchy item identifier. Returns item name. Returns null if identifier is invalid. Retrieves the hierarchy item path as a string. Each level is delimited by forward slashes ('/'). Hierarchy item identifier. Retrieves the raw indices of all samples associated with this Hierarchy item identifier. Hierarchy item identifier. List filled with all profiler sample indices represented by the hierarchy item. Gets the identifier for the root tree item. Checks whether the tree item has children. Hierarchy item identifier. Checks if the provided raw sample index matches any of the raw sample indices associated with this Hierarchy item identifier. Hierarchy item identifier. The particular profiler sample index that should be checked if it is represented by this hierarchy item. True if the sample index is represented by this hierarchy item, false if it is not. Gets the callstack associated with the specified hierarchy item. Hierarchy item identifier. Returns the callstack associated with the hierarchy item. Returns an empty string if the callstack is empty or if the method is unsuccessful. Gets the callstack associated with a specific item sample. Hierarchy item identifier. Merged sample index. Returns the callstack associated with the specific item sample. Returns an empty string if the callstack is empty or if the method is unsuccessful. Sorts the hierarchy view. The ViewModes enum defines data aggregation rules. Sets the View mode to raw hierarchy which represents each sample by an individual item. Skips sub-hierarchies that represent Editor-only code paths. Merges and aggregates samples with the same name into a single hierarchy item. This Interface defines an IProfilerFrameTimeSampleSelectionController object that you can use to control the selection in. The index of the the thread selected to be displayed in the. This filters the samples displayed in Hierarchy view to only include the names that include this string. Get the current selection in a frame time sample based. Calls the methods in its invocation list when the selection in this changes. The first parameter contains the Profiler module the selection change occurred in, the second parameter is the new selection. The first parameter contains the Profiler module the selection change occurred in, the second parameter is the new selection. Call this method to clear the current selection in this frame time view based. Set the current selection in a frame time sample based Profiler Module, such as the. A fully described selection created via a the ProfilerTimeSampleSelection constructor or previously retrieved via ProfilerWindow.selection. Returns true if the selection was successfully set, false if it was rejected because no fitting sample could be found. An abstract helper class that provides methods to retrieve arrays of data elements of a generic type. Retrieves a subset of entries in an array. Index to start indexing the entries. Number of elements to retrieve. An array to store the returned data in. Gets the number of entries in the source array. Number of entries. A class that houses data entries related to Connection data, returned by PackedMemorySnapshot.connections. An array of indexes into the object array of GC handles referenced by the to property. An array of GC handle objects. Gets the number of connection entries. The number of entries. A class that houses Field Description entry data, returned by PackedMemorySnapshot.fieldDescriptions. An array of field names. True if this field is static; otherwise false. An array of offset values from the start of the class for the fields referenced by the fieldDescriptionName property. The typeIndex into PackedMemorySnapshot.typeDescriptions of the type this field belongs to. Gets the number of field description entries. The number of entries. A class that houses GCHandle data. Returned by PackedMemorySnapshot.gcHandles. An array of addresses for the managed objects that the GC handles are referencing. Gets the number of GCHandle entries. The number of entries. A class that houses MemorySection data, returned by PackedMemorySnapshot.managedHeapSections and PackedMemorySnapshot.managedStacks. An array of byte arrays that contain memory dumps. An array of addresses of the start location in memory of the memory dumps referenced by the startAddress property. Gets the number of managed memory section entries. The number of entries. A class that houses native allocation entry data, returned by PackedMemorySnapshot.nativeAllocations. An array that contains addresses of native memory allocations. The allocation site id of the allocation, used by NativeAllocationSiteEntries.id. An array of indexes that indicate which memory region, beginning region, inside region, or end region, that the memory allocation represents. An array that specifies, in bytes, how much of the memory in the returned native allocation is not part of your request. The overhead memory is used for allocation headers and other metadata describing the allocation. An array specifying, in bytes, the amount of padding used to align the returned native allocation. An array of root reference IDs for the allocation. Corresponds to entries in NativeRootReferenceEntries.id array. An array containing the total size, in bytes, of the native allocation. Gets the number allocation entries. The number of entries. A class that houses native allocation site entries, returned by PackedMemorySnapshot.nativeAllocationSites. An array of callstack symbols corresponding to this allocation site, referring to NativeCallstackSymbolEntries.symbol. An array containing allocation site IDs. An array containing memory labels attached to allocation sites. Referenced by index into PackedMemorySnapshot.nativeMemoryLabels. Gets the number of native allocation site entries. The number of entries. A class housing native callstack symbol data, returned by PackedMemorySnapshot.nativeCallstackSymbols. An array of readable stack traces of the callback symbols. An array of addresses to the callback symbols, referenced by the NativeAllocationSiteEntries.callstackSymbols property. Gets the number of callstack symbol entries. The number of entries. A class that houses native memory label data, returned by PackedMemorySnapshot.nativeMemoryLabels. An array containing the names of the memory labels. Gets the number of memory label entries. The number of entries. A class housing native memory region data, returned by PackedMemorySnapshot.nativeMemoryRegions. An array containing addresses of the memory regions. Non-leaf entries containing child memory regions are set to 0. An array that contains the accumulated size, in bytes, including all of its children, of the memory region. An array that contains indexes into the PackedMemorySnapshot.nativeAllocations array that identify the first allocation that the memory region contains. An array containing the names of the memory regions. An array that contains the number of allocations, including children, that the memory regions contain. The parent of this memory region, referenced by index into this entry array. The root memory region contains parent index of -1. Gets the number of memory region entries. The number of entries. A class that houses native object data, returned by PackedMemorySnapshot.nativeObjects. An array the contains the flags attached to the native memory objects referenced in the NativeObjectEntries.nativeObjectAddress array. Index of a handle inside the PackedMemorySnapshot.gcHandles array. The hide flags attached to this native object. The instance id of this native object. An array of memory addresses that point to native C++ objects. This matches the "m_CachePtr" field of a UnityEngine.Object. An array of indexes into the PackedMemorySnapshot.nativeTypes array used to retrieve the the native C++ type description. An array containing the names of the native objects. An array containing the root reference ids of the native objects. Corresponds to entries in NativeRootReferenceEntries.id array. The size in bytes of this object. Gets the number of native object entries. The number of entries. A class that houses native root reference data, returned by PackedMemorySnapshot.rootReferences. An array that contains the accumulated sizes of all allocations registered for the root references. An array that contains the area names of the root references. An array that contains the IDs of the root references. An array containing the object names of the root references. Gets the number of root reference entries. The number of entries. A class that houses native type entries, returned by PackedMemorySnapshot.nativeTypes. An array of indexes into the PackedMemorySnapshot.nativeTypes array used to retrieve native C++ base class description. An array of names of the C++ unity type. Gets the number of native type entries. The number of entries. Flags that can be set on a Native Object. Specifies that the object is marked as DontDestroyOnLoad. Specifies that the object is marked as a manager. Specifies that the object is set as persistent. An extension class that contains member functions to ObjectFlags. True if the object is marked as DontDestroyOnLoad; otherwise false. The ObjectFlags to compute from (accessible via this). Returns true if the object associated with this ObjectFlags is marked as DontDestroyOnLoad. True if the object is a manager, otherwise false. The ObjectFlags to compute from (accessible via this). Returns true if the object associated with this ObjectFlags is a manager. True if the object is marked as Persistent, otherwise false. The ObjectFlags to operate on (accessible via this). Returns true if the object associated with this ObjectFlags is marked as Persistent. PackedMemorySnapshot is a compact representation of a memory snapshot that a player has sent through the profiler connection. Flags corresponding to the fields present in a returned memory snapshot. Connections is an array of from,to pairs that describe which things are keeping which other things alive. Array of Field Descriptions, referenced by Type Description entries by array index. Path to the memory snapshot file. All GC handles in use in the memorysnapshot. Array of actual managed heap memory sections. Array of managed stacks in a memory snapshot. Meta data that was collected during memory snapshot capture. Array of native allocation data, captured in C++. Array of native allocation site data, captured in C++. Array of callstack symbols, used by native allocation site data. Array of memory labels, used by native allocation site data. Array of native memory regions, which houses native allocations. All native C++ objects that were loaded at time of the snapshot. Array of native root references, which represent ownership of native allocation data. Descriptions of all the C++ unity types the profiled player knows about. The time and date at which the snapshot was recorded. An array of indexes into PackedMemorySnapshot.typeDescriptions indetifying the type this field belongs to. The current snapshot format version. Information about the virtual machine running executing the managed code inside the player. Converts the specified old format MemoryProfiler.PackedMemorySnapshot object to a new PackedMemorySnapshot format object and writes it to the location and file name specified the the write path. The old format snapshot object. Destination path and file name for the file containing the converted snapshot. True if the conversion was successful; otherwise false. Disposes of an existing PackedMemorySnapshot object and closes the file reader. Load memory snapshot from given file path. An absolute file path to load a snapshot file from. Memory snapshot. Copy the memory snapshot file to the given file path. Source memory snapshot. Where to create copy of memory snapshot. A class that houses type description entries, returned from PackedMemorySnapshot.typeDescriptions. Name of the assembly this type was loaded from. The base type for this type, pointed to by an index into PackedMemorySnapshot.typeDescriptions. An array containing indices pointing to descriptions of all fields of this type, accessible from PackedMemorySnapshot.fieldDescriptions. Flags set for this type description, that define whether this type is an array or a value type, and the array rank of the type. Size in bytes of an instance of this type. If this type is an array type, this describes the amount of bytes a single element in the array will take up. The actual contents of the bytes that store this types static fields, at the point of time when the snapshot was taken. The name of this type. The type index of this type. This index is an index into the PackedMemorySnapshot.typeDescriptions array. The address in memory that contains the description of this type inside the virtual machine. This can be used to match managed objects in the heap to their corresponding TypeDescription, as the first pointer of a managed object points to its type description. The number of type description entries. The number of entries. An enum encoding information for a type description about whether it is a value type or an array type, and the rank of the array if the type is an array. Returned by TypeDescriptionEntries.flags. Set if this type is an array. If TypeFlags.kArray is set, the enum masked by this value will return the rank of the array (1 for a 1-dimensional array, 2 for a 2-dimensional array, etc). Set if this value is a value type. If not set, the type is a reference type. An extension class that contains member functions to TypeFlags. If the type is an array type, retrieves the array rank of the type flags. The TypeFlags to compute the array rank of (assessible via this). The array rank encoded in the Type Flags. Returns whether the flag describes an array type. The TypeFlags to compute from (accessible via this). Returns true if the Type associated with this TypeFlags is an array. Returns whether the type describes a value type. The TypeFlags to compute from (accessible via this). Returns true if the type associated with this TypeFlags is a value type (as opposed to a reference type). Information about a virtual machine that provided a memory snapshot. Allocation granularity in bytes used by the virtual machine allocator. Offset in bytes inside the object header of an array object where the bounds of the array is stored. Size in bytes of the header of an array object. Offset in bytes inside the object header of an array object where the size of the array is stored. Size in bytes of the header of each managed object. Size in bytes of a pointer. Category information descriptor structure. The color of the Profiler category, as a Color32. Flags for showing if the Category is user defined or built into Unity. Id used by Unity for tracking the Category. The name used by Unity for the Category. A Utility class for Profiler tooling in the Unity Editor. Set the current selection in a frame time sample based Profiler Module, such as the. The controller object of the Profiler module whose selection you want to set. When the value is null, Unity throws a NullArgumentException. The name of the sample to be selected, or the names of all samples in the sample stack. Separate each name with a , ending on the sample that should be selected. Do not add a trailing . If Unity cannot find a sample that matches this name or sample stack, it does not set a selection and this method returns false. When this value is null or an empty string, Unity throws an ArgumentException. The 0 based frame index. This value defaults to -1 which means the selection is set on the currently shown frame. Note that the Profiler Window UI shows the frame index as n+1. When this value is outside of the range described by ProfilerWindow.firstAvailableFrameIndex and ProfilerWindow.lastAvailableFrameIndex, or not -1, Unity throws an ArgumentOutOfRangeException. The name of the thread group. The parameter defaults to an empty string. Null or an empty string signify that the thread isn't part of a thread group. "Job", "Loading" and "Scripting Threads" are examples of such thread group names. The Name of the thread, e.g. "Main Thread", "Render Thread" or "Worker 0". This parameter defaults to "Main Thread". When this value is null or an empty string, Unity throws an ArgumentException. The ID of the thread. When the default value of FrameDataView.invalidThreadId is passed, Unity searches for the sample in the first thread matching the provided threadGroupName and threadName. Specify this threadId if there are multiple threads with the same name. Use a RawFrameDataView.threadId or HierarchyFrameDataView.threadId to retrieve the ID to a specific thread, if you need it to be specific. Returns true if the selection was successfully set, false if it was rejected because no fitting sample could be found. Set the current selection in a frame time sample based Profiler Module, such as the. The controller object of the Profiler module whose selection you want to set. When the value is null, Unity throws a NullArgumentException. The 0 based frame index. Note that the Profiler Window UI shows the frame index as n+1. When this value is outside of the range described by ProfilerWindow.firstAvailableFrameIndex and ProfilerWindow.lastAvailableFrameIndex, or smaller than 0, Unity throws an ArgumentOutOfRangeException. The name of the thread group. Null or an empty string signify that the thread isn't part of a thread group. "Job", "Loading" and "Scripting Threads" are examples of such thread group names. The Name of the thread, e.g. "Main Thread", "Render Thread" or "Worker 0". When this value is null or an empty string, Unity throws an ArgumentException. The name of the sample to select. If Unity cannot find a sample that matches this name, it does not set a selection and this method returns false. When this value is null or an empty string, Unity throws an ArgumentNullException or ArgumentException respectively. The names of all samples in the sample stack, each separated by a , that define the base path for the search. Similar to a file folder structure, this base path defines where Unity looks for a sample which matches the sampleName. The searched sampleName can be the last item in that marker path or any child sample of it. Do not add a trailing . If no sample can be found matching this sample stack path and the sampleName, no selection is set and this method returns false. This defaults to null which means no requirement is set on the sample's sample stack and the first sample fitting the sampleName is selected. The ID of the thread. When the default value of FrameDataView.invalidThreadId is passed, Unity searches for the sample in the first thread matching the provided threadGroupName and threadName. Specify this threadId if there are multiple threads with the same name. Use a RawFrameDataView.threadId or HierarchyFrameDataView.threadId to retrieve the ID to a specific thread, if you need it to be specific. Use HierarchyFrameDataView or RawFrameDataView to get the Marker Ids. When no sample can be found matching this sample stack path and the sampleMarkerId, no selection is set and this method returns false. A list of Profiler marker IDs for all samples in the sample stack, that define the base path for the search. Similar to a file folder structure, this base path defines where Unity looks for a sample which matches the sampleMarkerId. The searched sampleMarkerId can be the last item in that marker path or any child sample of it. If no sample can be found matching this sample stack path and the sampleMarkerId, no selection is set and this method returns false. This defaults to null which means no requirement is set on the sample's sample stack and the first sample fitting the sampleMarkerId is selected. Returns true if the selection was successfully set, false if it was rejected because no fitting sample could be found. Set the current selection in a frame time sample based Profiler Module, such as the. The controller object of the Profiler module whose selection you want to set. When the value is null, Unity throws a NullArgumentException. The 0 based frame index. Note that the Profiler Window UI shows the frame index as n+1. When this value is outside of the range described by ProfilerWindow.firstAvailableFrameIndex and ProfilerWindow.lastAvailableFrameIndex, or smaller than 0, Unity throws an ArgumentOutOfRangeException. The name of the thread group. Null or an empty string signify that the thread isn't part of a thread group. "Job", "Loading" and "Scripting Threads" are examples of such thread group names. The Name of the thread, e.g. "Main Thread", "Render Thread" or "Worker 0". When this value is null or an empty string, Unity throws an ArgumentException. The name of the sample to select. If Unity cannot find a sample that matches this name, it does not set a selection and this method returns false. When this value is null or an empty string, Unity throws an ArgumentNullException or ArgumentException respectively. The names of all samples in the sample stack, each separated by a , that define the base path for the search. Similar to a file folder structure, this base path defines where Unity looks for a sample which matches the sampleName. The searched sampleName can be the last item in that marker path or any child sample of it. Do not add a trailing . If no sample can be found matching this sample stack path and the sampleName, no selection is set and this method returns false. This defaults to null which means no requirement is set on the sample's sample stack and the first sample fitting the sampleName is selected. The ID of the thread. When the default value of FrameDataView.invalidThreadId is passed, Unity searches for the sample in the first thread matching the provided threadGroupName and threadName. Specify this threadId if there are multiple threads with the same name. Use a RawFrameDataView.threadId or HierarchyFrameDataView.threadId to retrieve the ID to a specific thread, if you need it to be specific. Use HierarchyFrameDataView or RawFrameDataView to get the Marker Ids. When no sample can be found matching this sample stack path and the sampleMarkerId, no selection is set and this method returns false. A list of Profiler marker IDs for all samples in the sample stack, that define the base path for the search. Similar to a file folder structure, this base path defines where Unity looks for a sample which matches the sampleMarkerId. The searched sampleMarkerId can be the last item in that marker path or any child sample of it. If no sample can be found matching this sample stack path and the sampleMarkerId, no selection is set and this method returns false. This defaults to null which means no requirement is set on the sample's sample stack and the first sample fitting the sampleMarkerId is selected. Returns true if the selection was successfully set, false if it was rejected because no fitting sample could be found. An object describing a selection made in a frame time sample based. The 0 based frame index. Note that the Profiler Window UI shows the frame index as n+1. A list of the names of all ProfilerMarker|ProfilerMarkers that make up the Sample Stack of this selection. Unity populates this list on a selection object if it was passed to IProfilerFrameTimeSampleSelectionController.SetSelection and was accepted as a valid selection. A shorthand for _markerNamePath.Count. When _markerNamePath is null, this value is 0. The raw index of a sample, i.e. the index as if would be used with RawFrameDataView and NOT an Item ID as it would be used with HierarchyFrameDataView. A sample selected in Hierarchy view might correspond to multiple samples in RawFrameDataView. This is a list of all of these sample indices. The name of the Sample as it is displayed in the. This might be a shorter version than the last item in _markerNamePath. The name of the group of the thread this sample resides in. When the thread is not part of a thread group, this value is string.empty. The ID of the thread this sample resides in. The name of the thread this sample resides in. Constructs a selection object that can be passed to IProfilerFrameTimeSampleSelectionController.SetSelection to change the selection. The 0 based index of the frame the sample exists in. Note that the Profiler Window UI shows the frame index as n+1. When this value is outside of the range described by ProfilerWindow.firstAvailableFrameIndex and ProfilerWindow.lastAvailableFrameIndex, or smaller than 0, Unity will throw an ArgumentOutOfRangeException. The name of the thread group. An empty string, which means the thread isn't part of a thread group. "Job", "Loading" and "Scripting Threads" are examples of such thread group names. The name of the thread, e.g. "Main Thread", "Render Thread" or "Worker 0". When this value is null or an empty string, Unity will throw an ArgumentException. The ID of the thread. When the default value of FrameDataView.invalidThreadId is passed, Unity searches for the sample in the first thread matching the provided threadGroupName and threadName. Specify this threadId if there are multiple threads with the same name. Use a RawFrameDataView.threadId or HierarchyFrameDataView.threadId to retrieve the ID to a specific thread, if you need it to be specific. The raw index of a sample, i.e. the index as if would be used with RawFrameDataView and NOT an Item ID as it would be used with HierarchyFrameDataView. Use HierarchyFrameDataView.ViewMode.MergeSamplesWithTheSameName to get raw sample indices when working with HierarchyFrameDataView. The name of the sample. When this value is null or empty, it will be filled by Unity on making a valid selection by passing this object to IProfilerFrameTimeSampleSelectionController.SetSelection. A list of sample indices as used with RawFrameDataView and NOT a list of Item ID as would be used with HierarchyFrameDataView. Use HierarchyFrameDataView.ViewMode.MergeSamplesWithTheSameName to get raw sample indices when working with HierarchyFrameDataView. When this list is empty, Unity throws an ArgumentException. An existing selection to make a copy of. When this value is null, Unity throws an ArgumentNullException. Constructs a selection object that can be passed to IProfilerFrameTimeSampleSelectionController.SetSelection to change the selection. The 0 based index of the frame the sample exists in. Note that the Profiler Window UI shows the frame index as n+1. When this value is outside of the range described by ProfilerWindow.firstAvailableFrameIndex and ProfilerWindow.lastAvailableFrameIndex, or smaller than 0, Unity will throw an ArgumentOutOfRangeException. The name of the thread group. An empty string, which means the thread isn't part of a thread group. "Job", "Loading" and "Scripting Threads" are examples of such thread group names. The name of the thread, e.g. "Main Thread", "Render Thread" or "Worker 0". When this value is null or an empty string, Unity will throw an ArgumentException. The ID of the thread. When the default value of FrameDataView.invalidThreadId is passed, Unity searches for the sample in the first thread matching the provided threadGroupName and threadName. Specify this threadId if there are multiple threads with the same name. Use a RawFrameDataView.threadId or HierarchyFrameDataView.threadId to retrieve the ID to a specific thread, if you need it to be specific. The raw index of a sample, i.e. the index as if would be used with RawFrameDataView and NOT an Item ID as it would be used with HierarchyFrameDataView. Use HierarchyFrameDataView.ViewMode.MergeSamplesWithTheSameName to get raw sample indices when working with HierarchyFrameDataView. The name of the sample. When this value is null or empty, it will be filled by Unity on making a valid selection by passing this object to IProfilerFrameTimeSampleSelectionController.SetSelection. A list of sample indices as used with RawFrameDataView and NOT a list of Item ID as would be used with HierarchyFrameDataView. Use HierarchyFrameDataView.ViewMode.MergeSamplesWithTheSameName to get raw sample indices when working with HierarchyFrameDataView. When this list is empty, Unity throws an ArgumentException. An existing selection to make a copy of. When this value is null, Unity throws an ArgumentNullException. Constructs a selection object that can be passed to IProfilerFrameTimeSampleSelectionController.SetSelection to change the selection. The 0 based index of the frame the sample exists in. Note that the Profiler Window UI shows the frame index as n+1. When this value is outside of the range described by ProfilerWindow.firstAvailableFrameIndex and ProfilerWindow.lastAvailableFrameIndex, or smaller than 0, Unity will throw an ArgumentOutOfRangeException. The name of the thread group. An empty string, which means the thread isn't part of a thread group. "Job", "Loading" and "Scripting Threads" are examples of such thread group names. The name of the thread, e.g. "Main Thread", "Render Thread" or "Worker 0". When this value is null or an empty string, Unity will throw an ArgumentException. The ID of the thread. When the default value of FrameDataView.invalidThreadId is passed, Unity searches for the sample in the first thread matching the provided threadGroupName and threadName. Specify this threadId if there are multiple threads with the same name. Use a RawFrameDataView.threadId or HierarchyFrameDataView.threadId to retrieve the ID to a specific thread, if you need it to be specific. The raw index of a sample, i.e. the index as if would be used with RawFrameDataView and NOT an Item ID as it would be used with HierarchyFrameDataView. Use HierarchyFrameDataView.ViewMode.MergeSamplesWithTheSameName to get raw sample indices when working with HierarchyFrameDataView. The name of the sample. When this value is null or empty, it will be filled by Unity on making a valid selection by passing this object to IProfilerFrameTimeSampleSelectionController.SetSelection. A list of sample indices as used with RawFrameDataView and NOT a list of Item ID as would be used with HierarchyFrameDataView. Use HierarchyFrameDataView.ViewMode.MergeSamplesWithTheSameName to get raw sample indices when working with HierarchyFrameDataView. When this list is empty, Unity throws an ArgumentException. An existing selection to make a copy of. When this value is null, Unity throws an ArgumentNullException. Provides access to the Profiler data for a specific frame and thread. This constant defines a sample index that does not match any valid Profiler Sample. This struct describes profiler flow and its relation to the specific sample in the frame. Use to determine flow event type. Flow identifier. Use to determine the sample index the flow event belongs to. Gets all flow events for the current frame and thread. Returns the list of all profiler flow events for the current frame and thread. Gets the callstack associated with the specified sample. Index of the Profiler sample. List filled with callstack pointers as a result of a method call. Gets Profiler marker category for the specific sample. Index of the Profiler sample. Returns Profiler category index. Gets amount of child samples for the specific sample. Index of the Profiler sample. Returns amount of child samples. Gets amount of direct and indirect child samples for the specific sample. Index of the Profiler sample. Returns amount of direct and indirect child samples. Gets Profiler marker flags for the specific sample. Index of the Profiler sample. Returns Profiler marker flags. Gets the flow events that originate from the specific sample. Index of the Profiler sample. Returns the list of profiler flow events for the sample in the current frame and thread. Gets Profiler marker indentifier which uniquely identifies sample name. Index of the Profiler sample. Returns Profiler marker indentifier. Returns invalidMarkerId for invalid index. Gets sample metadata value as double. Index of the Profiler sample. Metadata index. Returns double representation of sample metadata value. Gets sample metadata value as float. Index of the Profiler sample. Metadata index. Returns float representation of sample metadata value. Gets sample metadata value as integer. Index of the Profiler sample. Metadata index. Returns integer representation of sample metadata value. Gets sample metadata value as long. Index of the Profiler sample. Metadata index. Returns long representation of sample metadata value. Gets sample metadata value as string. Index of the Profiler sample. Metadata index. Returns string representation of sample metadata value. Gets metadata count associated with the specific sample. Index of the Profiler sample. Amount of metadata values. Gets the name of the specific sample. Index of the Profiler sample. Returns sample name. Returns null if sample index is invalid. Gets the start time of the sample. The amount of time is expressed in milliseconds. Index of the Profiler sample. Returns sample start time in milliseconds. Gets the start time of the sample. The amount of time is expressed in nanoseconds. Index of the Profiler sample. Returns sample start time in nanoseconds. Gets the duration of sample. The amount of time is expressed in milliseconds. Index of the Profiler sample. Returns sample duration in milliseconds. Gets the duration of sample. The amount of time is expressed in nanoseconds. Index of the Profiler sample. Returns sample duration in nanoseconds. The Progress utility class reports the progress of asynchronous tasks to Unity. An event raised when a new progress indicator starts. Array of new progress indicators. Returns the global average progression of all running tasks. Returns the maximum time remaining for all running progress indicators. An event raised when a progress indicator is removed. Array of removed progress indicators. Returns true if there is at least one running progress indicator, false otherwise. An event raised when a progress indicator's state updates. Array of updated progress indicators. Cancels a runnning progress indicator, and invokes the cancel callback for the associated task. The progress indicator's unique ID. True if the associated task is cancelled, false if it cannot be cancelled. Resets the computation of a progress indicator's remaining time. The progress indicator's unique ID. Returns an enumerator to loop over all progress indicators. The enumerable progress indicators. Checks whether a progress indicator with the specified ID exists. The unique ID to search for. True if the progress indicator exists, false otherwise. Marks the progress indicator as finished. The progress indicator's unique ID. The status of the associated task when the progress indicator finishes. Indicates whether the task succeeded, failed, or was canceled. Gets the number of available progress indicators. The number of available progress indicators. For each available status, gets the number of progress indicators with that status. An array that contains the count of progress indicators per status. Each index maps a single status from the Progress.Status enum. Gets the current step for a progress indicator. The progress indicator's unique ID. The current step. Gets a progress indicator's description. The progress indicator's unique ID. The description, if one exists. Finds a progress indicator's unique ID using its index in the set of all available progress indicators. The valid index for a progress indicator. The progress indicator's unique ID, or -1 if the unique ID is not available. Gets a progress indicator's name. The progress indicator's unique ID. The matching progress indicator's name. Gets the options that you specified when you started the progress indicator. The progress indicator's unique ID. The progress indicator's option flags. Gets the unique ID of the progress indicator's parent, if any. The progress indicator's unique ID. The unique ID of the progress indicator's parent. If the progress indicator is not a child of any other progress indicators, returns -1. Gets a progress indicator's priority. The progress indicator's unique ID. The priority. Gets a progress indicator's progress. The progress indicator's unique ID. The current progress. Gets information about a progress indicator. The progress indicator's unique ID. The progress indicator's data structure. Gets a progress indicator's remaining time, in seconds. The progress indicator's unique ID. The number of seconds remaining. Gets the number of active or running progress indicators. The number of active and running progress indicators. Gets the timestamp of when the progress indicator started. The progress indicator's unique ID. The progress indicator's start timestamp. Gets the progress indicator's status. The progress indicator's unique ID. The progress indicator's current status. Gets the label that displays a progress indicator's steps. The progress indicator's unique ID. The step label. Get a progress indicator's time display mode. The progress indicator's unique ID. The progress indicator's time display mode. Gets the total number of steps, from start to finish, for a progress indicator. The progress indicator's unique ID. The number of steps. Gets the time that the progress indicator last changed, or finished. The progress indicator's unique ID. The timestamp of the progress indicator's last update. Indicates whether you can cancel the progress indicator's associated task. The progress indicator's unique ID. True if you can cancel the task, false otherwise. Indicates whether you can pause the progress indicator's task. The progress indicator's unique ID. True if you can pause the task, false otherwise. A data structure that provides information about a progress indicator. Returns true if the progress indicator's associated event can be canceled. Returns the current step for this progress indicator. Returns the progress indicator's description. Returns the number of seconds that the progress indicator has been running for. Checks whether the progress indicator exists. Returns true if the progress indicator is finished, but not removed. Returns the progress indicator's unique identifier. Returns true if the progress indicator is indefinite. Returns the progress indicator's name. Returns the option flags used to start the progress indicator. Returns the unique ID of the progress indicator's parent, or -1 if the progress indicator is not a child of another progress indicator. Returns true if the progress indicator's task can be paused. Returns true if the progress indicator is paused. Returns the progress indicator's priority. Returns the progress value of a progress indicator's associated task. Returns this progress indicator's remaining time to completion. Returns true if progress is ongoing, false if the progress indicator has not received any progress report for more than 5 seconds. Returns true if the progress indicator is running and active. Returns the time when the progress indicator started. Returns the progress indicator's status. Returns the label that displays the progress indicator's steps. Returns the progress indicator's time display mode. Returns the total number of steps, from start to finish, for this progress indicator. Returns the last time the progress indicator was updated. Cancels a running progress indicator. True if the associated task is cancelled, false if something prevents it from being cancelled. Resets the computation of the progress indicator's remaining time. Marks the progress indicator as finished. The status of the associated task when the progress indicator finishes. Indicates whether the task succeeded, failed, or was canceled. Pauses a running progress indicator. True if the task is paused, false if it cannot be paused. Registers a callback that is called when the user cancels a running progress indicator's associated task. The function called when a progress indicator's associated task is canceled. Registers a callback that is called when a user pauses a running progress indicator's task. This function is called when a progress indicator's task is paused. It takes a boolean parameter that specifies whether the task needs to pause or resume. When the value is true, the task needs to pause. When the value is false, the task needs to resume. The function returns true if it actually performed the requested action. Finishes and removes an active progress indicator. -1 if the progress indicator is removed, otherwise returns the progress indicator's id. Reports the progress indicator's current status. A new progress value between 0 and 1. An updated description of the progress indicator. If the the progress status has not changed, or you do not set a description, this is null. To clear the current progress description, pass an empty string such as "". An updated current step. An updated total number of steps. Reports the progress indicator's current status. A new progress value between 0 and 1. An updated description of the progress indicator. If the the progress status has not changed, or you do not set a description, this is null. To clear the current progress description, pass an empty string such as "". An updated current step. An updated total number of steps. Reports the progress indicator's current status. A new progress value between 0 and 1. An updated description of the progress indicator. If the the progress status has not changed, or you do not set a description, this is null. To clear the current progress description, pass an empty string such as "". An updated current step. An updated total number of steps. Reports the progress indicator's current status. A new progress value between 0 and 1. An updated description of the progress indicator. If the the progress status has not changed, or you do not set a description, this is null. To clear the current progress description, pass an empty string such as "". An updated current step. An updated total number of steps. Resumes a paused progress indicator. True if the task resumes, false if it cannot resume. Sets the progress indicator's description. To clear the description pass null. The progress indicator's new description. Sets the progress indicator's priority. The priority. Sets the progress indicator's priority. The priority. Sets the progress indicator's remaining time, in seconds. The progress indicator's remaining time, in seconds. Sets the label that displays the progress indicator's steps. The steps label. Set a progress indicator's time display mode. The progress indicator's time display mode. Unregisters a previously registered progress cancellation callback. Unregisters a previously registered progress pause callback. Options that define how a progress indicator behaves. An indefinite progress indicator shows that the associated task is in progress, but does not show how close it is to completion. Unity manages progress indicators. When a domain reload happens, the system cancels tasks that support cancellation, and removes their progress indicators. This is the default for progress indicators started from C#. A progress indicator that starts with no other options activated. This is the default. A sticky progress indicator displays progress information even after the task is complete. The system does not remove it automatically. You must remove it using a remove operation. A synchronous progress indicator updates the Editor UI as soon as it reports progress. This is the opposite of the default behavior, which is to report all progress asynchronously. An unmanaged progress indicator is one that Unity does not manage. Unity does not cancel unmanaged progress indicators when a domain reload happens. This is the default behavior for internal-use progress indicators started from C++ code. Pauses a runnning progress indicator, and invokes the pause callback for its task. The progress indicator's unique ID. True if the task is paused, false if it cannot be paused. An enumeration that defines task priorities. A high priority task can be unresponsive, and is displayed in the global progress bar. An idle priority task cannot be unresponsive, and is not displayed in the global progress bar. A low priority task cannot be unresponsive, but is displayed in the global progress bar. A normal priority task can be unresponsive, and is displayed in the global progress bar. An unresponsive task is always shown as unresponsive. Registers a callback that is called when the user cancels a running progress indicator's associated task. The progress indicator's unique ID. The function called when a progress indicator's associated task is canceled. Registers a callback that is called when the user pauses a running progress indicator's task. This function is called when a progress indicator's task is paused. It takes a boolean parameter that specifies whether the task needs to pause or resume. When the value is true, the task needs to pause. When the value is false, the task needs to resume. The function returns true if it actually performed the requested action. The progress indicator's unique ID. Finishes and removes an active progress indicator. The progress indicator's unique ID. When you set this parameter to true it forces this method to remove the progress indicator synchronously. -1 if the progress indicator is removed. Otherwise, returns the progress indicator's ID. Finishes and removes an active progress indicator. The progress indicator's unique ID. When you set this parameter to true it forces this method to remove the progress indicator synchronously. -1 if the progress indicator is removed. Otherwise, returns the progress indicator's ID. Reports a running progress indicator's current status. The progress indicator's unique ID. A new progress value between 0 and 1. An updated description of the progress indicator. If the the progress status has not changed, or you do not set a description, this is null. To clear the current progress description, pass an empty string such as "". An updated current step. An updated total number of steps, from start to finish. Reports a running progress indicator's current status. The progress indicator's unique ID. A new progress value between 0 and 1. An updated description of the progress indicator. If the the progress status has not changed, or you do not set a description, this is null. To clear the current progress description, pass an empty string such as "". An updated current step. An updated total number of steps, from start to finish. Reports a running progress indicator's current status. The progress indicator's unique ID. A new progress value between 0 and 1. An updated description of the progress indicator. If the the progress status has not changed, or you do not set a description, this is null. To clear the current progress description, pass an empty string such as "". An updated current step. An updated total number of steps, from start to finish. Reports a running progress indicator's current status. The progress indicator's unique ID. A new progress value between 0 and 1. An updated description of the progress indicator. If the the progress status has not changed, or you do not set a description, this is null. To clear the current progress description, pass an empty string such as "". An updated current step. An updated total number of steps, from start to finish. Resumes a paused progress indicator, and invokes the pause callback for the associated task. The progress indicator's unique ID. True if the task resumes, false if it cannot resume. Sets the progress indicator's description. To clear the description pass null. The progress indicator's unique ID. The progress indicator's new description. Sets a progress indicator's priority. The progress indicator's unique ID. The priority. Sets a progress indicator's priority. The progress indicator's unique ID. The priority. Sets the progress indicator's remaining time, in seconds. The progress indicator's unique ID. The progress indicator's remaining time, in seconds. Sets the label that displays a progress indicator's steps. The progress indicator's unique ID. The steps label. Set a progress indicator's time display mode. The progress indicator's unique ID. The progress indicator's time display mode. Opens the progress window for background tasks. To place the window in the bottom right corner of the main Editor window, pass True. To restore the last window position, pass False. This method starts a new progress indicator. The progress indicator's name. You can display the name as a title in the progress window. Use / (slash) as a separator to group child progress indicators together. The progress indicator's initial description. You can change it using Report or SetDescription. The unique ID of the parent progress indicator, if any. If the progress indicator has no parent, pass -1. The progress indicator's initial progress options. The newly created progress identifier. This identifier is used for all other APIs to update the progress status. Indicates the status of a progress indicator's associated task. Indicates that the task was canceled. Indicates that the task failed. Indicates that the task is paused. Indicates that the task is still running. Indicates that the task succeeded. Specifies what kind of time information the progress indicator displays. The progress indicator does not display any time information. The progress indicator displays the time remaining. The progress indicator displays the running time. Unregisters a previously registered progress cancellation callback. The progress indicator's unique ID. Unregisters a previously registered progress pause callback. The progress indicator's unique ID. Unity calls this function when the user accepts an edited name, either by pressing the Enter key or by losing the keyboard input focus. The instance ID of the edited asset. The path to the asset. The resource file string argument passed to ProjectWindowUtil.StartNameEditingIfProjectWindowExists. Unity calls this function when the user presses the Escape key to cancel editing a name. The instance ID of the asset that the user attempted to edit. The path to the asset. The resource file string argument passed to ProjectWindowUtil.StartNameEditingIfProjectWindowExists. 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 determine whether the inspector GUI for your property can be cached. The SerializedProperty to make the custom GUI for. Whether the drawer's UI can be cached. Override this method to make your own UIElements based GUI for the property. The SerializedProperty to make the custom GUI for. The element containing the custom GUI. 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 IMGUI based 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 an 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. The type of the iOS provisioning profile if manual signing is used. The provisioning profile type will be determined automatically when building the Xcode project. Development provisioning profiles are used to install development apps on test devices. Distribution provisioning profiles can be used when uploading the app to the App Store or for Ad Hoc and in house distribution. 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. Editor API for the Unity Services editor feature. Normally Purchasing is enabled from the Services window, but if writing your own editor extension, this API can be used. This Boolean field will cause the Purchasing feature in Unity to be enabled if true, or disabled if false. Options for removing assets Delete the asset without moving it to the trash. The asset should be moved to trash. Contains the custom albedo swatch data. Color of the albedo swatch that is shown in the physically based rendering validator user interface. The maximum luminance value used to validate the albedo for the physically based rendering albedo validator. The minimum luminance value used to validate the albedo for the physically based rendering albedo validator. Name of the albedo swatch to show in the physically based renderer validator user interface. Utilities for Camera rendering in the Editor. Renders this Camera into a static cubemap. The Camera to use during rendering. The cubemap to render to. A bitmask which determines which of the six faces to render to. The flags of objects to cull during rendering. If the render process succeeds, returns true. Otherwise, returns false. Editor-specific script interface for. Returns an array of Rendering.AlbedoSwatchInfo. Will return PlatformShaderSettings for given platform and shader hardware tier. Returns TierSettings for a given build target and. Returns TierSettings for a given build target and. TODO. Allows you to set the PlatformShaderSettings for the specified platform and shader hardware tier. Set the TierSettings for a given build target and. Set the TierSettings for a given build target and. TODO. Used to set up shader settings, per-platform and per-shader-hardware-tier. Allows you to specify whether cascaded shadow maps should be used. Allows you to specify whether Reflection Probes Blending should be enabled. Allows you to specify whether Reflection Probes Box Projection should be used. Allows you to select Standard Shader Quality. Helper class that contains a utility function on ScriptableRenderPipeline for Editor. Returns the first type that is a child of TBaseClass and has a ScriptableRenderPipelineExtensionAttribute filter corresponding to the ScriptableRenderPipeline that you are using. Use this attribute to apply a condition to a filter that finds the class based on which ScriptableRenderPipeline you are currently using. Determines whether the current ScriptableRenderPipeline is the same type as the one given by the constructor. Returns true if the ScriptableRenderPipeline is of the type used when constructing the attribute. Otherwise, returns false. Construct a ScriptableRenderPipelineExtensionAttribute. Type inheriting from RenderPipelineAsset used for filtering. Collection of data used for shader variants generation, including targeted platform data and the keyword set representing a specific shader variant. The build target to compile the shader variant for. (Read Only) A GraphicsTier classifies low, medium and high performance hardware. You can only set a Graphics Tier in the Built-in Render Pipeline. A collection of Rendering.ShaderKeyword that represents a specific platform shader variant. Shader compiler used to generate player data shader variants. A collection of Rendering.ShaderKeyword that represents a specific shader variant. Shader features required by a specific shader. Indicates the severity of a message returned by the Unity Shader Compiler. Indicates that a message returned by the Unity Shader Compiler is an error and the compilation failed. Indicates that a message returned by the Unity Shader Compiler is a warning. Shader compiler used to generate player data shader variants. Compiler used with Direct3D 11 and Direct3D 12 graphics API on Windows platforms. Compiler used with Direct3D 12 graphics API on Game Core platforms. Compiler used with OpenGL ES 2.0 and WebGL 1.0 graphics APIs on Android, iOS, Windows and WebGL platforms. Compiler used with OpenGL ES 3.x and WebGL 2.0 graphics APIs on Android, iOS, Windows and WebGL platforms. Compiler used with Metal graphics API on macOS, iOS and tvOS platforms. Provide a reasonable value for non initialized variables. Compiler used with OpenGL core graphics API on macOS, Linux and Windows platforms. Compiler used on PlayStation 4. Compiler used on Nintendo Switch. Compiler used with Vulkan graphics API on Android, Linux and Windows platforms. Compiler used with Direct3D 11 graphics API on XBox One. Compiler used with Direct3D 12 graphics API on XBox One. Shader quality preset. High quality shader preset. Low quality shader preset. Medium quality shader preset. Shader features required by a specific shader. Features are bit flags. Indicates that basic shader capability i.e. Shader Model level 2.0 is required. Indicates that compute shader support is required. Indicates that cubemap array (TextureCubeArray) support is required. Indicates that support for derivative (ddx/ddy) instructions from the fragment shader stage is required. Indicates that support for pixel depth (SV_Position.zw) input to the fragment shader stage is required. Indicates that support for pixel position (SV_Position) input to the fragment shader stage is required. Indicates that framebuffer fetch support is required. This is the ability to have fragment shader color arguments with in/out modifiers. Indicates that geometry shader stage support is required. Indicates that support for the SV_InstanceID input semantic is required. Indicates that support for at least 10 interpolators is required. Indicates that support for at least 15 integers and interpolators in total are required. Unity bundles them together because it is extremely unlikely a GPU/API will ever exist that only has part of that. Indicates that support for at least 32 interpolators is required. Indicates that support for multiple render targets (at least 4) is required i.e. support for fragment shaders that can output at least 4 values. Indicates that support for multiple render targets (at least 8) is required i.e. support for fragment shaders that can output at least 8 values. Indicates that support for MSAA textures (e.g. Texture2DMS) is required. No shader requirements. Indicates that support for random-write textures (UAVs) is required. Indicates that support for texture sampling from the fragment shader stage with an explicit mipmap level is required. Indicates that support for setting the render target array index (SV_RenderTargetArrayIndex) from all shader stages (not just from the geometry shader stage) is required. Indicates that support of sparse textures with sampling instructions that return residency information is requred. Indicates that support for tessellation using a compute shader for control point processing is required. The Metal graphics API requires this feature for tessellation. Indicates that support for tessellation using hull and domain shader stages is required. Indicates that support for 2D array textures (Texture2DArray) is required. Collection of properties about the specific shader code being compiled. An opaque identifier for the being compiled. Shader. Shader pass type for Unity's lighting pipeline. Shader stage in the rendering the pipeline. Identifies the stage in the rendering pipeline. The number of ShaderTypes that Unity supports. Identifier for the domain Shader stage. Identifier for the fragment Shader stage. Identifier for the geometry Shader stage. Identifier for the hull Shader stage. Identifier for the ray tracing Shader stage. Identifier for the surface Shader stage. Identifier for the vertex Shader stage. A struct that represents graphics settings for a given build target and. Whether to use cascaded shadow maps. Whether to sample a Detail Normal Map, if assigned. Whether Light Probe Proxy Volume should be used. Whether to enable High Dynamic Range (HDR) rendering. The format to use for the HDR buffer. Whether Unity should try to use 32-bit shadow maps, where possible. The RealtimeGICPUUsage to use. Whether to enable Reflection Probes Blending. Whether to use Reflection Probes Box Projection. The rendering path to use. Whether to enable Semitransparent Shadows. The Standard Shader Quality. 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. SceneAsset is used to reference Scene objects in the Editor. Class with information about a component that has been added to a Prefab instance. The added component on the Prefab instance. See PrefabOverride.Apply. See PrefabOverride.GetAssetObject. See PrefabOverride.Revert. Class with information about a GameObject that has been added as a child under a Prefab instance. The added GameObject on the Prefab instance. The sibling index of the added GameObject. See PrefabOverride.Apply. See PrefabOverride.GetAssetObject. See PrefabOverride.Revert. Scene management in the Editor. Subscribe to this event to get notified when the active Scene has changed in Edit mode in the Editor. Previous active Scene and the new active Scene. The number of loaded Scenes. This event is called after a new Scene has been created. Loads this SceneAsset when you start Play Mode. Controls whether cross-Scene references are allowed in the Editor. The current amount of active preview Scenes. This event is called after a Scene has been closed in the editor. This event is called before closing an open Scene after you have requested that the Scene is closed. This event is called after a Scene has been modified in the editor. This event is called after a Scene has been opened in the editor. This event is called before opening an existing Scene. This event is called after a Scene has been saved. This event is called before a Scene is saved disk after you have requested the Scene to be saved. Go through all Scenes and find the smallest unused bit in the unition of all Scene culling masks. The lowest unused bit of the union of all culling masks. Closes a preview Scene created by NewPreviewScene. The preview Scene to close. True if the Scene was successfully closed. Close the Scene. If removeScene flag is true, the closed Scene will also be removed from EditorSceneManager. The Scene to be closed/removed. Bool flag to indicate if the Scene should be removed after closing. Returns true if the Scene is closed/removed. Use SceneCullingMasks.DefaultSceneCullingMask instead. Detects cross-Scene references in a Scene. Scene to check for cross-Scene references. Was any cross-Scene references found. Shows a save dialog if an Untitled Scene exists in the current Scene manager setup. Text shown in the save dialog. True if the Scene is saved or if there is no Untitled Scene. Return the culling mask set on the given Scene. The scene to get the culling mask from. The scene's current culling mask as a bitfield. Returns the current setup of the SceneManager. An array of SceneSetup classes - one item for each Scene. Is the Scene a preview Scene? The Scene to check. True if the Scene is a preview Scene. Is this object part of a preview Scene? The object to check. True if this object is part of a preview Scene. This method allows you to load a Scene during playmode in the editor, without requiring the Scene to be included in the Scene list. Path to Scene to load. Parameters to apply to loading. See SceneManagement.LoadSceneParameters. Use the AsyncOperation to determine if the operation has completed. This method allows you to load a Scene during playmode in the editor, without requiring the Scene to be included in the Scene list. Path to Scene to load. Parameters used to load the Scene SceneManagement.LoadSceneParameters. Scene that is loading. Mark all the loaded Scenes as modified. Mark the specified Scene as modified. The Scene to be marked as modified. Whether the Scene was successfully marked as dirty. Allows you to reorder the Scenes currently open in the Hierarchy window. Moves the source Scene so it comes after the destination Scene. The Scene to move. The Scene which should come directly before the source Scene in the hierarchy. Allows you to reorder the Scenes currently open in the Hierarchy window. Moves the source Scene so it comes before the destination Scene. The Scene to move. The Scene which should come directly after the source Scene in the hierarchy. Creates a new preview Scene. Any object added to a preview Scene will only be rendered in that Scene. The new preview Scene. Create a new Scene. Whether the new Scene should use the default set of GameObjects. Whether to keep existing Scenes open. A reference to the new Scene. Callbacks of this type which have been added to the newSceneCreated event are called after a new Scene has been created. The Scene that was created. The setup mode used when creating the Scene. The mode used for creating the Scene. Open a Scene in the Editor. The path of the Scene. This should be relative to the Project folder; for example, "AssetsMyScenesMyScene.unity". Allows you to select how to open the specified Scene, and whether to keep existing Scenes in the Hierarchy. See SceneManagement.OpenSceneMode for more information about the options. A reference to the opened Scene. Restore the setup of the SceneManager. In this array, at least one Scene should be loaded, and there must be one active Scene. Asks the user if they want to save the current open modified Scene or Scenes in the Hierarchy. Returns true if the user clicked Save or Don't Save to indicate that that it is ok to close the open scenes after the dialog closes. Returns false if the user clicked Cancel to abort. Asks whether the modfied input Scenes should be saved. Scenes that should be saved if they are modified. Returns true if the user clicked Save or Don't Save to indicate that that it is ok to close the input scenes after the dialog closes. Returns false if the user clicked Cancel to abort. Save all open Scenes. Returns true if all open Scenes are successfully saved. Save a Scene. The Scene to be saved. The file path to save the Scene to. If the path is empty, the current open Scene is overwritten. If it has not yet been saved at all, a save dialog is shown. If set to true, the Scene is saved without changing the current Scene, and without clearing the unsaved changes marker. True if the save succeeded, otherwise false. Save a list of Scenes. List of Scenes that should be saved. True if the save succeeded. Otherwise false. Callbacks of this type which have been added to the sceneClosed event are called immediately after the Scene has been closed. The Scene that was closed. Callbacks of this type which have been added to the sceneClosing event are called just before a Scene is closed. The Scene that is going to be closed. Whether or not the Scene is also going to be removed from the Scene Manager after closing. If true the Scene is removed after closing. Callbacks of this type which have been added to the sceneDirtied event are called after a Scene changes from being unmodified to being modified. Callbacks of this type which have been added to the sceneOpened event are called after a Scene has been opened. The Scene that was opened. The mode used to open the Scene. Callbacks of this type which have been added to the sceneOpening event are called just before opening a Scene. Path of the Scene to be opened. This is relative to the Project path. Mode that is used when opening the Scene. Callbacks of this type which have been added to the sceneSaved event are called after a Scene has been saved. The Scene that was saved. Callbacks of this type which have been added to the sceneSaving event are called just before the Scene is saved. The Scene to be saved. The path to which the Scene is saved. Set the culling mask on this scene to this value. Cameras will only render objects in Scenes that have the same bits set in their culling mask. The scene to set the culling mask on. The value of the culling mask, stored as a bitfield. The Main Stage contains all the currently open regular Scenes and is always available. Used when creating a new Scene in the Editor. The newly created Scene is added to the current open Scenes. All current open Scenes are closed and the newly created Scene are opened. Used when creating a new Scene in the Editor. Adds default game objects to the new Scene (a light and camera). No game objects are added to the new Scene. Class with information about an object on a Prefab instance with overridden properties. Access the coupled component modifications of the object being overidden, if present. The object on the Prefab instance. See PrefabOverride.Apply. See PrefabOverride.GetAssetObject. See PrefabOverride.Revert. Used when opening a Scene in the Editor to specify how a Scene should be opened. Adds a Scene to the current open Scenes and loads it. Adds a Scene to the current open Scenes without loading it. It will show up as 'unloaded' in the Hierarchy Window. Closes all current open Scenes and loads a Scene. Class with information about a given override on a Prefab instance. Applies the override to the Prefab Asset at the given path. The path of the Prefab Asset to apply to. Applies the override to the Prefab Asset at the given path. The path of the Prefab Asset to apply to. Finds the object in the Prefab Asset at the given path which will be applied to. The asset path of the Prefab Asset to apply to. The object inside the Prefab Asset affected by the override. Returns the asset object of the override in the outermost Prefab that the Prefab instance comes from. The object inside the Prefab Asset affected by the override. Reverts the override on the Prefab instance. The PrefabStage class represents an editing context for Prefab Assets. The asset path where the Prefab Asset file is stored, relative to the project root. The Prefab Stage can be opened either in isolation or in context. A GameObject inside the Prefab instance that you opened Prefab Mode through. The root of the Prefab instance that you opened Prefab Mode through. The path of the Prefab Asset that is open in this Prefab stage. The root GameObject of the loaded Prefab Asset contents. Callback that is invoked whenever the contents of a Prefab stage has been saved. Callback that's invoked whenever the contents of a Prefab stage is about to be saved. Callback that's invoked whenever a Prefab stage is about to be opened. Callback that's invoked whenever a Prefab stage changes from unmodified to modified. Callback that's invoked whenever a Prefab stage has been opened. Clear the dirtyness flag for the Prefab stage. Is this GameObject part of the loaded Prefab Asset contents in the Prefab stage? The GameObject to check. True if the GameObject is part of the Prefab contents. Specifies the mode that Unity uses to open a Prefab stage. You can open the stage either in isolation or in context. Editing in context means that you can edit a Prefab Asset in Prefab Mode and still retain the context of the Prefab instance you opened through. Editing in isolation means that you can edit a Prefab Asset on its own in Prefab Mode. Utility methods related to Prefab stages. Get the current Prefab stage, or null if there is none. The current Prefab stage or null. Get the Prefab stage which contains the given GameObject. The GameObject to check. The containing Prefab stage. Opens a Prefab Asset in Prefab Mode. File path for the Prefab Asset to open in Prefab Mode. Opens Prefab Mode in context of this Prefab instance GameObject. Mode that determines whether to open in isolation or in context. The opened PrefabStage. Opens a Prefab Asset in Prefab Mode. File path for the Prefab Asset to open in Prefab Mode. Opens Prefab Mode in context of this Prefab instance GameObject. Mode that determines whether to open in isolation or in context. The opened PrefabStage. Opens a Prefab Asset in Prefab Mode. File path for the Prefab Asset to open in Prefab Mode. Opens Prefab Mode in context of this Prefab instance GameObject. Mode that determines whether to open in isolation or in context. The opened PrefabStage. The PreviewSceneStage class represents an editing context based on a single preview Scene. The preview Scene this stage controls. Stage content should be moved into this Scene. See Stage.stageHandle. Unity calls this method when the Stage is closed. Classes that inherit from PreviewSceneStage should implement cleanup logic in this method. Unity calls this method when the Stage is opened. Classes that inherit from PreviewSceneStage should implement initialization logic in this method. If your Stage opened successfully return true, otherwise return false. Class with information about a component that has been removed from a Prefab instance. The components on the Prefab Asset which has been removed on the Prefab instance. The GameObject on the Prefab instance that the component has been removed from. See PrefabOverride.Apply. See PrefabOverride.GetAssetObject. See PrefabOverride.Revert. Masks that control what kind of Scene views and Game views Unity should render a GameObject in. Specifies the default culling mask for a Scene. Use the bits from this Scene culling mask for objects that you want to render in both in the Game view and the Scene view. The bits from this mask specify GameObjects that Unity should render in Game view. The bits from this mask specify GameObjects that Unity should render in Scene views showing the main stage. The setup information for a Scene in the SceneManager. This cannot be used in Play Mode. If the Scene is active. If the Scene is loaded. Path of the Scene. Should be relative to the project folder. Like: "AssetsMyScenesMyScene.unity". The Stage class represents an editing context which includes a collection of Scenes. The path of the Asset file associated with the stage, relative to the project root folder. The StageHandle struct for this stage. Creates the header content for this Stage. Both the Hierarchy window header and Scene view breadcrumb bar use this content. The header content for this Stage. Returns the first active loaded object of the given type. This returns the object that matches the specified type. It returns null if no object matches the type. Returns a list of all active loaded objects of the given type. An array of objects found matching the type specified. Gets the Scene culling mask from this Stage. The combined Scene culling mask for this Stage. Unity uses this mask on the Scene view Camera for renderer filtering. Unity calls this method to get a hash code that is used to save the state of the Stage to disk. The hash code identifying this stage. Unity calls this method when the Stage is closed. Classes that inherit from Stage should implement cleanup logic in this method. See ScriptableObject.OnDisable. See ScriptableObject.OnEnable. Unity calls this method the first time a Stage is opened for a specific Asset, for a specific Scene view. The Scene view the Stage is opened in. Unity calls this method when the Stage is opened. Classes that inherit from Stage should implement initialization logic in this method. true if Unity opened the Stage successfully, otherwise returns false. Unity calls this method when you return to a Stage that is already open. Struct that represents a stage handle. Does the stage contain the given GameObject? The GameObject to check. True if the stage contains the given GameObject. Returns the first active loaded object of the given type. This returns the object that matches the specified type. It returns null if no object matches the type. Returns a list of all active loaded objects of the given type. An array of objects found matching the type specified. Is this stage handle valid? True if the stage handle is valid. Utility methods related to stages. The current Stage can either be the MainStage or any other opened Stage, visualized in the Scene view as the last breadcrumb in the breadcrumb bar. The current Stage that is currently being rendered in the Scene view and shown in the Hierarchy. Get the current stage being edited. The current stage. Get the MainStage object. This object is always available. The Main Stage object. Get the main stage which contains all the currently open regular Scenes. The main stage. Get the Stage object that contains the input GameObject or Scene. The Stage that contains either the GameObject or the Scene. Get the Stage object that contains the input GameObject or Scene. The Stage that contains either the GameObject or the Scene. Get the stage in which the given GameObject exists. The GameObject to find the stage of. The stage of the GameObject. Get the stage in which the given Scene exists. The Scene to find the stage of. The stage of the Scene. Navigate the Editor to the previous stage. Navigate the Editor to the main stage. Navigates the Editor to the specified stage. The stage to navigate to. When set to true, the new stage replaces existing stages in the breadcrumbs, apart from the main stage. Is the given GameObject rendered by the given Camera? The GameObject to check. The camera to check. True if the GameObject is rendered by the camera. Specifies whether the given Camera currently renders the given GameObject and the GameObject is also part of an editable scene. The GameObject to check. The Camera to check. True if the GameObject is rendered by the camera and part of an editable scene. Place the given GameObject in the current stage being edited. The GameObject to be placed in the current stage. Use this class to manage SceneView settings, change the SceneView camera properties, subscribe to events, call SceneView methods, and render open scenes. Enables or disables Scene view audio effects. The event issued when the OnGUI method is called. The [[SceneView] that invokes this callback. The Camera that is rendering this SceneView. The distance from camera to pivot. The current DrawCameraMode for the Scene view camera. Use CameraSettings to set the properties for the SceneView Camera. The SceneView that is being drawn. Sets the visibility of all Gizmos in the Scene view. Subscribe to this event to receive a callback whenever the Scene view calls the OnGUI method. The Scene view invoking this callback. Invoked when grid visibility changes. New state of grid visibility. Whether the SceneView is in 2D mode. Whether the Scene view camera can be rotated. Whether this SceneView is using scene filtering. The SceneView that was most recently in focus. Register to this callback to get notified when the active Scene View changes. When the Scene view is in 2D mode, this property contains the last camera rotation. M_AudioPlay has been deprecated. Use audioPlay instead (UnityUpgradable) -> audioPlay. M_RenderMode has been deprecated. Use cameraMode instead. M_ValidateTrueMetals has been deprecated. Use validateTrueMetals instead (UnityUpgradable) -> validateTrueMetals. An event that is invoked when the selected cameraMode changes. The new camera mode. Whether the Scene view camera is set to orthographic mode. The central point that the camera orbits within the Scene view. RenderMode has been deprecated. Use cameraMode instead. The direction of the camera to the pivot of the SceneView. Whether lighting is enabled or disabled in the Scene view. The list of all open Scene view windows. Use SceneViewState to set the debug options for the Scene view. Gets the Color of selected outline. Gets or sets whether to enable the grid for an instance of the SceneView. The size of the Scene view measured diagonally. Whether the albedo is black for materials with an average specular color above 0.45. Add a custom camera mode to the Scene view camera mode list. The name for the new mode. The section in which the new mode will be added. This can be an existing or new section. A CameraMode with the provided name and section. Moves the Scene view to frame a transform. The transform to frame in the Scene view. Aligns the current selection with the position and rotation of the Scene view camera. Describes a built-in Scene view mode. The CameraDrawMode associated with the CameraMode. The name of the CameraMode. The section in the toolbar drop-down that this CameraMode belongs to. Compares this CameraMode object against a specified CameraMode object. The CameraMode to compare. Returns true if the CameraMode objects are equal. Returns false otherwise. Gets a string summary of this CameraMode. Use this class to set SceneView Camera properties. Enables Camera movement acceleration in the SceneView. This makes the Camera accelerate for the duration of movement. When enabled, the SceneView Camera's near and far clipping planes are calculated relative to the viewport size of the Scene. When disabled, nearClip and farClip are used instead. How long it takes for the speed of the SceneView Camera to accelerate to its initial full speed. Measured in seconds. Valid values are between [0.1, 2]. Enables Camera movement easing in the SceneView. This makes the Camera ease in when it starts moving, and ease out when it stops. The furthest point from the SceneView Camera that drawing occurs. The valid minimum value is 0.02. The height of the view angle for the SceneView Camera. Measured in degrees vertically, or along the local Y axis. The closest point to the SceneView Camera where drawing occurs. The valid minimum value is 0.01. Enables occlusion culling in the SceneView. This prevents Unity from rendering GameObjects that the Camera cannot see because they are hidden by other GameObjects. The speed of the SceneView Camera. The maximum speed of the SceneView Camera. Valid values are between [0.0002, 10000]. The minimum speed of the SceneView Camera. Valid values are between [0.0001, 9999]. The normalized speed of the SceneView Camera, relative to the current minimum/maximum range. Valid values are between [0, 1]. Create a new CameraSettings object. Remove all user-defined camera modes. Frames the given bounds in the Scene view. The bounds to frame in the Scene view. Set to true to immediately frame the camera. Set to false to animate the action. Returns true if the given bounds can be encompassed in the Scene view. Returns false otherwise. Frames the currently selected object(s) in the last active Scene view. Returns true if the camera frame successfully frames the current selection. Frame the object selection in the Scene view. Whether the view should be locked to the selection. Returns true if the current selection fits in the Scene view. Returns false otherwise. Frame the object selection in the Scene view. Whether the view should be locked to the selection. Returns true if the current selection fits in the Scene view. Returns false otherwise. Retrieves an array of all camera components from all open Scene views. Returns an array of camera components. Gets the built-in CameraMode that matches the specified DrawCameraMode. The DrawCameraMode to match. Returns a built-in CameraMode. Returns true if mode is enabled in the current rendering setup, including custom validators. A CameraMode to check. Returns true if the CameraMode is available in this SceneView. Returns false otherwise. Checks if the current rendering configuration supports the CameraMode. The check includes custom validators. A CameraMode to check. Returns true if the current rendering configuration supports the CameraMode. Moves the Scene view to focus on a target. The position in world space to frame. The direction that the Scene view should view the target point from. The amount of camera zoom. Sets size. Whether the camera focus is in orthographic mode (true) or perspective mode (false). Apply the movement immediately (true) or animate the transition (false). Moves the Scene view to focus on a target. The position in world space to frame. The direction that the Scene view should view the target point from. The amount of camera zoom. Sets size. Whether the camera focus is in orthographic mode (true) or perspective mode (false). Apply the movement immediately (true) or animate the transition (false). Moves the Scene view to focus on a target. The position in world space to frame. The direction that the Scene view should view the target point from. The amount of camera zoom. Sets size. Whether the camera focus is in orthographic mode (true) or perspective mode (false). Apply the movement immediately (true) or animate the transition (false). Moves the Scene view to focus on a target. The position in world space to frame. The direction that the Scene view should view the target point from. The amount of camera zoom. Sets size. Whether the camera focus is in orthographic mode (true) or perspective mode (false). Apply the movement immediately (true) or animate the transition (false). Moves the Scene view to focus on a target. The position in world space to frame. The direction that the Scene view should view the target point from. The amount of camera zoom. Sets size. Whether the camera focus is in orthographic mode (true) or perspective mode (false). Apply the movement immediately (true) or animate the transition (false). .LookAt without animating the scene movement. The position in world space to frame. The direction from which the Scene view should view the point. The amount of camera zoom. Sets size. .LookAt without animating the scene movement. The position in world space to frame. The direction from which the Scene view should view the point. The amount of camera zoom. Sets size. Transforms all selected object to the scene pivot. A transform to place at the scene pivot. Transforms all selected object to the scene pivot. A transform to place at the scene pivot. Repaints every open SceneView. Resets the CameraSettings for the SceneView Camera to default. A collection of graphic settings for this SceneView. All graphic settings are boolean. Whether all graphic settings are enabled for this SceneViewState. Whether to redraw SceneView at a fixed interval. Whether to redraw SceneView at a fixed interval. Whether lens flares render in this SceneView. Whether fog renders in this SceneView. Whether to render (when enabled) effects in this SceneView. Whether image effects (post processing) render in this SceneView. Whether animated materials render in this SceneView. Whether particle systems render in this SceneView. Whether lens flare rendering is enabled in this SceneView. Whether fog rendering is enabled in this SceneView. Whether image effects (post processing) rendering is enabled in this SceneView. Whether animated materials rendering is enabled in this SceneView. Whether particle systems rendering is enabled in this SceneView. Whether the skybox rendering is enabled in this SceneView. Whether visual effect graphs rendering is enabled in this SceneView. Whether the skybox renders in this SceneView. Whether visual effect graphs render in this SceneView. Creates a new SceneViewState with either default values or values from another SceneViewState. Specify a SceneViewState to copy values from when creating the new SceneViewState. If this param is not specified, the new SceneViewState is created with default values. Creates a new SceneViewState with either default values or values from another SceneViewState. Specify a SceneViewState to copy values from when creating the new SceneViewState. If this param is not specified, the new SceneViewState is created with default values. Sets all graphic settings, for this SceneViewState, to either true or false. The new value for all graphic settings in this SceneViewState. Possible values are true or false. Sets a replacement shader for rendering this Scene view. The replacement shader. The replacement shader tag. Override this method to control whether the Scene view should change when you switch from one stage to another stage. True if the Scene view automatically reacts to stage changes. Use this class to instantiate a SceneViewCameraWindow window. Subscribe to this event to receive a callback when the SceneViewCameraWindow.OnGUI function is called. The SceneView that opened the SceneViewCameraWindow window. Creates an instance of the SceneViewCameraWindow window. The SceneView inspected by the SceneViewCameraWindow window. Retrieves the dimensions of the SceneViewCameraWindow window. Returns the width and height of the SceneViewCameraWindow window. A callback used for drawing the GUI controls of the SceneViewCameraWindow window. The rectangle where the GUI controls are drawn. Manages Scene Visibility in the editor. The event raised whenever the picking state of a GameObject changes. The event raised whenever the visibility of a GameObject changes. Checks whether all the descendants of a GameObject are hidden. GameObject to check. Returns true if all descendants are hidden. Checks whether root GameObjects, and all their descendants, are hidden in a Scene. Scene to check. Returns true if all root GameObjects of the Scene and all their descendants are hidden. Checks whether all the descendants are visible. GameObject to check. Returns true if all descendants of the GameObject are visible. Checks whether any descendants are hidden. Scene to check. Returns true when at least one hidden descendant is found. Disables picking on all GameObjects. Disables picking on a GameObject, or an Array of GameObjects, and their descendants. GameObject on which to disable picking. Whether to include descendants. Array of GameObjects on which to disable picking. Disables picking on a GameObject, or an Array of GameObjects, and their descendants. GameObject on which to disable picking. Whether to include descendants. Array of GameObjects on which to disable picking. Disables picking on all GameObjects in a Scene. Scene containing GameObjects on which to disable picking. Enables picking on all GameObjects. Enables picking on a GameObject, or an array of GameObjects, and its descendants. Whether to include descendants. GameObject on which to enable picking. Array of GameObjects on which to enable picking. Enables picking on a GameObject, or an array of GameObjects, and its descendants. Whether to include descendants. GameObject on which to enable picking. Array of GameObjects on which to enable picking. Enables picking on all GameObjects in a Scene. Scene containing GameObjects on which to enable picking. Exits Isolation Mode. Hides a GameObject, or an Array of GameObjects, and their descendants. GameObject to hide. Array of GameObjects to hide. Whether to also hide descendants. Hides a GameObject, or an Array of GameObjects, and their descendants. GameObject to hide. Array of GameObjects to hide. Whether to also hide descendants. Hides all GameObjects in a scene. Scene containing GameObjects to hide. Hides all GameObjects. Checks whether the current stage is in Isolation mode. Returns true if current stage is in Isolation mode. Otherwise, returns false. Checks the hidden state of a GameObject and, optionally, its descendants. GameObject to check. Specify true to check the GameObject and all its descendants. Set to false to check the GameObject. When includeDescendants is true, this method returns true when the GameObject and all its descendants are hidden. When includeDescendants is false, this method returns true when the GameObject is hidden. Isolates a GameObject and its descendants. GameObject to isolate. Whether to include descendants. Isolates an Array of GameObjects and their descendants. Array of GameObjects to isolate. Whether to include descendants. Checks the picking state of a GameObject and, optionally, its descendants. GameObject to check. Specify true to check the GameObject and all its descendants. Set to false to check the GameObject. When includeDescendants is true, this method returns true when the GameObject and all its descendants have picking disabled. When includeDescendants is false, this method returns true when the GameObject has picking disabled. Checks whether all the descendants of a GameObject have picking disabled. Scene to check. Returns true if all descendants have picking disabled. Checks whether root GameObjects, and all their descendants, have picking disabled in a scene. GameObject to check. Returns true if all root GameObjects of the Scene and all their descendants have picking disabled. Checks whether any descendants have picking disabled. Scene to check. Returns true when at least one descendant with picking disabled is found. Checks whether all the descendants are pickable. GameObject on which to do the check. Returns true if all descendants of the GameObject are pickable. Shows a GameObject, or an array of GameObjects, and its descendants. GameObject to show. Array of GameObjects to show. Whether to include descendants. Shows a GameObject, or an array of GameObjects, and its descendants. GameObject to show. Array of GameObjects to show. Whether to include descendants. Shows all GameObjects in scene. Scene containing GameObjects to show. Shows all GameObjects. Toggles the picking ability of a GameObject. GameObject on which to toggle picking ability. Whether to include descendants. Toggles the visible state of a GameObject. GameObject on which to toggle visibility. Whether to include descendants. Generic class for storing Editor state. Gets the instance of the Singleton. Unity creates the Singleton instance when this property is accessed for the first time. If you use the FilePathAttribute, then Unity loads the data on the first access as well. Get the file path where this ScriptableSingleton is saved to. The file path where this ScriptableSingleton is saved to. Saves the current state of the ScriptableSingleton. If true then the file is saved as text, if false it is saved as binary. 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. Represents different C# compilers that can be used to compile C# scripts. Mono C# Compiler. Roslyn C# Compiler. Representation of managed debugger in UnityEditor. This event triggers whenever managed debugger is attached or detached. if the debugger is attached or not. Returns true if there is a managed debugger attached to the UnityEditor, or false if there is not. Returns true if managed debugger is enabled, or false if it is not. Disconnects the managed debugger attached to the UnityEditor. Scripting implementation (backend). Unity's .NET runtime. The standard Mono 2.6 runtime. Microsoft's .NET runtime. Available scripting runtimes to be used by the Editor and Players. Use the most recent version of the scripting runtime available. Use the stable version of the scripting runtime. The base interface for search engines that implement a filter operation. This function checks whether or not the specified element satisfies the search query. The search context. The query string used for the search. The element to test against the search query. True if the element satisfies the search query, false otherwise. An interface that ObjectSelector engines implement. It inherits from SearchService.ISelectorEngine. The interface for Project engines to implement. It inherits from SearchService.ISearchEngine_1. The interface for Scene engines to implement. It inherits from SearchService.IFilterEngine_1. The base interface for search contexts. An enum that identifies the current search scope. A unique identifier for this search context. An IEnumerable of strings that contains the type name constraints for this search. IEnumerable of types that contains the type constraints for this search. The base interface for search engines that implement a search operation. This function returns an IEnumerable of items that satisfy the search query. The search context. The query string used for the search. Callback used to return results asynchronously. The initial search results, if any are available. If you want to return results asynchronously, and no results are available yet, return an empty list instead. If you return null, then Unity uses the default implementation. The base interface for all search engines. The name displayed in the Preferences window in the Unity Editor. This name is used to store the active engine in the preferences. A function called at the beginning of each search. The search context. The query string used for the search. A function called at the beginning of a search session. The search context. A function called at the end of a search. The search context. A function called at the end of a search session. The search context. The base interface for search engines that implement an object select operation. This function is called when a window must be opened to perform a search and select operation. The search context. Callback to call when the selector window is closed. The callback takes two arguments. The first argument is the selected object, or null for none. The second is a boolean that indicates whether the operation was cancelled or not. Callback to call when the selection in the window changes. This callback takes one argument: the selected object, or null for none. True if the search engine handles the object select operation, false otherwise. If false is returned, the default object selector is used instead. This function is called when the initial search text for the object selector window is set. The search context. The search filter to set on the object selector window. Use this API to select objects. Engines for this type of search implement the SearchService.IObjectSelectorEngine interface. A enum that indicates the search scope of ObjectSelector engines. Used by ObjectSelectorSearchContext. Registers an ObjectSelector search engine dynamically. The ObjectSelector search engine to register. Unregisters a dynamically registered engine. The ObjectSelector search engine to unregister. Use this class attribute to register ObjectSelector search engines automatically. Search engines with this attribute must implement the SearchService.IObjectSelectorEngine interface. A class attribute that allows you to define dynamic constraint on a MonoBehavior or ScriptableObject's field for the object selector. The attribute type. Constructor used to declare the SearchService.ObjectSelectorHandlerAttribute on a method. The attribute type. Use this API to select objects. Engines for this type of search implement the SearchService.IObjectSelectorEngine interface. A enum that indicates the search scope of ObjectSelectorSearch engines. Used by ObjectSelectorSearchContext. Registers an ObjectSelector search engine dynamically. The ObjectSelector search engine to register. Unregisters a dynamically registered engine. The ObjectSelector search engine to unregister. A search context implementation for ObjectSelector search engines. All methods that are called on an ObjectSelector search engine, and expect a SearchService.ISearchContext, receive an object of this type. IEnumerable of integers that contains the instanceIds of objects that the search can include in its results. Identifies the currently selected object. When the object selector is opened from an Inspector, this property indicates which objects are currently being edited. An enum that identifies the scope of the current search. This property is automatically set to SearchService.ObjectSelector.EngineScope. A unique identifier for this search context. An IEnumerable of strings that contains the type name constraints for this search. An IEnumerable of types that contains the type constraints for this search. A function that, when called, indicates whether the object selector should show an item. Indicates which categories of objects are visible in the window. For example, GameObjects, Assets, or both. A structure that contains information about an item that is about to be shown. The object's global identifier. It is always valid. If the object is already loaded in Unity, this is its instance. The instance can be null. If the object is currently loaded in Unity, this is its underlying type. The type can be null. Creates an ObjectSelectorTargetInfo. The object's global identifier. The object's instance. It can be null if the object is not loaded. The object's underlying type. It can be null if the object is not loaded. Loads an object instance if it is not already loaded in Unity. This can return null if the object is part of a Scene or Prefab that is not loaded. The object instance. Use this API to perform searches in the Project. Engines for this type of search implement the SearchService.IProjectSearchEngine interface. A enum that indicates the search scope for Project engines. It is used by ProjectSearchContext. Registers a Project search engine dynamically. The Project search engine to register. Unregisters a dynamically registered engine. The Project search engine to unregister. Use this API to perform searches in the Project. Engines for this type of search implement the SearchService.IProjectSearchEngine interface. A enum that indicates the search scope for ProjectSearch engines. It is used by ProjectSearchContext. Registers a Project search engine dynamically. The Project search engine to register. Unregisters a dynamically registered engine. The Project search engine to unregister. A search context implementation for Project search engines. All methods that are called on a Project search engine, and expect a SearchService.ISearchContext, receive an object of this type. An enum that identifies the scope of the current search. This property is automatically set to SearchService.Project.EngineScope. A unique identifier for this search context. An IEnumerable of strings that contains the type name constraints for this search. An IEnumerable of types that contains the type constraints for this search. A class attribute that registers Project search engines automatically. Search engines with this attribute must implement the SearchService.IProjectSearchEngine interface. Use this API to perform searches in the Scene. Engines for this type of search implement the SearchService.ISceneSearchEngine interface. A enum that indicates the search scope for Scene engines. It is used by SceneSearchContext. Registers a Scene search engine dynamically. The Scene search engine to register. Unregisters a dynamically registered engine. The Scene search engine to unregister. Use this API to perform searches in the Scene. Engines for this type of search implement the SearchService.ISceneSearchEngine interface. A enum that indicates the search scope for SceneSearch engines. It is used by SceneSearchContext. Registers a Scene search engine dynamically. The Scene search engine to register. Unregisters a dynamically registered engine. The Scene search engine to unregister. A search context implementation for Scene search engines. All methods that are called on a Scene search engine, and expect a SearchService.ISearchContext, receive an object of this type. An enum that identifies the scope of the current search. This property is automatically set to SearchService.Scene.EngineScope. A unique identifier for this search context. An IEnumerable of strings that contains the type name constraints for this search. An IEnumerable of types that contains the type constraints for this search. The root HierarchyProperty on which the search is started. A class attribute that registers Scene search engines automatically. Search engines with this attribute must implement the SearchService.ISceneSearchEngine interface. An enumeration that contains the available search engine scopes. Identifies a search for ObjectSelector engines. Identifies a search for Project engines. Identifies a search for Scene engines. A bit field that contains the different categories of object that the object selector window can display. The object selector window can display all categories. The object selector window can only display Assets. The object selector window cannot display any objects. The object selector window can only display GameObjects. Access to the selection in the editor. Returns the current context object, as was set via SetActiveObjectWithContext. Returns the active game object. (The one shown in the inspector). Returns the instanceID of the actual object selection. Includes Prefabs, non-modifiable objects. Returns the actual object selection. Includes Prefabs, non-modifiable objects. Returns the active transform. (The one shown in the inspector). Returns the guids of the selected assets. Returns the number of objects in the Selection. Returns the actual game object selection. Includes Prefabs, non-modifiable 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. Selects an object with a context. Object being selected (will be equal activeObject). Context object. 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. Utility functions related to Serialization. Removes all managed references that are missing their type. Drop the serialized data associated with a specific managed reference object that is missing its type. Retrieves an object based on its managed reference Id. Retrieves the managed reference Id for an object that is referenced using SerializeReference. Retrieves the list of managed reference Ids assigned to objects that are referenced using SerializeReference. Returns the list of managed references that could not be deserialized because of a missing type. This API returns true if one or more managed references is missing its type. Special value, -2, used as the managed reference Id of any field decorated with SerializeReference that has no object assigned to it. Special value, -1, used when the managed reference Id for an object is unknown, for example if GetManagedReferenceIdForObject is called with invalid arguments. Assigns a managed reference Id to an object that is referenced using SerializeReference. SerializedObject and SerializedProperty are classes for editing serialized fields on Object|Unity objects in a completely generic way. These classes automatically handle dirtying individual serialized fields so they will be processed by the Undo system and styled correctly for Prefab overrides when drawn in the Inspector. The context used to store and resolve ExposedReference types. This is set by the SerializedObject constructor. Controls the visibility of the child hidden fields. Is true when the SerializedObject has a modified property that has not been applied. Does the serialized object represents multiple objects due to multi-object editing? (Read Only) Defines the maximum size beyond which arrays cannot be edited when multiple objects are selected. The inspected object (Read Only). The inspected objects (Read Only). Apply property modifications. Returns true if any pending property changes were applied to the SerializedObject. Applies property modifications without registering an undo operation. Copies a value from a SerializedProperty to the corresponding serialized property on the serialized object. Copies a changed value from a SerializedProperty to the corresponding serialized property on the serialized object. Create SerializedObject for inspected object. Create SerializedObject for inspected object. Create SerializedObject for inspected object by specifying a context to be used to store and resolve ExposedReference types. Create SerializedObject for inspected object by specifying a context to be used to store and resolve ExposedReference types. Find serialized property by name. Get the first serialized property. Update hasMultipleDifferentValues cache on the next Update() call. Update serialized object's representation. This has been made obsolete. See SerializedObject.UpdateIfRequiredOrScript instead. 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, multi-object editing and Prefab overrides. Value of a animation curve property. Type name of the element in an array property. (Read Only) The number of elements in the array. Value of a boolean property. Value of bounds with integer values 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. Int32 representation of an enum property with Mixed Values. Enum index of an enum property. A reference to another Object in the Scene. This reference is resolved in the context of the SerializedObject containing the SerializedProperty. The number of elements in the fixed buffer. (Read Only) Value of a float property. Does it have child properties? (Read Only) The value of a Hash128 property. 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) Allows you to check whether his property is a PrefabUtility.IsDefaultOverride|default override. Certain properties on Prefab instances are default overrides. See PrefabUtility.IsDefaultOverride for more information. Is this property expanded in the inspector? Is this property a fixed buffer? (Read Only) Is property part of a Prefab instance? (Read Only) Value of a integer property as a long. String corresponding to the value of the managed reference field full type string. String corresponding to the value of the managed reference object (dynamic) full type string. Id associated with a managed reference. The object assigned to a field with SerializeReference attribute. The smallest number of elements in the array across all target objects. (Read Only) Name of the property. (Read Only) Value of an object reference property. Allows you to check whether a property's value is overriden (i.e. different to 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 with integer values 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 integer vector property. Value of a 2D vector property. Value of a 3D integer 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. Compares the data for two SerializedProperties. This method ignores paths and SerializedObjects. 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 for enumerating over the visible child properties of the current property. If the property is an array it will enumerate over the array elements. Returns the element at the specified index in the fixed buffer. 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. Bounds with Integer values property. Character property. Color property. Enumeration property. A reference to another Object in the Scene. Fixed buffer size property. Float or Double property. Gradient property. A Hash128 property. Integer property, for example int, byte, short, uint and long. LayerMask property. Property that references an object that does not derive from UnityEngine.Object. Reference to an object that derives from UnityEngine.Object. Quaternion property. Rectangle property. Rectangle with Integer values property. String property. 2D vector property. 2D integer vector property. 3D vector property. 3D integer vector property. 4D vector property. SessionState is a Key-Value Store intended for storing and retrieving Editor session state that should survive assembly reloading. Erase a Boolean entry in the key-value store. Erase a Float entry in the key-value store. Erase an Integer entry in the key-value store. Erase an Integer array entry in the key-value store. Erase a String entry in the key-value store. Erase a Vector3 entry in the key-value store. Retrieve a Boolean value. Retrieve a Float value. Retrieve an Integer value. Retrieve an Integer array. Retrieve a String value. Retrieve a Vector3. Store a Boolean value. Store a Float value. Store an Integer value. Store an Integer array. Store a String value. Store a Vector3. SettingsProvider is the configuration class that specifies how a Project setting or a preference should appear in the Settings or Preferences window. Overrides SettingsProvider.OnActivate. Overrides SettingsProvider.OnDeactivate. Overrides SettingsProvider.OnFooterBarGUI. Overrides SettingsProvider.OnGUI. Overrides SettingsProvider.HasSearchInterest. Overrides SettingsProvider.OnInspectorUpdate. Gets or sets the list of keywords to compare against what the user is searching for. When the user enters values in the search box on the Settings window, SettingsProvider.HasSearchInterest tries to match those keywords to this list. Gets or sets the display name of the SettingsProvider as it appears in the Settings window. If not set, the Settings window uses last token of SettingsProvider.settingsPath instead. Gets the Scope of the SettingsProvider. The Scope determines whether the SettingsProvider appears in the Preferences window (SettingsScope.User) or the Settings window (SettingsScope.Project). Gets Path used to place the SettingsProvider in the tree view of the Settings window. The path should be unique among all other settings paths and should use "/" as its separator. Overrides SettingsProvider.OnTitleBarGUI. Creates a new SettingsProvider. Path of the settings in the Settings window. Uses "/" as separator. The last token becomes the settings label if none is provided. Scope of the Settings. The Scope determines where the setting appears: in the Settings or the Preferences windows. List of keywords to compare against what the user is searching for. When the user enters values in the search box on the Settings window, SettingsProvider.HasSearchInterest tries to match those keywords to this list. Extract search keywords from all public static memebers in a specific Type. Returns the list of keywords extracted from the static GUIContent. Extract search keywords from the serialized properties of an Asset at a specific path. Path of the Asset on disk. Returns the list of keywords. Extract search keywords from from the serialized properties of a SerializedObject. Object to extract properties from. Returns the list of keywords. Checks whether the SettingsProvider should appear when the user types something in the Settings window search box. SettingsProvider tries to match the search terms (even partially) to any of the SettingsProvider.keywords. The search is case insensitive. Search terms that the user entered in the search box on the Settings window. True if the SettingsProvider matched the search term and if it should appear. Use this function to implement a handler for when the user clicks on the Settings in the Settings window. You can fetch a settings Asset or set up UIElements UI from this function. Search context in the search box on the Settings window. Root of the UIElements tree. If you add to this root, the SettingsProvider uses UIElements instead of calling SettingsProvider.OnGUI to build the UI. If you do not add to this VisualElement, then you must use the IMGUI to build the UI. Use this function to implement a handler for when the user clicks on another setting or when the Settings window closes. Use this function to override drawing the footer for the SettingsProvider using IMGUI. Use this function to draw the UI based on IMGUI. This assumes you haven't added any children to the rootElement passed to the OnActivate function. Search context for the Settings window. Used to show or hide relevant properties. OnInspectorUpdate is called at 10 frames per second to give the inspector a chance to update. See EditorWindow.OnInspectorUpdate for more details. Use this function to override drawing the title for the SettingsProvider using IMGUI. This allows you to add custom UI (such as a toolbar button) next to the title. AssetSettingsProvider uses this mecanism to display the "add to preset" and the "help" buttons. Request the SettingsWindow for a repaint. Attribute used to register a new SettingsProvider. Use this attribute to decorate a function that returns an instance of a SettingsProvider. If the function returns null, no SettingsProvider appears in the Settings window. Creates a new SettingsProviderAttribute used to register new SettingsProvider. Attribute used to register multiple SettingsProvider items. Use this attribute to decorate a function that returns an array of SettingsProvider instances. If the function returns null, no SettingsProvider appears in the Settings window. Creates a SettingsProviderGroupAttribute used to register multiple SettingsProviders. Sets the scope of a SettingsProvider. The Scope determines where it appears in the UI. For example, whether it appears with the Project settings in the Settings window, or in the Preferences window, or in both windows. The SettingsProvider appears only in the Project Settings window. The SettingsProvider appears only in the Preferences window. This class provides global APIs to interact with the Settings window. Use this function to notify the SettingsService that a SettingsProvider changed. Open the Project Settings window with the specified settings item already selected. Settings paths of the item to select (for example, 'ProjectPlayer' or 'ProjectQuality'). Returns an instance to the Settings window. Open the Preferences window with the specified settings item already selected. Settings path of the item to select (for example, 'PreferencesKeys' or 'Preferences2D'). Returns an instance to the Settings window. Notifies the SettingsService that all open Settings windows must be repainted. This class describes a shader. Returns the active subshader or null if none is currently active. Returns the index of the active subshader or -1 if none is currently active. Provides resource layout information about a shader constant buffer. The fields in this constant buffer (Read Only). The name of this constant buffer (Read Only). The size (in bytes) of this constant buffer (Read Only). Provides information about a shader constant (uniform) value. The number of elements in this constant (Read Only). If this value is greater than 1, the constant is an array. If the constant is a matrix or vector type, this stores the number of columns. Otherwise, the value is 0. (Read Only) This constant's type (Read Only). The element data type of this constant (Read Only). The index of this constant in its buffer (Read Only). Typically, this is the byte offset from the start of the cbuffer, but depending on the platform, it may indicate another type of index. The name of this constant (Read Only). If the constant is a matrix type, this stores the number of rows. If the constant is a vector type, this value will be 1. Otherwise, the value is 0. (Read Only) If the constant is a struct, this stores the fields of that struct. Otherwise, the value is null. (Read Only) If the constant is a struct, this stores the size (in bytes) of the struct. Otherwise, the value is 0. (Read Only) Get a subshader. The index of the subshader. The associated subshader or null if none exists. This class describes a pass of a subshader. Compiles a shader variant for this shader pass and returns its bytecode and resource layout. The shader type within this pass to compile. (e.g. Vertex, Fragment, etc.) Some platforms (OpenGLCore, GLES20, GLES3x, Switch and Vulkan) include all stages within the Vertex shader type. The keywords to use during the compilation. The shader compiler platform to compile for. The build target to compile for. Indicates whether to prepare the bytecode for Unity or to use with external tools. An optional graphics tier. An optional set of platform keywords. If you do not provide any, Unity uses the default keywords for the given platform, target, and tier. The compiled variant result, including resource layout information and bytecode. If the pass doesn't include the requested program, or if the pass is not the correct type, this function still succeeds but returns empty bytecode. Compiles a shader variant for this shader pass and returns its bytecode and resource layout. The shader type within this pass to compile. (e.g. Vertex, Fragment, etc.) Some platforms (OpenGLCore, GLES20, GLES3x, Switch and Vulkan) include all stages within the Vertex shader type. The keywords to use during the compilation. The shader compiler platform to compile for. The build target to compile for. Indicates whether to prepare the bytecode for Unity or to use with external tools. An optional graphics tier. An optional set of platform keywords. If you do not provide any, Unity uses the default keywords for the given platform, target, and tier. The compiled variant result, including resource layout information and bytecode. If the pass doesn't include the requested program, or if the pass is not the correct type, this function still succeeds but returns empty bytecode. Compiles a shader variant for this shader pass and returns its bytecode and resource layout. The shader type within this pass to compile. (e.g. Vertex, Fragment, etc.) Some platforms (OpenGLCore, GLES20, GLES3x, Switch and Vulkan) include all stages within the Vertex shader type. The keywords to use during the compilation. The shader compiler platform to compile for. The build target to compile for. Indicates whether to prepare the bytecode for Unity or to use with external tools. An optional graphics tier. An optional set of platform keywords. If you do not provide any, Unity uses the default keywords for the given platform, target, and tier. The compiled variant result, including resource layout information and bytecode. If the pass doesn't include the requested program, or if the pass is not the correct type, this function still succeeds but returns empty bytecode. Compiles a shader variant for this shader pass and returns its bytecode and resource layout. The shader type within this pass to compile. (e.g. Vertex, Fragment, etc.) Some platforms (OpenGLCore, GLES20, GLES3x, Switch and Vulkan) include all stages within the Vertex shader type. The keywords to use during the compilation. The shader compiler platform to compile for. The build target to compile for. Indicates whether to prepare the bytecode for Unity or to use with external tools. An optional graphics tier. An optional set of platform keywords. If you do not provide any, Unity uses the default keywords for the given platform, target, and tier. The compiled variant result, including resource layout information and bytecode. If the pass doesn't include the requested program, or if the pass is not the correct type, this function still succeeds but returns empty bytecode. Compiles a shader variant for this shader pass and returns its bytecode and resource layout. The shader type within this pass to compile. (e.g. Vertex, Fragment, etc.) Some platforms (OpenGLCore, GLES20, GLES3x, Switch and Vulkan) include all stages within the Vertex shader type. The keywords to use during the compilation. The shader compiler platform to compile for. The build target to compile for. Indicates whether to prepare the bytecode for Unity or to use with external tools. An optional graphics tier. An optional set of platform keywords. If you do not provide any, Unity uses the default keywords for the given platform, target, and tier. The compiled variant result, including resource layout information and bytecode. If the pass doesn't include the requested program, or if the pass is not the correct type, this function still succeeds but returns empty bytecode. Compiles a shader variant for this shader pass and returns its bytecode and resource layout. The shader type within this pass to compile. (e.g. Vertex, Fragment, etc.) Some platforms (OpenGLCore, GLES20, GLES3x, Switch and Vulkan) include all stages within the Vertex shader type. The keywords to use during the compilation. The shader compiler platform to compile for. The build target to compile for. Indicates whether to prepare the bytecode for Unity or to use with external tools. An optional graphics tier. An optional set of platform keywords. If you do not provide any, Unity uses the default keywords for the given platform, target, and tier. The compiled variant result, including resource layout information and bytecode. If the pass doesn't include the requested program, or if the pass is not the correct type, this function still succeeds but returns empty bytecode. Compiles a shader variant for this shader pass and returns its bytecode and resource layout. The shader type within this pass to compile. (e.g. Vertex, Fragment, etc.) Some platforms (OpenGLCore, GLES20, GLES3x, Switch and Vulkan) include all stages within the Vertex shader type. The keywords to use during the compilation. The shader compiler platform to compile for. The build target to compile for. Indicates whether to prepare the bytecode for Unity or to use with external tools. An optional graphics tier. An optional set of platform keywords. If you do not provide any, Unity uses the default keywords for the given platform, target, and tier. The compiled variant result, including resource layout information and bytecode. If the pass doesn't include the requested program, or if the pass is not the correct type, this function still succeeds but returns empty bytecode. Compiles a shader variant for this shader pass and returns its bytecode and resource layout. The shader type within this pass to compile. (e.g. Vertex, Fragment, etc.) Some platforms (OpenGLCore, GLES20, GLES3x, Switch and Vulkan) include all stages within the Vertex shader type. The keywords to use during the compilation. The shader compiler platform to compile for. The build target to compile for. Indicates whether to prepare the bytecode for Unity or to use with external tools. An optional graphics tier. An optional set of platform keywords. If you do not provide any, Unity uses the default keywords for the given platform, target, and tier. The compiled variant result, including resource layout information and bytecode. If the pass doesn't include the requested program, or if the pass is not the correct type, this function still succeeds but returns empty bytecode. Searches for the tag specified by tagName on this SubShader and returns the value of the tag. The name of the tag. Checks whether this pass includes a shader stage. The shader stage to check. Returns true if the shader stage is present in the pass. Otherwise, returns false. The name of this pass (may be empty). Preprocesses a shader variant for this shader pass and returns the preprocessed code. The shader type within this pass to preprocess. (e.g. Vertex, Fragment, etc.) Some platforms (OpenGLCore, GLES20, GLES3x, Switch and Vulkan) include all stages within the Vertex shader type. The keywords to use during the preprocessing. The shader compiler platform to preprocess for. The build target to preprocess for. An optional graphics tier. An optional set of platform keywords. If you do not provide any, Unity uses the default keywords for the given platform, target, and tier. Whether to skip line number directives in the preprocessed output. When enabled, Unity produces more human-readable preprocessed source code and skips the line directives when the file name doesn't change. Otherwise, this method produces the exact preprocessed source that Unity passes to the compiler. The preprocessed variant result. If the pass doesn't include the requested program, or if the pass is not the correct type, this function still succeeds but returns empty preprocessed code. Preprocesses a shader variant for this shader pass and returns the preprocessed code. The shader type within this pass to preprocess. (e.g. Vertex, Fragment, etc.) Some platforms (OpenGLCore, GLES20, GLES3x, Switch and Vulkan) include all stages within the Vertex shader type. The keywords to use during the preprocessing. The shader compiler platform to preprocess for. The build target to preprocess for. An optional graphics tier. An optional set of platform keywords. If you do not provide any, Unity uses the default keywords for the given platform, target, and tier. Whether to skip line number directives in the preprocessed output. When enabled, Unity produces more human-readable preprocessed source code and skips the line directives when the file name doesn't change. Otherwise, this method produces the exact preprocessed source that Unity passes to the compiler. The preprocessed variant result. If the pass doesn't include the requested program, or if the pass is not the correct type, this function still succeeds but returns empty preprocessed code. Preprocesses a shader variant for this shader pass and returns the preprocessed code. The shader type within this pass to preprocess. (e.g. Vertex, Fragment, etc.) Some platforms (OpenGLCore, GLES20, GLES3x, Switch and Vulkan) include all stages within the Vertex shader type. The keywords to use during the preprocessing. The shader compiler platform to preprocess for. The build target to preprocess for. An optional graphics tier. An optional set of platform keywords. If you do not provide any, Unity uses the default keywords for the given platform, target, and tier. Whether to skip line number directives in the preprocessed output. When enabled, Unity produces more human-readable preprocessed source code and skips the line directives when the file name doesn't change. Otherwise, this method produces the exact preprocessed source that Unity passes to the compiler. The preprocessed variant result. If the pass doesn't include the requested program, or if the pass is not the correct type, this function still succeeds but returns empty preprocessed code. Preprocesses a shader variant for this shader pass and returns the preprocessed code. The shader type within this pass to preprocess. (e.g. Vertex, Fragment, etc.) Some platforms (OpenGLCore, GLES20, GLES3x, Switch and Vulkan) include all stages within the Vertex shader type. The keywords to use during the preprocessing. The shader compiler platform to preprocess for. The build target to preprocess for. An optional graphics tier. An optional set of platform keywords. If you do not provide any, Unity uses the default keywords for the given platform, target, and tier. Whether to skip line number directives in the preprocessed output. When enabled, Unity produces more human-readable preprocessed source code and skips the line directives when the file name doesn't change. Otherwise, this method produces the exact preprocessed source that Unity passes to the compiler. The preprocessed variant result. If the pass doesn't include the requested program, or if the pass is not the correct type, this function still succeeds but returns empty preprocessed code. The source code for this pass. Represents the results of preprocessing a variant using ShaderData.Pass.PreprocessVariant. Stores errors and warnings produced during preprocessing (Read Only). Stores the preprocessed code for the shader variant (Read Only). Indicates whether the variant preprocessing succeeded (Read Only). If it did, this is true. Otherwise, this is false and ShaderData.PreprocessedVariant.Messages contains the errors. The shader attached to this data set. This class describes a subshader. Searches for the tag specified by tagName on this SubShader and returns the value of the tag. The name of the tag. Get a pass of a subshader. The index of the pass. The specified pass or null, if none exists. The level of detail (LOD) specified in this subshader (Read Only). The number of passes for this subshader. The number of subshaders used by this shader. Provides resource layout information about a texture binding. The number of elements in this texture binding. If the value is greater than 1, the texture binding is an array. (Read Only) The texture binding's type (Read Only). The index of the texture binding (Read Only). Depending on the platform, this value represents different things. Indicates if the texture is multisampled (Read Only). The name of the texture binding (Read Only). The index of the sampler for this texture binding (Read Only). Depending on the platform, this value represents different things. Represents the results of compiling a variant using ShaderData.Pass.CompileVariant. Vertex attributes the compiled variant uses (Read Only). Constant buffers the compiled variant uses (Read Only). Some platforms don't have constant buffers; however, Unity reports all global constants/uniforms in a single constant buffer. Stores errors and warnings produced during compilation (Read Only). Stores the raw platform-specific bytecode for the compiled shader (Read Only). Indicates whether the variant compilation succeeded (Read Only). If it did, it is true. Otherwise, this is false and ShaderData.VariantCompileInfo.Messages contains the errors. Texture bindings the compiled variant uses (Read Only). 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. The name of the material property. The array of available material 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. The name of the material property. The array of available material properties. If true then this method will throw an exception if a property with propertyName was not found. The material property found, otherwise null. This method is called when the ShaderGUI is being closed. 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'). When the user loads a Material using this ShaderGUI into memory or changes a value in the Inspector, the Editor calls this method. The material to validate. Shader importer lets you modify shader import settings from Editor scripts. The preprocessor that Unity uses to compile this shader. Gets the default texture assigned to the shader importer for the shader property with given name. Gets the non-modifiable texture assigned to the shader importer for the shader property with given name. Gets the reference to the shader imported by this importer. Sets the default textures for each texture material property. Sets the non-modifiable textures for each texture material property. Shader include file asset. This attribute is no longer supported. Contains the following information about a shader: -If the shader has compilation errors or warnings. -If the shader is supported on the currently selected platform. -The name of the shader. Indicates whether the shader has compilation errors (Read Only). Indicates whether the shader has compilation warnings (Read Only). The name of the shader (Read Only). Indicates whether the current platform supports the shader (Read Only). Enable or disable shader keyword filter attributes based on the graphics API. Enable or disable shader keyword filter attributes based on the graphics API. The array of graphics APIs to match to. Enable or disable shader keyword filter attributes based on the graphics API. Enable or disable shader keyword filter attributes based on the graphics API. The array of graphics APIs to match to. Enable or disable shader keyword filter attributes based on shader tags. Enable or disable shader keyword filter attributes based on shader tags. An array of strings with tag names and values. Use the first element in the array for the tag name, then the second element for the tag value, and so on. Enable or disable shader keyword filter attributes based on shader tags. Enable or disable shader keyword filter attributes based on shader tags. An array of strings with tag names and values. Use the first element in the array for the tag name, then the second element for the tag value, and so on. Whether shader keyword filter attributes include the keywords, remove the keywords or do nothing, based on the attribute condition evaluation. Removes the keywords from any multi_compile keyword set containing them, if the attribute condition evaluates as true. Includes only the keywords in any multi_compile keyword set containing them, if the attribute condition evaluates as true. Includes only the keywords if the attribute condition evaluates as true. Removes the keywords if the attribute condition evaluates as false. Tell the shader system which shader keywords to include or remove from the build, based on the data field underneath. Tell the shader system which shader keywords to include in or exclude from the build, based on the data field underneath. The filter action this attribute triggers. The mode of precedence between this attribute and any attributes evaluated before this. The condition evaluation mode that's used to decide whether the condition is expected to match or not. The value that's being compared against the targeted data field. The comparison outcome determines the filter behavior. The path of the file this attribute is in. Automatically filled by default. The line number of this attribute. Automatically filled by default. An array of shader keyword names this filter attribute affects. How Unity evaluates the shader keyword filter attribute state. The shader keyword filter is active if the condition does not match the data field the attribute is attached to. The shader keyword filter is active if the condition matches the data field the attribute is attached to. The precedence rules of shader keyword filter attributes that are active on the same keywords. Unity ignores the shader keyword filter attribute if there's already an active attribute for the same keywords. Unity overrides any already active attributes on the same keywords with this shader keyword filter attribute. Enable or disable shader keyword filter attributes based on the graphics API. Enable or disable shader keyword filter attributes based on the graphics API. Set to true to enable filter attributes when the graphics API doesn't match any of the graphicsDeviceTypes. The array of graphics APIs to match to. Remove the specified shader keywords from the build if the data field matches the condition. Remove the specified shader keywords from the build if the data field matches the condition. Unity compares the data field to this value. The outcome determines the filter behavior. Whether this filter attribute overrides filter attributes that are already active on the same keywords. The default is false. The path of the file this attribute is in. Automatically filled by default. The line number of this attribute. Automatically filled by default. An array of shader keyword names the filter attribute will apply to. Remove the specified shader keywords from the build if the data field doesn't match the condition. Remove the specified shader keywords from the build if the data field doesn't match the condition. Unity compares the data field to this value. The outcome determines the filter behavior. Whether this filter attribute overrides filter attributes that are already active on the same keywords. The default is false. The path of the file this attribute is in. Automatically filled by default. The line number of this attribute. Automatically filled by default. An array of shader keyword names the filter attribute will apply to. Either remove or include the specified shader keywords in the build, depending on the data field underneath. Either remove or include the specified shader keywords in the build, depending on the data field underneath. Unity compares the data field to this value. The outcome determines the filter behavior. Whether this filter attribute overrides filter attributes that are already active on the same keywords. The default is false. The path of the file this attribute is in. Automatically filled by default. The line number of this attribute. Automatically filled by default. An array of shader keyword names the filter attribute will apply to. Include only the specified shader keywords in the build if the data field matches the condition. Include only the specified shader keywords in the build if the data field matches the condition. Unity compares the data field to this value. The outcome determines the filter behavior. Whether this filter attribute overrides filter attributes that are already active on the same keywords. The default is false. The path of the file this attribute is in. Automatically filled by default. The line number of this attribute. Automatically filled by default. An array of shader keyword names the filter attribute will apply to. Include only the specified shader keywords in the build if the data field doesn't match the condition. Include only the specified shader keywords in the build if the data field doesn't match the condition. Unity compares the data field to this value. The outcome determines the filter behavior. Whether this filter attribute overrides filter attributes that are already active on the same keywords. The default is false. The path of the file this attribute is in. Automatically filled by default. The line number of this attribute. Automatically filled by default. An array of shader keyword names the filter attribute will apply to. Either include or remove the specified shader keywords in the build, depending on the data field underneath. Either include or remove the specified shader keywords in the build, depending on the data field underneath. Unity compares the data field to this value. The outcome determines the filter behavior. Whether this filter attribute overrides filter attributes that are already active on the same keywords. The default is false. The path of the file this attribute is in. Automatically filled by default. The line number of this attribute. Automatically filled by default. An array of shader keyword names the filter attribute will apply to. Enable or disable shader keyword filter attributes based on shader tags. Enable or disable shader keyword filter attributes based on shader tags. Set to true to enable filter attributes when shader tags do not match any of the tags. The array of tag name-value pairs to match to. Contains information about messages generated by Unity's Shader Compiler. The source file where the shader message was found. The line of code where the shader message was found. The message returned by the Unity Shader Compiler. An (optional) detailed message returned from the Unity Shader Compiler. The specific platform where the Unity Shader Compiler discovered the message. Indicates the severity of the message returned from the Unity Shader Compiler. Creates a new ShaderMessage with the given message and severity. The message to report. Indicates the severity of the message. Compares two ShaderMessage on an element-by-element basis. True if all fields of the message are equal, otherwise false. Compares two ShaderMessage on an element-by-element basis. True if all fields of the message are equal, otherwise false. Generates a hash value based on the contents of the message. Returns true if all memebers of the two arguments are equal. Returns true if any of the elements of the two arguments are not equal. Options for the shader precision model. Use the target platform defaults for sampler precision. This results in lower precision on mobile targets and full precision elsewhere. Use full sampler precision by default and make it so you have to explicitly declare when you want to use lower precision. This sets Rendering.BuiltinShaderDefine.UNITY_UNIFIED_SHADER_PRECISION_MODEL when Unity compiles shaders. Utility functions to assist with working with shaders from the editor. When true, asynchronous Shader compilation is allowed at the current call site. When true, the Editor is compiling some Shaders asynchronously at the point of query. Does the current hardware support render textues. Clears all internally-cached data that was generated for the given shader, such as errors and compilation info. Clears compile time messages for the given shader. Clear compile time messages for the given shader. Request the Editor to compile the Shader Variant needed for the specific pass of the given Material. Target Material. Index of the target Shader pass. Forces the script execution to wait until the compilation has finished. Optional. Creates a new Shader object from the provided source code string. You can use this method alongside the ScriptedImporter to create custom shader generation tools in the Editor. A context object that the asset system needs to register shader dependencies properly. A string that contains a shader written in code. Set to true to compile the code contained in the source string; otherwise false. Creates a new Shader object from the provided source code string. You can use this method alongside the ScriptedImporter to create custom shader generation tools in the Editor. A context object that the asset system needs to register shader dependencies properly. A string that contains a shader written in code. Set to true to compile the code contained in the source string; otherwise false. Creates a new Shader object from the provided source code string. You can use this method alongside the ScriptedImporter to create custom shader generation tools in the Editor. A context object that the asset system needs to register shader dependencies properly. A string that contains a shader written in code. Set to true to compile the code contained in the source string; otherwise false. Returns an array of ShaderInfo of all available shaders. That includes built-in shaders. ShaderInfo array of all available shaders. Returns the number of callable Shaders defined whitin a given RayTracingShader. The RayTracingShader instance. The number of callable Shaders defined in the RayTracingShader instance passed as argument. Returns the name of a user-defined callable Shader from within a RayTracingShader. The RayTracingShader instance. The callable Shader index for which to retrieve the name. The callable Shaders defined in a RayTracingShader are sorted alphabetically by the Shader compiler. The name of the callable Shader at the index passed using the "shaderIndex" argument. Returns the parameter size of a user-defined callable Shader from within a RayTracingShader. The RayTracingShader instance. The callable Shader index for which to retrieve the parameter size. The parameter size in bytes. Returns the number of errors and warnings generated by the Unity Shader Compiler for the given ComputeShader. The ComputeShader instance to check for messages. The number of errors and warnings generated by the Unity Shader Compiler. Returns each error and warning generated by the Unity Shader Compiler for the given ComputeShader. The ComputeShader instance to check for messages. An array of ShaderMessage structs containing the generated messages. Gets the current custom editor for the shader you pass in. Depending on the render pipeline asset assigned in your Graphics Settings, the custom editor can change if the shader has a different custom editor for one or multiple render pipeline assets. The shader to check against. The current custom editor full class name. Gets the shader's custom editor class name for a specific render pipeline asset type. The render pipeline asset type. The shader to check against. Returns the full class name of the custom editor. Gets the shader's custom editor class name for a specific render pipeline asset type. The render pipeline asset type. The shader to check against. Returns the full class name of the custom editor. Returns the number of miss Shaders defined whitin a given RayTracingShader. The RayTracingShader instance. The number of miss Shaders defined in the RayTracingShader instance passed as argument. Returns the name of a user-defined miss Shader from within a RayTracingShader. The RayTracingShader instance. The miss Shader index for which to retrieve the name. The miss Shaders defined in a RayTracingShader are sorted alphabetically by the Shader compiler. The name of the miss Shader at the index passed using the "shaderIndex" argument. Returns the ray payload size of a user-defined miss Shader from within a RayTracingShader. The RayTracingShader instance. The miss Shader index for which to retrieve the ray payload size. The ray payload size in bytes. Gets the local shader keywords that are valid for a Pass within a particular shader. The shader the Pass belongs to. The identifier of a Pass within the given shader. Returns an array of LocalKeywords that are valid for the Pass you identify. If the Rendering.PassIdentifier you use is invalid, this function returns an empty array and Unity displays an error in the Console window. Gets the local shader keywords that are valid for a specified shader stage of a Pass within a particular shader. The shader the Pass belongs to. The identifier of a Pass within the given shader. The shader stage of the given Pass. Returns an array of LocalKeywords that are valid for the given Rendering.ShaderType|shader stage of the Pass you identify. If the Rendering.PassIdentifier you use is invalid, this function returns an empty array and Unity displays an error in the Console window. If the shader stage doesn't exist in the pass, this function returns an empty array. 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. Returns the description of the given shader property. 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. Returns the number of ray generation Shaders defined whitin a given RayTracingShader. The RayTracingShader instance. The number of ray generation Shaders defined in the RayTracingShader instance passed as argument. Returns the name of a user-defined ray generation Shader from within a RayTracingShader. The RayTracingShader instance. The ray generation Shader index for which to retrieve the name. The ray generation Shaders defined in a RayTracingShader are sorted alphabetically by the Shader compiler. The name of the ray generation Shader at the index passed using the "shaderIndex" argument. Returns the number of errors and warnings generated by the Shader Compiler for the given RayTracingShader. The RayTracingShader instance to check for messages. The number of errors and warnings generated by the Shader Compiler. Returns each error and warning generated by the Shader Compiler for the given RayTracingShader. The RayTracingShader instance to check for messages. An array of ShaderMessage structs containing the generated messages. Get the shader data for a specific shader. The shader to get data from. The shader data for the provided shader. Gets ShaderInfo for the given shader. The shader to get information about. Returns an instance of ShaderInfo for the given shader. Returns the number of errors and warnings generated by the Unity Shader Compiler for the given Shader. The Shader instance to check for messages. The number of errors and warnings generated by the Unity Shader Compiler. Returns each error and warning generated by the Unity Shader Compiler for the given Shader. The Shader instance to check for messages. The ShaderCompilerPlatform to check for messages. An array of ShaderMessage structs containing the generated messages. Returns each error and warning generated by the Unity Shader Compiler for the given Shader. The Shader instance to check for messages. The ShaderCompilerPlatform to check for messages. An array of ShaderMessage structs containing the generated messages. Gets the platform keywords for a shader, given a shader compiler platform, build target, and optional graphics tier. These platform keywords are necessary to properly compile a shader for a given target. The shader compiler platform. The build target. An optional graphics tier. Returns an array of built-in shader defines needed to compile a shader for the given target. Gets the platform keywords for a shader, given a shader compiler platform, build target, and optional graphics tier. These platform keywords are necessary to properly compile a shader for a given target. The shader compiler platform. The build target. An optional graphics tier. Returns an array of built-in shader defines needed to compile a shader for the given target. Gets texture dimension of a shader property. The shader to get the property from. The property index to use. Texture dimension. Determines whether the specified Shader contains a valid Procedural Instancing variant. The Shader to check. Returns true if the Shader has a valid Procedural Instancing variant. Returns false otherwise. Checks if the Shader variant for the given pass in the Material has already been compiled. The Material to check against. The index of the Shader pass to check. Is the shader propery at index propertyIdx of Shader s hidden? The shader to check against. The property index to use. Is the shader propery at index propertyIdx of Shader s a NonModifiableTextureProperty? The shader to check against. The property index to use. Checks whether a local shader keyword is valid for a Pass within a particular shader. The shader the Pass belongs to. The identifier of a Pass within the given shader. The local shader keyword to check. Returns true if the keyword is valid for the given Pass. Otherwise, returns false. If the Rendering.PassIdentifier you use is invalid, this function returns false and Unity displays an error in the Console window. Checks whether a local shader keyword is valid for a particular shader stage of a Pass within a particular shader. The shader the Pass belongs to. The identifier of a Pass within the given shader. The local shader keyword to check. The shader stage of the given pass. Returns true if the keyword is valid for the given shader stage of the Pass. Otherwise, returns false. If the Rendering.PassIdentifier you use is invalid, this function returns false and Unity displays an error in the Console window. Checks whether a local shader keyword is valid for a particular shader stage of a Pass within a particular shader for the given shader compiler platform. The shader the Pass belongs to. The identifier of a Pass within the given shader. The local shader keyword to check. The shader stage of the given pass. The shader compiler platform to check against. Returns true if the keyword is valid for the given shader stage of the Pass for the given ShaderCompilerPlatform. Otherwise, returns false. If the Rendering.PassIdentifier you use is invalid, this function returns false and Unity displays an error in the Console window. Register a user created shader. Restores the previous Shader compilation mode in this CommandBuffer scope. Target CommandBuffer. Adds shader compilation mode command in the CommandBuffer. Target CommandBuffer. Is async Shader compilation allowed or not. Checks if a shader has any compilation errors. Ignores warnings. The shader to check for compilation errors. Returns true if the shader has any compilation errors. Otherwise, returns false. Checks if a shader has any compilation warnings. Ignores errors. The shader to check for compilation warnings. Returns true if the shader has any compilation warnings. Otherwise, returns false. Type of a given texture property. Color Property. Float Property. Int Property. Range Property. Texture Property. Vector Property. Replaces the existing source code in the specified shader with the source code in the supplied string. A context object that the asset system needs to register shader dependencies properly. A string that contains a shader written in code. Set to true to compile the code contained in the source string; otherwise false. The Shader to update. Replaces the existing source code in the specified shader with the source code in the supplied string. A context object that the asset system needs to register shader dependencies properly. A string that contains a shader written in code. Set to true to compile the code contained in the source string; otherwise false. The Shader to update. Replaces the existing source code in the specified shader with the source code in the supplied string. A context object that the asset system needs to register shader dependencies properly. A string that contains a shader written in code. Set to true to compile the code contained in the source string; otherwise false. The Shader to update. Provides data for the ShortcutManagement.IShortcutManager.activeProfileChanged event. The ID of the current active profile. The ID of the previous active profile. Initializes a new instance of the ShortcutManagement.ActiveProfileChangedEventArgs struct using the specified previous active profile ID and current active profile ID. Previous active profile ID. Current active profile ID. Attribute used to register a static method as the action for a clutch shortcut. Creates an attribute for a clutch shortcut with an ID, optional context, and optional default binding. Shortcut ID. Optional shortcut context type. Optional key code for default binding. Optional shortcut modifiers for default binding. Creates an attribute for a clutch shortcut with an ID, optional context, and optional default binding. Shortcut ID. Optional shortcut context type. Optional key code for default binding. Optional shortcut modifiers for default binding. Creates an attribute for a clutch shortcut with an ID, optional context, and optional default binding. Shortcut ID. Optional shortcut context type. Optional key code for default binding. Optional shortcut modifiers for default binding. Represents a manager that configures a particular instance of the shortcuts system. Raised when the ID of the active profile is changed. Active profile changed event handler. Gets or sets the ID of the currently active profile. Raised when shortcut overrides are changed on the active profile. Shortcut binding changed event handler. Clears the binding for shortcut with given shortcut ID from the active profile. ID of shortcut to clear override for. Creates a new profile with the given profile ID. ID of created profile. Deletes profile with the given profile ID. ID of profile to delete. Returns an enumeration of all of avaliable profile IDs. Enumerable of available profile IDs. Returns an enumeration of all available shortcut IDs. Enumeration of available shortcut IDs. Returns the active binding for the given shortcut ID. ID of shortcut to retrieve binding for. Active binding for shortcut. Checks that the profile ID is valid. The profile ID to be checked. If a null string is specified, the method throws an ArgumentNullException error. Returns true if the profile ID is valid. Returns false if the profile ID is empty or equals ShortcutManager.defaultProfileId. Is the profile for the given profile ID read-only? ID of profile to determine read-only status for. true if the profile with ID profileId is read-only: otherwise, false. Does the active profile override the binding for the given shortcut ID? ID of shortcut to determine overridden status for. true if the shortcut with ID shortcutId is overridden in the active profile; otherwise, false. Rebinds the shortcut for the given shortcut ID to the given binding in the active profile. ID of shortcut to rebind. New binding of shortcut. Renames the ID of a profile. ID of existing profile. New ID for profile. Represents a combination of a non-modifier key and zero or more modifier keys. Is the action key modifier part of the key combination? The action key represents the Control key on Windows and Linux, and the Command key on macOS. Is the Alt key (or Option key on macOS) modifier part of the key combination? Determines if the Control key modifier is part of the key combination. Represents the Control key on Windows, macOS, and Linux. Key code representing non-modifier key of key combination. Modifier keys of key combination. Is the Shift key modifier part of key combination? Creates a new key combination with given key code and shortcut modifiers. Non-modifier key code of key combination. Shortcut modifiers keys of key combination. Returns string representation of key combination. String representation of key combination. Provides data for shortcut action methods invoked by the shortcut system. Instance of the context in which the shortcut was triggered. The stage at which a shortcut action was invoked. Attribute used to register a static method as the action for an action shortcut. Optional override of the Shortcut ID when listing the Shortcut in the configuration interface. Creates an attribute for an action shortcut with an ID, optional context, and optional default binding. Shortcut ID. Optional shortcut context type. Optional key code for default binding. Optional shortcut modifiers for default binding. Creates an attribute for an action shortcut with an ID, optional context, and optional default binding. Shortcut ID. Optional shortcut context type. Optional key code for default binding. Optional shortcut modifiers for default binding. Creates an attribute for an action shortcut with an ID, optional context, and optional default binding. Shortcut ID. Optional shortcut context type. Optional key code for default binding. Optional shortcut modifiers for default binding. Abstract base class for ShortcutManagement.ShortcutAttribute and ShortcutManagement.ClutchShortcutAttribute. Represents a key binding used to trigger a shortcut. A key combination representing the empty binding. The sequence of key combinations required to trigger a shortcut with this binding. Creates a shortcut binding from a single key combination. Key combination used to trigger a shortcut with this binding. Determines whether this instance and another specified ShortcutBinding instance have the same value. The ShortcutBinding to compare to this instance. true if the value of the other parameter is the same as the value of this instance; otherwise, false. Determines whether this instance and a specified object, which must also be a [[ShortcutBinding}} object, have the same value. The ShortcutBinding to compare to this instance. true if obj is a ShortcutBinding and its value is the same as this instance; otherwise, false. If obj is null, the method returns false. Returns the hash code for the value of this instance. A 32-bit signed integer hash code. Converts the value of the current ShortcutManagement.ShortcutBinding object to its equivalent string representation. The string representation of the current ShortcutManagement.ShortcutBinding value. Provides data for the ShortcutManagement.IShortcutManager.shortcutBindingChanged event. The new binding for the shortcut that had its binding changed. The old binding for the shortcut that had its binding changed. The ID of the shortcut that had its binding changed. Initializes a new instance of the ShortcutManagement.ShortcutBindingChangedEventArgs struct using the specified shortcut ID, old binding, and new binding. The ID of the shortcut that had its binding changed. The old binding of the shortcut that had its binding changed. The new binding of the shortcut that had its binding changed. Provides access to an instance of ShortcutManagement.IShortcutManager for managing shortcuts. A constant defining the ID of the default shortcut profile. See the documentation for the ShortcutManagement.IShortcutManager.activeProfileId property. An instance of the ShortcutManagement.IShortcutManager interface used for managing shortcuts in the editor. Represents modifier keys for use in a shortcut binding. Control key on Windows and Linux. Command key on macOS. Alt key (or Option key on macOS). Marks that the Control key modifier is part of the key combination. Resolves to control key on Windows, macOS, and Linux. No modifier keys. Shift key. Represents the stage at which a shortcut action was invoked. Represents that a shortcut action has begun. Represents that a shortcut action has ended. Structure to hold camera data extracted from a SketchUp file. Aspect ratio of the camera. The near clipping plane distance. 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 far clipping plane distance. 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. Returns the default SpeedTree billboard shader for the active render pipeline, or null if the asset is a SpeedTree v8 asset. Returns the default SpeedTree shader for the active render pipeline (either v7 or v8 according to the asset version). 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. Gets and sets an array of booleans to enable Subsurface effect for each LOD (affects only SpeedTree v8 assets). 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). Returns true if the asset is a SpeedTree v8 asset. Gets and sets a default main color. Returns the folder path where generated materials will be placed in. Material import location options. Gets and sets an array of booleans to enable shadow receiving 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. Material import location options. Extract the materials and textures from the model. Unity imports materials as sub-assets. Search the project for matching materials and use them instead of the internal materials. The path to search for matching materials. Returns true if any materials have been remapped, otherwise false. The style of builtin splash screen to use. Dark background with light logo and text. White background with dark logo and text. Texture importer modes for Sprite import. Sprites are multiple image sections extracted from the texture. Graphic is not a Sprite. Sprite has it own mesh outline defined. 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. The 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 for Sprite with packing tag (legacy). Always pack all the SpriteAtlas. Updates the sprite atlas cache when the Player or bundles builds containing Sprite with the legacy packing tag. Pack all the SpriteAtlas when building player/bundles. Doesn't pack sprites. If enabled, will automatically migrate all *.spriteatlas assets to *.spriteatlasv2 assets. Old *.spriteatlas assets will be removed. 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 of the atlas. 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. Detemines if sprite atlas textures generate mipmaps. 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. Specifies whether sequential processing of atlas tags is enabled. If enabled, sprite packing tags are processed one by one to reduce memory usage. 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 all alpha atlas textures generated for the specified atlas. Name of the atlas. 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. Desktop platform subtarget type. Build the default Desktop player. Build a player that is optimized for running as a headless server. Describes which Unity systems consider the GameObject as static, and include the GameObject in their precomputations in the Unity Editor. Combine the GameObject's Mesh with other eligible Meshes, to potentially reduce runtime rendering costs. Include the target in global illumination calculations. Include the GameObject when precomputing lighting data. Include the GameObject when precomputing navigation data. Mark the GameObject as a Static Occludee in the occlusion culling system. Mark the GameObject as a Static Occluder in the occlusion culling system. Attempt to generate an Off-Mesh Link that starts from this GameObject when precomputing navigation data. Include this GameObject when when precomputing data for Reflection Probes whose Type property is set to Baked. 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. Removes temporary folder used when baking occlusion. 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. Options for querying the version control system status of a file. Force a refresh of the version control system status of the file. This is slow but accurate. This option sets the status query to first use the latest valid version control system status of the file and query for a valid status asynchronously if otherwise. This option sets the status query to first use the latest valid version control system status of the file and query for a valid status synchronously if otherwise. Enum used to specify what stereo rendering path to use. Single pass VR rendering ( via instanced rendering ). Multiple pass VR rendering. Single pass VR rendering ( via double-wide render texture ). Managed code stripping level. Deprecated. See ManagedStrippingLevel. Deprecated. See ManagedStrippingLevel. Deprecated. See ManagedStrippingLevel. Deprecated. See ManagedStrippingLevel. Base class for implementing sysroots and toolchains for IL2CPP Returns the next Il2Cpp argument on each call Returns name of the host architecture Returns name of the host platform Initializes sysroot Returns name of the sysroot Returns name of the target architecture Returns name of the target platform 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. The default Inspector class for Terrain Layer. Applies the custom UI for the Terrain Layer object. The custom UI object. The Terrain object. Returns true if the Terrain Layer has a preview GUI. Draws the default Terrain Layer Inspector GUI. Draws the default Terrain Layer preview GUI. Draws the default Terrain Layer static preview. A set of helper functions for using terrain layers. Checks whether the texture is correctly imported as a normal map texture. The texture to check. True if texture is correctly imported, otherwise false. This helper function shows the Terrain Layer Inspector GUI nested inside the current Inspector GUI. The Terrain from which the Terrain Layer originates. The Terrain Layer object to show the Inspector for. Reference to a variable of type Editor in which Unity caches the Terrain Layer Inspector object. The custom Terrain Layer GUI object. Helper function to show the layer selection window for selecting terrain layers in inspector. Terrain tile. Currently selected terrain layer index. Newly selected terrain layer index. Displays the tiling settings UI. The terrain layer that contains the tiling settings to display. The tile size property to display. The tile offset property to display. Displays the tiling settings UI. The terrain layer that contains the tiling settings to display. The tile size property to display. The tile offset property to display. Checks whether the texture is a valid TerrainLayer diffuse texture. If it detects that the texture is not valid, it displays a warning message that identifies the issue. The texture to validate. Checks whether the texture is a valid TerrainLayer mask map texture. If it detects that the texture is not valid, it displays a warning message that identifies the issue. The texture to validate. Checks whether the texture is a valid TerrainLayer normal map texture. If it detects that the texture is not valid, it displays a warning message that identifies the issue. The texture to validate. The return value from the CheckNormalMapTextureType method indicating whether the texture is imported as a normal map. Flags that specify which brush controls the [IOnInspectorGUI.ShowBrushesGUI] method displays. Display all brush controls. Display the brush inspector for the currently selected brush. Don't display any brush controls. Display the brush opacity control. Display the brush selection control. Display the brush selection control, and the brush inspector for the currently selected brush. Display the brush size control. Interface that provides parameters and utility functions for the OnInspectorGUI event in the terrain paint tools. Instructs the Editor to repaint the tool UI and/or the scene view. What to repaint. Displays the default controls for the brush in the tool inspector. Pixel spacing for the brush GUI controls. Specifies which brush controls to display in the Terrain tool UI. The resolution per Terrain tile of the Texture, which the tool is editing. Unity uses this value to calculate Brush size limits. Interface that provides parameters and utility functions for the OnPaint event of the terrain paint tools. Read only. Current brush size in Terrain units (equivalent size to world units). Read only. Current brush strength. Read only. Current selected brush texture. Read only. True if the mouse is over a valid Terrain object; otherwise false. Read only. The raycast result for the current mouse position. This is valid when hitValidTerrain is true. Read only. The normalized position (between 0 and 1) on the active Terrain. Instructs the Editor to repaint the tool UI, the Scene view, or both. Specifies what to repaint. Instructs the Editor to repaint the inspector UI. Interface that provides parameters and utility functions for the OnSceneGUI event of the terrain paint tools. Read only. Current brush size in terrain units (equivalent size to world units). Read only. Current brush strength. Read only. Current selected brush texture. The control ID for the current Terrain Inspector. (Read Only) Read only. True if the mouse is over a valid Terrain object; otherwise false. Read only. The raycast result for the current mouse position. This is valid when hitValidTerrain is true. Read only. SceneView object. Instructs the Editor to repaint the tool UI, the Scene view, or both. Specifies what to repaint. Flags that indicate what to repaint on the Terrain tools. Repaint the Scene view. Repaint the tool UI. Enum to specify whether DrawBrushPreview previews the source render texture or the destination render texture of a PaintContext. Specifies that TerrainTools.TerrainPaintUtilityEditor.DrawBrushPreview uses the destination render texture of the PaintContext. Specifies that TerrainTools.TerrainPaintUtilityEditor.DrawBrushPreview uses the source render texture of the PaintContext. Utility class for Terrain Inspector GUI. Checks whether a Material is compatible with Terrain. The Material to validate. Base class for terrain painting tools. Retrieves the description of the custom terrain tool. Tool description. Retrieves the name of the custom terrain tool. Tool name. Called when the tool is destroyed. Called when the tool is created. Called when the tool is activated. Called when the tool becomes inactive. Custom terrain tool OnInspectorGUI callback. Active Terrain object. Interface used to communicate between Editor and Paint tools. Custom terrain tool paint callback. Active Terrain object. Interface used to communicate between Editor and Paint tools. Return true to temporarily hide tree, grass, and detail layers on the terrain. Use this method to implement custom tool preview and UI behavior that will only render while the mouse is within the SceneView bounds or while you're actively using this tool. Active Terrain object. Interface for communication between Editor and Paint tools. Custom terrain tool OnSceneGUI callback. Active Terrain object. Interface for communication between Editor and Paint tools. Terrain paint utility editor helper functions. Draws a Terrain brush preview mesh from a heightmap PaintContext using the provided procedural material. PaintContext describing the heightmap from which to build the preview mesh. Specifies Whether to build the mesh using the source or destination render texture in heightmapPC. The brush texture to preview. Describes the position and orientation of the brush. Material used to render the preview. Material pass to render. Returns the default brush preview material. This material supports procedural mesh generation for use with DrawBrushPreview. Default brush preview material. Helper function to display a default preview brush with no rotation or custom materials. Terrain object. Brush texture. Brush size. The shortcut context that is active while editing Terrain. Changes the selected Terrain paint tool. Compression Quality. Best compression. Fast compression. Normal compression (default). Texture importer lets you modify Texture2D import settings from editor scripts. Allows alpha splitting on relevant platforms for this texture. If the alpha channel of your texture represents transparency, enable this property to dilate the color channels of visible texels into fully transparent areas. This effectively adds padding around transparent areas that prevents filtering artifacts from forming on their edges. Unity does not support this property for HDR textures. This property makes the color data of invisible texels undefined. Disable this property to preserve invisible texels' original color data. Select how the alpha of the imported texture is generated. Returns or assigns the alpha test reference value. ETC2 texture decompression fallback override on Android devices that don't support ETC2. Anisotropic filtering level of the texture. Keeps texture borders the same when generating mipmaps. Quality of Texture Compression in the range [0..100]. Convert heightmap to normal map Use crunched compression when available. Fade out mip levels to gray color. Filtering mode of the texture. Cubemap generation mode. Generates mipmaps with gamma correction. Generate alpha channel from intensity. Amount of bumpyness in the heightmap. Ignore the Gamma attribute in PNG files. This property does not effect other file formats. Whether Unity stores an additional copy of the imported texture's pixel data in CPU-addressable memory. Determines whether this texture is a lightmap. Obsolete. Use TextureImporter.sRGBTexture instead. Maximum texture size. Mip map bias of the texture. Generate Mip Maps. Mip level where texture is faded out completely. Mip level where texture begins to fade out. Mipmap filtering mode. Enables or disables coverage-preserving alpha mipmapping. Determines whether this texture is 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. Secondary textures for the imported Sprites. 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. Whether this texture stores data in sRGB (also called gamma) color space. Enable mipmap streaming for this texture. Relative priority for this texture when reducing memory size in order to hit the memory budget. Compression of imported texture. Format of imported texture. The shape of the imported texture. Which type of texture are we dealing with here. When enabled, this texture can solely be used in combination with a Texture Stack for Virtual Texturing. When enabled the texture is not guaranteed to be available as a Texture2D in the Player (e.g., not accessible from a script). When disabled, the Player includes the texture both as a Texture2D (e.g., accessible from script) and as a streamable texture in a Texture Stack. Texture coordinate wrapping mode. Texture U coordinate wrapping mode. Texture V coordinate wrapping mode. Texture W coordinate wrapping mode for Texture3D. Clear specific target platform settings. The platform whose settings are to be cleared (see below). Allows you to check whether the texture source image has an 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. Returns the TextureImporterFormat that would be automatically chosen for this platform. Format chosen by the system for the provided platform, TextureImporterFormat.Automatic if the platform does not exist. Get the default platform specific texture settings. A TextureImporterPlatformSettings structure containing the default platform parameters. Get platform specific texture settings. The platform for which settings are required (see options below). Maximum texture width/height in pixels. Format of the texture for the given platform. Value from 0..100, equivalent to the standard JPEG quality setting. Status of the ETC1 and alpha split flag. True if the platform override was found, false if no override was found. Get platform specific texture settings. The platform whose settings are required (see below). Maximum texture width/height in pixels. Format of the texture. Value from 0..100, equivalent to the standard JPEG quality setting. True if the platform override was found, false if no override was found. Get platform specific texture settings. The platform whose settings are required (see below). Maximum texture width/height in pixels. Format of the texture. True if the platform override was found, false if no override was found. Get platform specific texture settings. The platform whose settings are required (see below). A TextureImporterPlatformSettings structure containing the platform parameters. Gets the source texture's width and height. The source texture's width. The source texture's height. Validates TextureImporterFormat based on the type of the current format (TextureImporterType) and the default platform. The TextureImporterType that the importer uses. The TextureImporterFormat to validate. Returns true if TextureImporterFormat is valid and can be set. Returns false otherwise. Validates TextureImporterFormat based on a specified import type (TextureImporterType) and a specified build target (BuildTarget.). The TextureImporterType that the importer uses. The platform that the setting targets, referred to as the BuilTarget. The TextureImporterFormat to validate. Returns true if TextureImporterFormat is valid and can be set. Returns false otherwise. 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, with 0, 50 and 100 being respectively Fast, Normal, Best quality options in the texture importer UI. For Crunch texture formats, this roughly corresponds to JPEG quality levels. 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, with 0, 50 and 100 being respectively Fast, Normal, Best quality options in the texture importer UI. For Crunch texture formats, this roughly corresponds to JPEG quality levels. 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. Structure containing the platform settings. Set texture importers settings from TextureImporterSettings class. Select how the alpha of the imported texture is generated. Generate Alpha from image gray scale. Use Alpha from the input texture if one is provided. No Alpha will be used. Select the kind of compression you want for your texture. Texture will be compressed using a standard format depending on the platform (DXT, ASTC, ...). Texture will be compressed using a high quality format depending on the platform and availability (BC7, ASTC4x4, ...). Texture will be compressed using a low quality but high performance, high compression format depending on the platform and availability (2bpp PVRTC, ASTC8x8, ...). Texture will not be compressed. 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. TextureFormat.Alpha8 texture format. TextureFormat.ARGB4444 texture format. TextureFormat.ARGB32 texture format. ASTC compressed RGB(A) texture format, 10x10 block size. ASTC compressed RGB(A) texture format, 12x12 block size. ASTC compressed RGB(A) texture format, 4x4 block size. ASTC compressed RGB(A) texture format, 5x5 block size. ASTC compressed RGB(A) texture format, 6x6 block size. ASTC compressed RGB(A) texture format, 8x8 block size. ASTC compressed RGB(A) HDR texture format, 10x10 block size. ASTC compressed RGB(A) HDR texture format, 12x12 block size. ASTC compressed RGB(A) HDR texture format, 4x4 block size. ASTC compressed RGB(A) HDR texture format, 5x5 block size. ASTC compressed RGB(A) HDR texture format, 6x6 block size. ASTC compressed RGB(A) HDR texture format, 8x8 block size. 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. Choose texture format automatically based on the texture parameters. Choose a 16 bit format automatically. Choose a compressed format automatically. Choose a compressed HDR format automatically. Choose a crunched format automatically. Choose an HDR format automatically. Choose a Truecolor format automatically. TextureFormat.BC4 compressed texture format. TextureFormat.BC5 compressed texture format. TextureFormat.BC6H compressed HDR texture format. TextureFormat.BC7 compressed texture format. TextureFormat.DXT1 (BC1) compressed texture format. DXT1 (BC1) compressed texture format using Crunch compression for smaller storage sizes. TextureFormat.DXT5 (BC3) compressed texture format. DXT5 (BC3) compressed texture format using Crunch compression for smaller 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. ETC (Nintendo 3DS) 4 bits/pixel compressed RGB texture format. ETC_RGB4 compressed texture format using Crunch compression for smaller storage sizes. ETC (Nintendo 3DS) 8 bits/pixel compressed RGBA 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. ETC2_RGBA8 compressed color with alpha channel texture format using Crunch compression for smaller storage sizes. PowerVR/iOS TextureFormat.PVRTC_RGB2 compressed texture format. PowerVR/iOS TextureFormat.PVRTC_RGB4 compressed texture format. PowerVR/iOS TextureFormat.PVRTC_RGBA2 compressed texture format. PowerVR/iOS TextureFormat.PVRTC_RGBA4 compressed texture format. TextureFormat.R16 texture format. TextureFormat.R8 texture format. TextureFormat.RFloat floating point texture format. TextureFormat.RG16 texture format. TextureFormat.RG32 texture format. TextureFormat.RGB565 texture format. TextureFormat.RGB24 texture format. TextureFormat.RGB48 texture format. TextureFormat.RGB9e5Float packed unsigned floating point texture format with shared exponent. TextureFormat.RGBA4444 texture format. TextureFormat.RGBA32 texture format. TextureFormat.RGBA64 texture format. TextureFormat.RGBAFloat floating point RGBA texture format. TextureFormat.RGBAHalf half-precision floating point texture format. TextureFormat.RGFloat floating point texture format. TextureFormat.RGHalf half-precision floating point texture format. TextureFormat.RHalf half-precision floating point 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. Stores platform specifics settings of a TextureImporter. Allows Alpha splitting on the imported texture when needed (for example ETC1 compression for textures with transparency). Override for ETC2 decompression fallback on Android devices that don't support ETC2. Quality of texture compression in the range [0..100]. Use crunch compression when available. Format of imported texture. Maximum texture size. Name of the build target. Set to true in order to override the Default platform parameters by those provided in the TextureImporterPlatformSettings structure. For Texture to be scaled down choose resize algorithm. ( Applyed only when Texture dimension is bigger than Max Size ). Compression of imported texture. Copy parameters into another TextureImporterPlatformSettings object. TextureImporterPlatformSettings object to copy settings to. 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. If the alpha channel of your texture represents transparency, enable this property to dilate the color channels of visible texels into fully transparent areas. This effectively adds padding around transparent areas that prevents filtering artifacts from forming on their edges. Unity does not support this property for HDR textures. This property makes the color data of invisible texels undefined. Disable this property to preserve invisible texels' original color data. Select how the alpha of the imported texture is generated. Returns or assigns the alpha test reference value. Anisotropic filtering level of the texture. Enable this to avoid colors seeping out to the edge of the lower Mip levels. Used for light cookies. Convert heightmap to normal map? Convolution mode. Defines how fast Phong exponent wears off in mipmaps. Higher value will apply less blur to high resolution mipmaps. Defines how many different Phong exponents to store in mipmaps. Higher value will give better transition between glossy and rough reflections, but will need higher texture resolution. Fade out mip levels to gray color? Filtering mode of the texture. The number of columns in the source image for a Texture2DArray or Texture3D. The number of rows in the source image for a Texture2DArray or Texture3D. Cubemap generation mode. Generate alpha channel from intensity? Amount of bumpyness in the heightmap. Ignore the Gamma attribute in PNG files. This property does not effect other file formats. Mipmap bias of the texture. Generate mipmaps for the texture? Mip level where texture is faded out to gray completely. Mip level where texture begins to fade out to gray. Mipmap filtering mode. Enables or disables coverage-preserving alpha mipmapping. Normal map filtering mode. Scaling mode for non power of two textures. Is texture data readable from scripts. RGBM encoding mode for HDR textures in TextureImporter. Color or Alpha component TextureImporterType|Single Channel Textures uses. 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. Generates a default physics shape for a Sprite if a physics shape has not been set by the user. SpriteMeshType defines the type of Mesh that TextureImporter generates for a Sprite. 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. The tessellation detail to be used for generating the mesh for the associated sprite if the SpriteMode is set to Single. For Multiple sprites, use the SpriteEditor to specify the value per sprite. Valid values are in the range [0-1], with higher values generating a tighter mesh. A default of -1 will allow Unity to determine the value automatically. Whether this texture stores data in sRGB (also called gamma) color space. Enable mipmap streaming for this texture. Relative priority for this texture when reducing memory size in order to hit the memory budget. The shape of the imported texture. Which type of texture are we dealing with here. Enable if the texture is purposed solely for use with a Texture Stack for Virtual Texturing. Texture coordinate wrapping mode. Texture U coordinate wrapping mode. Texture V coordinate wrapping mode. Texture W coordinate wrapping mode for Texture3D. 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. The shape of the imported texture. Import the texture as a 2D texture (default). Import the texture as a 2D Array texture. Import the texture as a 3D texture. Import the texture as a Cubemap. Selects which Color/Alpha channel TextureImporterType|Single Channel Textures uses. Use the Alpha channel. Use the red Color channel. Select this to set basic parameters depending on the purpose of your texture. This sets up your texture with the basic parameters used for the Cookies of your lights. Use this if your texture is going to be used as a cursor. This is the most common setting used for all the textures in general. Use this for textures that contain directional lightmap data. 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 to turn the color channels into a format suitable for real-time normal mapping. Use this for textures that contain shadowmask data. Use this for texture containing a single channel. Select this if you will be using your texture for Sprite graphics. For Texture to be scaled down choose resize algorithm. ( Applyed only when Texture dimension is bigger than Max Size ). Might provide better result than Mitchell for some noise textures preserving more sharp details. Default high quality resize algorithm. Which tool is active in the editor. Any tool that is not one of the built-in tools. 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 transform tool is active. The view tool is active - Use Tools.viewTool to find out which view tool we're talking about. The EditorToolbarElement attribute allows you to make available a specific VisualElement for use in an Editor Toolbar. Element's ID. Targeted contexts. The EditorToolbarElement attribute allows you to make available a specific VisualElement for use in an Editor Toolbar. Element's ID. Targeted contexts. Editor utility functions when working with EditorToolbar. Assigns the required USS classes to child elements so that they appear as a single button strip. Root VisualElement of the button strip. Implement this interface to gain access to toolbar's container EditorWindow. EditorToolbar's container EditorWindow. 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. Callback triggered when the pivot mode changes. What's the rotation of the tool handle. Callback triggered when the pivot rotation changes. Is the rect handle in blueprint mode? The option that is currently active for the View tool in the Scene view. Returns true if the active tool is a view or navigation tool. Callback triggered when the view tool changes. Which layers are visible in the Scene view. Editor Transform Utility Class. Returns the rotation of a transform as it is shown in the Transform Inspector window. Transform to get the rotation from. Rotation as it is shown in the Transform Inspector window. Sets the rotation of a transform as it would be set by the Transform Inspector window. Transform to set the rotation on. Rotation as it would be set by the Transform Inspector window. AssetImporter for importing Fonts. Calculation mode for determining font's ascent. 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. Set this property to true if you want to round the internal advance width of the font to the nearest integer. Create an editable copy of the font asset at path. Supported tvOS SDK versions. Device SDK. Simulator SDK. Supported tvOS deployment versions. Target tvOS 9.0. Target tvOS 9.1. Unknown tvOS version, managed by user. Provides methods for fast type extraction from assemblies loaded into the Unity Domain. Represents a read-only collection of FieldInfo and implements an IList interface. Determines whether an element is in the FieldInfoCollection. The object to locate in the collection. Returns true if the item is found in the collection. Returns false otherwise. Determines whether an element is in the FieldInfoCollection. The object to locate in the collection. Returns true if the item is found in the collection. Returns false otherwise. Copies the collection to an array. The one-dimensional destination array that the elements from FieldInfoCollection are copied to. The zero-based index where elements are copied to in the destination array. Copies the collection to an array. The one-dimensional destination array that the elements from FieldInfoCollection are copied to. The zero-based index where elements are copied to in the destination array. The number of elements in FieldInfoCollection. Enumerates the elements of a FieldInfoCollection. Gets the element at the current position of the enumerator. Releases all resources used by the Enumerator. Advances the enumerator to the next element of the collection. Gets an enumerator that iterates through a FieldInfoCollection. Returns a FieldInfoCollection.Enumerator. Gets the first occurrence of an item in the FieldInfoCollection. The object to locate in the collection. Returns the zero-based index of the first occurrence of the item. Returns -1 if the item is not found. Gets the first occurrence of an item in the FieldInfoCollection. The object to locate in the collection. Returns the zero-based index of the first occurrence of the item. Returns -1 if the item is not found. Whether the FieldInfoCollection is of a fixed size. This property is always set to true. Whether the FieldInfoCollection is read-only. This property is always set to true. Whether the FieldInfoCollection is synchronized. This property is always set to true. Gets the element at the specified index. Retrieves a collection of fields marked with the T attribute. Attribute type. Returns a FieldInfo collection of fields marked with the T attribute. Retrieves a collection of fields marked with the T attribute. Attribute type. Returns a FieldInfo collection of fields marked with the T attribute. Retrieves a collection of methods marked with the T attribute. Attribute type. Returns a MethodInfo collection of methods marked with the T attribute. Retrieves a collection of methods marked with the T attribute. Attribute type. Returns a MethodInfo collection of methods marked with the T attribute. Retrieves a collection of types derived from the T type. Type of a class or interface. Returns a collection of derived types. Retrieves a collection of types derived from the T type. Type of a class or interface. Returns a collection of derived types. Retrieves a collection of types marked with the T attribute. Attribute type. Returns a collection of types. Retrieves a collection of types marked with the T attribute. Attribute type. Returns a collection of types. Represents a read-only collection of MethodInfo and implements an IList interface. Determines whether an element is in the MethodCollection. The object to locate in the collection. Returns true if the item is found in the collection. Returns false otherwise. Determines whether an element is in the MethodCollection. The object to locate in the collection. Returns true if the item is found in the collection. Returns false otherwise. Copies the collection to an array. The one-dimensional destination Array to which elements are copied from MethodCollection. The zero-based index where elements are copied to in the destination Array. Copies the collection to an array. The one-dimensional destination Array to which elements are copied from MethodCollection. The zero-based index where elements are copied to in the destination Array. The number of elements in MethodCollection. Enumerates the elements of a MethodCollection. Gets the element at the current position of the enumerator. Releases all resources used by the Enumerator. Advances the enumerator to the next element of the collection. Returns true if the enumerator is successfully advanced to the next element. Returns false if the enumerator reaches the end of the collection. Gets an enumerator that iterates through a MethodCollection. Returns a MethodCollection.Enumerator. Gets the first occurrence of an item in the MethodCollection. The object to locate in the collection. Returns the zero-based index of the first occurrence of the item. Returns -1 if the item is not found. Gets the first occurrence of an item in the MethodCollection. The object to locate in the collection. Returns the zero-based index of the first occurrence of the item. Returns -1 if the item is not found. Whether the MethodCollection is of a fixed size. This property is always set to true. Whether the MethodCollection is read-only. This property is always set to true. Whether the MethodCollection is synchronized. This property is always set to true. Gets the element at the specified index. Represents a read-only collection of Type and implements an IList interface. Determines whether an element is in the TypeCollection. The object to locate in the collection. Returns true if the item is found in the TypeCollection. Returnsfalse otherwise. Determines whether an element is in the TypeCollection. The object to locate in the collection. Returns true if the item is found in the TypeCollection. Returnsfalse otherwise. Copies the collection to an array. The one-dimensional destination Array to which elements are copied from TypeCollection. The zero-based index where elements are copied to in the destination Array. Copies the collection to an array. The one-dimensional destination Array to which elements are copied from TypeCollection. The zero-based index where elements are copied to in the destination Array. The number of elements in TypeCollection. Enumerates the elements of a TypeCollection. Gets the element at the current position of the enumerator. Releases all resources used by the Enumerator. Advances the enumerator to the next element of the collection. Returns true if the enumerator is successfully advanced to the next element. Returns false if the enumerator reaches the end of the collection. Gets an enumerator that iterates through the TypeCollection. Returns a TypeCollection.Enumerator for the collection. Gets the first occurrence of an item in the TypeCollection. The object to locate in the TypeCollection. Returns the zero-based index of the first occurrence of the item. Returns -1 if the item is not found. Gets the first occurrence of an item in the TypeCollection. The object to locate in the TypeCollection. Returns the zero-based index of the first occurrence of the item. Returns -1 if the item is not found. Whether the TypeCollection is of a fixed size. This property is always set to true. Whether the TypeCollection is read-only. This property is always set to true. Whether the TypeCollection is synchronized. This property is always set to true. Gets the element at the specified index. SpriteAtlasAsset stores inputs for generating SpriteAtlas and generates atlas textures on Import. Checks whether the Sprite Atlas Importer set the Sprite Atlas as a Variant. Add an array of Assets to the packable objects list. Gets the Master Sprite Atlas for the given Variant Sprite Atlas. Returns the Master Sprite Atlas if set. Otherwise, returns null. Gets the current SpriteAtlasPackingSettings to use when packing SpriteAtlas. Gets the platform settings of the build target specified. The name of the build target. Gets the SpriteAtlasTextureSettings of packed Textures generated by this SpriteAtlasAsset. Checks whether this Sprite Atlas is marked to be included in the build. Returns true if the Sprite Atlas is included in the build. Loads SpriteAtlasAsset at the given path. File extension of SpriteAtlasAsset is *.spriteatlasv2. The path of the SpriteAtlasAsset file on disk. Returns the loaded SpriteAtlasAsset. Removes objects from the Atlas's packable objects list. Saves SpriteAtlasAsset to disk. File extension of SpriteAtlasAsset is *.spriteatlasv2. The SpriteAtlasAsset object to be saved. The path of the SpriteAtlasAsset file on disk. Defines if the SpriteAtlas's packed Textures that the Importer generates are included in the build with the Sprite after packing is done. Sets whether this Sprite Atlas is a Variant or not. Sets an Atlas to be the Master Atlas. Sets the SpriteAtlasPackingSettings to use when packing this SpriteAtlas. Set the platform specific settings. Sets the SpriteAtlasTextureSettings for the packed Texture generated by this SpriteAtlas. Sets the value used to downscale the Master's Texture. The multiplier to downscale the Master Atlas's Texture by, the recommended range is from [0.1 ~ 0.99]. Method extensions for SpriteAtlas in Editor. Add an array of Assets to the packable objects list. Array of Object to be packed into the atlas. Gets the Master Sprite Atlas for the given Variant Sprite Atlas. The Sprite Atlas to be queried for Master Sprite Atlas status. Returns the Master Sprite Atlas if set. Otherwise, returns null. Return all the current packed packables in the atlas. Current SpriteAtlasPackingSettings to use when packing this SpriteAtlas. Returns the platform settings of the build target you specify. The name of the build target. Current SpriteAtlasTextureSettings of the packed texture generated by this SpriteAtlas. Checks whether this Sprite Atlas is marked to be included in the build. Whether the Sprite Atlas is included in the build. Returns true if the Sprite Atlas is included in the build. Remove objects from the atlas's packable objects list. Object in the array you wish to remove. Define if this sprite atlas's packed texture is included in the build with the Sprite after packing is done. Sets whether this Sprite Atlas is a variant or not. Set an atlas to be the master atlas. Set the SpriteAtlasPackingSettings to use when packing this SpriteAtlas Set the platform specific settings. Set the SpriteAtlasTextureSettings for the packed texture generated by this SpriteAtlas. Set the value used to downscale the master's texture. Recommended value is [0.1 ~ 0.99]. SpriteAtlasImporter imports SpriteAtlasAsset and generates SpriteAtlas. Settings to use during the packing process for this SpriteAtlas. Block offset to use while packing. Sets the boundary padding pixels alpha to 0 when packed into a Sprite Atlas. Determines if rotating a sprite is possible during packing. Determines if sprites should be packed tightly during packing. Value to add boundary (padding) to sprites when packing into the atlas. Texture settings for the packed texture generated by SpriteAtlas. Packed texture's Anisotropic filtering level. Filter mode of the packed texture. Set whether mipmaps should be generated for the packed texture. Readable state of the packed texture. Checks if the packed texture uses sRGB read/write conversions (Read Only). Utility methods to pack atlases in the Project. Pack all the SpriteAtlas Assets in the Project for the particular BuildTarget. Pack all the provided SpriteAtlas for the particular BuildTarget. Sprite extension methods that are accessible in Editor only. Gets the Sprite's GUID. The Sprite to query. GUID stored in the Sprite. Sets a Sprite's Global Unique Identifier (GUID) for easy identification later. The Sprite to set. The GUID to set for the Sprite. 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 whenever a new set of property modifications is created. 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 and redo operations from respectively the undo and redo stacks. 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 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. Move a GameObject from its current Scene to a new Scene. It is required that the GameObject is at the root of its current Scene. GameObject to move. Scene to move the GameObject into. Name of the undo action. Perform an Redo operation. Perform an Undo operation. Delegate used for postprocessModifications. The set of property modifications to process. Records any changes done on the object after the RecordObject function. The reference to the object that you will be modifying. The title of the action to appear in the undo history (i.e. visible in the undo menu). Records multiple undoable objects in a single call. This is the same as calling Undo.RecordObject multiple times. Stores a copy of the order of the object's children on the undo stack. The object whose child order should be recorded on the undo stack. The name of the undo operation. 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. Registers an undo operation to undo the creation of an object. The newly created object. This object is destroyed when the undo operation is performed. When the value is a GameObject, Unity registers the GameObject and its child GameObjects, but not sibling or parent GameObjects. The name of the action to undo. Use this string to provide a short description of the action to be undone. For Undo or Redo items in the Edit menu, Unity adds "Undo" or "Redo" to the string that you provide. For example, if you provide the string "Create GameObject", the Unity Editor displays the menu item Edit > Undo Create GameObject. 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. Copies the state of the importer for the given asset path. Path of the asset importer to register for Undo. The name of the undo operation. 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. The Transform component whose parent is to be changed. The parent Transform to be assigned. The name of this action, to be stored in the Undo history buffer. Delegate used for undoRedoPerformed. Delegate used for willFlushUndoRecord. See Also: Undo.postprocessModifications. The current value of the modified property. See Also: PropertyModification. Indicates whether to retain modifications when the targeted object is an instance of a Prefab. The previous value of the modified property. See Also: PropertyModification . Handles interaction with the code editor. Returns the current IExternalCodeEditor instance for the code editor. The path to the external code editor that Unity uses used to open script assets. Returns the current CodeEditor.Installation instance for the code editor. A singleton instance of CodeEditor. The Unity Editor references this instance to handle code editor callbacks. Each registered code editor package has an instance of IExternalCodeEditor. This method invokes IExternalCodeEditor.TryGetInstallationForPath on that instance. It returns the first instance that returns a valid installation. The absolute path to an executable. Returns an IExternalCodeEditor representing the package responsible for the editor path. Collects all installations from registered instances of IExternalCodeEditor. This is done using IExternalCodeEditor.Installations. A Dictionary that maps names to editor paths. Each registered code editor package has an instance of IExternalCodeEditor. This method invokes IExternalCodeEditor.TryGetInstallationForPath on that instance. It finds the first instance that returns a valid installation, and returns the installation. The absolute path to an executable. An Installation representation of the path. Data class for code editor installation. The name of the code editor. The path for the code editor. Open an application with a quoted string of arguments. The absolute path of the application to open. The arguments to be passed to the application. You must make sure any paths are quoted correctly for the current platform. Parse a string using the rules defined under. The string that contains the template arguments to parse. The file path to open. The Line number to place the cursor. The column number that represents where on the line to place the cursor. Returns the arguments parameter with replacements based on the values passed in to the method. Quotes a string to pass to Process.Start as a single argument, and appends it to this string builder. Register an instance of IExternalCodeEditor to use when populating Preferences/External Tools menu. Calls ref::Initialize if you select the instance. The instance of IExternalCodeEditor to register and use to communicate with script Assets. Sets the path to the code editor that Unity uses to open script assets. The absolute path to the code editor executable. Unity uses this to open files you request. Remove an instance of IExternalCodeEditor from the list of registered code editors. Calls ref::Initialize if you select the instance. The instance of IExternalCodeEditor to remove. Defines the responsibilities of handling external script editor integration into UnityEditor. Callback to the IExternalCodeEditor when it has been chosen from the PreferenceWindow. Path of the chosen code editor. Provide the editor with a list of known and supported editors that this instance supports. Unity calls this method when it populates "Preferences/External Tools" in order to allow the code editor to generate necessary GUI. For example, when creating an an argument field for modifying the arguments sent to the code editor. The external code editor needs to handle the request to open a file. Line number to open the file on. Column to move cursor to on the specific line. Whether the request went successfully. Unity calls this function during initialization in order to sync the Project. This is different from SyncIfNeeded in that it does not get a list of changes. When you change Assets in Unity, this method for the current chosen instance of IExternalCodeEditor parses the new and changed Assets. Added files through Unity's UI. Files that was added but has been moved. Same list as movedFiles, but contains the location of where these was moved from. Imported files, which were not added through Unity's UI. Unity stores the path of the chosen editor. An instance of IExternalCodeEditor can take responsibility for this path, by returning true when this method is being called. The out variable installation need to be constructed with the path and the name that should be shown in the "External Tools" code editor list. The absolute path of the chosen code editor. To store the resulting Installation. If return value is false, this result is ignored. Whether this IExternalCodeEditor can support the editorPath implementation. Provides a descriptor for a Profiler counter. The category name of the described Profiler counter. Initializes and returns an instance of ProfilerCounterDescriptor. The name of the Profiler counter to describe. A string. The category of the Profiler counter to describe. A Unity.Profiling.ProfilerCategory. Initializes and returns an instance of ProfilerCounterDescriptor. The name of the Profiler counter to describe, as a string. The category name of the Profiler counter to describe, as a string. The name of the described Profiler counter. Represents a Profiler module in the Profiler window. Creates a View Controller object that draws the Profiler module’s Details View in the Profiler window. Unity calls this method automatically when the module is selected in the Profiler window. Returns a ProfilerModuleViewController derived object that draws the module’s Details View in the Profiler window. The default value is a view controller that displays a list of the module’s chart counters alongside their current values in the selected frame. The module’s display name. The Profiler window that the module instance belongs to. Options for a Profiler module’s chart type. Display a line chart. Display a stacked-area chart. Provides metadata related to a ProfilerModule, such as its name and icon path. Initializes and returns an instance of ProfilerModuleMetadataAttribute. The display name of the attributed module. The attributed Profiler module’s display name. The path to the attributed Profiler module’s icon. Provides a single view of content for a ProfilerModule displayed in the Profiler window. Creates the view controller’s view. Unity calls this method automatically when it is about to display the view controller’s view for the first time. Returns the view controller’s view. A UIElements.VisualElement. Disposes the view controller. Unity calls this method automatically when the view controller is no longer required, and its view will be removed from the window hierarchy. The flag to indicate whether the method call comes from a Dispose method or from a finalizer. A bool. When the value is true, the method call comes from a Dispose method. Otherwise, the method call comes from a finalizer. TODO. The Profiler window that the view controller belongs to. Contains information for various IUnityLinkerProcessor callbacks. The directory containing the assemblies that UnityLinker will process. The build target. Creates a new instance of an UnityLinkerBuildPipelineData. 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 UVs for each triangle) with default settings. The source mesh to generate UVs for. The list of UVs generated. Will generate per-triangle uv (3 UVs for each triangle) with provided settings. The source mesh to generate UVs for. Allows you to specify custom parameters to control the unwrapping. The list of UVs generated. 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. A change of this type indicates that prefab instances in an open scene have been updated due to a change to the source prefab. The instance ID for each root GameObject of the prefab instances that have been updated. The scene containing all of the prefab instances that have been updated. Constructs a new instance. The scene containing all of the prefab instances that have been updated. The instance ID for each root GameObject of the prefab instances that have been updated. This class containes information about the version control state of an asset. Gets the path of the Asset relative to the project root. If the Asset is a meta file, the path to the meta file is returned. Gets the full name of the asset including extension. Returns true if the asset is a folder. Returns true if the asset file exists and 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. Gets the path of the meta file for this Asset relative to the project root. If the Asset is a meta file, the path to the meta file is returned. 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 asset 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. Only a single user can checkout this asset 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 asset has been moved locally. The asset has been moved on a remote 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. This asset is either ignored or doesn't exist in version control. 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. A list of the ChangeSet class. What to checkout when starting the Checkout task through the version control Provider. Checkout the asset only. Checkout both asset and .meta file. Checkout only those assets provided in the asset list. 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. Describes the configuration fields of the version control that the user has selected in the Unity Editor. 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. Type of icon overlay. Hierarchy window icon overlay. Other icon overlay. Project window icon overlay. Version control system extension that allows drawing icon overlays. Draws icon overlay. Asset path. Icon overlay type. Icon bounding box. Version control system extension that allows extending inspector. Resets any cached state for the version control bar. Allows you to add custom GUI controls to the version control bar in the specified inspector. Inspector that contains the version control bar. Version control system extension that allows displaying VCS specific context menu. Displays a version control system context menu. The position of the context menu. Version control system extension that allows extending Version Control settings inspector. Allows you to add custom GUI controls to the version control settings in the inspector. 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 plug-in class describes the currently active version control plug-in and its configuration options. Configuration fields of the plugin. The name of the currently active version control. This class provides access 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. This is true if the currently selected version control plugin supports the Checkout method. This is true if the currently selected version control plugin supports the Lock and Unlock methods. 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. User-supplied callback to be called before Version Control check out operation. User-supplied callback to be called before Version Control Submit operation. This is true if a network connection is required by the currently selected version control plugin to perform any action. Allows you to add files to via script. List of assets to add to version control system. Single asset to add to version control system. Set this to true if adding should be done recursively into subfolders. Allows you to add files to via script. List of assets to add to version control system. Single asset to add to version control system. Set this to true if adding should be done recursively into subfolders. Given a list of assets this function returns true if Provider.Add is a valid task to perform on at least one of the assets in the list. 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 a list of Assets from their current changeset to a new changeset. List of Assets to move to changeset. Changeset to move an Asset to. Asset to move to changeset. ChangesetID to move an Asset to. Move an Asset or a list of Assets from their current changeset to a new changeset. List of Assets to move to changeset. Changeset to move an Asset to. Asset to move to changeset. ChangesetID to move an Asset to. Move an Asset or a list of Assets from their current changeset to a new changeset. List of Assets to move to changeset. Changeset to move an Asset to. Asset to move to changeset. ChangesetID to move an Asset to. Move an Asset or a list of Assets from their current changeset to a new changeset. List of Assets to move to changeset. Changeset to move an Asset to. Asset to move to changeset. ChangesetID to move an Asset to. Gets a list of pending changesets owned by the current user. Retrieves a list of assets belonging to a changeset. Changeset to query for assets. ChangesetID to query for assets. Retrieves a list of assets belonging to a changeset. Changeset to query for assets. ChangesetID to query for assets. Checkout an asset or a list of assets from the version control system. List of assets to checkout. Asset to checkout. Tell the Provider to checkout just the asset file, the .meta file or both. Tell the Provider to checkout the assets to a specific changeset. Checkout an asset or a list of assets from the version control system. List of assets to checkout. Asset to checkout. Tell the Provider to checkout just the asset file, the .meta file or both. Tell the Provider to checkout the assets to a specific changeset. Checkout an asset or a list of assets from the version control system. List of assets to checkout. Asset to checkout. Tell the Provider to checkout just the asset file, the .meta file or both. Tell the Provider to checkout the assets to a specific changeset. Checkout an asset or a list of assets from the version control system. List of assets to checkout. Asset to checkout. Tell the Provider to checkout just the asset file, the .meta file or both. Tell the Provider to checkout the assets to a specific changeset. Checkout an asset or a list of assets from the version control system. List of assets to checkout. Asset to checkout. Tell the Provider to checkout just the asset file, the .meta file or both. Tell the Provider to checkout the assets to a specific changeset. Checkout an asset or a list of assets from the version control system. List of assets to checkout. Asset to checkout. Tell the Provider to checkout just the asset file, the .meta file or both. Tell the Provider to checkout the assets to a specific changeset. Checkout an asset or a list of assets from the version control system. List of assets to checkout. Asset to checkout. Tell the Provider to checkout just the asset file, the .meta file or both. Tell the Provider to checkout the assets to a specific changeset. Checkout an asset or a list of assets from the version control system. List of assets to checkout. Asset to checkout. Tell the Provider to checkout just the asset file, the .meta file or both. Tell the Provider to checkout the assets to a specific changeset. Checkout an asset or a list of assets from the version control system. List of assets to checkout. Asset to checkout. Tell the Provider to checkout just the asset file, the .meta file or both. Tell the Provider to checkout the assets to a specific changeset. Checkout an asset or a list of assets from the version control system. List of assets to checkout. Asset to checkout. Tell the Provider to checkout just the asset file, the .meta file or both. Tell the Provider to checkout the assets to a specific changeset. Checkout an asset or a list of assets from the version control system. List of assets to checkout. Asset to checkout. Tell the Provider to checkout just the asset file, the .meta file or both. Tell the Provider to checkout the assets to a specific changeset. Checkout an asset or a list of assets from the version control system. List of assets to checkout. Asset to checkout. Tell the Provider to checkout just the asset file, the .meta file or both. Tell the Provider to checkout the assets to a specific changeset. Given an asset or a list of assets this function returns true if Provider.Checkout is a valid task to perform on at least one of the given assets. List of assets. Single asset. Specify to check only asset files, meta files or both. Given an asset or a list of assets this function returns true if Provider.Checkout is a valid task to perform on at least one of the given assets. List of assets. Single asset. Specify to check only asset files, meta files or both. Given an asset or a list of assets this function returns true if Provider.Checkout is a valid task to perform on at least one of the given assets. List of assets. Single asset. Specify to check only asset files, meta files or both. Given an asset or a list of assets this function returns true if Provider.Checkout is a valid task to perform on at least one of the given assets. List of assets. Single asset. Specify to check only asset files, meta files or both. This will invalidate the cached state information for all assets. Starts a task to delete an Asset or a list of Assets from the disk and from the version control system. The path to the asset that is to be deleted. List of assets to delete. Asset to delete. Starts a task to delete an Asset or a list of Assets from the disk and from the version control system. The path to the asset that is to be deleted. List of assets to delete. Asset to delete. Starts a task to delete an Asset or a list of Assets from the disk and from the version control system. The path to the asset that is to be deleted. List of assets to delete. Asset to delete. Starts a task that will attempt to delete the given changesets. List of changetsets to delete. Tests if deleting the given changesets is a valid task to perform. Changesets to test. Starts a task for showing a diff of the given assest versus their head revision. List of assets to diff. Whether or not to include the .meta file. Returns true if starting a Diff task is a valid operation for at least one asset in the given AssetList. List of assets. Returns the configuration fields for the currently active version control plugin. Gets the current, user selected verson control Plugin. Returns version control information about an asset from a given GUID. GUID of asset. Returns the version control information about an asset. Can be used with "AssetList.Add" to add assets to a list for further version control actions. Path to asset. Returns the version control information about the currently selected Assets. Start a task for getting the latest version of an out of sync asset from the version control server. List of assets to update. Asset to update. Start a task for getting the latest version of an out of sync asset from the version control server. List of assets to update. Asset to update. The task tests the given asset list and returns true if Provider.GetLatest is valid operation for one or more assets. List of assets to test. TODO. Starts a task that queries 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. Asset to lock/unlock. List of assets to lock/unlock. True to lock assets, false to unlock assets. Attempt to lock an asset for exclusive editing. Asset to lock/unlock. List of assets to lock/unlock. True to lock assets, false to unlock assets. Returns true if the Provider.Lock task can be executed on one or more assets from the given asset list. List of assets to test. TODO. Initiates a merge task to handle the merging of conflicting Assets. This invokes a merge tool, which you can set in the External Tools section of the Preferences window, on the conflicting Assets. When the merge task finishes, the AssetList only contains the Assets that the tool could merge. The list of conflicting assets to be merged. Uses the version control plugin to move an asset from one path to another. Path to the source asset. Path to the destination. Delegate for a user-supplied callback to be called before Version Control Checkout. The list of Assets that will be passed on to the Checkout command. Assets can be removed from or added to this list in the callback. Set this to the ID of an existing changeset to check out the listed Assets in that changeset. If no changeset matching the specified ID is found, the checkout will be blocked and an error message raised. Do not set both this and the changesetDescription parameter - this is not supported and an error will be raised. To check the Assets out in a new changeset, set this description string. This action creates a new changeset, where the Assets open. Do not set both this description string and the changesetID parameter. Setting both causes an error. Delegate for a user-supplied callback to be called before Version Control Submit. The list of Assets that will be passed on to the Checkout command. Assets can be removed from or added to this list in the callback. Set this to the ID of an existing changeset to submit the listed Assets in that changeset. If no changeset matching the specified ID is found, the submission will be blocked and an error message raised. If you wish to submit the Assets out in a new changeset, set this description string and a new changeset will be created and the Assets submitted there. Starts a task that will resolve the conflicting assets in version control. List of assets to resolve. How the assets should be resolved. Tests if any of the assets in the list have the conflicted state and can be resolved. The list of asset to be resolved. Reverts the specified assets by undoing any changes done since the last time you synced. The list of assets to be reverted. The asset to be reverted. How to revert the assets. Reverts the specified assets by undoing any changes done since the last time you synced. The list of assets to be reverted. The asset to be reverted. How to revert the assets. Returns true if Provider.Revert is a valid task to perform on at least one of the given assets in the list. List of assets to test. Asset to test. Revert mode to test for. Returns true if Provider.Revert is a valid task to perform on at least one of the given assets in the list. List of assets to test. Asset to test. Revert mode to test for. Starts a task that will fetch the most recent status about the asset or assets from the revision control system. The asset list to fetch state information for. The asset to fetch state information for. If any assets specified are folders this flag will get status for all descendants of the folder as well. Starts a task that will fetch the most recent status about the asset or assets from the revision control system. The asset list to fetch state information for. The asset to fetch state information for. If any assets specified are folders this flag will get status for all descendants of the folder as well. Starts a task that will fetch the most recent status about the asset or assets from the revision control system. The asset list to fetch state information for. The asset to fetch state information for. If any assets specified are folders this flag will get status for all descendants of the folder as well. Starts a task that will fetch the most recent status about the asset or assets from the revision control system. The asset list to fetch state information for. The asset to fetch state information for. If any assets specified are folders this flag will get status for all descendants of the folder as well. Starts a task that will fetch the most recent status about the asset or assets from the revision control system. The asset list to fetch state information for. The asset to fetch state information for. If any assets specified are folders this flag will get status for all descendants of the folder as well. Starts a task that will fetch the most recent status about the asset or assets from the revision control system. The asset list to fetch state information for. The asset to fetch state information for. If any assets specified are folders this flag will get status for all descendants of the folder as well. Starts a task that will fetch the most recent status about the asset or assets from the revision control system. The asset list to fetch state information for. The asset to fetch state information for. If any assets specified are folders this flag will get status for all descendants of the folder as well. Starts a task that will fetch the most recent status about the asset or assets from the revision control system. The asset list to fetch state information for. The asset to fetch state information for. If any assets specified are folders this flag will get status for all descendants of the folder as well. Starts 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 unlocking the assets is a valid operation. The asset list to test. The asset to test. Returns true if unlocking the assets is a valid operation. The asset list to test. The asset to test. Starts 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 Task describes an instance of a version control operation. 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. A progress percentage for the current task. 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. Allows you to mark a class as a version control system object. Version control system display name. Version control system name. Constructs VersionControlAttribute. Version control system name. Version control system display name. Contains unique version control system name. Version control system display name. Version control system name. Manages version control systems. The VersionControlObject representing active VCS. An array containing all available version control systems. Sets the active version control system. Unique version control system name. Returns true if VCS has been activated. false otherwise. The abstract base class for representing a version control system. Tests whether the VersionControlObject is connected to an underlying version control system. Gets optional extension object. Extension object if it's supported by VersionControlObject. null otherwise. Called when your version control system is activated. Called when your version control system is deactivated. Called when the cached state should be discarded and the new state should be retrieved from the underlying VCS. Contains version control system specific utility methods. Allows you to check whether the specified file is tracked by version control. Path to the file. true if the file should be tracked by VCS. false otherwise. Use these enum flags to specify which elements of a vertex to compress. Color compression enabled. Vertex compression disabled. Normal compression enabled. Position compression enabled. Tangent compression enabled. Texture coordinate 0 compression enabled. Texture coordinate 1 compression enabled. Texture coordinate 2 compression enabled. Texture coordinate 3 compression enabled. Bit rate after the clip is transcoded. High value, possibly exceeding typical internet connection capabilities. Low value, safe for slower internet connections or clips where visual quality is not critical. Typical bit rate supported by internet connections. VideoClipImporter lets you modify Video.VideoClip import settings from Editor scripts. Default values for the platform-specific import settings. Images are deinterlaced during transcode. This tells the importer how to interpret fields in the source, if any. Apply a horizontal flip during import. Apply a vertical flip during import. Number of frames in the clip. Frame rate of the clip. Import audio tracks from source file. Whether the preview is currently playing. Whether to keep the alpha from the source into the transcoded clip. Size in bytes of the file once imported. Denominator of the pixel aspect ratio (num:den). Numerator of the pixel aspect ratio (num:den). Number of audio tracks in the source file. Size in bytes of the file before importing. True if the source file has a channel for per-pixel transparency. Whether the imported clip contains sRGB color data. Returns true if transcoding was skipped during import, false otherwise. (Read Only) When VideoImporterTargetSettings.enableTranscoding is set to true, the resulting transcoding operation done at import time may be quite long, up to many hours depending on source resolution and content duration. An option to skip this process is offered in the asset import progress bar. When skipped, the transcoding instead provides a non-transcoded verision of the asset. However, the importer settings stay intact so this property can be inspected to detect the incoherence with the generated artifact. Re-importing without stopping the transcode process, or with transcode turned off, causes this property to become false. Clear the platform-specific import settings for the specified platform, causing them to go back to the default settings. Platform name. Performs a value comparison with another VideoClipImporter. The importer to compare with. Returns true if the settings for both VideoClipImporters match. Returns false otherwise. Returns a texture with the transcoded clip's current frame. Returns frame 0 when not playing, and frame at current time when playing. Texture containing the current frame. Get the resulting height of the resize operation for the specified resize mode. Mode for which the height is queried. Height for the specified resize mode. Get the full name of the resize operation for the specified resize mode. Mode for which the width is queried. Name for the specified resize mode. Get the resulting width of the resize operation for the specified resize mode. Mode for which the width is queried. Width for the specified resize mode. Number of audio channels in the specified source track. Index of the audio track to query. Number of channels. Sample rate of the specified audio track. Index of the audio track to query. Sample rate in Hertz. Returns the platform-specific import settings for the specified platform. Platform name. The platform-specific import settings. Throws an exception if the platform is unknown. Starts preview playback. Sets the platform-specific import settings for the specified platform. Platform name. The new platform-specific import settings. Throws an exception if the platform is unknown. Stops preview playback. Video codec to use when importing video clips. Choose the codec that supports hardware decoding on the target platform. Encode video with the H.264 codec. Encode video with the H.265 codec. Encode video using the vp8 codec. Describes how the fields in the image, if any, should be interpreted. First field is in the even lines. First field is in the odd lines. Clip is not interlaced. Methods to compensate for aspect ratio discrepancies between the source resolution and the wanted encoding size. Perform no operation. Stretch the source to fill the target resolution without preserving the aspect ratio. Options for the encoder profile. Encode video with the baseline profile. Encode video with the high profile. Encode video using the main profile. Importer settings that can have platform-specific values. How the aspect ratio discrepancies, if any, will be handled if the chosen import resolution has a different ratio than the source. Bit rate type for the transcoded clip. Codec that the resulting VideoClip will use. Height of the transcoded clip when the resizeMode is set to custom. Width of the transcoded clip when the resizeMode is set to custom. Controls whether the movie file will be transcoded during import. When transcoding is not enabled, the file will be imported in its original format. How to resize the images when going into the imported clip. Controls an internal image resize, resulting in blurrier images but smaller image dimensions and file size. Constructs an object with all members initialized with the default value inherent to their type. How the video clip's images will be resized during transcoding. Resulting size will be driven by VideoClipImporter.customWidth and VideoClipImporter.customHeight. Half width and height. Same width and height as the source. Quarter width and height. Fit source in a 1024x1024 rectangle. Fit source in a 256x256 rectangle. Fit source in a 512x512 rectangle. 3/4 width and height. Controls the imported clip's internal resize to save space at the cost of blurrier images. No resize performed. Scales width and height by 1/2. Scales width and height by 3/4. 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. An enum containing different compression types. WebGL resources are stored using Brotli compression. WebGL resources are uncompressed. WebGL resources are stored using Gzip compression. An enum containing different modes for debug symbols. Debug symbols are embedded into the wasm file. Debug symbols are stored in an external file. No debug symbols are added to the build. Options for Exception support in WebGL. Enable throw support. Enable exception support for all exceptions, without stack trace information. Enable exception support for all exceptions, including stack trace information. Disable exception support. The build format options available when building to WebGL. Only asm.js output will be generated. This setting has been deprecated. Both asm.js and WebAssembly output will be generated. The WebAssembly version of the generated content will be used if supported by the browser, otherwise, the asm.js version will be used. This setting has been deprecated. Only WebAssembly output will be generated. This will require a browser with WebAssembly support to run the generated content. An enum containing different power preference hints for the WebGL context. The WebGL implementation is left to decide which GPU configuration is most suitable. Requests the WebGL implementation prioritizes rendering performance. Requests the WebGL implementation prioritizes power savings. Compressed texture format for target build platform. ASTC texture compression. S3 texture compression. Supported on devices with NVidia Tegra, Vivante and Intel GPUs. ETC2 texture compression. Available on devices which support OpenGL ES 3.0; on OpenGL ES 2 devices the texture is decompressed on CPU. Don't override texture compression. An enum containing different trapping modes for WebAssembly code. This mode avoids traps by clamping floating point value to a reasonable range when performing arithmetic operations. WebAssembly code will throw an exception on things like division by zero, rounding a very large float to an int, and so forth. Specifies the desired Windows API to be used for input. Select a Windows Input API automatically based on platform support. Windows GameInput API. Windows XInput API. Specifies the Windows device to deploy and launch the UWP app on when using Build and Run from the Editor. Runs the app on a remote Windows device using the Windows DevicePortal (WDP) transport. Runs the app on the local Windows PC. Build configurations for Windows Store Visual Studio solutions. Debug configuation. No optimizations, profiler code enabled. Master configuation. Optimizations enabled, profiler code disabled. This configuration is used when submitting the application to Windows Store. Release configuration. Optimization enabled, profiler code enabled. Target device type for a Windows Store application to run on. The application targets all devices that run Windows Store applications. The application targets HoloLens. Application targets mobile devices. Application targets PCs. Determines the output build type when building to Universal Windows Platform. D3D Project Executable Only XAML Project Target Xbox build type. Debug player (for building with source code). Development player. Master player (submission-proof). Build configurations for the Xcode project Unity generates. Sets the build configuration to Debug for the Xcode project Unity generates. Sets the build configuration to Release for the Xcode project Unity generates.