Version: 2021.2
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UnityEngine.CoreModule

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Description

The Core module implements basic classes required for Unity to function.

This module cannot be disabled.

Classes

AddComponentMenuThe AddComponentMenu attribute allows you to place a script anywhere in the "Component" menu, instead of just the "Component->Scripts" menu.
AlwaysLinkAssemblyAttributeEnsure an assembly is always processed during managed code stripping.
AnimationCurveStore a collection of Keyframes that can be evaluated over time.
ApplicationAccess to application run-time data.
ApplicationProvides essential methods related to Window Store application.
ApplicationAccess to platform-specific application runtime data.
AssemblyIsEditorAssemblyAssembly level attribute. Any classes in an assembly with this attribute will be considered to be Editor Classes.
AssertThe Assert class contains assertion methods for setting invariants in the code.
AssertionExceptionAn exception that is thrown when an assertion fails.
AsyncGPUReadbackAllows the asynchronous read back of GPU resources.
AsyncOperationAsynchronous operation coroutine.
AsyncReadManagerWith the AsyncReadManager, you can perform asynchronous I/O operations through Unity's virtual file system. You can perform these operations on any thread or job.
AsyncReadManagerMetricsManages the recording and retrieval of metrics from the AsyncReadManager.
AsyncReadManagerMetricsFiltersDefines a filter for selecting specific categories of data when summarizing AsyncReadManager metrics.
AsyncReadManagerSummaryMetricsA summary of the metrics collected for AsyncReadManager read operations.
BatchRendererGroupA group of batches.
BeforeRenderOrderAttributeUse this BeforeRenderOrderAttribute when you need to specify a custom callback order for Application.onBeforeRender.
BehaviourBehaviours are Components that can be enabled or disabled.
BillboardAssetBillboardAsset describes how a billboard is rendered.
BillboardRendererRenders a billboard from a BillboardAsset.
BurstDiscardAttributeThe BurstDiscard attribute lets you remove a method or property from being compiled to native code by the burst compiler.
CachingThe Caching class lets you manage cached AssetBundles, downloaded using UnityWebRequestAssetBundle.GetAssetBundle().
CameraA Camera is a device through which the player views the world.
CollectionPool<T0,T1>A Collection such as List, HashSet, Dictionary etc can be pooled and reused by using a CollectionPool.
ColorUsageAttributeAttribute used to configure the usage of the ColorField and Color Picker for a color.
ColorUtilityA collection of common color functions.
CommandBufferList of graphics commands to execute.
CommandBufferExtensionsStatic class providing extension methods for CommandBuffer.
ComponentBase class for everything attached to GameObjects.
ComputeBufferGPU data buffer, mostly for use with compute shaders.
ComputeShaderCompute Shader asset.
ContextMenuThe ContextMenu attribute allows you to add commands to the context menu.
ContextMenuItemAttributeUse this attribute to add a context menu to a field that calls a named method.
Coroutine MonoBehaviour.StartCoroutine returns a Coroutine. Instances of this class are only used to reference these coroutines, and do not hold any exposed properties or functions.
CoverageDescribes the interface for the code coverage data exposed by mono.
CrashReportHolds data for a single application crash event and provides access to all gathered crash reports.
CrashReportingExposes useful information related to crash reporting on Windows platforms.
CreateAssetMenuAttributeMark a ScriptableObject-derived type to be automatically listed in the Assets/Create submenu, so that instances of the type can be easily created and stored in the project as ".asset" files.
CryptoClass representing cryptography algorithms.
CubemapClass for handling cube maps, Use this to create or modify existing cube map assets.
CubemapArrayClass for handling Cubemap arrays.
CullingGroupDescribes a set of bounding spheres that should have their visibility and distances maintained.
CursorCursor API for setting the cursor (mouse pointer).
CursorCursor API for Windows Store Apps.
CustomRenderTextureCustom Render Textures are an extension to Render Textures that allow you to render directly to the Texture using a Shader.
CustomRenderTextureManagerCustom Render Texture Manager.
CustomSamplerCustom CPU Profiler label used for profiling arbitrary code blocks.
CustomYieldInstructionBase class for custom yield instructions to suspend coroutines.
DataUtilityHelper utilities for accessing Sprite data.
DeallocateOnJobCompletionAttributeDeallocateOnJobCompletionAttribute.
DebugClass containing methods to ease debugging while developing a game.
DelayedAttributeAttribute used to make a float, int, or string variable in a script be delayed.
DeviceInterface into tvOS specific functionality.
DeviceInterface into iOS specific functionality.
DictationRecognizerDictationRecognizer listens to speech input and attempts to determine what phrase was uttered.
DictionaryPool<T0,T1>A version of CollectionPool<T0,T1> for Dictionaries.
DirectoryExposes static methods for directory operations.
DisallowMultipleComponentPrevents MonoBehaviour of same type (or subtype) to be added more than once to a GameObject.
DisplayProvides access to a display / screen for rendering operations.
DisposeSentinelDisposeSentinel is used to automatically detect memory leaks.
DynamicGIAllows to control the dynamic Global Illumination.
ExcludeFromCoverageAttributeAllows you to exclude an Assembly, Class, Constructor, Method or Struct from Coverage.
ExcludeFromObjectFactoryAttributeAdd this attribute to a class to prevent the class and its inherited classes from being created with ObjectFactory methods.
ExcludeFromPresetAttributeAdd this attribute to a class to prevent creating a Preset from the instances of the class.
ExecuteAlwaysMakes instances of a script always execute, both as part of Play Mode and when editing.
ExecuteInEditModeMakes all instances of a script execute in Edit Mode.
ExternalGPUProfilerThe ExternalGPUProfiler API allows developers to programatically take GPU frame captures in conjunction with supported external GPU profilers. GPU frame captures can be used to both analyze performance and debug graphics related issues.
FileProvides static methods for file operations.
FlareA flare asset. Read more about flares in the components reference.
FlareLayerFlareLayer component.
FloatComparerA float comparer used by Assert performing approximate comparison.
FormerlySerializedAsAttributeUse this attribute to rename a field without losing its serialized value.
FrameCaptureInterface to control XCode Frame Capture.
FrameDebuggerControls the Frame Debugger from a script.
FrameTimingManagerThe FrameTimingManager allows the user to capture and access FrameTiming data for multple frames.
GameObjectBase class for all entities in Unity Scenes.
GarbageCollectorAPI to control the garbage collector on the Mono and IL2CPP scripting backends.
GenericPool<T0>Provides a static implementation of ObjectPool<T0>.
GeometryUtilityUtility class for common geometric functions.
GizmosGizmos are used to give visual debugging or setup aids in the Scene view.
GLLow-level graphics library.
GradientGradient used for animating colors.
GradientUsageAttributeAttribute used to configure the usage of the GradientField and Gradient Editor for a gradient.
GrammarRecognizerThe GrammarRecognizer is a complement to the KeywordRecognizer. In many cases developers will find the KeywordRecognizer fills all their development needs. However, in some cases, more complex grammars will be better expressed in the form of an xml file on disk. The GrammarRecognizer uses Extensible Markup Language (XML) elements and attributes, as specified in the World Wide Web Consortium (W3C) Speech Recognition Grammar Specification (SRGS) Version 1.0. These XML elements and attributes represent the rule structures that define the words or phrases (commands) recognized by speech recognition engines.
GraphicsRaw interface to Unity's drawing functions.
GraphicsBufferGPU graphics data buffer, for working with geometry or compute shader data.
GraphicsSettingsScript interface for Graphics Settings.
HandheldInterface into functionality unique to handheld devices.
HashSetPool<T0>A version of CollectionPool<T0,T1> for HashSets.
HashUnsafeUtilitiesUtilities to compute hashes with unsafe code.
HashUtilitiesUtilities to compute hashes.
HDROutputSettingsProvides access to HDR display settings and information.
HeaderAttributeUse this PropertyAttribute to add a header above some fields in the Inspector.
HelpURLAttributeProvide a custom documentation URL for a class.
HideInInspectorMakes a variable not show up in the inspector but be serialized.
HybridV2ShaderReflectionContains methods for reading Hybrid Renderer specific reflection data from shaders.
IconAttributeAttribute to specify an icon for a MonoBehaviour or ScriptableObject.
IJobExtensionsExtension methods for Jobs using the IJob interface.
IJobForExtensionsExtension methods for Jobs using the IJobFor.
IJobParallelForExtensionsExtension methods for Jobs using the IJobParallelFor.
IJobParallelForTransformExtensionsExtension methods for IJobParallelForTransform.
ImageEffectAfterScaleAny Image Effect with this attribute will be rendered after Dynamic Resolution stage.
ImageEffectAllowedInSceneViewAny Image Effect with this attribute can be rendered into the Scene view camera.
ImageEffectOpaqueAny Image Effect with this attribute will be rendered after opaque geometry but before transparent geometry.
ImageEffectTransformsToLDRWhen using HDR rendering it can sometime be desirable to switch to LDR rendering during ImageEffect rendering.
ImageEffectUsesCommandBufferUse this attribute when image effects are implemented using Command Buffers.
InputProvides static methods for Windows specific input manipulation.
InspectorNameAttributeUse this attribute on enum value declarations to change the display name shown in the Inspector.
JobHandleUnsafeUtilityJobHandle Unsafe Utilities.
JobProducerTypeAttributeAll job interface types must be marked with the JobProducerType. This is used to compile the Execute method by the Burst ASM inspector.
JobsUtilityStatic class containing functionality to create, run and debug jobs.
KeywordRecognizerKeywordRecognizer listens to speech input and attempts to match uttered phrases to a list of registered keywords.
LauncherClass which is capable of launching user's default app for file type or a protocol. See also PlayerSettings where you can specify file or URI associations.
LensFlareScript interface for a Lens flare component.
LicenseInformationThis class provides information regarding application's trial status and allows initiating application purchase.
LightScript interface for light components.
Light2DBaseProvides a base class for 2D lights.
LightingSettingsAn object containing settings for precomputing lighting data, that Unity can serialize as a Lighting Settings Asset.
LightmapDataData of a lightmap.
LightmapperUtilsUtility class for converting Unity Lights to light types recognized by the baking backends.
LightmappingInterface to the light baking backends.
LightmapSettingsStores lightmaps of the Scene.
LightProbeGroupLight Probe Group.
LightProbeProxyVolumeThe Light Probe Proxy Volume component offers the possibility to use higher resolution lighting for large non-static GameObjects.
LightProbesStores light probe data for all currently loaded Scenes.
LineRendererThe line renderer is used to draw free-floating lines in 3D space.
LineUtilityA collection of common line functions.
LinkedPool<T0>A linked list version of IObjectPool<T0>.
ListPool<T0>A version of CollectionPool<T0,T1> for Lists.
LODGroupLODGroup lets you group multiple Renderers into LOD levels.
LoggerInitializes a new instance of the Logger.
MaterialThe material class.
MaterialPropertyBlockA block of material values to apply.
MemoryProfilerMemory profiling API container class.
MeshA class that allows you to create or modify meshes.
MeshFilterA class to access the Mesh of the mesh filter.
MeshRendererRenders meshes inserted by the MeshFilter or TextMesh.
MessageEventArgsArguments passed to Action callbacks registered in PlayerConnection.
MetaDataContainer for memory snapshot meta data.
MinAttributeAttribute used to make a float or int variable in a script be restricted to a specific minimum value.
MonoBehaviourMonoBehaviour is the base class from which every Unity script derives.
MultilineAttributeAttribute to make a string be edited with a multi-line textfield.
NativeArrayUnsafeUtilityNativeArray Unsafe Utility.
NativeContainerAttributeAllows you to create your own custom native container.
NativeContainerIsAtomicWriteOnlyAttributeNativeContainerIsAtomicWriteOnlyAttribute.
NativeContainerIsReadOnlyAttributeNativeContainerIsReadOnlyAttribute.
NativeContainerSupportsDeallocateOnJobCompletionAttributeNativeContainerSupportsDeallocateOnJobCompletionAttribute.
NativeContainerSupportsDeferredConvertListToArrayNativeContainerSupportsDeferredConvertListToArray.
NativeContainerSupportsMinMaxWriteRestrictionAttributeNativeContainerSupportsMinMaxWriteRestrictionAttribute.
NativeDisableContainerSafetyRestrictionAttributeBy default native containers are tracked by the safety system to avoid race conditions. The safety system encapsulates the best practices and catches many race condition bugs from the start.
NativeDisableParallelForRestrictionAttributeNativeDisableParallelForRestrictionAttribute.
NativeDisableUnsafePtrRestrictionAttributeBy default unsafe Pointers are not allowed to be used in a job since it is not possible for the Job Debugger to gurantee race condition free behaviour. This attribute lets you explicitly disable the restriction on a job.
NativeFixedLengthAttributeThe container has from start a size that will never change.
NativeLeakDetectionStatic class for native leak detection settings.
NativeSetClassTypeToNullOnScheduleAttributeWhen this attribute is applied to a field in a job struct, the managed reference to the class will be set to null on the copy of the job struct that is passed to the job.
NativeSetThreadIndexAttributeThis attribute can inject a worker thread index into an int on the job struct. This is usually used in the implementation of atomic containers. The index is guaranteed to be unique to any other job that might be running in parallel.
NativeSliceUnsafeUtilityNativeSlice unsafe utility class.
NonReorderableAttributeDisables reordering of an array or list in the Inspector window.
NotificationDefault implementation for Playable notifications.
ObjectBase class for all objects Unity can reference.
ObjectPool<T0>A stack based IObjectPool<T0>.
OcclusionAreaOcclusionArea is an area in which occlusion culling is performed.
OcclusionPortalThe portal for dynamically changing occlusion at runtime.
OnDemandRenderingUse the OnDemandRendering class to control and query information about your application's rendering speed independent from all other subsystems (such as physics, input, or animation).
OnDemandResourcesOn Demand Resources API.
OnDemandResourcesRequestRepresents a request for On Demand Resources (ODR). It's an AsyncOperation and can be yielded in a coroutine.
PhotoCaptureCaptures a photo from the web camera and stores it in memory or on disk.
PhotoCaptureFrameContains information captured from the web camera.
PhraseRecognitionSystemPhrase recognition system is responsible for managing phrase recognizers and dispatching recognition events to them.
PhraseRecognizerA common base class for both keyword recognizer and grammar recognizer.
PingPing any given IP address (given in dot notation).
PIXProvides an interface to control GPU frame capture in Microsoft's PIX software.
PixelPerfectRenderingA collection of APIs that facilitate pixel perfect rendering of sprite-based renderers.
PlayableAssetA base class for assets that can be used to instantiate a Playable at runtime.
PlayableBehaviourPlayableBehaviour is the base class from which every custom playable script derives.
PlayableExtensionsExtensions for all the types that implements IPlayable.
PlayableOutputExtensionsExtensions for all the types that implements IPlayableOutput.
PlayerConnectionUsed for handling the network connection from the Player to the Editor.
PlayerLoopThe class representing the player loop in Unity.
PlayerPrefs`PlayerPrefs` is a class that stores Player preferences between game sessions. It can store string, float and integer values into the user’s platform registry.
PlayerPrefsExceptionAn exception thrown by the PlayerPrefs class in a web player build.
PreferBinarySerializationPrefer ScriptableObject derived type to use binary serialization regardless of project's asset serialization mode.
PreserveAttributePreserveAttribute prevents byte code stripping from removing a class, method, field, or property.
ProfilerControls the Profiler from script.
ProfilerUnsafeUtilityUtility class which provides access to low level Profiler API.
ProjectorA script interface for a projector component.
PropertyAttributeBase class to derive custom property attributes from. Use this to create custom attributes for script variables.
QualitySettingsScript interface for Quality Settings.
RandomEasily generate random data for games.
RangeAttributeAttribute used to make a float or int variable in a script be restricted to a specific range.
RayTracingAccelerationStructureA data structure used to represent the Renderers in the Scene for GPU ray tracing.
RayTracingShaderA shader for GPU ray tracing.
ReadOnlyAttributeThe ReadOnly attribute lets you mark a member of a struct used in a job as read-only.
RecorderRecords profiling data produced by a specific Sampler.
RectOffsetOffsets for rectangles, borders, etc.
RectTransformPosition, size, anchor and pivot information for a rectangle.
ReflectionProbeThe reflection probe is used to capture the surroundings into a texture which is passed to the shaders and used for reflections.
RemoteA class for Apple TV remote input configuration.
RendererGeneral functionality for all renderers.
RendererExtensionsExtension methods to the Renderer class, used only for the UpdateGIMaterials method used by the Global Illumination System.
RenderPipelineDefines a series of commands and settings that describes how Unity renders a frame.
RenderPipelineAssetAn asset that produces a specific IRenderPipeline.
RenderPipelineGlobalSettingsA ScriptableObject to associate with a RenderPipeline and store project-wide settings for that Pipeline.
RenderPipelineManagerRender Pipeline manager.
RenderSettingsExperimental render settings features.
RenderSettingsThe Render Settings contain values for a range of visual elements in your Scene, like fog and ambient light.
RenderSettingsExperimental render settings features.
RenderTextureRender textures are textures that can be rendered to.
ReplayKitReplayKit is only available on certain iPhone, iPad and iPod Touch devices running iOS 9.0 or later.
RequireAttributeUsagesAttributeOnly allowed on attribute types. If the attribute type is marked, then so too will all CustomAttributes of that type.
RequireComponentThe RequireComponent attribute automatically adds required components as dependencies.
RequireDerivedAttributeWhen the type is marked, all types derived from that type will also be marked.
RequiredInterfaceAttributeWhen a type is marked, all interface implementations of the specified types will be marked.
RequiredMemberAttributeWhen a type is marked, all of it's members with [RequiredMember] will be marked.
RequireImplementorsAttributeWhen the interface type is marked, all types implementing that interface will be marked.
ResourceRequestAsynchronous load request from the Resources bundle.
ResourcesThe Resources class allows you to find and access Objects including assets.
ResourcesAPIDerive from this base class to provide alternative implementations to the C# behavior of specific Resources methods.
RuntimeInitializeOnLoadMethodAttributeAllow a runtime class method to be initialized when a game is loaded at runtime without action from the user.
SamplerProvides control over a CPU Profiler label.
ScalableBufferManagerScales render textures to support dynamic resolution if the target platform/graphics API supports it.
SceneManagerScene management at run-time.
SceneManagerAPIDerive from this base class to provide alternative implementations to the C# behavior of specific SceneManager methods.
SceneUtilityScene and Build Settings related utilities.
ScreenProvides access to display information.
ScreenAccess platform-specific display information.
ScriptableObjectA class you can derive from if you want to create objects that don't need to be attached to game objects.
ScriptableRuntimeReflectionSystemEmpty implementation of IScriptableRuntimeReflectionSystem.
ScriptableRuntimeReflectionSystemSettingsGlobal settings for the scriptable runtime reflection system.
ScriptPlayableBindingA PlayableBinding that contains information representing a ScriptingPlayableOutput.
SearchContextAttributeThis attribute can be attached to a component object field in order to have the ObjectField use the advanced Object Picker.
SecurityWebplayer security related class. Not supported from 5.4.0 onwards.
SelectionBaseAttributeAdd this attribute to a script class to mark its GameObject as a selection base object for Scene View picking.
SerializeFieldForce Unity to serialize a private field.
SerializeReferenceA scripting attribute that instructs Unity to serialize a field as a reference instead of as a value.
ShaderShader scripts used for all rendering.
ShaderVariantCollectionShaderVariantCollection records which shader variants are actually used in each shader.
ShaderWarmupPrewarms shaders in a way that is supported by all graphics APIs.
SkinnedMeshRendererThe Skinned Mesh filter.
SkyboxA script interface for the skybox component.
SleepTimeoutConstants for special values of Screen.sleepTimeout.
SnappingSnap values to rounded increments.
SortingGroupAdding a SortingGroup component to a GameObject will ensure that all Renderers within the GameObject's descendants will be sorted and rendered together.
SpaceAttributeUse this PropertyAttribute to add some spacing in the Inspector.
SparseTextureClass for handling Sparse Textures.
SplashScreenProvides an interface to the Unity splash screen.
SpriteRepresents a Sprite object for use in 2D gameplay.
SpriteAtlasSprite Atlas is an asset created within Unity. It is part of the built-in sprite packing solution.
SpriteAtlasManagerManages SpriteAtlas during runtime.
SpriteDataAccessExtensionsA list of methods designed for reading and writing to the rich internal data of a Sprite.
SpriteRendererRenders a Sprite for 2D graphics.
SpriteRendererDataAccessExtensionsA list of methods that allow the caller to override what the SpriteRenderer renders.
StaticBatchingUtilityStaticBatchingUtility can prepare your objects to take advantage of Unity's static batching.
SupportedRenderingFeaturesDescribes the rendering features supported by a given render pipeline.
SystemInfoAccess system and hardware information.
SystemInfoAccess platform-specific system and hardware information.
TextAreaAttributeAttribute to make a string be edited with a height-flexible and scrollable text area.
TextAssetRepresents a raw text or binary file asset.
TextureBase class for Texture handling.
Texture2DClass that represents textures in C# code.
Texture2DArrayClass for handling 2D texture arrays.
Texture3DClass for handling 3D Textures, Use this to create 3D texture assets.
TexturePlayableBindingA PlayableBinding that contains information representing a TexturePlayableOutput.
TileRepresents tile on Windows start screen
TimeProvides an interface to get time information from Unity.
ToastRepresents a toast notification in Windows Store Apps.
TooltipAttributeSpecify a tooltip for a field in the Inspector window.
TouchScreenKeyboardInterface for on-screen keyboards. Only native iPhone, Android, and Windows Store Apps are supported.
TrailRendererThe trail renderer is used to make trails behind objects in the Scene as they move about.
TransformPosition, rotation and scale of an object.
UnityAPICompatibilityVersionAttributeDeclares an assembly to be compatible (API wise) with a specific Unity API. Used by internal tools to avoid processing the assembly in order to decide whether assemblies may be using old Unity API.
UnityEventA zero argument persistent callback that can be saved with the Scene.
UnityEvent<T0,T1,T2,T3>Four argument version of UnityEvent.
UnityEvent<T0,T1,T2>Three argument version of UnityEvent.
UnityEvent<T0,T1>Two argument version of UnityEvent.
UnityEvent<T0>One argument version of UnityEvent.
UnityEventBaseAbstract base class for UnityEvents.
UnsafeGenericPool<T0>Provides a static implementation of ObjectPool<T0>.
UnsafeUtilityUnsafe utility class.
UsesLuminPlatformLevelAttributeThis attribute provides a way to declaratively define a Lumin platform level requirement that is automatically added to the manifest at build time.
UsesLuminPrivilegeAttributeThis attribute provides a way to declaratively define a Lumin privilege requirement that is automatically added to the manifest at build time.
UtilsA utility class that you can use for diagnostic purposes.
VideoCaptureRecords a video from the web camera directly to disk.
VirtualFileSystemClass that provides access to some of the Unity low level virtual file system APIs.
WaitForEndOfFrameWaits until the end of the frame after Unity has rendererd every Camera and GUI, just before displaying the frame on screen.
WaitForFixedUpdateWaits until next fixed frame rate update function. See Also: FixedUpdate.
WaitForSecondsSuspends the coroutine execution for the given amount of seconds using scaled time.
WaitForSecondsRealtimeSuspends the coroutine execution for the given amount of seconds using unscaled time.
WaitUntilSuspends the coroutine execution until the supplied delegate evaluates to true.
WaitWhileSuspends the coroutine execution until the supplied delegate evaluates to false.
WebCamContains general information about the current state of the web camera.
WriteAccessRequiredAttributeUsed in conjunction with the ReadOnlyAttribute, WriteAccessRequiredAttribute lets you specify which struct method and property require write access to be invoked.
WriteOnlyAttributeThe WriteOnly attribute lets you mark a member of a struct used in a job as write-only.
YieldInstructionBase class for all yield instructions.

Structs

AsyncGPUReadbackRequestRepresents an asynchronous request for a GPU resource.
AsyncReadManagerRequestMetricMetrics for an individual read request.
AtomicSafetyHandleAtomicSafetyHandle is used by the job system to provide validation and full safety.
AttachmentDescriptorA declaration of a single color or depth rendering surface to be attached into a RenderPass.
BatchCullingContextCulling context for a batch.
BatchQueryJob<T0,T1>Struct used to implement batch query jobs.
BatchQueryJobStruct<T0>Struct used to schedule batch query jobs.
BatchVisibilityDescribes the visibility for a batch.
BlendStateValues for the blend state.
BoneWeightDescribes 4 skinning bone weights that affect a vertex in a mesh.
BoneWeight1Describes a bone weight that affects a vertex in a mesh.
BoundingSphereDescribes a single bounding sphere for use by a CullingGroup.
BoundsRepresents an axis aligned bounding box.
BoundsIntRepresents an axis aligned bounding box with all values as integers.
CacheData structure for cache. Please refer to See Also:Caching.AddCache for more information.
CachedAssetBundleData structure for downloading AssetBundles to a customized cache path. See Also:UnityWebRequestAssetBundle.GetAssetBundle for more information.
CameraParametersWhen calling PhotoCapture.StartPhotoModeAsync, you must pass in a CameraParameters object that contains the various settings that the web camera will use.
CameraPlayableAn implementation of IPlayable that produces a Camera texture.
CameraPropertiesCamera related properties in CullingParameters.
ColorRepresentation of RGBA colors.
Color32Representation of RGBA colors in 32 bit format.
CombineInstanceStruct used to describe meshes to be combined using Mesh.CombineMeshes.
CookieA helper structure used to initialize a LightDataGI structure with cookie information.
CoveredMethodStatsDescribes the summary of the code coverage for the specified method used by Coverage. For an example of typical usage, see Coverage.GetStatsFor.
CoveredSequencePointDescribes a covered sequence point used by Coverage. For an example of typical usage, see Coverage.GetSequencePointsFor.
CreateSceneParametersThis struct collects all the CreateScene parameters in to a single place.
CullingGroupEventProvides information about the current and previous states of one sphere in a CullingGroup.
CullingResultsA struct containing the results of a culling operation.
CustomRenderTextureUpdateZoneStructure describing an Update Zone.
DebugScreenCaptureA raw data representation of a screenshot.
DepthStateValues for the depth state.
DirectionalLightA helper structure used to initialize a LightDataGI structure as a directional light.
DiscLightA helper structure used to initialize a LightDataGI structure as a disc light.
DisplayInfoRepresents a connected display.
DOTSInstancingCbufferReflection data for a DOTS instancing constant buffer.
DOTSInstancingPropertyReflection data for a DOTS instancing property.
DrawingSettingsSettings for ScriptableRenderContext.DrawRenderers.
DrivenRectTransformTrackerA component can be designed to drive a RectTransform. The DrivenRectTransformTracker struct is used to specify which RectTransforms it is driving.
EarlyUpdateUpdate phase in the native player loop.
ExposedPropertyResolverObject that is used to resolve references to an ExposedReference field.
ExposedReference<T0>Creates a type whos value is resolvable at runtime.
FileHandleA handle to an asynchronously opened file.
FileInfoResultThe results of an asynchronous AsyncReadManager.GetFileInfo call.
FilteringSettingsA struct that represents filtering settings for ScriptableRenderContext.DrawRenderers.
FixedUpdateUpdate phase in the native player loop.
FrameDataThis structure contains the frame information a Playable receives in Playable.PrepareFrame.
FrameTimingStruct containing basic FrameTimings and accompanying relevant data.
FrustumPlanesThis struct contains the view space coordinates of the near projection plane.
GlobalKeywordRepresents a global shader keyword.
GradientAlphaKeyAlpha key used by Gradient.
GradientColorKeyColor key used by Gradient.
GraphicsFenceUsed to manage synchronisation between tasks on async compute queues and the graphics queue.
Hash128Represents a 128-bit hash value.
InitializationUpdate phase in the native player loop.
JobHandleJobHandle.
JobRangesStruct containing information about a range the job is allowed to work on.
KeyframeA single keyframe that can be injected into an animation curve.
LayerMaskSpecifies Layers to use in a Physics.Raycast.
LazyLoadReference<T0>Serializable lazy reference to a UnityEngine.Object contained in an asset file.
LightBakingOutputStruct describing the result of a Global Illumination bake for a given light.
LightDataGIThe interop structure to pass light information to the light baking backends. There are helper structures for Directional, Point, Spot and Rectangle lights to correctly initialize this structure.
LinearColorContains normalized linear color values for red, green, blue in the range of 0 to 1, and an additional intensity value.
LoadSceneParametersThis struct collects all the LoadScene parameters in to a single place.
LocalKeywordRepresents a shader keyword declared in a shader source file.
LocalKeywordSpaceRepresents the local keyword space of a Shader or ComputeShader.
LODStructure for building a LOD for passing to the SetLODs function.
LODParameters LODGroup culling parameters.
MaterialEffectPlayableAn implementation of IPlayable that allows application of a Material shader to one or many texture inputs to produce a texture output.
MathfA collection of common math functions.
Matrix4x4A standard 4x4 transformation matrix.
NativeArray<T0>A NativeArray exposes a buffer of native memory to managed code, making it possible to share data between managed and native without marshalling costs.
NativeSlice<T0>Native Slice.
PassIdentifierRepresents an opaque identifier of a specific Pass in a Shader.
PhraseRecognizedEventArgsProvides information about a phrase recognized event.
PlaneRepresentation of a plane in 3D space.
PlatformKeywordSetA collection of ShaderKeyword that represents a specific platform variant.
PlayablePlayables are customizable runtime objects that can be connected together and are contained in a PlayableGraph to create complex behaviours.
PlayableBindingStruct that holds information regarding an output of a PlayableAsset.
PlayableGraphUse the PlayableGraph to manage Playable creations and destructions.
PlayableOutputSee: IPlayableOutput.
PlayerLoopSystemThe representation of a single system being updated by the player loop in Unity.
PointLightA helper structure used to initialize a LightDataGI structure as a point light.
PoseRepresentation of a Position, and a Rotation in 3D Space
PostLateUpdateUpdate phase in the native player loop.
PreLateUpdateUpdate phase in the native player loop.
PreUpdateUpdate phase in the native player loop.
ProfilerCategoryUse to specify category for instrumentation Profiler markers.
ProfilerCategoryDescriptionProvides information about Profiler category.
ProfilerMarkerPerformance marker used for profiling arbitrary code blocks.
ProfilerMarkerDataDescribes Profiler metadata parameter that can be associated with a sample.
ProfilerRecorderRecords the Profiler metric data that a Profiler marker or counter produces.
ProfilerRecorderDescriptionGets the description of a Profiler metric.
ProfilerRecorderHandleGets the handle of a Profiler metric.
ProfilerRecorderSampleSample value structure.
PropertyNameRepresents a string as an int for efficient lookup and comparison. Use this for common PropertyNames.Internally stores just an int to represent the string. A PropertyName can be created from a string but can not be converted back to a string. The same string always results in the same int representing that string. Thus this is a very efficient string representation in both memory and speed when all you need is comparison.PropertyName is serializable.ToString() is only implemented for debugging purposes in the editor it returns "theName:3737" in the player it returns "Unknown:3737".
QuaternionQuaternions are used to represent rotations.
RangeIntDescribes an integer range.
RasterStateValues for the raster state.
RayRepresentation of rays.
Ray2DA ray in 2D space.
ReadCommandDescribes the offset, size, and destination buffer of a single read operation.
ReadCommandArrayAn array of ReadCommand instances to pass to AsyncReadManager.Read and AsyncReadManager.ReadDeferred.
ReadHandleYou can use this handle to query the status of an asynchronous read operation. Note: To avoid a memory leak, you must call Dispose.
RectA 2D Rectangle defined by X and Y position, width and height.
RectangleLightA helper structure used to initialize a LightDataGI structure as a rectangle light.
RectIntA 2D Rectangle defined by x, y, width, height with integers.
ReflectionProbeBlendInfoReflectionProbeBlendInfo contains information required for blending probes.
RefreshRateRepresents the display refresh rate. This is how many frames the display can show per second.
RenderBufferColor or depth buffer part of a RenderTexture.
RendererListRepresents a subset of visible GameObjects.
RendererListDescRepresents the set of GameObjects that a RendererList contains.
RenderParamsRendering parameters used by various rendering functions.
RenderQueueRangeDescribes a material render queue range.
RenderStateBlockA set of values that Unity uses to override the GPU's render state.
RenderTargetBindingDescribes a render target with one or more color buffers, a depth/stencil buffer and the associated load/store-actions that are applied when the render target is active.
RenderTargetBlendStateValues for the blend state.
RenderTargetIdentifierIdentifies a RenderTexture for a CommandBuffer.
RenderTargetSetupFully describes setup of RenderTarget.
RenderTextureDescriptorThis struct contains all the information required to create a RenderTexture. It can be copied, cached, and reused to easily create RenderTextures that all share the same properties. Avoid using the default constructor as it does not initialize some flags with the recommended values.
ResolutionRepresents a display resolution.
SceneRun-time data structure for *.unity file.
ScopedRenderPassRepresents an active render pass until disposed.
ScopedSubPassRepresents an active sub pass until disposed.
ScriptableCullingParametersParameters that configure a culling operation in the Scriptable Render Pipeline.
ScriptableRenderContextDefines state and drawing commands that custom render pipelines use.
ScriptPlayable<T0>A IPlayable implementation that contains a PlayableBehaviour for the PlayableGraph. PlayableBehaviour can be used to write custom Playable that implement their own PrepareFrame callback.
ScriptPlayableOutputA IPlayableOutput implementation that contains a script output for the a PlayableGraph.
SecondarySpriteTextureEncapsulates a Texture2D and its shader property name to give Sprite-based renderers access to a secondary texture, in addition to the main Sprite texture.
SecondaryTileDataDefines the default look of secondary tile.
SemanticMeaningSemantic meaning is a collection of semantic properties of a recognized phrase. These semantic properties can be specified in SRGS grammar files.
ShaderKeywordRepresents an identifier for a specific code path in a shader.
ShaderKeywordSetA collection of ShaderKeyword that represents a specific shader variant.
ShaderTagIdShader tag ids are used to refer to various names in shaders.
ShaderWarmupSetupThe rendering configuration to use when prewarming shader variants.
ShadowDrawingSettingsSettings for ScriptableRenderContext.DrawShadows.
ShadowSplitDataDescribes the culling information for a given shadow split (e.g. directional cascade).
SortingLayerSortingLayer allows you to set the render order of multiple sprites easily. There is always a default SortingLayer named "Default" which all sprites are added to initially. Added more SortingLayers to easily control the order of rendering of groups of sprites. Layers can be ordered before or after the default layer.
SortingLayerRangeDescribes a renderer's sorting layer range.
SortingSettingsThis struct describes the methods to sort objects during rendering.
SphericalHarmonicsL2Spherical harmonics up to the second order (3 bands, 9 coefficients).
SpotLightA helper structure used to initialize a LightDataGI structure as a spot light.
SpotLightBoxShapeUse this Struct to help initialize a LightDataGI structure as a box-shaped spot light.
SpotLightPyramidShapeUse this Struct to help initialize a LightDataGI structure as a pyramid-shaped spot light.
SpriteBoneStores a set of information that describes the bind pose of this Sprite.
StencilStateValues for the stencil state.
SubMeshDescriptorContains information about a single sub-mesh of a Mesh.
TextureMixerPlayableAn implementation of IPlayable that allows mixing two textures.
TexturePlayableOutputAn IPlayableOutput implementation that will be used to manipulate textures.
TimeUpdateUpdate phase in the native player loop that waits for the operating system (OS) to flip the back buffer to the display and update the time in the engine.
TransformAccessPosition, rotation and scale of an object.
TransformAccessArrayTransformAccessArray.
UpdateUpdate phase in the native player loop.
Vector2Representation of 2D vectors and points.
Vector2IntRepresentation of 2D vectors and points using integers.
Vector3Representation of 3D vectors and points.
Vector3IntRepresentation of 3D vectors and points using integers.
Vector4Representation of four-dimensional vectors.
VertexAttributeDescriptorInformation about a single VertexAttribute of a Mesh vertex.
VisibleLightHolds data of a visible light.
VisibleReflectionProbeHolds data of a visible reflection reflectionProbe.

Enumerations

ActivityIndicatorStyleActivityIndicator Style (iOS Specific).
AllocatorUsed to specify allocation type for NativeArray.
AmbientModeAmbient lighting mode.
AndroidActivityIndicatorStyleActivityIndicator Style (Android Specific).
AngularFalloffTypeSets the method to use to compute the angular attenuation of spot lights.
AnisotropicFilteringAnisotropic filtering mode.
ApplicationInstallModeApplication installation mode (Read Only).
ApplicationSandboxTypeApplication sandbox type.
AssetLoadingSubsystemSubsystem tags for the read request, describing broad asset type or subsystem that triggered the read request.
AtomicSafetyErrorTypeEnumeration of AtomicSafetyHandle errors.
AudioTypeType of the imported(native) data.
BatteryStatusEnumeration for SystemInfo.batteryStatus which represents the current status of the device's battery.
BlendModeBlend mode for controlling the blending.
BlendOpBlend operation.
BuiltinRenderTextureTypeBuilt-in temporary render textures produced during camera's rendering.
BuiltinShaderDefineDefines set by editor when compiling shaders, based on the target platform and GraphicsTier.
BuiltinShaderModeBuilt-in shader modes used by GraphicsSettings.
BuiltinShaderTypeBuilt-in shader types used by GraphicsSettings.
CameraClearFlagsValues for Camera.clearFlags, determining what to clear when rendering a Camera.
CameraEventDefines a place in camera's rendering to attach CommandBuffer objects to.
CameraHDRModeThe HDR mode to use for rendering.
CameraLateLatchMatrixTypeThe types of camera matrices that support late latching.
CameraTypeDescribes different types of camera.
CaptureFlagsFlags that specify which fields to capture in a snapshot.
CapturePixelFormatThe encoded image or video pixel format to use for PhotoCapture and VideoCapture.
ColorGamutRepresents a color gamut.
ColorSpaceColor space for player settings.
ColorWriteMaskSpecifies which color components will get written into the target framebuffer.
CommandBufferExecutionFlagsFlags describing the intention for how the command buffer will be executed. Set these via CommandBuffer.SetExecutionFlags.
CompareFunctionDepth or stencil comparison function.
ComputeBufferModeIntended usage of the buffer.
ComputeBufferType ComputeBuffer type.
ComputeQueueTypeDescribes the desired characteristics with respect to prioritisation and load balancing of the queue that a command buffer being submitted via Graphics.ExecuteCommandBufferAsync or [[ScriptableRenderContext.ExecuteCommandBufferAsync] should be sent to.
ConfidenceLevelUsed by KeywordRecognizer, GrammarRecognizer, DictationRecognizer. Phrases under the specified minimum level will be ignored.
ConnectionTargetThe type of the connected target.
CopyTextureSupportSupport for various Graphics.CopyTexture cases.
CubemapFace Cubemap face.
CullingOptionsFlags used by ScriptableCullingParameters.cullingOptions to configure a culling operation.
CullModeBackface culling mode.
CursorLockModeHow the cursor should behave.
CursorModeDetermines whether the mouse cursor is rendered using software rendering or, on supported platforms, hardware rendering.
CustomRenderTextureInitializationSourceSpecify the source of a Custom Render Texture initialization.
CustomRenderTextureUpdateModeFrequency of update or initialization of a Custom Render Texture.
CustomRenderTextureUpdateZoneSpaceSpace in which coordinates are provided for Update Zones.
D3DHDRDisplayBitDepthThe type for the number of bits to be used when an HDR display is active in each color channel of swap chain buffers. The bit count also defines the method Unity uses to render content to the display.
DefaultFormat Use a default format to create either Textures or RenderTextures from scripts based on platform specific capability.
DefaultReflectionModeDefault reflection mode.
DepthTextureModeDepth texture generation mode for Camera.
DeviceGenerationiOS device generation.
DeviceGenerationiOS device generation.
DeviceTypeEnumeration for SystemInfo.deviceType, denotes a coarse grouping of kinds of devices.
DictationCompletionCauseRepresents the reason why dictation session has completed.
DictationTopicConstraintDictationTopicConstraint enum specifies the scenario for which a specific dictation recognizer should optimize.
DirectorUpdateModeDefines what time source is used to update a Director graph.
DirectorWrapModeWrap mode for Playables.
DistanceMetricType of sorting to use while rendering.
DOTSInstancingPropertyTypeDescribes the type of a DOTS instancing property.
DrivenTransformPropertiesAn enumeration of transform properties that can be driven on a RectTransform by an object.
EnforceJobResultEnforceJobResult.
FalloffTypeAvailable falloff models for baking.
FastMemoryFlagsControl Fast Memory render target layout.
FileReadTypeThe type of file read requested from the AsyncReadManager.
FileStateDefines the possible existential states of a file.
FileStatusThe possible statuses of a FileHandle.
FilterModeFiltering mode for textures. Corresponds to the settings in a texture inspector.
FogModeFog mode to use.
FolderList of accessible folders on Windows Store Apps.
ForcedCrashCategorySpecifies the category of crash to cause when calling ForceCrash().
FormatSwizzleGraphics Format Swizzle.
FormatUsageUse this format usages to figure out the capabilities of specific GraphicsFormat
FrameCaptureDestinationDestination of Frame Capture This is a wrapper for MTLCaptureDestination.
FullScreenModePlatform agnostic fullscreen mode. Not all platforms support all modes.
FullScreenMovieControlModeDescribes options for displaying movie playback controls.
FullScreenMovieScalingModeDescribes scaling modes for displaying movies.
GizmoSubsetGizmo subsets.
GradientModeSelect how gradients will be evaluated.
GraphicsDeviceTypeGraphics device API type.
GraphicsFenceTypeThe type of the GraphicsFence. Currently the only supported fence type is AsyncQueueSynchronization.
GraphicsFormatUse this format to create either Textures or RenderTextures from scripts.
GraphicsTierAn enum that represents graphics tiers.
HDRDisplaySupportFlagsA set of flags that describe the level of HDR display support available on the system.
HideFlagsBit mask that controls object destruction, saving and visibility in inspectors.
IndexFormatFormat of the mesh index buffer data.
KeyCodeKey codes returned by Event.keyCode. These map directly to a physical key on the keyboard.
LightEventDefines a place in light's rendering to attach CommandBuffer objects to.
LightmapBakeTypeEnum describing what part of a light contribution can be baked.
LightmapCompressionA set of options for the level of compression the Editor uses for lightmaps.
LightmapsModeLightmap (and lighting) configuration mode, controls how lightmaps interact with lighting and what kind of information they store.
LightmapsModeLegacySingle, dual, or directional lightmaps rendering mode, used only in GIWorkflowMode.Legacy
LightModeThe lightmode. A light can be real-time, mixed, baked or unknown. Unknown lights will be ignored by the baking backends.
LightProbeUsageLight probe interpolation type.
LightRenderModeHow the Light is rendered.
LightShadowCasterModeAllows mixed lights to control shadow caster culling when Shadowmasks are present.
LightShadowResolutionShadow resolution options for a Light.
LightShadowsShadow casting options for a Light.
LightShapeDescribes the shape of a spot light.
LightTypeThe type of a Light.
LightTypeThe light type.
LineAlignmentControl the direction lines face, when using the LineRenderer or TrailRenderer.
LineTextureModeChoose how textures are applied to Lines and Trails.
LoadSceneModeUsed when loading a Scene in a player.
LocalPhysicsModeProvides options for 2D and 3D local physics.
LODFadeModeThe LOD (level of detail) fade modes. Modes other than LODFadeMode.None will result in Unity calculating a blend factor for blending/interpolating between two neighbouring LODs and pass it to your shader.
LogOptionOption flags for specifying special treatment of a log message.
LogTypeThe type of the log message in Debug.unityLogger.Log or delegate registered with Application.RegisterLogCallback.
MarkerFlagsProfiler marker usage flags.
MaterialGlobalIlluminationFlagsHow the material interacts with lightmaps and lightprobes.
MeshTopologyTopology of Mesh faces.
MeshUpdateFlagsMesh data update flags.
MixedLightingModeEnum describing what lighting mode to be used with Mixed lights.
MotionVectorGenerationModeThe type of motion vectors that should be generated.
NativeArrayOptionsNativeArrayOptions lets you control if memory should be cleared on allocation or left uninitialized.
NativeLeakDetectionModeNative leak memory leak detection mode enum.
NetworkReachabilityDescribes network reachability options.
NPOTSupportNPOT textures support.
OpaqueSortModeOpaque object sorting mode of a Camera.
OpenGLESVersionSpecifies the OpenGL ES version.
OperatingSystemFamilyEnumeration for SystemInfo.operatingSystemFamily.
PassTypeShader pass type for Unity's lighting pipeline.
PerObjectDataWhat kind of per-object data to setup during rendering.
PersistentListenerModeTHe mode that a listener is operating in.
PhotoCaptureFileOutputFormatImage Encoding Format.
PlayableTraversalModeTraversal mode for Playables.
PlayStateStatus of a Playable.
PrimitiveTypeThe various primitives that can be created using the GameObject.CreatePrimitive function.
PriorityThe priority level attached to the AsyncReadManager read request.
ProcessingStateThe state of the read request at the time of retrieval of AsyncReadManagerMetrics.
ProfilerAreaThe different areas of profiling, corresponding to the charts in ProfilerWindow.
ProfilerCategoryColorProfiler category colors enum.
ProfilerCategoryFlagsOptions for determining if a Profiler category is built into Unity by default.
ProfilerFlowEventTypeDefines Profiler flow event type.
ProfilerMarkerDataTypeOptions for the Profiler metadata type.
ProfilerMarkerDataUnitOptions for Profiler marker data unit types.
ProfilerRecorderOptionsProfilerRecorder lifecycle and collection options.
RayTracingModeIndicates how a Renderer is updated.
RayTracingSubMeshFlagsFlags that determine the behavior of a sub-mesh in a RayTracingAccelerationStructure.
ReadStatusThe state of an asynchronous file request.
RealtimeGICPUUsageHow much CPU usage to assign to the final lighting calculations at runtime.
ReceiveGIThis property only takes effect if you enable a global illumination setting such as Baked Global Illumination or Enlighten Realtime Global Illumination for the target Scene. When you enable ReceiveGI, you can determine whether illumination data at runtime will come from Light Probes or Lightmaps. When you set ReceiveGI to Lightmaps, the Mesh Renderer receives global illumination from lightmaps. That means the Renderer is included in lightmap atlases, possibly increasing their size, memory consumption and storage costs. Calculating global illumination values for texels in this Renderer also adds to bake times. When you set ReceiveGI to Light Probes, the Mesh Renderer is not assigned space in lightmap atlases. Instead it receives global illumination stored by Light Probes in the target Scene. This can reduce bake times by avoiding the memory consumption and storage cost associated with lightmaps. ReceiveGI is only editable if you enable StaticEditorFlags.ContributeGI for the GameObject associated with the target Mesh Renderer. Otherwise this property defaults to the Light Probes setting.
ReflectionCubemapCompressionDetermines how Unity will compress baked reflection cubemap.
ReflectionProbeClearFlagsValues for ReflectionProbe.clearFlags, determining what to clear when rendering a ReflectionProbe.
ReflectionProbeModeReflection probe's update mode.
ReflectionProbeRefreshModeAn enum describing the way a real-time reflection probe refreshes in the Player.
ReflectionProbeSortingCriteriaVisible reflection probes sorting options.
ReflectionProbeTimeSlicingModeWhen a probe's ReflectionProbe.refreshMode is set to ReflectionProbeRefreshMode.EveryFrame, this enum specify whether or not Unity should update the probe's cubemap over several frames or update the whole cubemap in one frame. Updating a probe's cubemap is a costly operation. Unity needs to render the entire Scene for each face of the cubemap, as well as perform special blurring in order to get glossy reflections. The impact on frame rate can be significant. Time-slicing helps maintaning a more constant frame rate during these updates by performing the rendering over several frames.
ReflectionProbeUsageReflection Probe usage.
RenderBufferLoadActionThis enum describes what should be done on the render target when it is activated (loaded).
RenderBufferStoreActionThis enum describes what should be done on the render target when the GPU is done rendering into it.
RendererListStatusOptions that represent the result of a ScriptableRenderContext.QueryRendererList operation.
RenderingPathRendering path of a Camera.
RenderingThreadingModeOptions for the application's actual rendering threading mode.
RenderQueueDetermine in which order objects are renderered.
RenderStateMaskSpecifies which parts of the render state that is overriden.
RenderTargetFlagsThis enum describes optional flags for the RenderTargetBinding structure.
RenderTextureCreationFlagsSet of flags that control the state of a newly-created RenderTexture.
RenderTextureFormatFormat of a RenderTexture.
RenderTextureMemorylessFlags enumeration of the render texture memoryless modes.
RenderTextureReadWriteColor space conversion mode of a RenderTexture.
RenderTextureSubElementTypes of data that you can encapsulate within a render texture.
RTClearFlagsFlags that determine which render targets Unity clears when you use CommandBuffer.ClearRenderTarget.
RuntimeInitializeLoadTypeSet RuntimeInitializeOnLoadMethod type.
RuntimePlatformThe platform application is running. Returned by Application.platform.
ScheduleModeScheduleMode options for scheduling a manage job.
ScreenOrientationDescribes screen orientation.
SearchViewFlagsSearch view flags used to open the Object Picker in various states.
SendMessageOptionsOptions for how to send a message.
ShaderConstantTypeOptions for the shader constant value type.
ShaderKeywordTypeType of a shader keyword, eg: built-in or user defined.
ShaderParamTypeOptions for the data type of a shader constant's members.
ShaderPropertyFlagsFlags that control how a shader property behaves.
ShaderPropertyTypeType of a given shader property.
ShadowCastingModeHow shadows are cast from this object.
ShadowMapPassAllows precise control over which shadow map passes to execute CommandBuffer objects attached using Light.AddCommandBuffer.
ShadowmaskModeThe rendering mode of Shadowmask.
ShadowObjectsFilterThe filters that Unity can use when it renders GameObjects in the shadow pass.
ShadowProjectionShadow projection type for Quality Settings.
ShadowQualityDetermines which type of shadows should be used.
ShadowResolutionDefault shadow resolution.
ShadowSamplingModeUsed by CommandBuffer.SetShadowSamplingMode.
SinglePassStereoModeEnum type defines the different stereo rendering modes available.
SkinQualityThe maximum number of bones affecting a single vertex.
SkinWeightsSkin weights.
SnapAxisDefines the axes that can be snapped.
SortingCriteriaHow to sort objects during rendering.
SpaceThe coordinate space in which to operate.
SpeechErrorRepresents an error in a speech recognition system.
SpeechSystemStatusRepresents the current status of the speech recognition system or a dictation recognizer.
SpriteAlignmentHow a Sprite's graphic rectangle is aligned with its pivot point.
SpriteDrawMode SpriteRenderer draw mode.
SpriteMaskInteractionThis enum controls the mode under which the sprite will interact with the masking system.
SpriteMeshTypeDefines the type of mesh generated for a sprite.
SpritePackingModeSprite packing modes for the Sprite Packer.
SpritePackingRotationSprite rotation modes for the Sprite Packer.
SpriteSortPointDetermines the position of the Sprite used for sorting the Renderer.
SpriteTileModeTiling mode for SpriteRenderer.tileMode.
StackTraceLogTypeStack trace logging options.
StencilOpSpecifies the operation that's performed on the stencil buffer when rendering.
StereoTargetEyeMaskEnum values for the Camera's targetEye property.
SynchronisationStageBroadly describes the stages of processing a draw call on the GPU.
SynchronisationStageFlagsDescribes the various stages of GPU processing against which the GraphicsFence can be set and waited against.
SystemGestureDeferModeBit-mask used to control the deferring of system gestures on iOS.
SystemLanguageThe language the user's operating system is running in. Returned by Application.systemLanguage.
TextureDimensionTexture "dimension" (type).
TextureFormatFormat used when creating textures from scripts.
TextureWrapModeWrap mode for textures.
ThreadPriorityPriority of a thread.
TileForegroundTextStyle for foreground text on a secondary tile.
TileTemplateTemplates for various tile styles.
ToastTemplateTemplates for various toast styles.
TouchScreenKeyboardTypeEnumeration of the different types of supported touchscreen keyboards.
TransparencySortModeTransparent object sorting mode of a Camera.
UnityEventCallStateControls the scope of UnityEvent callbacks.
UnloadSceneOptionsScene unloading options passed to SceneManager.UnloadScene.
UserAuthorizationConstants to pass to Application.RequestUserAuthorization.
VertexAttributePossible attribute types that describe a vertex in a Mesh.
VertexAttributeFormatData type of a VertexAttribute.
VideoShadersIncludeModeVideo shaders mode used by GraphicsSettings.
VRTextureUsageThis enum describes how the RenderTexture is used as a VR eye texture. Instead of using the values of this enum manually, use the value returned by eyeTextureDesc or other VR functions returning a RenderTextureDescriptor.
WebCamModeDescribes the active mode of the Web Camera resource.
WeightedModeSets which weights to use when calculating curve segments.
WindowActivationStateSpecifies the set of reasons that a windowActivated event was raised.
WrapModeDetermines how time is treated outside of the keyframed range of an AnimationClip or AnimationCurve.
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