diff --git a/Refs/UnityEngine.CoreModule.dll b/Refs/UnityEngine.CoreModule.dll
index 2c38c0c4..51fc9d87 100644
Binary files a/Refs/UnityEngine.CoreModule.dll and b/Refs/UnityEngine.CoreModule.dll differ
diff --git a/Refs/UnityEngine.CoreModule.xml b/Refs/UnityEngine.CoreModule.xml
index f4810d34..5f9b28f2 100644
--- a/Refs/UnityEngine.CoreModule.xml
+++ b/Refs/UnityEngine.CoreModule.xml
@@ -43,6 +43,56 @@
The path to the component.
Where in the component menu to add the new item.
+
+
+ Structure describing a permission that requires user authorization.
+
+
+
+
+ Used when requesting permission or checking if permission has been granted to use the camera.
+
+
+
+
+ Used when requesting permission or checking if permission has been granted to use the users location with coarse granularity.
+
+
+
+
+ Used when requesting permission or checking if permission has been granted to read from external storage such as a SD card.
+
+
+
+
+ Used when requesting permission or checking if permission has been granted to write to external storage such as a SD card.
+
+
+
+
+ Used when requesting permission or checking if permission has been granted to use the users location with high precision.
+
+
+
+
+ Check if the user has granted access to a device resource or information that requires authorization.
+
+ A string representing the permission to request. For permissions which Unity has not predefined you may also manually provide the constant value obtained from the Android documentation here: https:developer.android.comguidetopicspermissionsoverview#permission-groups such as "android.permission.READ_CONTACTS".
+
+ Whether the requested permission has been granted.
+
+
+
+
+ Used when requesting permission or checking if permission has been granted to use the microphone.
+
+
+
+
+ Request that the user grant access to a device resource or information that requires authorization.
+
+ A string that describes the permission to request. For permissions which Unity has not predefined you may also manually provide the constant value obtained from the Android documentation here: https:developer.android.comguidetopicspermissionsoverview#permission-groups such as "android.permission.READ_CONTACTS".
+
AndroidJavaClass is the Unity representation of a generic instance of java.lang.Class.
@@ -1567,11 +1617,25 @@ Note: Using raw JNI functions requires advanced knowledge of the Android Java Na
Return application company name (Read Only).
+
+
+ Returns the path to the console log file, or an empty string if the current platform does not support log files.
+
+
Contains the path to the game data folder (Read Only).
+
+
+ Delegate method used to register for when focus is either gained or lost.
+
+The passed in value is the new focus state of the application. In the editor, this corresponds to whether the game view has focus (regardless of whether the editor is in play mode or not).
+This is called at the same time as MonoBehaviour.OnApplicationFocus.
+
+
+
Returns false if application is altered in any way after it was built.
@@ -1602,6 +1666,11 @@ Note: Using raw JNI functions requires advanced knowledge of the Android Java Na
Returns the type of Internet reachability currently possible on the device.
+
+
+ Returns true when Unity is launched with the -batchmode flag from the command line (Read Only).
+
+
Is the current Runtime platform a known console platform.
@@ -1629,7 +1698,7 @@ Note: Using raw JNI functions requires advanced knowledge of the Android Java Na
- Returns true when in any kind of player is active.(Read Only).
+ Returns true when called in any kind of built Player, or when called in the Editor in Play Mode (Read Only).
@@ -1637,11 +1706,6 @@ Note: Using raw JNI functions requires advanced knowledge of the Android Java Na
Checks whether splash screen is being shown.
-
-
- Are we running inside a web player? (Read Only)
-
-
The total number of levels available (Read Only).
@@ -1649,7 +1713,7 @@ Note: Using raw JNI functions requires advanced knowledge of the Android Java Na
- The level index that was last loaded (Read Only).
+ Note: This is now obsolete. Use SceneManager.GetActiveScene instead. (Read Only).
@@ -1679,7 +1743,6 @@ This event corresponds to the following callbacks on the different platforms:
- Android: onLowMemory() and onTrimMemory(level == TRIM_MEMORY_RUNNING_CRITICAL)
-
Here is an example of handling the callback:
@@ -1721,14 +1784,9 @@ Here is an example of handling the callback:
Returns application running in sandbox (Read Only).
-
-
- The path to the web player data file relative to the html file (Read Only).
-
-
- Stack trace logging options. The default value is StackTraceLogType.ScriptOnly.
+ Obsolete. Use Application.SetStackTraceLogType.
@@ -1738,7 +1796,7 @@ Here is an example of handling the callback:
- Contains the path to the StreamingAssets folder (Read Only).
+ The path to the StreamingAssets folder (Read Only).
@@ -1863,6 +1921,15 @@ Here is an example of handling the callback:
+
+
+ Returns true if the given object is part of the playing world either in any kind of built Player or in Play Mode.
+
+ The object to test.
+
+ True if the object is part of the playing world.
+
+
Note: This is now obsolete. Use SceneManager.LoadScene instead.
@@ -1942,6 +2009,7 @@ Here is an example of handling the callback:
Quits the player application.
+ An optional exit code to return when the player application terminates on Windows, Mac and Linux. Defaults to 0.
@@ -1954,7 +2022,7 @@ Here is an example of handling the callback:
- Request authorization to use the webcam or microphone in the Web Player.
+ Request authorization to use the webcam or microphone on iOS.
@@ -1978,22 +2046,22 @@ Here is an example of handling the callback:
- Unloads all GameObject associated with the given scene. Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets.
+ Unloads all GameObject associated with the given Scene. Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets.
- Index of the scene in the PlayerSettings to unload.
- Name of the scene to Unload.
+ Index of the Scene in the PlayerSettings to unload.
+ Name of the Scene to Unload.
- Return true if the scene is unloaded.
+ Return true if the Scene is unloaded.
- Unloads all GameObject associated with the given scene. Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets.
+ Unloads all GameObject associated with the given Scene. Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets.
- Index of the scene in the PlayerSettings to unload.
- Name of the scene to Unload.
+ Index of the Scene in the PlayerSettings to unload.
+ Name of the Scene to Unload.
- Return true if the scene is unloaded.
+ Return true if the Scene is unloaded.
@@ -2078,193 +2146,541 @@ Here is an example of handling the callback:
- Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f.
-
-Note: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur.
+ Assert the values are approximately equal.
Tolerance of approximation.
-
-
-
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
- Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f.
-
-Note: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur.
+ Assert the values are approximately equal.
Tolerance of approximation.
-
-
-
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
- Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f.
-
-Note: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur.
+ Assert the values are approximately equal.
Tolerance of approximation.
-
-
-
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
- Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f.
-
-Note: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur.
+ Assert the values are approximately equal.
Tolerance of approximation.
-
-
-
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+
+
+
+ Assert that the values are equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
- Asserts that the values are equal. If no comparer is specified, EqualityComparer<T>.Default is used.
+ Assert that the values are equal.
-
-
-
-
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
- Asserts that the values are equal. If no comparer is specified, EqualityComparer<T>.Default is used.
+ Assert that the values are equal.
-
-
-
-
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
- Asserts that the values are equal. If no comparer is specified, EqualityComparer<T>.Default is used.
+ Assert that the values are equal.
-
-
-
-
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
- Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f.
+ Asserts that the values are approximately not equal.
Tolerance of approximation.
-
-
-
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
- Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f.
+ Asserts that the values are approximately not equal.
Tolerance of approximation.
-
-
-
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
- Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f.
+ Asserts that the values are approximately not equal.
Tolerance of approximation.
-
-
-
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
- Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f.
+ Asserts that the values are approximately not equal.
Tolerance of approximation.
-
-
-
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+
+
+
+ Assert that the values are not equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are not equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are not equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are not equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are not equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are not equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are not equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are not equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are not equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are not equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are not equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are not equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are not equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are not equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are not equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are not equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are not equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are not equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
+
+
+
+ Assert that the values are not equal.
+
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
- Asserts that the values are not equal.
+ Assert that the values are not equal.
-
-
-
-
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
- Asserts that the values are not equal.
+ Assert that the values are not equal.
-
-
-
-
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
- Asserts that the values are not equal.
+ Assert that the values are not equal.
-
-
-
-
+ The assumed Assert value.
+ The exact Assert value.
+ The string used to describe the Assert.
+ Method to compare expected and actual arguments have the same value.
- Asserts that the condition is false.
+ Return true when the condition is false. Otherwise return false.
-
-
+ true or false.
+ The string used to describe the result of the Assert.
- Asserts that the condition is false.
+ Return true when the condition is false. Otherwise return false.
-
-
+ true or false.
+ The string used to describe the result of the Assert.
+
+
+
+ Assert that the value is not null.
+
+ The Object or type being checked for.
+ The string used to describe the Assert.
- Asserts that the value is not null.
+ Assert that the value is not null.
-
-
+ The Object or type being checked for.
+ The string used to describe the Assert.
- Asserts that the value is not null.
+ Assert that the value is not null.
-
-
+ The Object or type being checked for.
+ The string used to describe the Assert.
+
+
+
+ Assert the value is null.
+
+ The Object or type being checked for.
+ The string used to describe the Assert.
- Asserts that the value is null.
+ Assert the value is null.
-
-
+ The Object or type being checked for.
+ The string used to describe the Assert.
- Asserts that the value is null.
+ Assert the value is null.
-
-
+ The Object or type being checked for.
+ The string used to describe the Assert.
Asserts that the condition is true.
-
-
+ The string used to describe the Assert.
+ true or false.
Asserts that the condition is true.
-
-
+ The string used to describe the Assert.
+ true or false.
@@ -2508,7 +2924,7 @@ Note: Every time you call the method with tolerance specified, a new instance of
- Allow scenes to be activated as soon as it is ready.
+ Allow Scenes to be activated as soon as it is ready.
@@ -2660,7 +3076,7 @@ Note: Every time you call the method with tolerance specified, a new instance of
- Has the Behaviour had enabled called.
+ Has the Behaviour had active and enabled called?
@@ -2795,117 +3211,6 @@ Note: Every time you call the method with tolerance specified, a new instance of
Constructor.
-
-
- The BitStream class represents seralized variables, packed into a stream.
-
-
-
-
- Is the BitStream currently being read? (Read Only)
-
-
-
-
- Is the BitStream currently being written? (Read Only)
-
-
-
-
- Serializes different types of variables.
-
-
-
-
-
-
-
- Serializes different types of variables.
-
-
-
-
-
-
-
- Serializes different types of variables.
-
-
-
-
-
-
-
- Serializes different types of variables.
-
-
-
-
-
-
-
- Serializes different types of variables.
-
-
-
-
-
-
-
- Serializes different types of variables.
-
-
-
-
-
-
-
- Serializes different types of variables.
-
-
-
-
-
-
-
- Serializes different types of variables.
-
-
-
-
-
-
-
- Serializes different types of variables.
-
-
-
-
-
-
-
- Serializes different types of variables.
-
-
-
-
-
-
-
- Serializes different types of variables.
-
-
-
-
-
-
-
- Serializes different types of variables.
-
-
-
-
-
Blend weights.
@@ -3527,12 +3832,12 @@ Note: Every time you call the method with tolerance specified, a new instance of
- Returns all enabled cameras in the scene.
+ Returns all enabled cameras in the Scene.
- The number of cameras in the current scene.
+ The number of cameras in the current Scene.
@@ -3592,7 +3897,7 @@ Note: Every time you call the method with tolerance specified, a new instance of
- This is used to render parts of the scene selectively.
+ This is used to render parts of the Scene selectively.
@@ -3630,11 +3935,21 @@ Note: Every time you call the method with tolerance specified, a new instance of
The field of view of the camera in degrees.
+
+
+ The camera focal length, expressed in millimeters. To use this property, enable UsePhysicalProperties.
+
+
Should camera rendering be forced into a RenderTexture.
+
+
+ There are two gates for a camera, the sensor gate and the resolution gate. The physical camera sensor gate is defined by the sensorSize property, the resolution gate is defined by the render target area.
+
+
Per-layer culling distances.
@@ -3645,6 +3960,11 @@ Note: Every time you call the method with tolerance specified, a new instance of
How to perform per-layer culling for a Camera.
+
+
+ The lens offset of the camera. The lens shift is relative to the sensor size. For example, a lens shift of 0.5 offsets the sensor by half its horizontal size.
+
+
The first enabled camera tagged "MainCamera" (Read Only).
@@ -3737,7 +4057,12 @@ Note: Every time you call the method with tolerance specified, a new instance of
- If not null, the camera will only render the contents of the specified scene.
+ If not null, the camera will only render the contents of the specified Scene.
+
+
+
+
+ The size of the camera sensor, expressed in millimeters.
@@ -3800,6 +4125,11 @@ If called outside of a rendering callback and stereo is enabled, it will return
Whether or not the Camera will use occlusion culling during rendering.
+
+
+ Enable [UsePhysicalProperties] to use physical camera properties to compute the field of view and the frustum.
+
+
Get the world-space speed of the camera (Read Only).
@@ -3843,6 +4173,21 @@ If called outside of a rendering callback and stereo is enabled, it will return
Oblique near-plane projection matrix.
+
+
+
+ Calculates the projection matrix from focal length, sensor size, lens shift, near plane distance, far plane distance, and Gate fit parameters.
+ To calculate the projection matrix without taking Gate fit into account, use Camera.GateFitMode.None . See Also: Camera.GateFitParameters
+
+
+ The calculated matrix.
+ Focal length in millimeters.
+ Sensor dimensions in Millimeters.
+ Lens offset relative to the sensor size.
+ Near plane distance.
+ Far plane distance.
+ Gate fit parameters to use. See Camera.GateFitParameters.
+
Delegate type for camera callbacks.
@@ -3861,11 +4206,93 @@ If called outside of a rendering callback and stereo is enabled, it will return
Specifies the stereoscopic eye whose non-jittered projection matrix will be sourced from the VR SDK.
+
+
+ Converts focal length to field of view.
+
+ Focal length in millimeters.
+ Sensor size in millimeters. Use the sensor height to get the vertical field of view. Use the sensor width to get the horizontal field of view.
+
+ field of view in degrees.
+
+
+
+
+ Converts field of view to focal length. Use either sensor height and vertical field of view or sensor width and horizontal field of view.
+
+ field of view in degrees.
+ Sensor size in millimeters.
+
+ Focal length in millimeters.
+
+
+
+
+ Enum used to specify how the sensor gate (sensor frame) defined by Camera.sensorSize fits into the resolution gate (render frame).
+
+
+
+
+
+ Automatically selects a horizontal or vertical fit so that the sensor gate fits completely inside the resolution gate.
+
+
+
+
+
+
+ Fit the resolution gate horizontally within the sensor gate.
+
+
+
+
+
+
+ Stretch the sensor gate to fit exactly into the resolution gate.
+
+
+
+
+
+
+ Automatically selects a horizontal or vertical fit so that the render frame fits completely inside the resolution gate.
+
+
+
+
+
+
+ Fit the resolution gate vertically within the sensor gate.
+
+
+
+
+
+ Wrapper for gate fit parameters
+
+
+
+
+ Aspect ratio of the resolution gate.
+
+
+
+
+ GateFitMode to use. See Camera.GateFitMode.
+
+
+
+
+ Wrapper for gate fit parameters.
+
+
+
+
- Fills an array of Camera with the current cameras in the scene, without allocating a new array.
+ Fills an array of Camera with the current cameras in the Scene, without allocating a new array.
- An array to be filled up with cameras currently in the scene.
+ An array to be filled up with cameras currently in the Scene.
@@ -3988,6 +4415,11 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
+
+
+ Revert all camera parameters to default.
+
+
Revert the aspect ratio to the screen's aspect ratio.
@@ -4025,13 +4457,21 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
- Make the rendering position reflect the camera's position in the scene.
+ Make the rendering position reflect the camera's position in the Scene.
Returns a ray going from camera through a screen point.
+ Optional argument that can be used to specify which eye transform to use. Default is Mono.
+
+
+
+
+ Returns a ray going from camera through a screen point.
+
+ Optional argument that can be used to specify which eye transform to use. Default is Mono.
@@ -4100,6 +4540,14 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
Returns a ray going from camera through a viewport point.
+ Optional argument that can be used to specify which eye transform to use. Default is Mono.
+
+
+
+
+ Returns a ray going from camera through a viewport point.
+
+ Optional argument that can be used to specify which eye transform to use. Default is Mono.
@@ -4121,12 +4569,28 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
Transforms position from world space into screen space.
+ Optional argument that can be used to specify which eye transform to use. Default is Mono.
+
+
+
+
+ Transforms position from world space into screen space.
+
+ Optional argument that can be used to specify which eye transform to use. Default is Mono.
Transforms position from world space into viewport space.
+ Optional argument that can be used to specify which eye transform to use. Default is Mono.
+
+
+
+
+ Transforms position from world space into viewport space.
+
+ Optional argument that can be used to specify which eye transform to use. Default is Mono.
@@ -4307,7 +4771,7 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
Hue [0..1].
Saturation [0..1].
- Value [0..1].
+ Brightness value [0..1].
Output HDR colours. If true, the returned colour will not be clamped to [0..1].
An opaque colour with HSV matching the input.
@@ -4319,7 +4783,7 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
Hue [0..1].
Saturation [0..1].
- Value [0..1].
+ Brightness value [0..1].
Output HDR colours. If true, the returned colour will not be clamped to [0..1].
An opaque colour with HSV matching the input.
@@ -4341,9 +4805,9 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
Linearly interpolates between colors a and b by t.
- Color a
- Color b
- Float for combining a and b
+ Color a.
+ Color b.
+ Float for combining a and b.
@@ -4992,7 +5456,7 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
- Read data values from the buffer into an array.
+ Read data values from the buffer into an array. The array can only use <a href="https:docs.microsoft.comen-usdotnetframeworkinteropblittable-and-non-blittable-types">blittable<a> types.
An array to receive the data.
@@ -5261,6 +5725,7 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
Property name ID, use Shader.PropertyToID to get it.
Name of the buffer variable in shader code.
Texture to set.
+ Optional mipmap level of the read-write texture.
@@ -5270,6 +5735,27 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
Property name ID, use Shader.PropertyToID to get it.
Name of the buffer variable in shader code.
Texture to set.
+ Optional mipmap level of the read-write texture.
+
+
+
+ Set a texture parameter.
+
+ For which kernel the texture is being set. See FindKernel.
+ Property name ID, use Shader.PropertyToID to get it.
+ Name of the buffer variable in shader code.
+ Texture to set.
+ Optional mipmap level of the read-write texture.
+
+
+
+ Set a texture parameter.
+
+ For which kernel the texture is being set. See FindKernel.
+ Property name ID, use Shader.PropertyToID to get it.
+ Name of the buffer variable in shader code.
+ Texture to set.
+ Optional mipmap level of the read-write texture.
@@ -5323,56 +5809,6 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
Property name ID, use Shader.PropertyToID to get it.
Value to set.
-
-
- The various test results the connection tester may return with.
-
-
-
-
- Some unknown error occurred.
-
-
-
-
- Port-restricted NAT type, can do NAT punchthrough to everyone except symmetric.
-
-
-
-
- Symmetric NAT type, cannot do NAT punchthrough to other symmetric types nor port restricted type.
-
-
-
-
- Address-restricted cone type, NAT punchthrough fully supported.
-
-
-
-
- Full cone type, NAT punchthrough fully supported.
-
-
-
-
- Public IP address detected and game listen port is accessible to the internet.
-
-
-
-
- Public IP address detected but server is not initialized and no port is listening.
-
-
-
-
- Public IP address detected but the port is not connectable from the internet.
-
-
-
-
- Test result undetermined, still in progress.
-
-
The ContextMenu attribute allows you to add commands to the context menu.
@@ -5514,7 +5950,7 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
Format of underlying cubemap object.
Does the cubemap have mipmaps?
Native cubemap texture object.
-
+
@@ -5523,7 +5959,9 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
Width/height of a cube face in pixels.
Pixel data format to be used for the Cubemap.
Should mipmaps be created?
-
+
+
+
@@ -5594,6 +6032,9 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
Format of the pixel data.
Should mipmaps be created?
Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false.
+
+
+
@@ -5604,6 +6045,9 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
Format of the pixel data.
Should mipmaps be created?
Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false.
+
+
+
@@ -5886,7 +6330,7 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
Specify a custom cursor that you wish to use as a cursor.
- The texture to use for the cursor or null to set the default cursor. Note that a texture needs to be imported with "Read/Write enabled" in the texture importer (or using the "Cursor" defaults), in order to be used as a cursor.
+ The texture to use for the cursor. To use a texture, you must first import it with `Read/Write`enabled. Alternatively, you can use the default cursor import setting. If you created your cursor texture from code, it must be in RGBA32 format, have alphaIsTransparency enabled, and have no mip chain. To use the default cursor, set the texture to `Null`.
The offset from the top left of the texture to use as the target point (must be within the bounds of the cursor).
Allow this cursor to render as a hardware cursor on supported platforms, or force software cursor.
@@ -6297,14 +6741,14 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
- Logs message to the Unity Console.
+ Log a message to the Unity Console.
String or object to be converted to string representation for display.
Object to which the message applies.
- Logs message to the Unity Console.
+ Log a message to the Unity Console.
String or object to be converted to string representation for display.
Object to which the message applies.
@@ -6529,6 +6973,62 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
Device type is unknown. You should never see this in practice.
+
+
+ Specifies the category of crash to cause when calling ForceCrash().
+
+
+
+
+ Cause a crash by calling the abort() function.
+
+
+
+
+ Cause a crash by performing an invalid memory access.
+
+The invalid memory access is performed on each platform as follows:
+
+
+
+
+ Cause a crash using Unity's native fatal error implementation.
+
+
+
+
+ Cause a crash by calling a pure virtual function to raise an exception.
+
+
+
+
+ A utility class that you can use for diagnostic purposes.
+
+
+
+
+ Manually causes an application crash in the specified category.
+
+
+
+
+
+ Manually causes an assert that outputs the specified message to the log and registers an error.
+
+
+
+
+
+ Manually causes a native error that outputs the specified message to the log and registers an error.
+
+
+
+
+
+ Manually causes a warning that outputs the specified message to the log and registers an error.
+
+
+
Prevents MonoBehaviour of same type (or subtype) to be added more than once to a GameObject.
@@ -6774,7 +7274,9 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
- Allows for scaling the contribution coming from realtime & static lightmaps.
+ Allows for scaling the contribution coming from realtime & baked lightmaps.
+
+Note: this value can be set in the Lighting Window UI and it is serialized, that is not the case for other properties in this class.
@@ -6782,6 +7284,11 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
Is precomputed realtime Global Illumination output converged?
+
+
+ The number of milliseconds that can be spent on material updates.
+
+
When enabled, new dynamic Global Illumination output is shown in each frame.
@@ -6908,7 +7415,7 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
- A zero argument persistent callback that can be saved with the scene.
+ A zero argument persistent callback that can be saved with the Scene.
@@ -7030,9 +7537,14 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
Add this attribute to a class to prevent creating a Preset from the instances of the class.
+
+
+ Makes instances of a script always execute, both as part of Play Mode and when editing.
+
+
- Makes all instances of a script execute in edit mode.
+ Makes all instances of a script execute in Edit Mode.
@@ -7075,6 +7587,56 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
True if the light casts shadows, otherwise False.
+
+
+ A helper structure used to initialize a LightDataGI structure as a disc light.
+
+
+
+
+ The direct light color.
+
+
+
+
+ The indirect light color.
+
+
+
+
+ The light's instanceID.
+
+
+
+
+ The lightmode.
+
+
+
+
+ The light's orientation.
+
+
+
+
+ The light's position.
+
+
+
+
+ The radius of the disc light.
+
+
+
+
+ The light's range.
+
+
+
+
+ True if the light casts shadows, otherwise False.
+
+
Available falloff models for baking.
@@ -7281,6 +7843,14 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
Interface to the light baking backends.
+
+
+ Get the currently set conversion delegate.
+
+
+ Returns the currently set conversion delegate.
+
+
Delegate called when converting lights into a form that the baking backends understand.
@@ -7334,6 +7904,11 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
An infinite directional light.
+
+
+ A light shaped like a disc emitting light into the hemisphere that it is facing.
+
+
A point light emitting light in all directions.
@@ -7607,6 +8182,41 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
A native engine system. To get a valid value for this, you must copy it from one of the PlayerLoopSystems returned by PlayerLoop.GetDefaultPlayerLoop.
+
+
+ The type of the connected target.
+
+
+
+
+ The connected target is an Editor.
+
+
+
+
+ No target is connected, this is only possible in a Player.
+
+
+
+
+ The connected target is a Player.
+
+
+
+
+ The state of an Editor-to-Player or Editor-to-Editor connection to be used in Experimental.Networking.PlayerConnection.EditorGUI.AttachToPlayerDropdown or Experimental.Networking.PlayerConnection.EditorGUILayout.AttachToPlayerDropdown.
+
+
+
+
+ Supplies the type of the established connection, as in whether the target is a Player or an Editor.
+
+
+
+
+ The name of the connected target.
+
+
An implementation of IPlayable that produces a Camera texture.
@@ -7652,6 +8262,21 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
A TextureMixerPlayable linked to the PlayableGraph.
+
+
+ A PlayableBinding that contains information representing a TexturePlayableOutput.
+
+
+
+
+ Creates a PlayableBinding that contains information representing a TexturePlayableOutput.
+
+ A reference to a UnityEngine.Object that acts as a key for this binding.
+ The name of the TexturePlayableOutput.
+
+ Returns a PlayableBinding that contains information that is used to create a TexturePlayableOutput.
+
+
An IPlayableOutput implementation that will be used to manipulate textures.
@@ -7667,17 +8292,17 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
Update phase in the native player loop.
-
+
Native engine system updated by the native player loop.
-
+
Native engine system updated by the native player loop.
-
+
Native engine system updated by the native player loop.
@@ -7707,11 +8332,6 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
Native engine system updated by the native player loop.
-
-
- Native engine system updated by the native player loop.
-
-
Native engine system updated by the native player loop.
@@ -7782,11 +8402,6 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
Native engine system updated by the native player loop.
-
-
- Native engine system updated by the native player loop.
-
-
Native engine system updated by the native player loop.
@@ -7827,6 +8442,11 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
Native engine system updated by the native player loop.
+
+
+ Native engine system updated by the native player loop.
+
+
Native engine system updated by the native player loop.
@@ -7872,12 +8492,7 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
Native engine system updated by the native player loop.
-
-
- Native engine system updated by the native player loop.
-
-
-
+
Native engine system updated by the native player loop.
@@ -7902,11 +8517,6 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
Native engine system updated by the native player loop.
-
-
- Native engine system updated by the native player loop.
-
-
Native engine system updated by the native player loop.
@@ -7967,6 +8577,11 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
Native engine system updated by the native player loop.
+
+
+ Native engine system updated by the native player loop.
+
+
Native engine system updated by the native player loop.
@@ -7997,11 +8612,6 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
Native engine system updated by the native player loop.
-
-
- Native engine system updated by the native player loop.
-
-
Native engine system updated by the native player loop.
@@ -8182,7 +8792,7 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
Native engine system updated by the native player loop.
-
+
Native engine system updated by the native player loop.
@@ -8287,159 +8897,9 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
Native engine system updated by the native player loop.
-
-
- Allows the asynchronous read back of GPU resources.
-
-
-
-
- Triggers a request to asynchronously fetch the data from a GPU resource.
-
- The resource to read the data from.
- Size in bytes of the data to be retrieved from the ComputeBuffer.
- Offset in bytes in the ComputeBuffer.
- The index of the mipmap to be fetched.
- The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.
- Starting X coordinate in pixels of the Texture data to be fetched.
- Width in pixels of the Texture data to be fetched.
- Starting Y coordinate in pixels of the Texture data to be fetched.
- Height in pixels of the Texture data to be fetched.
- Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.
- Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.
-
- An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available.
-
-
-
-
- Triggers a request to asynchronously fetch the data from a GPU resource.
-
- The resource to read the data from.
- Size in bytes of the data to be retrieved from the ComputeBuffer.
- Offset in bytes in the ComputeBuffer.
- The index of the mipmap to be fetched.
- The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.
- Starting X coordinate in pixels of the Texture data to be fetched.
- Width in pixels of the Texture data to be fetched.
- Starting Y coordinate in pixels of the Texture data to be fetched.
- Height in pixels of the Texture data to be fetched.
- Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.
- Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.
-
- An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available.
-
-
-
-
- Triggers a request to asynchronously fetch the data from a GPU resource.
-
- The resource to read the data from.
- Size in bytes of the data to be retrieved from the ComputeBuffer.
- Offset in bytes in the ComputeBuffer.
- The index of the mipmap to be fetched.
- The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.
- Starting X coordinate in pixels of the Texture data to be fetched.
- Width in pixels of the Texture data to be fetched.
- Starting Y coordinate in pixels of the Texture data to be fetched.
- Height in pixels of the Texture data to be fetched.
- Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.
- Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.
-
- An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available.
-
-
-
-
- Triggers a request to asynchronously fetch the data from a GPU resource.
-
- The resource to read the data from.
- Size in bytes of the data to be retrieved from the ComputeBuffer.
- Offset in bytes in the ComputeBuffer.
- The index of the mipmap to be fetched.
- The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.
- Starting X coordinate in pixels of the Texture data to be fetched.
- Width in pixels of the Texture data to be fetched.
- Starting Y coordinate in pixels of the Texture data to be fetched.
- Height in pixels of the Texture data to be fetched.
- Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.
- Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.
-
- An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available.
-
-
-
-
- Triggers a request to asynchronously fetch the data from a GPU resource.
-
- The resource to read the data from.
- Size in bytes of the data to be retrieved from the ComputeBuffer.
- Offset in bytes in the ComputeBuffer.
- The index of the mipmap to be fetched.
- The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.
- Starting X coordinate in pixels of the Texture data to be fetched.
- Width in pixels of the Texture data to be fetched.
- Starting Y coordinate in pixels of the Texture data to be fetched.
- Height in pixels of the Texture data to be fetched.
- Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.
- Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.
-
- An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available.
-
-
-
-
- Triggers a request to asynchronously fetch the data from a GPU resource.
-
- The resource to read the data from.
- Size in bytes of the data to be retrieved from the ComputeBuffer.
- Offset in bytes in the ComputeBuffer.
- The index of the mipmap to be fetched.
- The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.
- Starting X coordinate in pixels of the Texture data to be fetched.
- Width in pixels of the Texture data to be fetched.
- Starting Y coordinate in pixels of the Texture data to be fetched.
- Height in pixels of the Texture data to be fetched.
- Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.
- Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.
-
- An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available.
-
-
-
-
- Represents an asynchronous request for a GPU resource.
-
-
-
-
- Checks whether the request has been processed.
-
-
-
-
- This property is true if the request has encountered an error.
-
-
-
-
- Number of layers in the current request.
-
-
-
-
- Fetches the data of a successful request.
-
- The index of the layer to retrieve.
-
-
-
- Triggers an update of the request.
-
-
-
+
- Waits for completion of the request.
+ Native engine system updated by the native player loop.
@@ -8563,7 +9023,7 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
- Off screen lights that still effect visible scene vertices.
+ Off screen lights that still effect visible Scene vertices.
@@ -8691,7 +9151,7 @@ The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereosc
The index of the shadow-casting light.
The bounds to be computed.
- True if the light affects at least one shadow casting object in the scene.
+ True if the light affects at least one shadow casting object in the Scene.
@@ -8794,14 +9254,39 @@ If an element of the array is set to -1, the light corresponding to that element
Index of the shader pass to use.
Name of the shader pass.
+
+
+ Type of sorting to use while rendering.
+
+
+
+
+ Sort objects based on distance along a custom axis.
+
+
+
+
+ Orthographic sorting mode.
+
+
+
+
+ Perspective sorting mode.
+
+
- Describes how to sort objects during rendering.
+ This struct describes the methods to sort objects during rendering.
+
+
+
+
+ Used to calculate distance to objects, by comparing the positions of objects to this axis.
- Camera position, used to determine distances to objects.
+ Used to calculate the distance to objects.
@@ -8809,6 +9294,11 @@ If an element of the array is set to -1, the light corresponding to that element
What kind of sorting to do while rendering.
+
+
+ Type of sorting to use while rendering.
+
+
Should orthographic sorting be used?
@@ -8816,12 +9306,12 @@ If an element of the array is set to -1, the light corresponding to that element
- Camera view matrix, used to determine distances to objects.
+ Used to calculate the distance to objects.
- Settings for RenderLoop.DrawShadows.
+ Settings for ScriptableRenderContext.DrawShadows.
@@ -8851,6 +9341,11 @@ If an element of the array is set to -1, the light corresponding to that element
Filter settings for ScriptableRenderContext.DrawRenderers.
+
+
+ Set to true to exclude objects that are currently in motion from rendering. The default value is false.
+
+
Only render objects in the given layer mask.
@@ -8879,6 +9374,731 @@ If an element of the array is set to -1, the light corresponding to that element
See Also: ScriptableRenderContext.DrawRenderers.
+
+
+ Use this format usages to figure out the capabilities of specific GraphicsFormat
+
+
+
+
+ To blend on a rendertexture.
+
+
+
+
+ To sample textures with a linear filter
+
+
+
+
+ To perform resource load and store on a texture
+
+
+
+
+ To create and render to a MSAA 2X rendertexture.
+
+
+
+
+ To create and render to a MSAA 4X rendertexture.
+
+
+
+
+ To create and render to a MSAA 8X rendertexture.
+
+
+
+
+ To create and render to a rendertexture.
+
+
+
+
+ To create and sample textures.
+
+
+
+
+ Use this format to create either Textures or RenderTextures from scripts.
+
+
+
+
+ A four-component, 64-bit packed unsigned normalized format that has a 10-bit A component in bits 30..39, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are gamma encoded and their values range from -0.5271 to 1.66894. The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations.
+
+
+
+
+ A four-component, 64-bit packed unsigned normalized format that has a 10-bit A component in bits 30..39, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are linearly encoded and their values range from -0.752941 to 1.25098 (pre-expansion). The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations.
+
+
+
+
+ A four-component, 16-bit packed unsigned normalized format that has a 1-bit A component in bit 15, a 5-bit R component in bits 10..14, a 5-bit G component in bits 5..9, and a 5-bit B component in bits 0..4.
+
+
+
+
+ A four-component, 32-bit packed signed integer format that has a 2-bit A component in bits 30..31, a 10-bit B component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit R component in bits 0..9.
+
+
+
+
+ A four-component, 32-bit packed unsigned integer format that has a 2-bit A component in bits 30..31, a 10-bit B component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit R component in bits 0..9.
+
+
+
+
+ A four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit B component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit R component in bits 0..9.
+
+
+
+
+ A four-component, 32-bit packed signed integer format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9.
+
+
+
+
+ A four-component, 32-bit packed unsigned integer format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9.
+
+
+
+
+ A four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9.
+
+
+
+
+ A four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are gamma encoded and their values range from -0.5271 to 1.66894. The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations.
+
+
+
+
+ A four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are linearly encoded and their values range from -0.752941 to 1.25098 (pre-expansion). The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations.
+
+
+
+
+ A three-component, 32-bit packed unsigned floating-point format that has a 10-bit B component in bits 22..31, an 11-bit G component in bits 11..21, an 11-bit R component in bits 0..10.
+
+
+
+
+ A four-component, 16-bit packed unsigned normalized format that has a 4-bit B component in bits 12..15, a 4-bit G component in bits 8..11, a 4-bit R component in bits 4..7, and a 4-bit A component in bits 0..3.
+
+
+
+
+ A four-component, 16-bit packed unsigned normalized format that has a 5-bit B component in bits 11..15, a 5-bit G component in bits 6..10, a 5-bit R component in bits 1..5, and a 1-bit A component in bit 0.
+
+
+
+
+ A three-component, 16-bit packed unsigned normalized format that has a 5-bit B component in bits 11..15, a 6-bit G component in bits 5..10, and a 5-bit R component in bits 0..4.
+
+
+
+
+ A three-component, 24-bit signed integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2.
+
+
+
+
+ A three-component, 24-bit signed normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2.
+
+
+
+
+ A three-component, 24-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, and an 8-bit B component stored with sRGB nonlinear encoding in byte 2.
+
+
+
+
+ A three-component, 24-bit unsigned integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2
+
+
+
+
+ A three-component, 24-bit unsigned normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2.
+
+
+
+
+ A four-component, 32-bit signed integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3.
+
+
+
+
+ A four-component, 32-bit signed normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3.
+
+
+
+
+ A four-component, 32-bit unsigned normalized format that has an 8-bit B component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, an 8-bit R component stored with sRGB nonlinear encoding in byte 2, and an 8-bit A component in byte 3.
+
+
+
+
+ A four-component, 32-bit unsigned integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3.
+
+
+
+
+ A four-component, 32-bit unsigned normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3.
+
+
+
+
+ A one-component, 16-bit unsigned normalized format that has a single 16-bit depth component.
+
+
+
+
+ A two-component, 32-bit format that has 24 unsigned normalized bits in the depth component and, optionally: 8 bits that are unused.
+
+
+
+
+ A two-component, 32-bit packed format that has 8 unsigned integer bits in the stencil component, and 24 unsigned normalized bits in the depth component.
+
+
+
+
+ A one-component, 32-bit signed floating-point format that has 32-bits in the depth component.
+
+
+
+
+ A two-component format that has 32 signed float bits in the depth component and 8 unsigned integer bits in the stencil component. There are optionally: 24-bits that are unused.
+
+
+
+
+ A three-component, 32-bit packed unsigned floating-point format that has a 5-bit shared exponent in bits 27..31, a 9-bit B component mantissa in bits 18..26, a 9-bit G component mantissa in bits 9..17, and a 9-bit R component mantissa in bits 0..8.
+
+
+
+
+ The format is not specified.
+
+
+
+
+ A one-component, block-compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of signed normalized red texel data.
+
+
+
+
+ A one-component, block-compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized red texel data.
+
+
+
+
+ A one-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of signed normalized red texel data.
+
+
+
+
+ A one-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized red texel data.
+
+
+
+
+ A four-component, 32-bit packed unsigned normalized format that has a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are gamma encoded and their values range from -0.5271 to 1.66894. The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations.
+
+
+
+
+ A four-component, 32-bit packed unsigned normalized format that has a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are linearly encoded and their values range from -0.752941 to 1.25098 (pre-expansion).
+
+
+
+
+ A one-component, 16-bit signed floating-point format that has a single 16-bit R component.
+
+
+
+
+ A one-component, 16-bit signed integer format that has a single 16-bit R component.
+
+
+
+
+ A one-component, 16-bit signed normalized format that has a single 16-bit R component.
+
+
+
+
+ A one-component, 16-bit unsigned integer format that has a single 16-bit R component.
+
+
+
+
+ A one-component, 16-bit unsigned normalized format that has a single 16-bit R component.
+
+
+
+
+ A two-component, 32-bit signed floating-point format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3.
+
+
+
+
+ A two-component, 32-bit signed integer format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3.
+
+
+
+
+ A two-component, 32-bit signed normalized format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3.
+
+
+
+
+ A two-component, 32-bit unsigned integer format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3.
+
+
+
+
+ A two-component, 32-bit unsigned normalized format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3.
+
+
+
+
+ A three-component, 48-bit signed floating-point format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5.
+
+
+
+
+ A three-component, 48-bit signed integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5.
+
+
+
+
+ A three-component, 48-bit signed normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5.
+
+
+
+
+ A three-component, 48-bit unsigned integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5.
+
+
+
+
+ A three-component, 48-bit unsigned normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5.
+
+
+
+
+ A four-component, 64-bit signed floating-point format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7.
+
+
+
+
+ A four-component, 64-bit signed integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7.
+
+
+
+
+ A four-component, 64-bit signed normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7.
+
+
+
+
+ A four-component, 64-bit unsigned integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7.
+
+
+
+
+ A four-component, 64-bit unsigned normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7.
+
+
+
+
+ A one-component, 32-bit signed floating-point format that has a single 32-bit R component.
+
+
+
+
+ A one-component, 32-bit signed integer format that has a single 32-bit R component.
+
+
+
+
+ A one-component, 32-bit unsigned integer format that has a single 32-bit R component.
+
+
+
+
+ A two-component, 64-bit signed floating-point format that has a 32-bit R component in bytes 0..3, and a 32-bit G component in bytes 4..7.
+
+
+
+
+ A two-component, 64-bit signed integer format that has a 32-bit R component in bytes 0..3, and a 32-bit G component in bytes 4..7.
+
+
+
+
+ A two-component, 64-bit unsigned integer format that has a 32-bit R component in bytes 0..3, and a 32-bit G component in bytes 4..7.
+
+
+
+
+ A three-component, 96-bit signed floating-point format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, and a 32-bit B component in bytes 8..11.
+
+
+
+
+ A three-component, 96-bit signed integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, and a 32-bit B component in bytes 8..11.
+
+
+
+
+ A three-component, 96-bit unsigned integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, and a 32-bit B component in bytes 8..11.
+
+
+
+
+ A four-component, 128-bit signed floating-point format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, a 32-bit B component in bytes 8..11, and a 32-bit A component in bytes 12..15.
+
+
+
+
+ A four-component, 128-bit signed integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, a 32-bit B component in bytes 8..11, and a 32-bit A component in bytes 12..15.
+
+
+
+
+ A four-component, 128-bit unsigned integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, a 32-bit B component in bytes 8..11, and a 32-bit A component in bytes 12..15.
+
+
+
+
+ A four-component, 16-bit packed unsigned normalized format that has a 4-bit R component in bits 12..15, a 4-bit G component in bits 8..11, a 4-bit B component in bits 4..7, and a 4-bit A component in bits 0..3.
+
+
+
+
+ A four-component, 16-bit packed unsigned normalized format that has a 5-bit R component in bits 11..15, a 5-bit G component in bits 6..10, a 5-bit B component in bits 1..5, and a 1-bit A component in bit 0.
+
+
+
+
+ A three-component, 16-bit packed unsigned normalized format that has a 5-bit R component in bits 11..15, a 6-bit G component in bits 5..10, and a 5-bit B component in bits 0..4.
+
+
+
+
+ A one-component, 8-bit signed integer format that has a single 8-bit R component.
+
+
+
+
+ A one-component, 8-bit signed normalized format that has a single 8-bit R component.
+
+
+
+
+ A one-component, 8-bit unsigned normalized format that has a single 8-bit R component stored with sRGB nonlinear encoding.
+
+
+
+
+ A one-component, 8-bit unsigned integer format that has a single 8-bit R component.
+
+
+
+
+ A one-component, 8-bit unsigned normalized format that has a single 8-bit R component.
+
+
+
+
+ A two-component, 16-bit signed integer format that has an 8-bit R component in byte 0, and an 8-bit G component in byte 1.
+
+
+
+
+ A two-component, 16-bit signed normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, and an 8-bit G component stored with sRGB nonlinear encoding in byte 1.
+
+
+
+
+ A two-component, 16-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, and an 8-bit G component stored with sRGB nonlinear encoding in byte 1.
+
+
+
+
+ A two-component, 16-bit unsigned integer format that has an 8-bit R component in byte 0, and an 8-bit G component in byte 1.
+
+
+
+
+ A two-component, 16-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, and an 8-bit G component stored with sRGB nonlinear encoding in byte 1.
+
+
+
+
+ A three-component, 24-bit signed integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2.
+
+
+
+
+ A three-component, 24-bit signed normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2.
+
+
+
+
+ A three-component, 24-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, and an 8-bit B component stored with sRGB nonlinear encoding in byte 2.
+
+
+
+
+ A three-component, 24-bit unsigned integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2.
+
+
+
+
+ A three-component, 24-bit unsigned normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2.
+
+
+
+
+ A four-component, 32-bit signed integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3.
+
+
+
+
+ A four-component, 32-bit signed normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3.
+
+
+
+
+ A four-component, 32-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, an 8-bit B component stored with sRGB nonlinear encoding in byte 2, and an 8-bit A component in byte 3.
+
+
+
+
+ A four-component, 32-bit unsigned integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3.
+
+
+
+
+ A four-component, 32-bit unsigned normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3.
+
+
+
+
+ A two-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of signed normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values.
+
+
+
+
+ A two-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values.
+
+
+
+
+ A two-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of signed normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values.
+
+
+
+
+ A two-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values.
+
+
+
+
+ A four-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding, and provides 1 bit of alpha.
+
+
+
+
+ A four-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data, and provides 1 bit of alpha.
+
+
+
+
+ A three-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of signed floating-point RGB texel data.
+
+
+
+
+ A three-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned floating-point RGB texel data.
+
+
+
+
+ A three-component, ETC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque.
+
+
+
+
+ A three-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has no alpha and is considered opaque.
+
+
+
+
+ A three-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque.
+
+
+
+
+ A three-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 8×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has no alpha and is considered opaque.
+
+
+
+
+ A three-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 8×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque.
+
+
+
+
+ A three-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has no alpha and is considered opaque.
+
+
+
+
+ A three-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque.
+
+
+
+
+ A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 10×10 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components.
+
+
+
+
+ A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 10×10 rectangle of unsigned normalized RGBA texel data.
+
+
+
+
+ A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 12×12 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components.
+
+
+
+
+ A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 12×12 rectangle of unsigned normalized RGBA texel data.
+
+
+
+
+ A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components.
+
+
+
+
+ A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data.
+
+
+
+
+ A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 5×5 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components.
+
+
+
+
+ A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 5×5 rectangle of unsigned normalized RGBA texel data.
+
+
+
+
+ A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 6×6 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components.
+
+
+
+
+ A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 6×6 rectangle of unsigned normalized RGBA texel data.
+
+
+
+
+ A four-component, ASTC compressed format where each 128-bit compressed texel block encodes an 8×8 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components.
+
+
+
+
+ A four-component, ASTC compressed format where each 128-bit compressed texel block encodes an 8×8 rectangle of unsigned normalized RGBA texel data.
+
+
+
+
+ A four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components.
+
+
+
+
+ A four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data.
+
+
+
+
+ A three-component, block-compressed format. Each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has a 1 bit alpha channel.
+
+
+
+
+ A three-component, block-compressed format. Each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has a 1 bit alpha channel.
+
+
+
+
+ A four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values with sRGB nonlinear encoding.
+
+
+
+
+ A four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values.
+
+
+
+
+ A four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values with sRGB nonlinear encoding.
+
+
+
+
+ A four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values.
+
+
+
+
+ A four-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values with sRGB nonlinear encoding applied.
+
+
+
+
+ A four-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values.
+
+
+
+
+ A four-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 8×4 rectangle of unsigned normalized RGBA texel data with the first 32 bits encoding alpha values followed by 32 bits encoding RGB values with sRGB nonlinear encoding applied.
+
+
+
+
+ A four-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 8×4 rectangle of unsigned normalized RGBA texel data with the first 32 bits encoding alpha values followed by 32 bits encoding RGB values.
+
+
+
+
+ A four-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 32 bits encoding alpha values followed by 32 bits encoding RGB values with sRGB nonlinear encoding applied.
+
+
+
+
+ A four-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 32 bits encoding alpha values followed by 32 bits encoding RGB values.
+
+
+
+
+ A one-component, 8-bit unsigned integer format that has 8-bits in the stencil component.
+
+
Defines a series of commands and settings that describes how Unity renders a frame.
@@ -8914,6 +10134,19 @@ See Also: ScriptableRenderContext.DrawRenderers.
Override this method to destroy RenderPipeline cached state.
+
+
+ Defines the required members for a Runtime Reflection Systems.
+
+
+
+
+ Update the reflection probes.
+
+
+ Whether a reflection probe was updated.
+
+
LODGroup culling parameters.
@@ -9285,6 +10518,30 @@ The RenderPass mechanism has the following limitations:
Destroys all cached data and created IRenderLoop's.
+
+
+ Retrieves the default Autodesk Interactive masked Shader for this pipeline.
+
+
+ Returns the default shader.
+
+
+
+
+ Retrieves the default Autodesk Interactive Shader for this pipeline.
+
+
+ Returns the default shader.
+
+
+
+
+ Retrieves the default Autodesk Interactive transparent Shader for this pipeline.
+
+
+ Returns the default shader.
+
+
Return the default 2D Material for this pipeline.
@@ -9357,6 +10614,14 @@ The RenderPass mechanism has the following limitations:
Default material.
+
+
+ Returns the list of names used to display Rendering Layer Mask UI for this pipeline.
+
+
+ Array of 32 Rendering Layer Mask names.
+
+
Create a IRenderPipeline specific to this asset.
@@ -9582,6 +10847,21 @@ The RenderPass mechanism has the following limitations:
Parameters controlling culling process in CullResults.
+
+
+ This parameter determines query distance for occlusion culling. The accurateOcclusionThreshold controls the distance where the level of detail (LOD) changes.
+
+The default value of this parameter is -1, and any value less than 0 has the same effect. Default values result in automatic calculation of the LOD.
+
+When you use occlusion culling, the occlusion data of the world varies in level of detail. In the occlusion data, there are tiles of various sizes. Each tile contains a cells-and-portals graph. In each cell, visibility is the same. This means that any two points are visible within the cell. Portals are the openings between the cells, which determine the visibility between them.
+
+The tiles are in a k-d tree. The tree contains different sized tiles, where each tile represents a level of detail. When you query a small tile, you get accurate culling results at the price of query time.
+
+During the culling, the tile size varies with the distance from the camera. This gives finer detail closer to the camera, and coarser detail at further distance.
+
+The higher the value is, the higher the accuracy is far away form the camera. High values can have a negative impact on performance.
+
+
Camera Properties used for culling.
@@ -9810,6 +11090,29 @@ All of the commands within the buffer are guaranteed to be executed on the same
Submit rendering loop for execution.
+
+
+ Empty implementation of IScriptableRuntimeReflectionSystem.
+
+
+
+
+ Update the reflection probes.
+
+
+ Whether a reflection probe was updated.
+
+
+
+
+ Global settings for the scriptable runtime reflection system.
+
+
+
+
+ The current scriptable runtime reflection system instance.
+
+
Shader pass name identifier.
@@ -9892,6 +11195,11 @@ All of the commands within the buffer are guaranteed to be executed on the same
Sort objects in rough front-to-back buckets.
+
+
+ Sorts objects by renderer priority.
+
+
Sort by material render queue.
@@ -10047,6 +11355,21 @@ All of the commands within the buffer are guaranteed to be executed on the same
Flags for supported reflection probes.
+
+
+ Determines if the renderer will override the Environment Lighting and will no longer need the built-in UI for it.
+
+
+
+
+ Determines if the renderer will override the fog settings in the Lighting Panel and will no longer need the built-in UI for it.
+
+
+
+
+ Determines if the renderer will override halo and flare settings in the Lighting Panel and will no longer need the built-in UI for it.
+
+
Are light probe proxy volumes supported?
@@ -10067,6 +11390,11 @@ All of the commands within the buffer are guaranteed to be executed on the same
Are reflection probes supported?
+
+
+ Determines if the renderer supports renderer priority sorting.
+
+
What baking types are supported. The unsupported ones will be hidden from the UI. See LightmapBakeType.
@@ -10099,7 +11427,7 @@ All of the commands within the buffer are guaranteed to be executed on the same
- Same as MixedLightingMode.Shadowmask but determines if it is supported by the pipeline.
+ Determines what is supported by the rendering pipeline. This enum is similar to MixedLightingMode.
@@ -10122,71 +11450,6 @@ All of the commands within the buffer are guaranteed to be executed on the same
Rotated reflection probes are supported.
-
-
- A list of data channels that describe a vertex in a mesh.
-
-
-
-
- The color channel.
-
-
-
-
- The normal channel. The common format is Vector3.
-
-
-
-
- The position channel. The common format is Vector3.
-
-
-
-
- The tangent channel. The common format is Vector4.
-
-
-
-
- The primary UV channel. The common format is Vector2.
-
-
-
-
- Additional UV channel. The common format is Vector2.
-
-
-
-
- Additional UV channel. The common format is Vector2.
-
-
-
-
- Additional UV channel. The common format is Vector2.
-
-
-
-
- Additional UV channel. The common format is Vector2.
-
-
-
-
- Additional UV channel. The common format is Vector2.
-
-
-
-
- Additional UV channel. The common format is Vector2.
-
-
-
-
- Additional UV channel. The common format is Vector2.
-
-
Holds data of a visible light.
@@ -10312,6 +11575,16 @@ All of the commands within the buffer are guaranteed to be executed on the same
If enabled, ambient trilight will be sampled using the old radiance sampling method.
+
+
+ A collection of APIs that facilitate pixel perfect rendering of sprite-based renderers.
+
+
+
+
+ To achieve a pixel perfect render, Sprites must be displaced to discrete positions at render time. This value defines the minimum distance between these positions. This doesn’t affect the GameObject's transform position.
+
+
A struct that holds a rich set of information that describes the bind pose of this Sprite.
@@ -10383,7 +11656,7 @@ All of the commands within the buffer are guaranteed to be executed on the same
A read-only list of indices indicating how the triangles are formed between the vertices. The array is marked as undisposable.
-
+
Retrieves a strided accessor to the internal vertex attributes.
@@ -10399,7 +11672,7 @@ All of the commands within the buffer are guaranteed to be executed on the same
-
+
Checks if a specific channel exists for this Sprite.
@@ -10437,7 +11710,7 @@ All of the commands within the buffer are guaranteed to be executed on the same
The list of indices for this Sprite. The array must be disposed of by the caller.
-
+
Sets a specific channel of the VertexAttribute.
@@ -10701,7 +11974,7 @@ All of the commands within the buffer are guaranteed to be executed on the same
- Base class for all entities in Unity scenes.
+ Base class for all entities in Unity Scenes.
@@ -10721,7 +11994,7 @@ All of the commands within the buffer are guaranteed to be executed on the same
- The layer the game object is in. A layer is in the range [0...31].
+ The layer the game object is in.
@@ -11064,9 +12337,9 @@ All of the commands within the buffer are guaranteed to be executed on the same
- Activates/Deactivates the GameObject.
+ ActivatesDeactivates the GameObject, depending on the given true or false/ value.
- Activate or deactivation the object.
+ Activate or deactivate the object, where true activates the GameObject and false deactivates the GameObject.
@@ -11131,7 +12404,7 @@ All of the commands within the buffer are guaranteed to be executed on the same
- Gizmos are used to give visual debugging or setup aids in the scene view.
+ Gizmos are used to give visual debugging or setup aids in the Scene view.
@@ -11163,7 +12436,7 @@ All of the commands within the buffer are guaranteed to be executed on the same
- Draw a texture in the scene.
+ Draw a texture in the Scene.
The size and position of the texture on the "screen" defined by the XY plane.
The texture to be displayed.
@@ -11175,7 +12448,7 @@ All of the commands within the buffer are guaranteed to be executed on the same
- Draw a texture in the scene.
+ Draw a texture in the Scene.
The size and position of the texture on the "screen" defined by the XY plane.
The texture to be displayed.
@@ -11187,7 +12460,7 @@ All of the commands within the buffer are guaranteed to be executed on the same
- Draw a texture in the scene.
+ Draw a texture in the Scene.
The size and position of the texture on the "screen" defined by the XY plane.
The texture to be displayed.
@@ -11199,7 +12472,7 @@ All of the commands within the buffer are guaranteed to be executed on the same
- Draw a texture in the scene.
+ Draw a texture in the Scene.
The size and position of the texture on the "screen" defined by the XY plane.
The texture to be displayed.
@@ -11211,7 +12484,7 @@ All of the commands within the buffer are guaranteed to be executed on the same
- Draw an icon at a position in the scene view.
+ Draw an icon at a position in the Scene view.
@@ -11219,7 +12492,7 @@ All of the commands within the buffer are guaranteed to be executed on the same
- Draw an icon at a position in the scene view.
+ Draw an icon at a position in the Scene view.
@@ -11467,7 +12740,7 @@ All of the commands within the buffer are guaranteed to be executed on the same
- Multiplies the current modelview matrix with the one specified.
+ Sets the current modelview matrix to the one specified.
@@ -11640,6 +12913,22 @@ All of the commands within the buffer are guaranteed to be executed on the same
Return a fixed color, by finding the first key whose time value is greater than the requested evaluation time.
+
+
+ Attribute used to configure the usage of the GradientField and Gradient Editor for a gradient.
+
+
+
+
+ If set to true the Gradient uses HDR colors.
+
+
+
+
+ Attribute for Gradient fields. Used for configuring the GUI for the Gradient Editor.
+
+ Set to true if the colors should be treated as HDR colors (default value: false).
+
Raw interface to Unity's drawing functions.
@@ -11823,8 +13112,8 @@ The destination texture format should be uncompressed and correspond to a suppor
If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.
Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.
Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.
- Should the mesh cast shadows?
- Should the mesh receive shadows?
+ Determines whether the mesh can cast shadows.
+ Determines whether the mesh can receive shadows.
Should the mesh use light probes?
If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.
LightProbeUsage for the mesh.
@@ -11843,8 +13132,8 @@ The destination texture format should be uncompressed and correspond to a suppor
If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.
Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.
Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.
- Should the mesh cast shadows?
- Should the mesh receive shadows?
+ Determines whether the mesh can cast shadows.
+ Determines whether the mesh can receive shadows.
Should the mesh use light probes?
If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.
LightProbeUsage for the mesh.
@@ -11863,8 +13152,8 @@ The destination texture format should be uncompressed and correspond to a suppor
If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.
Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.
Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.
- Should the mesh cast shadows?
- Should the mesh receive shadows?
+ Determines whether the mesh can cast shadows.
+ Determines whether the mesh can receive shadows.
Should the mesh use light probes?
If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.
LightProbeUsage for the mesh.
@@ -11883,8 +13172,8 @@ The destination texture format should be uncompressed and correspond to a suppor
If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.
Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.
Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.
- Should the mesh cast shadows?
- Should the mesh receive shadows?
+ Determines whether the mesh can cast shadows.
+ Determines whether the mesh can receive shadows.
Should the mesh use light probes?
If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.
LightProbeUsage for the mesh.
@@ -11903,14 +13192,14 @@ The destination texture format should be uncompressed and correspond to a suppor
If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.
Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.
Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.
- Should the mesh cast shadows?
- Should the mesh receive shadows?
+ Determines whether the mesh can cast shadows.
+ Determines whether the mesh can receive shadows.
Should the mesh use light probes?
If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.
LightProbeUsage for the mesh.
-
+
Draw the same mesh multiple times using GPU instancing.
@@ -11927,7 +13216,7 @@ The destination texture format should be uncompressed and correspond to a suppor
LightProbeUsage for the instances.
-
+
Draw the same mesh multiple times using GPU instancing.
@@ -11944,7 +13233,7 @@ The destination texture format should be uncompressed and correspond to a suppor
LightProbeUsage for the instances.
-
+
Draw the same mesh multiple times using GPU instancing.
@@ -11955,8 +13244,8 @@ The destination texture format should be uncompressed and correspond to a suppor
The GPU buffer containing the arguments for how many instances of this mesh to draw.
The byte offset into the buffer, where the draw arguments start.
Additional material properties to apply. See MaterialPropertyBlock.
- Should the mesh cast shadows?
- Should the mesh receive shadows?
+ Determines whether the mesh can cast shadows.
+ Determines whether the mesh can receive shadows.
to use.
If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given camera only.
LightProbeUsage for the instances.
@@ -12197,48 +13486,6 @@ All of the commands within the buffer are guaranteed to be executed on the same
RenderTexture to set as write target.
Whether to leave the append/consume counter value unchanged.
-
-
- Sets current render target.
-
- RenderTexture to set as active render target.
- Mipmap level to render into (use 0 if not mipmapped).
- Cubemap face to render into (use Unknown if not a cubemap).
- Depth slice to render into (use 0 if not a 3D or 2DArray render target).
- Color buffer to render into.
- Depth buffer to render into.
-
-Color buffers to render into (for multiple render target effects).
- Full render target setup information.
-
-
-
- Sets current render target.
-
- RenderTexture to set as active render target.
- Mipmap level to render into (use 0 if not mipmapped).
- Cubemap face to render into (use Unknown if not a cubemap).
- Depth slice to render into (use 0 if not a 3D or 2DArray render target).
- Color buffer to render into.
- Depth buffer to render into.
-
-Color buffers to render into (for multiple render target effects).
- Full render target setup information.
-
-
-
- Sets current render target.
-
- RenderTexture to set as active render target.
- Mipmap level to render into (use 0 if not mipmapped).
- Cubemap face to render into (use Unknown if not a cubemap).
- Depth slice to render into (use 0 if not a 3D or 2DArray render target).
- Color buffer to render into.
- Depth buffer to render into.
-
-Color buffers to render into (for multiple render target effects).
- Full render target setup information.
-
Sets current render target.
@@ -12249,22 +13496,7 @@ Color buffers to render into (for multiple render target effects).
Depth slice to render into (use 0 if not a 3D or 2DArray render target).
Color buffer to render into.
Depth buffer to render into.
-
-Color buffers to render into (for multiple render target effects).
- Full render target setup information.
-
-
-
- Sets current render target.
-
- RenderTexture to set as active render target.
- Mipmap level to render into (use 0 if not mipmapped).
- Cubemap face to render into (use Unknown if not a cubemap).
- Depth slice to render into (use 0 if not a 3D or 2DArray render target).
- Color buffer to render into.
- Depth buffer to render into.
-
-Color buffers to render into (for multiple render target effects).
+ Color buffers to render into (for multiple render target effects).
Full render target setup information.
@@ -12277,36 +13509,7 @@ Color buffers to render into (for multiple render target effects).
Depth slice to render into (use 0 if not a 3D or 2DArray render target).
Color buffer to render into.
Depth buffer to render into.
-
-Color buffers to render into (for multiple render target effects).
- Full render target setup information.
-
-
-
- Sets current render target.
-
- RenderTexture to set as active render target.
- Mipmap level to render into (use 0 if not mipmapped).
- Cubemap face to render into (use Unknown if not a cubemap).
- Depth slice to render into (use 0 if not a 3D or 2DArray render target).
- Color buffer to render into.
- Depth buffer to render into.
-
-Color buffers to render into (for multiple render target effects).
- Full render target setup information.
-
-
-
- Sets current render target.
-
- RenderTexture to set as active render target.
- Mipmap level to render into (use 0 if not mipmapped).
- Cubemap face to render into (use Unknown if not a cubemap).
- Depth slice to render into (use 0 if not a 3D or 2DArray render target).
- Color buffer to render into.
- Depth buffer to render into.
-
-Color buffers to render into (for multiple render target effects).
+ Color buffers to render into (for multiple render target effects).
Full render target setup information.
@@ -12319,8 +13522,7 @@ Color buffers to render into (for multiple render target effects).
Depth slice to render into (use 0 if not a 3D or 2DArray render target).
Color buffer to render into.
Depth buffer to render into.
-
-Color buffers to render into (for multiple render target effects).
+ Color buffers to render into (for multiple render target effects).
Full render target setup information.
@@ -12333,8 +13535,7 @@ Color buffers to render into (for multiple render target effects).
Depth slice to render into (use 0 if not a 3D or 2DArray render target).
Color buffer to render into.
Depth buffer to render into.
-
-Color buffers to render into (for multiple render target effects).
+ Color buffers to render into (for multiple render target effects).
Full render target setup information.
@@ -12461,6 +13662,12 @@ Color buffers to render into (for multiple render target effects).
Get if the hash value is valid or not. (Read Only)
+
+
+ Compute a hash of the input string.
+
+
+
Construct the Hash128.
@@ -12481,6 +13688,64 @@ Color buffers to render into (for multiple render target effects).
Convert Hash128 to string.
+
+
+ Utilities to compute hashes with unsafe code.
+
+
+
+
+ Compute a 128 bit hash based on a data.
+
+ Pointer to the data to hash.
+ The number of bytes to hash.
+ A pointer to store the low 64 bits of the computed hash.
+ A pointer to store the high 64 bits of the computed hash.
+ A pointer to the Hash128 to updated with the computed hash.
+
+
+
+ Compute a 128 bit hash based on a data.
+
+ Pointer to the data to hash.
+ The number of bytes to hash.
+ A pointer to store the low 64 bits of the computed hash.
+ A pointer to store the high 64 bits of the computed hash.
+ A pointer to the Hash128 to updated with the computed hash.
+
+
+
+ Utilities to compute hashes.
+
+
+
+
+ Append inHash in outHash.
+
+ Hash to append.
+ Hash that will be updated.
+
+
+
+ Compute a 128 bit hash based on a value. the type of the value must be a value type.
+
+ A reference to the value to hash.
+ A reference to the Hash128 to updated with the computed hash.
+
+
+
+ Compute a Hash128 of a Matrix4x4.
+
+ The Matrix4x4 to hash.
+ The computed hash.
+
+
+
+ Compute a Hash128 of a Vector3.
+
+ The Vector3 to hash.
+ The computed hash.
+
Use this PropertyAttribute to add a header above some fields in the Inspector.
@@ -12520,7 +13785,7 @@ Color buffers to render into (for multiple render target effects).
- The object will not be saved to the scene. It will not be destroyed when a new scene is loaded. It is a shortcut for HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor | HideFlags.DontUnloadUnusedAsset.
+ The object will not be saved to the Scene. It will not be destroyed when a new Scene is loaded. It is a shortcut for HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor | HideFlags.DontUnloadUnusedAsset.
@@ -12530,7 +13795,7 @@ Color buffers to render into (for multiple render target effects).
- The object will not be saved to the scene in the editor.
+ The object will not be saved to the Scene in the editor.
@@ -12568,61 +13833,6 @@ Color buffers to render into (for multiple render target effects).
Makes a variable not show up in the inspector but be serialized.
-
-
- This is the data structure for holding individual host information.
-
-
-
-
- A miscellaneous comment (can hold data).
-
-
-
-
- Currently connected players.
-
-
-
-
- The name of the game (like John Doe's Game).
-
-
-
-
- The type of the game (like "MyUniqueGameType").
-
-
-
-
- The GUID of the host, needed when connecting with NAT punchthrough.
-
-
-
-
- Server IP address.
-
-
-
-
- Does the server require a password?
-
-
-
-
- Maximum players limit.
-
-
-
-
- Server port.
-
-
-
-
- Does this server require NAT punchthrough?
-
-
Interface for objects used as resolvers on ExposedReferences.
@@ -12817,7 +14027,7 @@ Color buffers to render into (for multiple render target effects).
- Any Image Effect with this attribute can be rendered into the scene view camera.
+ Any Image Effect with this attribute can be rendered into the Scene view camera.
@@ -13038,7 +14248,7 @@ Only usable on Android, Windows Phone or Windows Tablets.
- Returns true while the user holds down the key identified by name. Think auto fire.
+ Returns true while the user holds down the key identified by name.
@@ -13092,9 +14302,12 @@ Only usable on Android, Windows Phone or Windows Tablets.
- Returns object representing status of a specific touch. (Does not allocate temporary variables).
+ Call Input.GetTouch to obtain a Touch struct.
-
+ The touch input on the device screen.
+
+ Touch details in the struct.
+
@@ -13151,7 +14364,7 @@ Only usable on Android, Windows Phone or Windows Tablets.
- The scale of the transform relative to the parent.
+ The position of the transform relative to the parent.
@@ -14518,7 +15731,7 @@ Only usable on Android, Windows Phone or Windows Tablets.
- Numeric keypad enter.
+ Numeric keypad Enter.
@@ -14581,6 +15794,11 @@ Only usable on Android, Windows Phone or Windows Tablets.
Left Control key.
+
+
+ Left curly bracket key '{'.
+
+
Left Parenthesis key '('.
@@ -14691,11 +15909,21 @@ Only usable on Android, Windows Phone or Windows Tablets.
Pause on PC machines.
+
+
+ Percent '%' key.
+
+
Period '.' key.
+
+
+ Pipe '|' key.
+
+
Plus key '+'.
@@ -14761,6 +15989,11 @@ Only usable on Android, Windows Phone or Windows Tablets.
Right Control key.
+
+
+ Right curly bracket key '}'.
+
+
Right Parenthesis key ')'.
@@ -14816,6 +16049,11 @@ Only usable on Android, Windows Phone or Windows Tablets.
The tab key.
+
+
+ Tilde '~' key.
+
+
'u' key.
@@ -14930,7 +16168,7 @@ Only usable on Android, Windows Phone or Windows Tablets.
- LayerMask allow you to display the LayerMask popup menu in the inspector.
+ Specifies Layers to use in a Physics.Raycast.
@@ -15037,7 +16275,7 @@ Only usable on Android, Windows Phone or Windows Tablets.
- This is used to light certain objects in the scene selectively.
+ This is used to light certain objects in the Scene selectively.
@@ -15050,6 +16288,16 @@ Only usable on Android, Windows Phone or Windows Tablets.
The Intensity of a light is multiplied with the Light color.
+
+
+ Per-light, per-layer shadow culling distances.
+
+
+
+
+ Allows you to override the global Shadowmask Mode per light. Only use this with render pipelines that can handle per light Shadowmask modes. Incompatible with the legacy renderers.
+
+
The range of the light.
@@ -15166,9 +16414,9 @@ Only usable on Android, Windows Phone or Windows Tablets.
When to execute the command buffer during rendering.
-
+
- Sets a light dirty to notify the light baking backends to update their internal light representation.
+ Revert all light parameters to default.
@@ -15243,7 +16491,7 @@ Only usable on Android, Windows Phone or Windows Tablets.
- Stores lightmaps of the scene.
+ Stores lightmaps of the Scene.
@@ -15253,7 +16501,7 @@ Only usable on Android, Windows Phone or Windows Tablets.
- Non-directional, Directional or Directional Specular lightmaps rendering mode.
+ NonDirectional or CombinedDirectional Specular lightmaps rendering mode.
@@ -15356,6 +16604,11 @@ Only usable on Android, Windows Phone or Windows Tablets.
The mode in which the interpolated Light Probe positions are generated.
+
+
+ Determines how many Spherical Harmonics bands will be evaluated to compute the ambient color.
+
+
Sets the way the Light Probe Proxy Volume refreshes.
@@ -15406,6 +16659,21 @@ Only usable on Android, Windows Phone or Windows Tablets.
Divide the volume in cells based on resolution, and generate interpolated Light Probes positions in the corner/edge of the cells.
+
+
+ An enum describing the Quality option used by the Light Probe Proxy Volume component.
+
+
+
+
+ This option will use only two SH coefficients bands: L0 and L1. The coefficients are sampled from the Light Probe Proxy Volume 3D Texture. Using this option might increase the draw call batch sizes by not having to change the L2 coefficients per Renderer.
+
+
+
+
+ This option will use L0 and L1 SH coefficients from the Light Probe Proxy Volume 3D Texture. The L2 coefficients are constant per Renderer. By having to provide the L2 coefficients, draw call batches might be broken.
+
+
An enum describing the way a Light Probe Proxy Volume refreshes in the Player.
@@ -15448,7 +16716,7 @@ Only usable on Android, Windows Phone or Windows Tablets.
- Stores light probes for the scene.
+ Stores light probes for the Scene.
@@ -15515,6 +16783,26 @@ Only usable on Android, Windows Phone or Windows Tablets.
Force the Light to be a vertex light.
+
+
+ Allows mixed lights to control shadow caster culling when Shadowmasks are present.
+
+
+
+
+ Use the global Shadowmask Mode from the quality settings.
+
+
+
+
+ Render all shadow casters into the shadow map. This corresponds with the distance Shadowmask mode.
+
+
+
+
+ Render only non-lightmapped objects into the shadow map. This corresponds with the Shadowmask mode.
+
+
Shadow casting options for a Light.
@@ -15540,14 +16828,14 @@ Only usable on Android, Windows Phone or Windows Tablets.
The type of a Light.
-
+
- The light is an area light. It affects only lightmaps and lightprobes.
+ The light is a directional light.
-
+
- The light is a directional light.
+ The light is a disc shaped area light. It affects only baked lightmaps and lightprobes.
@@ -15555,6 +16843,11 @@ Only usable on Android, Windows Phone or Windows Tablets.
The light is a point light.
+
+
+ The light is a rectangle shaped area light. It affects only baked lightmaps and lightprobes.
+
+
The light is a spot light.
@@ -15570,6 +16863,11 @@ Only usable on Android, Windows Phone or Windows Tablets.
Lines face the direction of the Transform Component.
+
+
+ Lines face the Z axis of the Transform Component.
+
+
Lines face the camera.
@@ -15627,7 +16925,12 @@ Only usable on Android, Windows Phone or Windows Tablets.
- Set the number of line segments.
+ Set/get the number of vertices.
+
+
+
+
+ Apply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the line width at each segment.
@@ -15660,6 +16963,38 @@ Only usable on Android, Windows Phone or Windows Tablets.
Set an overall multiplier that is applied to the LineRenderer.widthCurve to get the final width of the line.
+
+
+ Creates a snapshot of LineRenderer and stores it in mesh.
+
+ A static mesh that will receive the snapshot of the line.
+ The camera used for determining which way camera-space lines will face.
+ Include the rotation and scale of the Transform in the baked mesh.
+
+
+
+ Creates a snapshot of LineRenderer and stores it in mesh.
+
+ A static mesh that will receive the snapshot of the line.
+ The camera used for determining which way camera-space lines will face.
+ Include the rotation and scale of the Transform in the baked mesh.
+
+
+
+ Creates a snapshot of LineRenderer and stores it in mesh.
+
+ A static mesh that will receive the snapshot of the line.
+ The camera used for determining which way camera-space lines will face.
+ Include the rotation and scale of the Transform in the baked mesh.
+
+
+
+ Creates a snapshot of LineRenderer and stores it in mesh.
+
+ A static mesh that will receive the snapshot of the line.
+ The camera used for determining which way camera-space lines will face.
+ Include the rotation and scale of the Transform in the baked mesh.
+
Get the position of a vertex in the line.
@@ -15673,7 +17008,7 @@ Only usable on Android, Windows Phone or Windows Tablets.
Get the positions of all vertices in the line.
- The array of positions to retrieve. The array passed should be of at least numPositions in size.
+ The array of positions to retrieve. The array passed should be of at least positionCount in size.
How many positions were actually stored in the output array.
@@ -15838,7 +17173,7 @@ Only usable on Android, Windows Phone or Windows Tablets.
Returns location service status.
-
+
Starts location service updates. Last location coordinates could be.
@@ -16199,98 +17534,6 @@ Only usable on Android, Windows Phone or Windows Tablets.
LogType used for Warnings.
-
-
- The Master Server is used to make matchmaking between servers and clients easy.
-
-
-
-
- Report this machine as a dedicated server.
-
-
-
-
- The IP address of the master server.
-
-
-
-
- The connection port of the master server.
-
-
-
-
- Set the minimum update rate for master server host information update.
-
-
-
-
- Clear the host list which was received by MasterServer.PollHostList.
-
-
-
-
- Check for the latest host list received by using MasterServer.RequestHostList.
-
-
-
-
- Register this server on the master server.
-
-
-
-
-
-
-
- Register this server on the master server.
-
-
-
-
-
-
-
- Request a host list from the master server.
-
-
-
-
-
- Unregister this server from the master server.
-
-
-
-
- Describes status messages from the master server as returned in MonoBehaviour.OnMasterServerEvent|OnMasterServerEvent.
-
-
-
-
- Received a host list from the master server.
-
-
-
-
- Registration failed because an empty game name was given.
-
-
-
-
- Registration failed because an empty game type was given.
-
-
-
-
- Registration failed because no server is running.
-
-
-
-
- Registration to master server succeeded, received confirmation.
-
-
The material class.
@@ -16590,12 +17833,64 @@ Only usable on Android, Windows Phone or Windows Tablets.
Gets the placement offset of texture propertyName.
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
+
+
+
+ Gets the placement offset of texture propertyName.
+
+ The name ID of the property retrieved by Shader.PropertyToID.
The name of the property.
+
+
+ Return the name IDs of all texture properties exposed on this material.
+
+ IDs of all texture properties exposed on this material.
+
+ IDs of all texture properties exposed on this material.
+
+
+
+
+ Return the name IDs of all texture properties exposed on this material.
+
+ IDs of all texture properties exposed on this material.
+
+ IDs of all texture properties exposed on this material.
+
+
+
+
+ Returns the names of all texture properties exposed on this material.
+
+ Names of all texture properties exposed on this material.
+
+ Names of all texture properties exposed on this material.
+
+
+
+
+ Returns the names of all texture properties exposed on this material.
+
+ Names of all texture properties exposed on this material.
+
+ Names of all texture properties exposed on this material.
+
+
Gets the placement scale of texture propertyName.
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
+
+
+
+ Gets the placement scale of texture propertyName.
+
+ The name ID of the property retrieved by Shader.PropertyToID.
The name of the property.
@@ -16646,13 +17941,15 @@ Only usable on Android, Windows Phone or Windows Tablets.
Checks if material's shader has a property of a given name.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Checks if material's shader has a property of a given name.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
@@ -17072,139 +18369,175 @@ Only usable on Android, Windows Phone or Windows Tablets.
Get a color from the property block.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Get a color from the property block.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Get a float from the property block.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Get a float from the property block.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Get a float array from the property block.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Get a float array from the property block.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Fetch a float array from the property block into a list.
The list to hold the returned array.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Fetch a float array from the property block into a list.
The list to hold the returned array.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
+
+
+
+ Get an int from the property block.
+
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
+
+
+
+ Get an int from the property block.
+
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Get a matrix from the property block.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Get a matrix from the property block.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Get a matrix array from the property block.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Get a matrix array from the property block.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Fetch a matrix array from the property block into a list.
The list to hold the returned array.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Fetch a matrix array from the property block into a list.
The list to hold the returned array.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Get a texture from the property block.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Get a texture from the property block.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Get a vector from the property block.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Get a vector from the property block.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Get a vector array from the property block.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Get a vector array from the property block.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Fetch a vector array from the property block into a list.
The list to hold the returned array.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Fetch a vector array from the property block into a list.
The list to hold the returned array.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
@@ -17286,6 +18619,22 @@ Only usable on Android, Windows Phone or Windows Tablets.
The name ID of the property retrieved by Shader.PropertyToID.
The array to set.
+
+
+ Adds a property to the block. If an int property with the given name already exists, the old value is replaced.
+
+ The name of the property.
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The int value to set.
+
+
+
+ Adds a property to the block. If an int property with the given name already exists, the old value is replaced.
+
+ The name of the property.
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The int value to set.
+
Set a matrix property.
@@ -17461,19 +18810,25 @@ Only usable on Android, Windows Phone or Windows Tablets.
- Clamps a value between a minimum float and maximum float value.
+ Clamps the given value between the given minimum float and maximum float values. Returns the given value if it is within the min and max range.
-
-
-
+ The floating point value to restrict inside the range defined by the min and max values.
+ The minimum floating point value to compare against.
+ The maximum floating point value to compare against.
+
+ The float result between the min and max values.
+
- Clamps value between min and max and returns value.
+ Clamps the given value between a range defined by the given minimum integer and maximum integer values. Returns the given value if it is within min and max.
-
-
-
+ The integer point value to restrict inside the min-to-max range
+ The minimum integer point value to compare against.
+ The maximum integer point value to compare against.
+
+ The int result between min and max values.
+
@@ -17555,9 +18910,12 @@ Only usable on Android, Windows Phone or Windows Tablets.
Calculates the linear parameter t that produces the interpolant value within the range [a, b].
-
-
-
+ Start value.
+ End value.
+ Value between start and end.
+
+ Percentage of value between start and end.
+
@@ -17707,7 +19065,7 @@ Only usable on Android, Windows Phone or Windows Tablets.
- Returns the next power of two value.
+ Returns the next power of two that is equal to, or greater than, the argument.
@@ -17718,12 +19076,12 @@ Only usable on Android, Windows Phone or Windows Tablets.
X-coordinate of sample point.
Y-coordinate of sample point.
- Value between 0.0 and 1.0.
+ Value between 0.0 and 1.0. (Return value might be slightly beyond 1.0.)
- The infamous 3.14159265358979... value (Read Only).
+ The well-known 3.14159265358979... value (Read Only).
@@ -18145,7 +19503,7 @@ Only usable on Android, Windows Phone or Windows Tablets.
- Returns state of the Read/Write Enabled checkbox when model was imported.
+ Returns true if the Mesh is read/write enabled, or false if it is not.
@@ -18188,6 +19546,26 @@ Only usable on Android, Windows Phone or Windows Tablets.
The fourth texture coordinate set of the mesh, if present.
+
+
+ The fifth texture coordinate set of the mesh, if present.
+
+
+
+
+ The sixth texture coordinate set of the mesh, if present.
+
+
+
+
+ The seventh texture coordinate set of the mesh, if present.
+
+
+
+
+ The eighth texture coordinate set of the mesh, if present.
+
+
Gets the number of vertex buffers present in the Mesh. (Read Only)
@@ -18402,6 +19780,15 @@ Only usable on Android, Windows Phone or Windows Tablets.
The sub-mesh index. See subMeshCount.
True (default value) will apply base vertex offset to returned indices.
+
+
+ The UV distribution metric can be used to calculate the desired mipmap level based on the position of the camera.
+
+ UV set index to return the UV distibution metric for. 0 for first.
+
+ Average of triangle area / uv area.
+
+
Gets the UVs of the Mesh.
@@ -18644,6 +20031,22 @@ Use false when you want to use the existing bounding box and reduce the CPU cost
Mesh is made from triangles.
+
+
+ Attribute used to make a float or int variable in a script be restricted to a specific minimum value.
+
+
+
+
+ The minimum allowed value.
+
+
+
+
+ Attribute used to make a float or int variable in a script be restricted to a specific minimum value.
+
+ The minimum allowed value.
+
Enum describing what lighting mode to be used with Mixed lights.
@@ -18661,7 +20064,7 @@ Use false when you want to use the existing bounding box and reduce the CPU cost
- Mixed lights provide baked direct and indirect lighting for static objects. Dynamic objects receive realtime direct lighting and cast shadows on static objects using the main directional light in the scene.
+ Mixed lights provide baked direct and indirect lighting for static objects. Dynamic objects receive realtime direct lighting and cast shadows on static objects using the main directional light in the Scene.
@@ -18806,433 +20209,6 @@ Use false when you want to use the existing bounding box and reduce the CPU cost
How many lines of text to make room for. Default is 3.
-
-
- The network class is at the heart of the network implementation and provides the core functions.
-
-
-
-
- All connected players.
-
-
-
-
- The IP address of the connection tester used in Network.TestConnection.
-
-
-
-
- The port of the connection tester used in Network.TestConnection.
-
-
-
-
- Set the password for the server (for incoming connections).
-
-
-
-
- Returns true if your peer type is client.
-
-
-
-
- Enable or disable the processing of network messages.
-
-
-
-
- Returns true if your peer type is server.
-
-
-
-
- Set the log level for network messages (default is Off).
-
-
-
-
- Set the maximum amount of connections/players allowed.
-
-
-
-
- Get or set the minimum number of ViewID numbers in the ViewID pool given to clients by the server.
-
-
-
-
- The IP address of the NAT punchthrough facilitator.
-
-
-
-
- The port of the NAT punchthrough facilitator.
-
-
-
-
- The status of the peer type, i.e. if it is disconnected, connecting, server or client.
-
-
-
-
- Get the local NetworkPlayer instance.
-
-
-
-
- The IP address of the proxy server.
-
-
-
-
- Set the proxy server password.
-
-
-
-
- The port of the proxy server.
-
-
-
-
- The default send rate of network updates for all Network Views.
-
-
-
-
- Get the current network time (seconds).
-
-
-
-
- Indicate if proxy support is needed, in which case traffic is relayed through the proxy server.
-
-
-
-
- Query for the next available network view ID number and allocate it (reserve).
-
-
-
-
- Close the connection to another system.
-
-
-
-
-
-
- Connect to the specified host (ip or domain name) and server port.
-
-
-
-
-
-
-
- Connect to the specified host (ip or domain name) and server port.
-
-
-
-
-
-
-
- This function is exactly like Network.Connect but can accept an array of IP addresses.
-
-
-
-
-
-
-
- This function is exactly like Network.Connect but can accept an array of IP addresses.
-
-
-
-
-
-
-
- Connect to a server GUID. NAT punchthrough can only be performed this way.
-
-
-
-
-
-
- Connect to a server GUID. NAT punchthrough can only be performed this way.
-
-
-
-
-
-
- Connect to the host represented by a HostData structure returned by the Master Server.
-
-
-
-
-
-
- Connect to the host represented by a HostData structure returned by the Master Server.
-
-
-
-
-
-
- Destroy the object associated with this view ID across the network.
-
-
-
-
-
- Destroy the object across the network.
-
-
-
-
-
- Destroy all the objects based on view IDs belonging to this player.
-
-
-
-
-
- Close all open connections and shuts down the network interface.
-
-
-
-
-
- Close all open connections and shuts down the network interface.
-
-
-
-
-
- The last average ping time to the given player in milliseconds.
-
-
-
-
-
- The last ping time to the given player in milliseconds.
-
-
-
-
-
- Check if this machine has a public IP address.
-
-
-
-
- Initializes security layer.
-
-
-
-
- Initialize the server.
-
-
-
-
-
-
-
- Initialize the server.
-
-
-
-
-
-
-
- Network instantiate a prefab.
-
-
-
-
-
-
-
-
- Remove all RPC functions which belong to this player ID.
-
-
-
-
-
- Remove all RPC functions which belong to this player ID and were sent based on the given group.
-
-
-
-
-
-
- Remove the RPC function calls accociated with this view ID number.
-
-
-
-
-
- Remove all RPC functions which belong to given group number.
-
-
-
-
-
- Set the level prefix which will then be prefixed to all network ViewID numbers.
-
-
-
-
-
- Enable or disables the reception of messages in a specific group number from a specific player.
-
-
-
-
-
-
-
- Enables or disables transmission of messages and RPC calls on a specific network group number.
-
-
-
-
-
-
- Enable or disable transmission of messages and RPC calls based on target network player as well as the network group.
-
-
-
-
-
-
-
- Test this machines network connection.
-
-
-
-
-
- Test this machines network connection.
-
-
-
-
-
- Test the connection specifically for NAT punch-through connectivity.
-
-
-
-
-
- Test the connection specifically for NAT punch-through connectivity.
-
-
-
-
-
- Possible status messages returned by Network.Connect and in MonoBehaviour.OnFailedToConnect|OnFailedToConnect in case the error was not immediate.
-
-
-
-
- Cannot connect to two servers at once. Close the connection before connecting again.
-
-
-
-
- We are already connected to this particular server (can happen after fast disconnect/reconnect).
-
-
-
-
- We are banned from the system we attempted to connect to (likely temporarily).
-
-
-
-
- Connection attempt failed, possibly because of internal connectivity problems.
-
-
-
-
- Internal error while attempting to initialize network interface. Socket possibly already in use.
-
-
-
-
- No host target given in Connect.
-
-
-
-
- Incorrect parameters given to Connect function.
-
-
-
-
- Client could not connect internally to same network NAT enabled server.
-
-
-
-
- The server is using a password and has refused our connection because we did not set the correct password.
-
-
-
-
- NAT punchthrough attempt has failed. The cause could be a too restrictive NAT implementation on either endpoints.
-
-
-
-
- Connection lost while attempting to connect to NAT target.
-
-
-
-
- The NAT target we are trying to connect to is not connected to the facilitator server.
-
-
-
-
- No error occurred.
-
-
-
-
- We presented an RSA public key which does not match what the system we connected to is using.
-
-
-
-
- The server is at full capacity, failed to connect.
-
-
-
-
- The reason a disconnect event occured, like in MonoBehaviour.OnDisconnectedFromServer|OnDisconnectedFromServer.
-
-
-
-
- The connection to the system has been closed.
-
-
-
-
- The connection to the system has been lost, no reliable packets could be delivered.
-
-
Arguments passed to Action callbacks registered in PlayerConnection.
@@ -19314,120 +20290,6 @@ The Player ID is always 1, because only one Editor can be connected.
Message ID associated with the callback that you wish to deregister.
The associated callback function you wish to deregister.
-
-
- Describes different levels of log information the network layer supports.
-
-
-
-
- Full debug level logging down to each individual message being reported.
-
-
-
-
- Report informational messages like connectivity events.
-
-
-
-
- Only report errors, otherwise silent.
-
-
-
-
- This data structure contains information on a message just received from the network.
-
-
-
-
- The NetworkView who sent this message.
-
-
-
-
- The player who sent this network message (owner).
-
-
-
-
- The time stamp when the Message was sent in seconds.
-
-
-
-
- Describes the status of the network interface peer type as returned by Network.peerType.
-
-
-
-
- Running as client.
-
-
-
-
- Attempting to connect to a server.
-
-
-
-
- No client connection running. Server not initialized.
-
-
-
-
- Running as server.
-
-
-
-
- The NetworkPlayer is a data structure with which you can locate another player over the network.
-
-
-
-
- Returns the external IP address of the network interface.
-
-
-
-
- Returns the external port of the network interface.
-
-
-
-
- The GUID for this player, used when connecting with NAT punchthrough.
-
-
-
-
- The IP address of this player.
-
-
-
-
- The port of this player.
-
-
-
-
- Returns true if two NetworkPlayers are the same player.
-
-
-
-
-
-
- Returns true if two NetworkPlayers are not the same player.
-
-
-
-
-
-
- Returns the index number for this network player.
-
-
Describes network reachability options.
@@ -19448,129 +20310,6 @@ The Player ID is always 1, because only one Editor can be connected.
Network is reachable via WiFi or cable.
-
-
- Different types of synchronization for the NetworkView component.
-
-
-
-
- No state data will be synchronized.
-
-
-
-
- All packets are sent reliable and ordered.
-
-
-
-
- Brute force unreliable state sending.
-
-
-
-
- The network view is the binding material of multiplayer games.
-
-
-
-
- The network group number of this network view.
-
-
-
-
- Is the network view controlled by this object?
-
-
-
-
- The component the network view is observing.
-
-
-
-
- The NetworkPlayer who owns this network view.
-
-
-
-
- The type of NetworkStateSynchronization set for this network view.
-
-
-
-
- The ViewID of this network view.
-
-
-
-
- Find a network view based on a NetworkViewID.
-
-
-
-
-
- Call a RPC function on all connected peers.
-
-
-
-
-
-
-
- Call a RPC function on a specific player.
-
-
-
-
-
-
-
- Set the scope of the network view in relation to a specific network player.
-
-
-
-
-
-
- The NetworkViewID is a unique identifier for a network view instance in a multiplayer game.
-
-
-
-
- True if instantiated by me.
-
-
-
-
- The NetworkPlayer who owns the NetworkView. Could be the server.
-
-
-
-
- Represents an invalid network view ID.
-
-
-
-
- Returns true if two NetworkViewIDs are identical.
-
-
-
-
-
-
- Returns true if two NetworkViewIDs are not identical.
-
-
-
-
-
-
- Returns a formatted string with details on this NetworkViewID.
-
-
NPOT Texture2D|textures support.
@@ -19598,7 +20337,7 @@ The Player ID is always 1, because only one Editor can be connected.
- Should the object be hidden, saved with the scene or modifiable by the user?
+ Should the object be hidden, saved with the Scene or modifiable by the user?
@@ -19636,9 +20375,9 @@ The Player ID is always 1, because only one Editor can be connected.
- Makes the object target not be destroyed automatically when loading a new scene.
+ Do not destroy the target Object when loading a new Scene.
- The object which is not destroyed on scene change.
+ An Object not destroyed on Scene change.
@@ -20070,7 +20809,7 @@ The Player ID is always 1, because only one Editor can be connected.
- Update mode is manual. You need to manually call PlayerController.Tick with your own deltaTime. This can be useful for graphs that can be completely disconnected from the rest of the the game. Example: Localized Bullet time.
+ Update mode is manual. You need to manually call PlayableGraph.Evaluate with your own deltaTime. This can be useful for graphs that are completely disconnected from the rest of the game. For example, localized bullet time.
@@ -20078,6 +20817,26 @@ The Player ID is always 1, because only one Editor can be connected.
Update is based on Time.unscaledTime. Use this for graphs that need to be updated even when gameplay is paused. Example: Menus transitions need to be updated even when the game is paused.
+
+
+ Wrap mode for Playables.
+
+
+
+
+ Hold the last frame when the playable time reaches it's duration.
+
+
+
+
+ Loop back to zero time and continue playing.
+
+
+
+
+ Do not keep playing when the time reaches the duration.
+
+
This structure contains the frame information a Playable receives in Playable.PrepareFrame.
@@ -20098,6 +20857,11 @@ The Player ID is always 1, because only one Editor can be connected.
The accumulated speed of the parent Playable during the PlayableGraph traversal.
+
+
+ The accumulated play state of this playable.
+
+
The accumulated speed of the Playable during the PlayableGraph traversal.
@@ -20118,6 +20882,11 @@ The Player ID is always 1, because only one Editor can be connected.
The current frame identifier.
+
+
+ The PlayableOutput that initiated this graph traversal.
+
+
Indicates that the local time was explicitly set.
@@ -20153,6 +20922,29 @@ The Player ID is always 1, because only one Editor can be connected.
Indicates the graph was called by the runtime during normal playback due to PlayableGraph.Play being called.
+
+
+ The base interface for all notifications sent through the playable system.
+
+
+
+
+ The identifier is a name that identifies this notifications, or class of notifications.
+
+
+
+
+ Implement this interface to create a class that will receives notifications from PlayableOutput.
+
+
+
+
+ The method called when a notification is raised.
+
+ The playable that sent the notification.
+ The received notification.
+ User defined data that depends on the type of notification. Uses this to pass necessary information that can change with each invocation.
+
Interface implemented by all C# Playable implementations.
@@ -20193,6 +20985,22 @@ The Player ID is always 1, because only one Editor can be connected.
Interface implemented by all C# Playable output implementations.
+
+
+ Default implementation for Playable notifications.
+
+
+
+
+ The name that identifies this notification.
+
+
+
+
+ Creates a new notification with the name specified in the argument.
+
+ The name that identifies this notifications.
+
Playables are customizable runtime objects that can be connected together and are contained in a PlayableGraph to create complex behaviours.
@@ -20205,7 +21013,7 @@ The Player ID is always 1, because only one Editor can be connected.
- An base class for assets that can be used to instatiate a Playable at runtime.
+ A base class for assets that can be used to instantiate a Playable at runtime.
@@ -20242,7 +21050,10 @@ The Player ID is always 1, because only one Editor can be connected.
- This function is called when the Playable play state is changed to Playables.PlayState.Paused.
+ This method is invoked when one of the following situations occurs:
+<br><br>
+ The effective play state during traversal is changed to Playables.PlayState.Paused. This state is indicated by FrameData.effectivePlayState.<br><br>
+ The PlayableGraph is stopped while the playable play state is Playing. This state is indicated by PlayableGraph.IsPlaying returning true.
The Playable that owns the current PlayableBehaviour.
A FrameData structure that contains information about the current frame context.
@@ -20298,16 +21109,16 @@ The Player ID is always 1, because only one Editor can be connected.
The Playable that owns the current PlayableBehaviour.
A FrameData structure that contains information about the current frame context.
-
+ The user data of the ScriptPlayableOutput that initiated the process pass.
Struct that holds information regarding an output of a PlayableAsset.
-
+
- When the StreamType is set to None, a binding can be represented using System.Type.
+ The type of target required by the PlayableOutput for this PlayableBinding.
@@ -20368,6 +21179,13 @@ The Player ID is always 1, because only one Editor can be connected.
The Playable used by this operation.
+
+
+ Disconnect the input port of a Playable.
+
+ The Playable used by this operation.
+ The input port index.
+
Returns the delay of the playable.
@@ -20494,6 +21312,15 @@ The Player ID is always 1, because only one Editor can be connected.
The current time in seconds.
+
+
+ Returns the propagation mode for the multi-output playable.
+
+
+
+ Traversal mode (Mix or Passthrough).
+
+
Returns whether or not the Playable has a delay.
@@ -20512,6 +21339,12 @@ The Player ID is always 1, because only one Editor can be connected.
True if the playable has completed its operation, false otherwise.
+
+
+ Returns true if the Playable is null, false otherwise.
+
+ The Playable used by this operation.
+
Returns the vality of the current Playable.
@@ -20621,6 +21454,13 @@ The Player ID is always 1, because only one Editor can be connected.
The Playable used by this operation.
The current time in seconds.
+
+
+ Sets the propagation mode of PrepareFrame and ProcessFrame for the multi-output playable.
+
+ The Playable used by this operation.
+ The new traversal mode.
+
Use the PlayableGraph to manage Playable creations and destructions.
@@ -20819,6 +21659,147 @@ The Player ID is always 1, because only one Editor can be connected.
Extensions for all the types that implements IPlayableOutput.
+
+
+ Registers a new receiver that listens for notifications.
+
+ The target output.
+ The receiver to register.
+
+
+
+ Retrieves the list of notification receivers currently registered on the output.
+
+ The output holding the receivers.
+
+ Returns the list of registered receivers.
+
+
+
+
+ Returns the source playable's output connection index.
+
+ The PlayableOutput used by this operation.
+
+ The output port.
+
+
+
+
+ Returns the source playable.
+
+ The PlayableOutput used by this operation.
+
+ The source playable.
+
+
+
+
+ Returns the opaque user data. This is the same value as the last last argument of ProcessFrame.
+
+ The PlayableOutput used by this operation.
+
+ The user data.
+
+
+
+
+ Returns the weight of the connection from the PlayableOutput to the source playable.
+
+ The PlayableOutput used by this operation.
+
+ The weight of the connection to the source playable.
+
+
+
+
+ Returns true if the PlayableOutput is null, false otherwise.
+
+ The PlayableOutput used by this operation.
+
+
+
+
+
+ The PlayableOutput used by this operation.
+
+ True if the PlayableOutput has not yet been destroyed and false otherwise.
+
+
+
+
+ Queues a notification to be sent through the Playable system.
+
+ The output sending the notification.
+ The originating playable of the notification.
+ The notification to be sent.
+ Extra information about the state when the notification was fired.
+
+
+
+ Unregisters a receiver on the output.
+
+ The target output.
+ The receiver to unregister.
+
+
+
+ Sets the bound object to a new value. Used to associate an output to an object (Track asset in case of Timeline).
+
+ The PlayableOutput used by this operation.
+ The new reference object value.
+
+
+
+ Sets the source playable's output connection index. For playables with multiple outputs, this determines which sub-branch of the source playable generates this output.
+
+ The PlayableOutput used by this operation.
+ The new output port value.
+
+
+
+ Sets which playable that computes the output and which sub-tree index.
+
+ The PlayableOutput used by this operation.
+ The new source Playable.
+ The new output port value.
+
+
+
+ Sets which playable that computes the output.
+
+ The PlayableOutput used by this operation.
+ The new source Playable.
+
+
+
+ Sets the opaque user data. This same data is passed as the last argument to ProcessFrame.
+
+ The PlayableOutput used by this operation.
+ The new user data.
+
+
+
+ Sets the weight of the connection from the PlayableOutput to the source playable.
+
+ The PlayableOutput used by this operation.
+ The new weight.
+
+
+
+ Traversal mode for Playables.
+
+
+
+
+ Causes the Playable to prepare and process it's inputs when demanded by an output.
+
+
+
+
+ Causes the Playable to act as a passthrough for PrepareFrame and ProcessFrame. If the PlayableOutput being processed is connected to the n-th input port of the Playable, the Playable only propagates the n-th output port. Use this enum value in conjunction with PlayableOutput SetSourceOutputPort.
+
+
Status of a Playable.
@@ -20844,6 +21825,22 @@ The Player ID is always 1, because only one Editor can be connected.
A IPlayable implementation that contains a PlayableBehaviour for the PlayableGraph. PlayableBehaviour can be used to write custom Playable that implement their own PrepareFrame callback.
+
+
+ A PlayableBinding that contains information representing a ScriptingPlayableOutput.
+
+
+
+
+ Creates a PlayableBinding that contains information representing a ScriptPlayableOutput.
+
+ A reference to a UnityEngine.Object that acts as a key for this binding.
+ The type of object that will be bound to the ScriptPlayableOutput.
+ The name of the ScriptPlayableOutput.
+
+ Returns a PlayableBinding that contains information that is used to create a ScriptPlayableOutput.
+
+
A IPlayableOutput implementation that contains a script output for the a PlayableGraph.
@@ -21011,6 +22008,20 @@ The Player ID is always 1, because only one Editor can be connected.
+
+
+ Returns true if two poses are equal.
+
+
+
+
+
+
+ Returns true if two poses are not equal.
+
+
+
+
Prefer ScriptableObject derived type to use binary serialization regardless of project's asset serialization mode.
@@ -21043,7 +22054,7 @@ The Player ID is always 1, because only one Editor can be connected.
- A Quad primitive.
+ A quad primitive.
@@ -21082,11 +22093,92 @@ The Player ID is always 1, because only one Editor can be connected.
End profiling a piece of code with a custom label.
+
+
+ Flags that specify which fields to capture in a snapshot.
+
+
+
+
+ Corresponds to the ManagedHeapSections, ManagedStacks, Connections, TypeDescriptions fields in a Memory Snapshot.
+
+
+
+
+ Corresponds to the NativeAllocations, NativeMemoryRegions, NativeRootReferences, and NativeMemoryLabels fields in a Memory Snapshot.
+
+
+
+
+ Corresponds to the NativeAllocationSite field in a Memory Snapshot.
+
+
+
+
+ Corresponds to the NativeObject and NativeType fields in a Memory Snapshot.
+
+
+
+
+ Corresponds to the NativeCallstackSymbol field in a Memory Snapshot.
+
+
+
+
+ Memory profiling API container class.
+
+
+
+
+ Event to which meta data collection methods can be subscribed to.
+
+
+
+
+
+ Trigger memory snapshot capture.
+
+ Destination path for the memory snapshot file.
+ Event that is fired once the memory snapshot has finished the process of capturing data.
+ Flag mask defining the content of the memory snapshot.
+
+
+
+ Trigger memory snapshot capture to Application.temporaryCachePath folder.
+
+ Event that is fired once the memory snapshot has finished the process of capturing data.
+ Flag mask defining the content of the memory snapshot.
+
+
+
+ Container for memory snapshot meta data.
+
+
+
+
+ User defined meta data.
+
+
+
+
+ Memory snapshot meta data containing platform information.
+
+
+
+
+ Screenshot stored in the memory snapshot.
+
+
Controls the from script.
+
+
+ The number of ProfilerArea|Profiler Areas that you can profile.
+
+
Enables the logging of profiling data to a file.
@@ -21107,6 +22199,11 @@ The Player ID is always 1, because only one Editor can be connected.
Resize the profiler sample buffers to allow the desired amount of samples per thread.
+
+
+ Sets the maximum amount of memory that Profiler uses for buffering data. This property is expressed in bytes.
+
+
Heap size used by the program.
@@ -21162,9 +22259,20 @@ The Player ID is always 1, because only one Editor can be connected.
- Returns the amount of allocated memory for the graphics driver, in bytes.
+ Returns the amount of allocated memory for the graphics driver, in bytes.
+
+Only available in development players and editor.
+
+
+ Returns whether or not a given ProfilerArea is currently enabled.
+
+ Which area you want to check the state of.
+
+ Returns whether or not a given ProfilerArea is currently enabled.
+
+
Returns the size of the mono heap.
@@ -21253,6 +22361,13 @@ The Player ID is always 1, because only one Editor can be connected.
The amount of unused memory in the reserved pools. This returns 0 if the Profiler is not available.
+
+
+ Enable or disable a given ProfilerArea.
+
+ The area you want to enable or disable.
+ Enable or disable the collection of data for this area.
+
Sets the size of the temp allocator.
@@ -21262,6 +22377,76 @@ The Player ID is always 1, because only one Editor can be connected.
Returns true if requested size was successfully set. Will return false if value is disallowed (too small).
+
+
+ The different areas of profiling, corresponding to the charts in ProfilerWindow.
+
+
+
+
+ Audio statistics.
+
+
+
+
+ CPU statistics.
+
+
+
+
+ Global Illumination statistics.
+
+
+
+
+ GPU statistics.
+
+
+
+
+ Memory statistics.
+
+
+
+
+ Network messages statistics.
+
+
+
+
+ Network operations statistics.
+
+
+
+
+ 3D Physics statistics.
+
+
+
+
+ 2D physics statistics.
+
+
+
+
+ Rendering statistics.
+
+
+
+
+ UI statistics.
+
+
+
+
+ Detailed UI statistics.
+
+
+
+
+ Video playback statistics.
+
+
Records profiling data produced by a specific Sampler.
@@ -21287,6 +22472,16 @@ The Player ID is always 1, because only one Editor can be connected.
Number of time Begin/End pairs was called during the previous frame. (Read Only)
+
+
+ Configures the recorder to collect samples from all threads.
+
+
+
+
+ Configures the recorder to only collect data from the current thread.
+
+
Use this function to get a Recorder for the specific Profiler label.
@@ -21476,7 +22671,15 @@ Returns "UnityEngine.PropertyName" in the player.
Async texture upload provides timesliced async texture upload on the render thread with tight control over memory and timeslicing. There are no allocations except for the ones which driver has to do. To read data and upload texture data a ringbuffer whose size can be controlled is re-used.
-Use asyncUploadBufferSize to set the buffer size for asynchronous texture uploads. The size is in megabytes. Minimum value is 2 and maximum is 512. Although the buffer will resize automatically to fit the largest texture currently loading, it is recommended to set the value approximately to the size of biggest texture used in the scene to avoid re-sizing of the buffer which can incur performance cost.
+Use asyncUploadBufferSize to set the buffer size for asynchronous texture uploads. The size is in megabytes. Minimum value is 2 and maximum is 512. Although the buffer will resize automatically to fit the largest texture currently loading, it is recommended to set the value approximately to the size of biggest texture used in the Scene to avoid re-sizing of the buffer which can incur performance cost.
+
+
+
+
+ This flag controls if the async upload pipeline's ring buffer remains allocated when there are no active loading operations.
+To make the ring buffer allocation persist after all upload operations have completed, set this to true.
+If you have issues with excessive memory usage, you can set this to false. This means you reduce the runtime memory footprint, but memory fragmentation can occur.
+The default value is true.
@@ -21602,6 +22805,36 @@ frame. Minimum value is 1 and maximum is 33.
Use a two-pass shader for the vegetation in the terrain engine.
+
+
+ Enable automatic streaming of texture mipmap levels based on their distance from all active cameras.
+
+
+
+
+ Process all enabled Cameras for texture streaming (rather than just those with StreamingController components).
+
+
+
+
+ The maximum number of active texture file IO requests from the texture streaming system.
+
+
+
+
+ The maximum number of mipmap levels to discard for each texture.
+
+
+
+
+ The total amount of memory to be used by streaming and non-streaming textures.
+
+
+
+
+ Number of renderers used to process each frame during the calculation of desired mipmap levels for the associated textures.
+
+
The VSync Count.
@@ -21638,7 +22871,7 @@ frame. Minimum value is 1 and maximum is 33.
- Returns the euler angle representation of the rotation.
+ Returns or sets the euler angle representation of the rotation.
@@ -21646,9 +22879,14 @@ frame. Minimum value is 1 and maximum is 33.
The identity rotation (Read Only).
+
+
+ Returns this quaternion with a magnitude of 1 (Read Only).
+
+
- W component of the Quaternion. Don't modify this directly unless you know quaternions inside out.
+ W component of the Quaternion. Do not directly modify quaternions.
@@ -21753,6 +22991,12 @@ frame. Minimum value is 1 and maximum is 33.
The direction to look in.
The vector that defines in which direction up is.
+
+
+ Converts this quaternion to one with the same orientation but with a magnitude of 1.
+
+
+
Are two quaternions equal to each other?
@@ -21980,14 +23224,14 @@ frame. Minimum value is 1 and maximum is 33.
- Returns a random float number between and min [inclusive] and max [inclusive] (Read Only).
+ Return a random float number between min [inclusive] and max [inclusive] (Read Only).
- Returns a random integer number between min [inclusive] and max [exclusive] (Read Only).
+ Return a random integer number between min [inclusive] and max [exclusive] (Read Only).
@@ -22095,8 +23339,8 @@ frame. Minimum value is 1 and maximum is 33.
Creates a 2D ray starting at origin along direction.
- origin
- direction
+ Origin.
+ Direction.
@@ -22402,6 +23646,12 @@ frame. Minimum value is 1 and maximum is 33.
Whether the position is within the RectInt.
+
+
+ Returns true if the given RectInt is equal to this RectInt.
+
+
+
An iterator that allows you to iterate over all positions within the RectInt.
@@ -22621,7 +23871,7 @@ frame. Minimum value is 1 and maximum is 33.
Get the corners of the calculated rectangle in world space.
- The ray that corners are filled into.
+ The array that corners are filled into.
@@ -22694,6 +23944,12 @@ frame. Minimum value is 1 and maximum is 33.
Reference to the baked texture of the reflection probe's surrounding. Use this to assign custom reflection texture.
+
+
+ Adds a delegate to get notifications when the default specular Cubemap is changed.
+
+
+
Texture which is used outside of all reflection probes (Read Only).
@@ -22734,6 +23990,17 @@ frame. Minimum value is 1 and maximum is 33.
The near clipping plane distance when rendering the probe.
+
+
+ Reference to the realtime texture of the reflection probe's surroundings. Use this to assign a RenderTexture to use for realtime reflection.
+
+
+
+
+ Adds a delegate to get notifications when a Reflection Probe is added to a Scene or removed from a Scene.
+
+
+
Sets the way the probe will refresh.
@@ -22798,6 +24065,21 @@ See Also: ReflectionProbeTimeSlicingMode.
+
+
+ Types of events that occur when ReflectionProbe components are used in a Scene.
+
+
+
+
+ An event that occurs when a Reflection Probe component is added to a Scene or enabled in a Scene.
+
+
+
+
+ An event that occurs when a Reflection Probe component is unloaded from a Scene or disabled in a Scene.
+
+
Refreshes the probe's cubemap.
@@ -22812,6 +24094,11 @@ See Also: ReflectionProbeTimeSlicingMode.
+
+
+ Revert all ReflectionProbe parameters to default.
+
+
Color or depth buffer part of a RenderTexture.
@@ -22922,6 +24209,11 @@ See Also: ReflectionProbeTimeSlicingMode.
Should reflection probes be used for this Renderer?
+
+
+ This value sorts renderers by priority. Lower values are rendered first and higher values are rendered last.
+
+
Determines which rendering layer this renderer lives on.
@@ -22973,6 +24265,12 @@ See Also: ReflectionProbeTimeSlicingMode.
+
+
+ Returns all the instantiated materials of this object.
+
+ A list of materials to populate.
+
Get per-Renderer or per-Material property block.
@@ -22987,6 +24285,12 @@ See Also: ReflectionProbeTimeSlicingMode.
Material parameters to retrieve.
The index of the Material you want to get overridden parameters from. The index ranges from 0 to Renderer.sharedMaterials.Length-1.
+
+
+ Returns all the shared materials of this object.
+
+ A list of materials to populate.
+
Returns true if the Renderer has a material property block attached via SetPropertyBlock.
@@ -23042,6 +24346,187 @@ See Also: ReflectionProbeTimeSlicingMode.
Trilight ambient lighting.
+
+
+ Allows the asynchronous read back of GPU resources.
+
+
+
+
+ Triggers a request to asynchronously fetch the data from a GPU resource.
+
+ The resource to read the data from.
+ Size in bytes of the data to be retrieved from the ComputeBuffer.
+ Offset in bytes in the ComputeBuffer.
+ The index of the mipmap to be fetched.
+ The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.
+ Starting X coordinate in pixels of the Texture data to be fetched.
+ Width in pixels of the Texture data to be fetched.
+ Starting Y coordinate in pixels of the Texture data to be fetched.
+ Height in pixels of the Texture data to be fetched.
+ Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.
+ Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.
+ An optional delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.
+
+ An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available.
+
+
+
+
+ Triggers a request to asynchronously fetch the data from a GPU resource.
+
+ The resource to read the data from.
+ Size in bytes of the data to be retrieved from the ComputeBuffer.
+ Offset in bytes in the ComputeBuffer.
+ The index of the mipmap to be fetched.
+ The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.
+ Starting X coordinate in pixels of the Texture data to be fetched.
+ Width in pixels of the Texture data to be fetched.
+ Starting Y coordinate in pixels of the Texture data to be fetched.
+ Height in pixels of the Texture data to be fetched.
+ Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.
+ Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.
+ An optional delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.
+
+ An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available.
+
+
+
+
+ Triggers a request to asynchronously fetch the data from a GPU resource.
+
+ The resource to read the data from.
+ Size in bytes of the data to be retrieved from the ComputeBuffer.
+ Offset in bytes in the ComputeBuffer.
+ The index of the mipmap to be fetched.
+ The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.
+ Starting X coordinate in pixels of the Texture data to be fetched.
+ Width in pixels of the Texture data to be fetched.
+ Starting Y coordinate in pixels of the Texture data to be fetched.
+ Height in pixels of the Texture data to be fetched.
+ Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.
+ Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.
+ An optional delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.
+
+ An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available.
+
+
+
+
+ Triggers a request to asynchronously fetch the data from a GPU resource.
+
+ The resource to read the data from.
+ Size in bytes of the data to be retrieved from the ComputeBuffer.
+ Offset in bytes in the ComputeBuffer.
+ The index of the mipmap to be fetched.
+ The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.
+ Starting X coordinate in pixels of the Texture data to be fetched.
+ Width in pixels of the Texture data to be fetched.
+ Starting Y coordinate in pixels of the Texture data to be fetched.
+ Height in pixels of the Texture data to be fetched.
+ Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.
+ Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.
+ An optional delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.
+
+ An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available.
+
+
+
+
+ Triggers a request to asynchronously fetch the data from a GPU resource.
+
+ The resource to read the data from.
+ Size in bytes of the data to be retrieved from the ComputeBuffer.
+ Offset in bytes in the ComputeBuffer.
+ The index of the mipmap to be fetched.
+ The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.
+ Starting X coordinate in pixels of the Texture data to be fetched.
+ Width in pixels of the Texture data to be fetched.
+ Starting Y coordinate in pixels of the Texture data to be fetched.
+ Height in pixels of the Texture data to be fetched.
+ Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.
+ Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.
+ An optional delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.
+
+ An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available.
+
+
+
+
+ Triggers a request to asynchronously fetch the data from a GPU resource.
+
+ The resource to read the data from.
+ Size in bytes of the data to be retrieved from the ComputeBuffer.
+ Offset in bytes in the ComputeBuffer.
+ The index of the mipmap to be fetched.
+ The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.
+ Starting X coordinate in pixels of the Texture data to be fetched.
+ Width in pixels of the Texture data to be fetched.
+ Starting Y coordinate in pixels of the Texture data to be fetched.
+ Height in pixels of the Texture data to be fetched.
+ Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.
+ Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.
+ An optional delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.
+
+ An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available.
+
+
+
+
+ Represents an asynchronous request for a GPU resource.
+
+
+
+
+ When reading data from a ComputeBuffer, depth is 1, otherwise, the property takes the value of the requested depth from the texture.
+
+
+
+
+ Checks whether the request has been processed.
+
+
+
+
+ This property is true if the request has encountered an error.
+
+
+
+
+ When reading data from a ComputeBuffer, height is 1, otherwise, the property takes the value of the requested height from the texture.
+
+
+
+
+ Number of layers in the current request.
+
+
+
+
+ The size in bytes of one layer of the readback data.
+
+
+
+
+ The width of the requested GPU data.
+
+
+
+
+ Fetches the data of a successful request.
+
+ The index of the layer to retrieve.
+
+
+
+ Triggers an update of the request.
+
+
+
+
+ Waits for completion of the request.
+
+
Blend mode for controlling the blending.
@@ -24154,7 +25639,6 @@ InvalidOperationException will be thrown if the current platform doesn't support
Should random-write access into the texture be enabled (default is false).
Use this RenderTextureDescriptor for the settings when creating the temporary RenderTexture.
Render texture memoryless mode.
-
@@ -24171,7 +25655,6 @@ InvalidOperationException will be thrown if the current platform doesn't support
Should random-write access into the texture be enabled (default is false).
Use this RenderTextureDescriptor for the settings when creating the temporary RenderTexture.
Render texture memoryless mode.
-
@@ -24187,7 +25670,6 @@ InvalidOperationException will be thrown if the current platform doesn't support
Color space conversion mode.
Anti-aliasing (default is no anti-aliasing).
Should random-write access into the texture be enabled (default is false).
-
@@ -24201,13 +25683,28 @@ InvalidOperationException will be thrown if the current platform doesn't support
User data command flags.
+
+ Deprecated. Use CommandBuffer.IssuePluginCustomTextureUpdateV2 instead.
+
+ Native code callback to queue for Unity's renderer to invoke.
+ Texture resource to be updated.
+ User data to send to the native plugin.
+
+
+
+ Deprecated. Use CommandBuffer.IssuePluginCustomTextureUpdateV2 instead.
+
+ Native code callback to queue for Unity's renderer to invoke.
+ Texture resource to be updated.
+ User data to send to the native plugin.
+
+
Send a texture update event to a native code plugin.
Native code callback to queue for Unity's renderer to invoke.
Texture resource to be updated.
- User data to send to the native plugin.
-
+ User data to send to the native plugin.
@@ -24230,6 +25727,132 @@ InvalidOperationException will be thrown if the current platform doesn't support
Shader property name for this texture.
+
+
+ Adds an asynchonous GPU readback request command to the command buffer.
+
+ The resource to read the data from.
+ Size in bytes of the data to be retrieved from the ComputeBuffer.
+ Offset in bytes in the ComputeBuffer.
+ The index of the mipmap to be fetched.
+ The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.
+ Starting X coordinate in pixels of the Texture data to be fetched.
+ Starting Y coordinate in pixels of the Texture data to be fetched.
+ Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.
+ Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.
+ Width in pixels of the Texture data to be fetched.
+ Height in pixels of the Texture data to be fetched.
+ A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.
+
+
+
+ Adds an asynchonous GPU readback request command to the command buffer.
+
+ The resource to read the data from.
+ Size in bytes of the data to be retrieved from the ComputeBuffer.
+ Offset in bytes in the ComputeBuffer.
+ The index of the mipmap to be fetched.
+ The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.
+ Starting X coordinate in pixels of the Texture data to be fetched.
+ Starting Y coordinate in pixels of the Texture data to be fetched.
+ Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.
+ Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.
+ Width in pixels of the Texture data to be fetched.
+ Height in pixels of the Texture data to be fetched.
+ A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.
+
+
+
+ Adds an asynchonous GPU readback request command to the command buffer.
+
+ The resource to read the data from.
+ Size in bytes of the data to be retrieved from the ComputeBuffer.
+ Offset in bytes in the ComputeBuffer.
+ The index of the mipmap to be fetched.
+ The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.
+ Starting X coordinate in pixels of the Texture data to be fetched.
+ Starting Y coordinate in pixels of the Texture data to be fetched.
+ Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.
+ Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.
+ Width in pixels of the Texture data to be fetched.
+ Height in pixels of the Texture data to be fetched.
+ A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.
+
+
+
+ Adds an asynchonous GPU readback request command to the command buffer.
+
+ The resource to read the data from.
+ Size in bytes of the data to be retrieved from the ComputeBuffer.
+ Offset in bytes in the ComputeBuffer.
+ The index of the mipmap to be fetched.
+ The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.
+ Starting X coordinate in pixels of the Texture data to be fetched.
+ Starting Y coordinate in pixels of the Texture data to be fetched.
+ Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.
+ Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.
+ Width in pixels of the Texture data to be fetched.
+ Height in pixels of the Texture data to be fetched.
+ A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.
+
+
+
+ Adds an asynchonous GPU readback request command to the command buffer.
+
+ The resource to read the data from.
+ Size in bytes of the data to be retrieved from the ComputeBuffer.
+ Offset in bytes in the ComputeBuffer.
+ The index of the mipmap to be fetched.
+ The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.
+ Starting X coordinate in pixels of the Texture data to be fetched.
+ Starting Y coordinate in pixels of the Texture data to be fetched.
+ Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.
+ Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.
+ Width in pixels of the Texture data to be fetched.
+ Height in pixels of the Texture data to be fetched.
+ A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.
+
+
+
+ Adds an asynchonous GPU readback request command to the command buffer.
+
+ The resource to read the data from.
+ Size in bytes of the data to be retrieved from the ComputeBuffer.
+ Offset in bytes in the ComputeBuffer.
+ The index of the mipmap to be fetched.
+ The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.
+ Starting X coordinate in pixels of the Texture data to be fetched.
+ Starting Y coordinate in pixels of the Texture data to be fetched.
+ Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.
+ Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.
+ Width in pixels of the Texture data to be fetched.
+ Height in pixels of the Texture data to be fetched.
+ A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.
+
+
+
+ Adds an asynchonous GPU readback request command to the command buffer.
+
+ The resource to read the data from.
+ Size in bytes of the data to be retrieved from the ComputeBuffer.
+ Offset in bytes in the ComputeBuffer.
+ The index of the mipmap to be fetched.
+ The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.
+ Starting X coordinate in pixels of the Texture data to be fetched.
+ Starting Y coordinate in pixels of the Texture data to be fetched.
+ Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.
+ Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.
+ Width in pixels of the Texture data to be fetched.
+ Height in pixels of the Texture data to be fetched.
+ A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.
+
+
+
+ Force an antialiased render texture to be resolved.
+
+ The antialiased render texture to resolve.
+ The render texture to resolve into. If set, the target render texture must have the same dimensions and format as the source.
+
Adds a command to set an input or output buffer parameter on a ComputeShader.
@@ -24367,6 +25990,7 @@ InvalidOperationException will be thrown if the current platform doesn't support
Name of the texture variable in shader code.
Property name ID. Use Shader.PropertyToID to get this ID.
Texture value or identifier to set, see RenderTargetIdentifier.
+ Optional mipmap level of the read-write texture.
@@ -24377,6 +26001,29 @@ InvalidOperationException will be thrown if the current platform doesn't support
Name of the texture variable in shader code.
Property name ID. Use Shader.PropertyToID to get this ID.
Texture value or identifier to set, see RenderTargetIdentifier.
+ Optional mipmap level of the read-write texture.
+
+
+
+ Adds a command to set a texture parameter on a ComputeShader.
+
+ ComputeShader to set parameter for.
+ Which kernel the texture is being set for. See ComputeShader.FindKernel.
+ Name of the texture variable in shader code.
+ Property name ID. Use Shader.PropertyToID to get this ID.
+ Texture value or identifier to set, see RenderTargetIdentifier.
+ Optional mipmap level of the read-write texture.
+
+
+
+ Adds a command to set a texture parameter on a ComputeShader.
+
+ ComputeShader to set parameter for.
+ Which kernel the texture is being set for. See ComputeShader.FindKernel.
+ Name of the texture variable in shader code.
+ Property name ID. Use Shader.PropertyToID to get this ID.
+ Texture value or identifier to set, see RenderTargetIdentifier.
+ Optional mipmap level of the read-write texture.
@@ -24629,6 +26276,12 @@ InvalidOperationException will be thrown if the current platform doesn't support
+
+
+ Add a "set invert culling" command to the buffer.
+
+ A boolean indicating whether to invert the backface culling (true) or not (false).
+
Add a command to set the projection matrix.
@@ -24664,6 +26317,51 @@ InvalidOperationException will be thrown if the current platform doesn't support
The mip level of the render target to render into.
The cubemap face of a cubemap render target to render into.
Slice of a 3D or array render target to set.
+ Load action that is used for color and depth/stencil buffers.
+ Store action that is used for color and depth/stencil buffers.
+ Load action that is used for the color buffer.
+ Store action that is used for the color buffer.
+ Load action that is used for the depth/stencil buffer.
+ Store action that is used for the depth/stencil buffer.
+
+
+
+
+ Add a "set active render target" command.
+
+ Render target to set for both color & depth buffers.
+ Render target to set as a color buffer.
+ Render targets to set as color buffers (MRT).
+ Render target to set as a depth buffer.
+ The mip level of the render target to render into.
+ The cubemap face of a cubemap render target to render into.
+ Slice of a 3D or array render target to set.
+ Load action that is used for color and depth/stencil buffers.
+ Store action that is used for color and depth/stencil buffers.
+ Load action that is used for the color buffer.
+ Store action that is used for the color buffer.
+ Load action that is used for the depth/stencil buffer.
+ Store action that is used for the depth/stencil buffer.
+
+
+
+
+ Add a "set active render target" command.
+
+ Render target to set for both color & depth buffers.
+ Render target to set as a color buffer.
+ Render targets to set as color buffers (MRT).
+ Render target to set as a depth buffer.
+ The mip level of the render target to render into.
+ The cubemap face of a cubemap render target to render into.
+ Slice of a 3D or array render target to set.
+ Load action that is used for color and depth/stencil buffers.
+ Store action that is used for color and depth/stencil buffers.
+ Load action that is used for the color buffer.
+ Store action that is used for the color buffer.
+ Load action that is used for the depth/stencil buffer.
+ Store action that is used for the depth/stencil buffer.
+
@@ -24676,6 +26374,13 @@ InvalidOperationException will be thrown if the current platform doesn't support
The mip level of the render target to render into.
The cubemap face of a cubemap render target to render into.
Slice of a 3D or array render target to set.
+ Load action that is used for color and depth/stencil buffers.
+ Store action that is used for color and depth/stencil buffers.
+ Load action that is used for the color buffer.
+ Store action that is used for the color buffer.
+ Load action that is used for the depth/stencil buffer.
+ Store action that is used for the depth/stencil buffer.
+
@@ -24688,6 +26393,13 @@ InvalidOperationException will be thrown if the current platform doesn't support
The mip level of the render target to render into.
The cubemap face of a cubemap render target to render into.
Slice of a 3D or array render target to set.
+ Load action that is used for color and depth/stencil buffers.
+ Store action that is used for color and depth/stencil buffers.
+ Load action that is used for the color buffer.
+ Store action that is used for the color buffer.
+ Load action that is used for the depth/stencil buffer.
+ Store action that is used for the depth/stencil buffer.
+
@@ -24700,6 +26412,13 @@ InvalidOperationException will be thrown if the current platform doesn't support
The mip level of the render target to render into.
The cubemap face of a cubemap render target to render into.
Slice of a 3D or array render target to set.
+ Load action that is used for color and depth/stencil buffers.
+ Store action that is used for color and depth/stencil buffers.
+ Load action that is used for the color buffer.
+ Store action that is used for the color buffer.
+ Load action that is used for the depth/stencil buffer.
+ Store action that is used for the depth/stencil buffer.
+
@@ -24712,6 +26431,32 @@ InvalidOperationException will be thrown if the current platform doesn't support
The mip level of the render target to render into.
The cubemap face of a cubemap render target to render into.
Slice of a 3D or array render target to set.
+ Load action that is used for color and depth/stencil buffers.
+ Store action that is used for color and depth/stencil buffers.
+ Load action that is used for the color buffer.
+ Store action that is used for the color buffer.
+ Load action that is used for the depth/stencil buffer.
+ Store action that is used for the depth/stencil buffer.
+
+
+
+
+ Add a "set active render target" command.
+
+ Render target to set for both color & depth buffers.
+ Render target to set as a color buffer.
+ Render targets to set as color buffers (MRT).
+ Render target to set as a depth buffer.
+ The mip level of the render target to render into.
+ The cubemap face of a cubemap render target to render into.
+ Slice of a 3D or array render target to set.
+ Load action that is used for color and depth/stencil buffers.
+ Store action that is used for color and depth/stencil buffers.
+ Load action that is used for the color buffer.
+ Store action that is used for the color buffer.
+ Load action that is used for the depth/stencil buffer.
+ Store action that is used for the depth/stencil buffer.
+
@@ -24724,6 +26469,13 @@ InvalidOperationException will be thrown if the current platform doesn't support
The mip level of the render target to render into.
The cubemap face of a cubemap render target to render into.
Slice of a 3D or array render target to set.
+ Load action that is used for color and depth/stencil buffers.
+ Store action that is used for color and depth/stencil buffers.
+ Load action that is used for the color buffer.
+ Store action that is used for the color buffer.
+ Load action that is used for the depth/stencil buffer.
+ Store action that is used for the depth/stencil buffer.
+
@@ -24736,6 +26488,13 @@ InvalidOperationException will be thrown if the current platform doesn't support
The mip level of the render target to render into.
The cubemap face of a cubemap render target to render into.
Slice of a 3D or array render target to set.
+ Load action that is used for color and depth/stencil buffers.
+ Store action that is used for color and depth/stencil buffers.
+ Load action that is used for the color buffer.
+ Store action that is used for the color buffer.
+ Load action that is used for the depth/stencil buffer.
+ Store action that is used for the depth/stencil buffer.
+
@@ -24748,6 +26507,13 @@ InvalidOperationException will be thrown if the current platform doesn't support
The mip level of the render target to render into.
The cubemap face of a cubemap render target to render into.
Slice of a 3D or array render target to set.
+ Load action that is used for color and depth/stencil buffers.
+ Store action that is used for color and depth/stencil buffers.
+ Load action that is used for the color buffer.
+ Store action that is used for the color buffer.
+ Load action that is used for the depth/stencil buffer.
+ Store action that is used for the depth/stencil buffer.
+
@@ -24760,6 +26526,32 @@ InvalidOperationException will be thrown if the current platform doesn't support
The mip level of the render target to render into.
The cubemap face of a cubemap render target to render into.
Slice of a 3D or array render target to set.
+ Load action that is used for color and depth/stencil buffers.
+ Store action that is used for color and depth/stencil buffers.
+ Load action that is used for the color buffer.
+ Store action that is used for the color buffer.
+ Load action that is used for the depth/stencil buffer.
+ Store action that is used for the depth/stencil buffer.
+
+
+
+
+ Add a "set active render target" command.
+
+ Render target to set for both color & depth buffers.
+ Render target to set as a color buffer.
+ Render targets to set as color buffers (MRT).
+ Render target to set as a depth buffer.
+ The mip level of the render target to render into.
+ The cubemap face of a cubemap render target to render into.
+ Slice of a 3D or array render target to set.
+ Load action that is used for color and depth/stencil buffers.
+ Store action that is used for color and depth/stencil buffers.
+ Load action that is used for the color buffer.
+ Store action that is used for the color buffer.
+ Load action that is used for the depth/stencil buffer.
+ Store action that is used for the depth/stencil buffer.
+
@@ -25016,11 +26808,6 @@ Allows for CPU determination of whether the GPU has passed the point in its proc
PlayStation Mobile (PSM) graphics API.
-
-
- PlayStation Vita graphics API.
-
-
Nintendo Switch graphics API.
@@ -25071,6 +26858,11 @@ Allows for CPU determination of whether the GPU has passed the point in its proc
Transparent object sorting mode.
+
+
+ Enable/Disable SRP batcher (experimental) at runtime.
+
+
Get custom shader used instead of a built-in shader.
@@ -25204,7 +26996,7 @@ See Also: Graphics.activeTier.
- Light Probes are not used. The scene's ambient probe is provided to the shader.
+ Light Probes are not used. The Scene's ambient probe is provided to the shader.
@@ -25307,6 +27099,16 @@ See Also: Graphics.activeTier.
Regular shader pass that does not interact with lighting.
+
+
+ Custom scriptable pipeline.
+
+
+
+
+ Custom scriptable pipeline when lightmode is set to default unlit or no light mode is set.
+
+
Shadow caster & depth texure shader pass.
@@ -25327,6 +27129,27 @@ See Also: Graphics.activeTier.
Legacy vertex-lit shader pass, with desktop (RGBM) lightmaps.
+
+
+ A collection of Rendering.ShaderKeyword that represents a specific platform variant.
+
+
+
+
+ Disable a specific shader keyword.
+
+
+
+
+ Enable a specific shader keyword.
+
+
+
+
+ Check whether a specific shader keyword is enabled.
+
+
+
How much CPU usage to assign to the final lighting calculations at runtime.
@@ -25452,7 +27275,7 @@ See Also: ReflectionProbe.RenderProbe.
When a probe's ReflectionProbe.refreshMode is set to ReflectionProbeRefreshMode.EveryFrame, this enum specify whether or not Unity should update the probe's cubemap over several frames or update the whole cubemap in one frame.
-Updating a probe's cubemap is a costly operation. Unity needs to render the entire scene for each face of the cubemap, as well as perform special blurring in order to get glossy reflections. The impact on frame rate can be significant. Time-slicing helps maintaning a more constant frame rate during these updates by performing the rendering over several frames.
+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.
@@ -25462,7 +27285,7 @@ Updating a probe's cubemap is a costly operation. Unity needs to render the enti
- Instructs Unity to spread the rendering of each face over several frames. Using this option, updating the cubemap will take 14 frames. This option greatly reduces the impact on frame rate, however it may produce incorrect results, especially in scenes where lighting conditions change over these 14 frames.
+ Instructs Unity to spread the rendering of each face over several frames. Using this option, updating the cubemap will take 14 frames. This option greatly reduces the impact on frame rate, however it may produce incorrect results, especially in Scenes where lighting conditions change over these 14 frames.
@@ -25575,6 +27398,92 @@ Updating a probe's cubemap is a costly operation. Unity needs to render the enti
This render queue is rendered after Geometry and AlphaTest, in back-to-front order.
+
+
+ Describes a render target with one or more color buffers, a depthstencil buffer and the associated loadstore-actions that are applied when the render target is active.
+
+
+
+
+ Load actions for color buffers.
+
+
+
+
+ Color buffers to use as render targets.
+
+
+
+
+ Store actions for color buffers.
+
+
+
+
+ Load action for the depth/stencil buffer.
+
+
+
+
+ Depth/stencil buffer to use as render target.
+
+
+
+
+ Store action for the depth/stencil buffer.
+
+
+
+
+ Constructs RenderTargetBinding.
+
+ Color buffers to use as render targets.
+ Depth buffer to use as render target.
+ Load actions for color buffers.
+ Store actions for color buffers.
+ Load action for the depth/stencil buffer.
+ Store action for the depth/stencil buffer.
+
+
+
+
+
+
+
+
+
+ Constructs RenderTargetBinding.
+
+ Color buffers to use as render targets.
+ Depth buffer to use as render target.
+ Load actions for color buffers.
+ Store actions for color buffers.
+ Load action for the depth/stencil buffer.
+ Store action for the depth/stencil buffer.
+
+
+
+
+
+
+
+
+
+ Constructs RenderTargetBinding.
+
+ Color buffers to use as render targets.
+ Depth buffer to use as render target.
+ Load actions for color buffers.
+ Store actions for color buffers.
+ Load action for the depth/stencil buffer.
+ Store action for the depth/stencil buffer.
+
+
+
+
+
+
+
Identifies a RenderTexture for a Rendering.CommandBuffer.
@@ -25588,6 +27497,11 @@ Updating a probe's cubemap is a costly operation. Unity needs to render the enti
Temporary render texture name.
Temporary render texture name (as integer, see Shader.PropertyToID).
RenderTexture or Texture object to use.
+ MipLevel of the RenderTexture to use.
+ Cubemap face of the Cubemap RenderTexture to use.
+ Depth slice of the Array RenderTexture to use.
+ An existing render target identifier.
+
@@ -25597,6 +27511,11 @@ Updating a probe's cubemap is a costly operation. Unity needs to render the enti
Temporary render texture name.
Temporary render texture name (as integer, see Shader.PropertyToID).
RenderTexture or Texture object to use.
+ MipLevel of the RenderTexture to use.
+ Cubemap face of the Cubemap RenderTexture to use.
+ Depth slice of the Array RenderTexture to use.
+ An existing render target identifier.
+
@@ -25606,6 +27525,11 @@ Updating a probe's cubemap is a costly operation. Unity needs to render the enti
Temporary render texture name.
Temporary render texture name (as integer, see Shader.PropertyToID).
RenderTexture or Texture object to use.
+ MipLevel of the RenderTexture to use.
+ Cubemap face of the Cubemap RenderTexture to use.
+ Depth slice of the Array RenderTexture to use.
+ An existing render target identifier.
+
@@ -25615,6 +27539,109 @@ Updating a probe's cubemap is a costly operation. Unity needs to render the enti
Temporary render texture name.
Temporary render texture name (as integer, see Shader.PropertyToID).
RenderTexture or Texture object to use.
+ MipLevel of the RenderTexture to use.
+ Cubemap face of the Cubemap RenderTexture to use.
+ Depth slice of the Array RenderTexture to use.
+ An existing render target identifier.
+
+
+
+
+ Creates a render target identifier.
+
+ Built-in temporary render texture type.
+ Temporary render texture name.
+ Temporary render texture name (as integer, see Shader.PropertyToID).
+ RenderTexture or Texture object to use.
+ MipLevel of the RenderTexture to use.
+ Cubemap face of the Cubemap RenderTexture to use.
+ Depth slice of the Array RenderTexture to use.
+ An existing render target identifier.
+
+
+
+
+ Identifier of a specific code path in a shader.
+
+
+
+
+ Initializes a new instance of the ShaderKeyword class from a shader keyword name.
+
+
+
+
+
+ Returns the string name of the keyword.
+
+
+
+
+ Returns the keyword kind: built-in or user defined.
+
+
+
+
+ Returns true if the keyword has been imported by Unity.
+
+
+
+
+ A collection of Rendering.ShaderKeyword that represents a specific shader variant.
+
+
+
+
+ Disable a specific shader keyword.
+
+
+
+
+
+ Enable a specific shader keyword.
+
+
+
+
+
+ Return an array with all the enabled keywords in the ShaderKeywordSet.
+
+
+
+
+ Check whether a specific shader keyword is enabled.
+
+
+
+
+
+ Type of a shader keyword, eg: built-in or user defined.
+
+
+
+
+ The keyword is built-in the runtime and can be automatically stripped if unusued.
+
+
+
+
+ The keyword is built-in the runtime and it is systematically reserved.
+
+
+
+
+ The keyword is built-in the runtime and it is optionally reserved depending on the features used.
+
+
+
+
+ No type is assigned.
+
+
+
+
+ The keyword is defined by the user.
+
@@ -25633,7 +27660,7 @@ Updating a probe's cubemap is a costly operation. Unity needs to render the enti
- Object casts shadows, but is otherwise invisible in the scene.
+ Object casts shadows, but is otherwise invisible in the Scene.
@@ -25952,6 +27979,81 @@ Updating a probe's cubemap is a costly operation. Unity needs to render the enti
Texture type is not initialized or unknown.
+
+
+ A list of data channels that describe a vertex in a mesh.
+
+
+
+
+ Blend indices for skinned meshes. The common format is Int.
+
+
+
+
+ Blend weights for skinned meshes. The common format is Float.
+
+
+
+
+ The color channel.
+
+
+
+
+ The normal channel. The common format is Vector3.
+
+
+
+
+ The position channel. The common format is Vector3.
+
+
+
+
+ The tangent channel. The common format is Vector4.
+
+
+
+
+ The primary UV channel. The common format is Vector2.
+
+
+
+
+ Additional UV channel. The common format is Vector2.
+
+
+
+
+ Additional UV channel. The common format is Vector2.
+
+
+
+
+ Additional UV channel. The common format is Vector2.
+
+
+
+
+ Additional UV channel. The common format is Vector2.
+
+
+
+
+ Additional UV channel. The common format is Vector2.
+
+
+
+
+ Additional UV channel. The common format is Vector2.
+
+
+
+
+ Additional UV channel. The common format is Vector2.
+
+
Rendering path of a Camera.
@@ -25984,7 +28086,7 @@ Updating a probe's cubemap is a costly operation. Unity needs to render the enti
- The Render Settings contain values for a range of visual elements in your scene, like fog and ambient light.
+ The Render Settings contain values for a range of visual elements in your Scene, like fog and ambient light.
@@ -25999,7 +28101,7 @@ Updating a probe's cubemap is a costly operation. Unity needs to render the enti
- How much the light from the Ambient Source affects the scene.
+ How much the light from the Ambient Source affects the Scene.
@@ -26039,12 +28141,12 @@ Updating a probe's cubemap is a costly operation. Unity needs to render the enti
- The fade speed of all flares in the scene.
+ The fade speed of all flares in the Scene.
- The intensity of all flares in the scene.
+ The intensity of all flares in the Scene.
@@ -26089,7 +28191,7 @@ Updating a probe's cubemap is a costly operation. Unity needs to render the enti
- How much the skybox / custom cubemap reflection affects the scene.
+ How much the skybox / custom cubemap reflection affects the Scene.
@@ -26294,7 +28396,7 @@ Updating a probe's cubemap is a costly operation. Unity needs to render the enti
- Does this render texture use sRGB read/write conversions (Read Only).
+ Does this render texture use sRGB read/write conversions? (Read Only).
@@ -26339,30 +28441,6 @@ Texture dimension must be of type TextureDimension.Cube.
True if the texture is created, else false.
-
-
- Creates a new RenderTexture object.
-
- Texture width in pixels.
- Texture height in pixels.
- Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer.
- Texture color format.
- How or if color space conversions should be done on texture read/write.
- Create the RenderTexture with the settings in the RenderTextureDescriptor.
- Copy the settings from another RenderTexture.
-
-
-
- Creates a new RenderTexture object.
-
- Texture width in pixels.
- Texture height in pixels.
- Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer.
- Texture color format.
- How or if color space conversions should be done on texture read/write.
- Create the RenderTexture with the settings in the RenderTextureDescriptor.
- Copy the settings from another RenderTexture.
-
Creates a new RenderTexture object.
@@ -26435,12 +28513,13 @@ Texture dimension must be of type TextureDimension.Cube.
Depth buffer bits (0, 16 or 24). Note that only 24 bit depth has stencil buffer.
Render texture format.
Color space conversion mode.
- Number of antialiasing samples to store in the texture. Valid values are 1, 2, 4, and 8. Throws an exception if any other value is passed.
+ Number of antialiasing samples to store in the texture. Valid values are 1, 2, 4, and 8. Throws an exception if any other value is passed.
Render texture memoryless mode.
Use this RenderTextureDesc for the settings when creating the temporary RenderTexture.
-
+
+
-
+
Allocate a temporary render texture.
@@ -26449,10 +28528,11 @@ Texture dimension must be of type TextureDimension.Cube.
Depth buffer bits (0, 16 or 24). Note that only 24 bit depth has stencil buffer.
Render texture format.
Color space conversion mode.
- Number of antialiasing samples to store in the texture. Valid values are 1, 2, 4, and 8. Throws an exception if any other value is passed.
+ Number of antialiasing samples to store in the texture. Valid values are 1, 2, 4, and 8. Throws an exception if any other value is passed.
Render texture memoryless mode.
Use this RenderTextureDesc for the settings when creating the temporary RenderTexture.
-
+
+
@@ -26517,6 +28597,11 @@ This flag is set by default, and has no effect if the RenderTextureCreationFlags
See RenderTexture.autoGenerateMips for more details.
+
+
+ Setting this flag causes the RenderTexture to be bound as a multisampled texture in a shader. The flag prevents the RenderTexture from being resolved by default when RenderTexture.antiAliasing is greater than 1.
+
+
This flag is always set internally when a RenderTexture is created from script. It has no effect when set manually from script code.
@@ -26752,9 +28837,14 @@ See RenderTexture.useMipMap.
A depth render texture format.
+
+
+ Single channel (R) render texture format, 16 bit integer.
+
+
- Scalar (R) render texture format, 8 bit fixed point.
+ Single channel (R) render texture format, 8 bit integer.
@@ -26947,23 +29037,32 @@ See RenderTexture.useMipMap.
- Loads an asset stored at path in a Resources folder.
+ Loads an asset stored at path in a folder called Resources.
- Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.
- Type filter for objects returned.
+ Pathname of the target folder.
+
+ The requested asset returned as a Type.
+
-
+
Loads an asset stored at path in a Resources folder.
Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.
Type filter for objects returned.
+
+ The requested asset returned as an Object.
+
-
+
Loads an asset stored at path in a Resources folder.
Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.
+ Type filter for objects returned.
+
+ The requested asset returned as an Object.
+
@@ -27021,41 +29120,6 @@ See RenderTexture.useMipMap.
Object on which you can yield to wait until the operation completes.
-
-
- Attribute for setting up RPC functions.
-
-
-
-
- Option for who will receive an RPC, used by NetworkView.RPC.
-
-
-
-
- Sends to everyone.
-
-
-
-
- Sends to everyone and adds to the buffer.
-
-
-
-
- Sends to everyone except the sender.
-
-
-
-
- Sends to everyone except the sender and adds to the buffer.
-
-
-
-
- Sends to the server only.
-
-
Set RuntimeInitializeOnLoadMethod type.
@@ -27063,12 +29127,12 @@ See RenderTexture.useMipMap.
- After scene is loaded.
+ After Scene is loaded.
- Before scene is loaded.
+ Before Scene is loaded.
@@ -27084,17 +29148,17 @@ See RenderTexture.useMipMap.
- Creation of the runtime class used when scenes are loaded.
+ Creation of the runtime class used when Scenes are loaded.
Determine whether methods are called before or after the
- scene is loaded.
+ Scene is loaded.
- Creation of the runtime class used when scenes are loaded.
+ Creation of the runtime class used when Scenes are loaded.
Determine whether methods are called before or after the
- scene is loaded.
+ Scene is loaded.
@@ -27151,11 +29215,6 @@ See RenderTexture.useMipMap.
In the player on the Playstation 4.
-
-
- In the player on the PS Vita.
-
-
In the player on Nintendo Switch.
@@ -27223,19 +29282,71 @@ See RenderTexture.useMipMap.
New scale factor for the width the ScalableBufferManager will use to resize all render textures the user marked as DynamicallyScalable, has to be some value greater than 0.0 and less than or equal to 1.0.
New scale factor for the height the ScalableBufferManager will use to resize all render textures the user marked as DynamicallyScalable, has to be some value greater than 0.0 and less than or equal to 1.0.
+
+
+ This struct collects all the CreateScene parameters in to a single place.
+
+
+
+
+ See SceneManagement.LocalPhysicsMode.
+
+
- Used when loading a scene in a player.
+ Used when loading a Scene in a player.
- Adds the scene to the current loaded scenes.
+ Adds the Scene to the current loaded Scenes.
- Closes all current loaded scenes and loads a scene.
+ Closes all current loaded Scenes
+ and loads a Scene.
+
+
+
+
+ This struct collects all the LoadScene parameters in to a single place.
+
+
+
+
+ See LoadSceneMode.
+
+
+
+
+ See SceneManagement.LocalPhysicsMode.
+
+
+
+
+ Constructor for LoadSceneParameters. See SceneManager.LoadScene.
+
+ See LoadSceneParameters.loadSceneMode.
+
+
+
+ Provides options for 2D and 3D local physics.
+
+
+
+
+ No local 2D or 3D physics Scene will be created.
+
+
+
+
+ A local 2D physics Scene will be created and owned by the Scene.
+
+
+
+
+ A local 3D physics Scene will be created and owned by the Scene.
@@ -27245,37 +29356,37 @@ See RenderTexture.useMipMap.
- Returns the index of the scene in the Build Settings. Always returns -1 if the scene was loaded through an AssetBundle.
+ Return the index of the Scene in the Build Settings.
- Returns true if the scene is modifed.
+ Returns true if the Scene is modifed.
- Returns true if the scene is loaded.
+ Returns true if the Scene is loaded.
- Returns the name of the scene.
+ Returns the name of the Scene.
- Returns the relative path of the scene. Like: "AssetsMyScenesMyScene.unity".
+ Returns the relative path of the Scene. Like: "AssetsMyScenesMyScene.unity".
- The number of root transforms of this scene.
+ The number of root transforms of this Scene.
- Returns all the root game objects in the scene.
+ Returns all the root game objects in the Scene.
An array of game objects.
@@ -27283,17 +29394,17 @@ See RenderTexture.useMipMap.
- Returns all the root game objects in the scene.
+ Returns all the root game objects in the Scene.
A list which is used to return the root game objects.
- Whether this is a valid scene.
-A scene may be invalid if, for example, you tried to open a scene that does not exist. In this case, the scene returned from EditorSceneManager.OpenScene would return False for IsValid.
+ Whether this is a valid Scene.
+A Scene may be invalid if, for example, you tried to open a Scene that does not exist. In this case, the Scene returned from EditorSceneManager.OpenScene would return False for IsValid.
- Whether this is a valid scene.
+ Whether this is a valid Scene.
@@ -27319,7 +29430,7 @@ A scene may be invalid if, for example, you tried to open a scene that does not
Subscribe to this event to get notified when the active Scene has changed.
- Previous active scene and the new active scene.
+ Use a subscription of either a UnityAction<SceneManagement.Scene, SceneManagement.Scene> or a method that takes two SceneManagement.Scene types arguments.
@@ -27335,19 +29446,30 @@ A scene may be invalid if, for example, you tried to open a scene that does not
Add a delegate to this to get notifications when a Scene has loaded.
-
+ Use a subscription of either a UnityAction<SceneManagement.Scene, SceneManagement.LoadSceneMode> or a method that takes a SceneManagement.Scene and a SceneManagement.LoadSceneMode.
- Add a delegate to this to get notifications when a Scene has unloaded
+ Add a delegate to this to get notifications when a Scene has unloaded.
-
+ Use a subscription of either a UnityAction<SceneManagement.Scene> or a method that takes a SceneManagement.Scene type argument.
Create an empty new Scene at runtime with the given name.
The name of the new Scene. It cannot be empty or null, or same as the name of the existing Scenes.
+ Various parameters used to create the Scene.
+
+ A reference to the new Scene that was created, or an invalid Scene if creation failed.
+
+
+
+
+ Create an empty new Scene at runtime with the given name.
+
+ The name of the new Scene. It cannot be empty or null, or same as the name of the existing Scenes.
+ Various parameters used to create the Scene.
A reference to the new Scene that was created, or an invalid Scene if creation failed.
@@ -27410,8 +29532,7 @@ A scene may be invalid if, for example, you tried to open a scene that does not
Name or path of the Scene to load.
Index of the Scene in the Build Settings to load.
- Allows you to specify whether or not to load the Scene additively.
- See SceneManagement.LoadSceneMode for more information about the options.
+ Allows you to specify whether or not to load the Scene additively. See SceneManagement.LoadSceneMode for more information about the options.
@@ -27419,8 +29540,29 @@ A scene may be invalid if, for example, you tried to open a scene that does not
Name or path of the Scene to load.
Index of the Scene in the Build Settings to load.
- Allows you to specify whether or not to load the Scene additively.
- See SceneManagement.LoadSceneMode for more information about the options.
+ Allows you to specify whether or not to load the Scene additively. See SceneManagement.LoadSceneMode for more information about the options.
+
+
+
+ Loads the Scene by its name or index in Build Settings.
+
+ Name or path of the Scene to load.
+ Index of the Scene in the Build Settings to load.
+ Various parameters used to load the Scene.
+
+ A handle to the Scene being loaded.
+
+
+
+
+ Loads the Scene by its name or index in Build Settings.
+
+ Name or path of the Scene to load.
+ Index of the Scene in the Build Settings to load.
+ Various parameters used to load the Scene.
+
+ A handle to the Scene being loaded.
+
@@ -27429,6 +29571,7 @@ A scene may be invalid if, for example, you tried to open a scene that does not
Name or path of the Scene to load.
Index of the Scene in the Build Settings to load.
If LoadSceneMode.Single then all current Scenes will be unloaded before loading.
+ Struct that collects the various parameters into a single place except for the name and index.
Use the AsyncOperation to determine if the operation has completed.
@@ -27440,6 +29583,31 @@ A scene may be invalid if, for example, you tried to open a scene that does not
Name or path of the Scene to load.
Index of the Scene in the Build Settings to load.
If LoadSceneMode.Single then all current Scenes will be unloaded before loading.
+ Struct that collects the various parameters into a single place except for the name and index.
+
+ Use the AsyncOperation to determine if the operation has completed.
+
+
+
+
+ Loads the Scene asynchronously in the background.
+
+ Name or path of the Scene to load.
+ Index of the Scene in the Build Settings to load.
+ If LoadSceneMode.Single then all current Scenes will be unloaded before loading.
+ Struct that collects the various parameters into a single place except for the name and index.
+
+ Use the AsyncOperation to determine if the operation has completed.
+
+
+
+
+ Loads the Scene asynchronously in the background.
+
+ Name or path of the Scene to load.
+ Index of the Scene in the Build Settings to load.
+ If LoadSceneMode.Single then all current Scenes will be unloaded before loading.
+ Struct that collects the various parameters into a single place except for the name and index.
Use the AsyncOperation to determine if the operation has completed.
@@ -27507,6 +29675,7 @@ A scene may be invalid if, for example, you tried to open a scene that does not
Index of the Scene in BuildSettings.
Name or path of the Scene to unload.
Scene to unload.
+ Scene unloading options.
Use the AsyncOperation to determine if the operation has completed.
@@ -27518,6 +29687,7 @@ A scene may be invalid if, for example, you tried to open a scene that does not
Index of the Scene in BuildSettings.
Name or path of the Scene to unload.
Scene to unload.
+ Scene unloading options.
Use the AsyncOperation to determine if the operation has completed.
@@ -27529,6 +29699,43 @@ A scene may be invalid if, for example, you tried to open a scene that does not
Index of the Scene in BuildSettings.
Name or path of the Scene to unload.
Scene to unload.
+ Scene unloading options.
+
+ Use the AsyncOperation to determine if the operation has completed.
+
+
+
+
+ Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager.
+
+ Index of the Scene in BuildSettings.
+ Name or path of the Scene to unload.
+ Scene to unload.
+ Scene unloading options.
+
+ Use the AsyncOperation to determine if the operation has completed.
+
+
+
+
+ Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager.
+
+ Index of the Scene in BuildSettings.
+ Name or path of the Scene to unload.
+ Scene to unload.
+ Scene unloading options.
+
+ Use the AsyncOperation to determine if the operation has completed.
+
+
+
+
+ Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager.
+
+ Index of the Scene in BuildSettings.
+ Name or path of the Scene to unload.
+ Scene to unload.
+ Scene unloading options.
Use the AsyncOperation to determine if the operation has completed.
@@ -27540,7 +29747,7 @@ A scene may be invalid if, for example, you tried to open a scene that does not
- Get the build index from a scene path.
+ Get the build index from a Scene path.
Scene path (e.g: "AssetsScenesScene1.unity").
@@ -27549,13 +29756,31 @@ A scene may be invalid if, for example, you tried to open a scene that does not
- Get the scene path from a build index.
+ Get the Scene path from a build index.
Scene path (e.g "AssetsScenesScene1.unity").
+
+
+ Scene unloading options passed to SceneManager.UnloadScene.
+
+
+
+
+ Unload scene without any special options.
+
+
+
+
+ Unloads all objects which were loaded from the scene's serialized file. Without this flag, only GameObject and Components within the scene's hierarchy will be unloaded.
+
+Note: Objects that are dynamically created during the build process can be embedded in the scene's serialized file. This can occur is when asset types are created and referenced inside the scene's post-processor callback. Some examples of these types are textures, meshes, and scriptable objects. Assets from your assets folder will not be embedded in the scene's serialized file.
+Note: This flag will not unload assets which can be referenced by other scenes.
+
+
Access to display information.
@@ -27593,7 +29818,7 @@ A scene may be invalid if, for example, you tried to open a scene that does not
- Is the game running fullscreen?
+ Is the game running full-screen?
@@ -27618,7 +29843,7 @@ A scene may be invalid if, for example, you tried to open a scene that does not
- All fullscreen resolutions supported by the monitor (Read Only).
+ All full-screen resolutions supported by the monitor (Read Only).
@@ -27729,6 +29954,42 @@ A scene may be invalid if, for example, you tried to open a scene that does not
The created ScriptableObject.
+
+
+ Ensure an assembly is always processed during managed code stripping.
+
+
+
+
+ Experimental API to control the garbage collector on the Mono and IL2CPP scripting backends.
+
+
+
+
+ Set and get global garbage collector operation mode.
+
+
+
+
+ Subscribe to this event to get notified when GarbageCollector.GCMode changes.
+
+
+
+
+
+ Garbage collector operation mode.
+
+
+
+
+ Disable garbage collector.
+
+
+
+
+ Enable garbage collector.
+
+
PreserveAttribute prevents byte code stripping from removing a class, method, field, or property.
@@ -27873,151 +30134,175 @@ A scene may be invalid if, for example, you tried to open a scene that does not
Gets a global color property for all shaders previously set using SetGlobalColor.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Gets a global color property for all shaders previously set using SetGlobalColor.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Gets a global float property for all shaders previously set using SetGlobalFloat.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Gets a global float property for all shaders previously set using SetGlobalFloat.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Gets a global float array for all shaders previously set using SetGlobalFloatArray.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Gets a global float array for all shaders previously set using SetGlobalFloatArray.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Fetches a global float array into a list.
The list to hold the returned array.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Fetches a global float array into a list.
The list to hold the returned array.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Gets a global int property for all shaders previously set using SetGlobalInt.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Gets a global int property for all shaders previously set using SetGlobalInt.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Gets a global matrix property for all shaders previously set using SetGlobalMatrix.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Gets a global matrix property for all shaders previously set using SetGlobalMatrix.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Gets a global matrix array for all shaders previously set using SetGlobalMatrixArray.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Gets a global matrix array for all shaders previously set using SetGlobalMatrixArray.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Fetches a global matrix array into a list.
The list to hold the returned array.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Fetches a global matrix array into a list.
The list to hold the returned array.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Gets a global texture property for all shaders previously set using SetGlobalTexture.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Gets a global texture property for all shaders previously set using SetGlobalTexture.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Gets a global vector property for all shaders previously set using SetGlobalVector.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Gets a global vector property for all shaders previously set using SetGlobalVector.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Gets a global vector array for all shaders previously set using SetGlobalVectorArray.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Gets a global vector array for all shaders previously set using SetGlobalVectorArray.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Fetches a global vector array into a list.
The list to hold the returned array.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Fetches a global vector array into a list.
The list to hold the returned array.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
@@ -28038,182 +30323,208 @@ A scene may be invalid if, for example, you tried to open a scene that does not
Sets a global compute buffer property for all shaders.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Sets a global compute buffer property for all shaders.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Sets a global color property for all shaders.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Sets a global color property for all shaders.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Sets a global float property for all shaders.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Sets a global float property for all shaders.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Sets a global float array property for all shaders.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Sets a global float array property for all shaders.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Sets a global float array property for all shaders.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Sets a global float array property for all shaders.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Sets a global int property for all shaders.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Sets a global int property for all shaders.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Sets a global matrix property for all shaders.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Sets a global matrix property for all shaders.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Sets a global matrix array property for all shaders.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Sets a global matrix array property for all shaders.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Sets a global matrix array property for all shaders.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Sets a global matrix array property for all shaders.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Sets a global texture property for all shaders.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Sets a global texture property for all shaders.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Sets a global vector property for all shaders.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Sets a global vector property for all shaders.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Sets a global vector array property for all shaders.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Sets a global vector array property for all shaders.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Sets a global vector array property for all shaders.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
Sets a global vector array property for all shaders.
-
+ The name ID of the property retrieved by Shader.PropertyToID.
+ The name of the property.
@@ -28396,6 +30707,11 @@ A scene may be invalid if, for example, you tried to open a scene that does not
The bones used to skin the mesh.
+
+
+ Forces the Skinned Mesh to recalculate its matricies when rendered
+
+
AABB of this Skinned Mesh in its local space.
@@ -28429,16 +30745,19 @@ A scene may be invalid if, for example, you tried to open a scene that does not
- Returns weight of BlendShape on this renderer.
+ Returns the weight of a BlendShape for this Renderer.
-
+ The index of the BlendShape whose weight you want to retrieve. Index must be smaller than the Mesh.blendShapeCount of the Mesh attached to this Renderer.
+
+ The weight of the BlendShape.
+
- Sets the weight in percent of a BlendShape on this Renderer.
+ Sets the weight of a BlendShape for this Renderer.
- The index of the BlendShape to modify.
- The weight in percent for this BlendShape.
+ The index of the BlendShape to modify. Index must be smaller than the Mesh.blendShapeCount of the Mesh attached to this Renderer.
+ The weight for this BlendShape.
@@ -28992,11 +31311,26 @@ Returns NULL if there is no associated alpha texture for the source sprite. This
Any rotation.
+
+
+ Sprite is flipped horizontally when packed.
+
+
+
+
+ Sprite is flipped vertically when packed.
+
+
No rotation.
+
+
+ Sprite is rotated 180 degree when packed.
+
+
Renders a Sprite for 2D graphics.
@@ -29034,7 +31368,7 @@ Returns NULL if there is no associated alpha texture for the source sprite. This
- Property to set/get the size to render when the SpriteRenderer.drawMode is set to SpriteDrawMode.NineSlice.
+ Property to set/get the size to render when the SpriteRenderer.drawMode is set to SpriteDrawMode.Sliced.
@@ -29042,6 +31376,11 @@ Returns NULL if there is no associated alpha texture for the source sprite. This
The Sprite to render.
+
+
+ Determines the position of the Sprite used for sorting the SpriteRenderer.
+
+
The current tile mode of the Sprite Renderer.
@@ -29076,6 +31415,21 @@ Returns NULL if there is no associated alpha texture for the source sprite. This
+
+
+ Determines the position of the Sprite used for sorting the Renderer.
+
+
+
+
+ The center of the Sprite is used as the point for sorting the Renderer.
+
+
+
+
+ The pivot of the Sprite is used as the point for sorting the Renderer.
+
+
Tiling mode for SpriteRenderer.tileMode.
@@ -29120,14 +31474,14 @@ Returns NULL if there is no associated alpha texture for the source sprite. This
StaticBatchingUtility.Combine prepares all children of the staticBatchRoot for static batching.
-
+ The GameObject that should become the root of the combined batch.
- StaticBatchingUtility.Combine prepares all gos for static batching. staticBatchRoot is treated as their parent.
+ StaticBatchingUtility.Combine prepares all GameObjects contained in gos for static batching. staticBatchRoot is treated as their parent.
-
-
+ The GameObjects to prepare for static batching.
+ The GameObject that should become the root of the combined batch.
@@ -29244,6 +31598,16 @@ Returns NULL if there is no associated alpha texture for the source sprite. This
Returns true if the texture UV coordinate convention for this platform has Y starting at the top of the image.
+
+
+ Returns true when the GPU has native support for indexing uniform arrays in fragment shaders without restrictions.
+
+
+
+
+ True if the GPU supports hidden surface removal.
+
+
Maximum Cubemap texture size (Read Only).
@@ -29328,7 +31692,7 @@ Note that asynchronous compute queues are only supported on PS4.
- Is there an Audio device available for playback?
+ Is there an Audio device available for playback? (Read Only)
@@ -29373,11 +31737,21 @@ Note that GPUFences are only supported on PS4.
Is the device capable of reporting its location?
+
+
+ Is streaming of texture mip maps supported? (Read Only)
+
+
Whether motion vectors are supported on this platform.
+
+
+ Returns true if multisampled textures are resolved automatically
+
+
Are multisampled textures supported? (Read Only)
@@ -29398,6 +31772,11 @@ Note that GPUFences are only supported on PS4.
Are cubemap render textures supported? (Read Only)
+
+
+ Returns true when the platform supports different blend modes when rendering to multiple render targets, or false otherwise.
+
+
Are built-in shadows supported? (Read Only)
@@ -29438,6 +31817,16 @@ Note that GPUFences are only supported on PS4.
This property is true if the current platform uses a reversed depth buffer (where values range from 1 at the near plane and 0 at far plane), and false if the depth buffer is normal (0 is near, 1 is far). (Read Only)
+
+
+ Verifies that the specified graphics format is supported for the specified usage.
+
+ The Experimental.Rendering.GraphicsFormat format to look up.
+ The Experimental.Rendering.FormatUsage usage to look up.
+
+ Returns true if the format is supported for the specific usage. Returns false otherwise.
+
+
Is blending supported on render texture format?
@@ -29752,6 +32141,16 @@ This constructor creates a TextAsset, which is not the same as a plain text file
Anisotropic filtering level of the texture.
+
+
+ The amount of memory currently being used by textures.
+
+
+
+
+ This amount of texture memory would be used before the texture streaming budget is applied.
+
+
Dimensionality (type) of the texture (Read Only).
@@ -29767,11 +32166,71 @@ This constructor creates a TextAsset, which is not the same as a plain text file
Height of the texture in pixels. (Read Only)
+
+
+ Returns true if the Read/Write Enabled checkbox was checked when the texture was imported; otherwise returns false. For a dynamic Texture created from script, always returns true. For additional information, see TextureImporter.isReadable.
+
+
Mip map bias of the texture.
+
+
+ Number of non-streaming textures.
+
+
+
+
+ Total amount of memory being used by non-streaming textures.
+
+
+
+
+ How many times has a texture been uploaded due to texture mipmap streaming.
+
+
+
+
+ Number of renderers registered with the texture streaming system.
+
+
+
+
+ Number of streaming textures.
+
+
+
+
+ Force the streaming texture system to discard all unused mipmaps immediately, rather than caching them until the texture memory budget is exceeded.
+
+
+
+
+ Force streaming textures to load all mipmap levels.
+
+
+
+
+ Number of streaming textures with mipmaps currently loading.
+
+
+
+
+ Number of streaming textures with outstanding mipmaps to be loaded.
+
+
+
+
+ The amount of memory used by textures after the mipmap streaming and budget are applied and loading is complete.
+
+
+
+
+ The total amount of memory that would be used by all textures at mipmap level 0.
+
+
This counter is incremented when the texture is updated.
@@ -29822,6 +32281,11 @@ This constructor creates a TextAsset, which is not the same as a plain text file
+
+
+ Uploads additional debug information to materials using textures set to stream mip maps.
+
+
Class for texture handling.
@@ -29832,16 +32296,51 @@ This constructor creates a TextAsset, which is not the same as a plain text file
Get a small texture with all black pixels.
+
+
+ The mipmap level which would have been loaded by the streaming system before memory budgets are applied.
+
+
The format of the pixel data in the texture (Read Only).
+
+
+ Returns true if the Read/Write Enabled checkbox was checked when the texture was imported; otherwise returns false. For a dynamic Texture created from script, always returns true. For additional information, see TextureImporter.isReadable.
+
+
+
+
+ Which mipmap level is currently loaded by the streaming system.
+
+
+
+
+ Which mipmap level is in the process of being loaded by the mipmap streaming system.
+
+
How many mipmap levels are in this texture (Read Only).
+
+
+ The mipmap level to load.
+
+
+
+
+ Has mipmap streaming been enabled for this texture.
+
+
+
+
+ Relative priority for this texture when reducing memory size in order to hit the memory budget.
+
+
Get a small texture with all white pixels.
@@ -29854,6 +32353,11 @@ This constructor creates a TextAsset, which is not the same as a plain text file
When set to true, mipmap levels are recalculated.
When set to true, system memory copy of a texture is released.
+
+
+ Resets the requestedMipmapLevel field.
+
+
Compress texture into DXT format.
@@ -29870,6 +32374,7 @@ This constructor creates a TextAsset, which is not the same as a plain text file
Format of underlying texture object.
Does the texture have mipmaps?
Is texture using linear color space?
+
@@ -29884,8 +32389,8 @@ This constructor creates a TextAsset, which is not the same as a plain text file
-
-
+
+
@@ -29893,8 +32398,8 @@ This constructor creates a TextAsset, which is not the same as a plain text file
-
-
+
+
@@ -29981,6 +32486,14 @@ This constructor creates a TextAsset, which is not the same as a plain text file
+
+
+ Get raw data from a texture for reading or writing.
+
+
+ Raw texture data view.
+
+
Get raw data from a texture.
@@ -29989,18 +32502,33 @@ This constructor creates a TextAsset, which is not the same as a plain text file
Raw texture data as a byte array.
+
+
+ Has the mipmap level requested by setting requestedMipmapLevel finished loading?
+
+
+ True if the mipmap level requested by setting requestedMipmapLevel has finished loading.
+
+
Fills texture pixels with raw preformatted data.
- Byte array to initialize texture pixels with.
+ Raw data array to initialize texture pixels with.
+ Size of data in bytes.
+
+
+
+ Fills texture pixels with raw preformatted data.
+
+ Raw data array to initialize texture pixels with.
Size of data in bytes.
Fills texture pixels with raw preformatted data.
- Byte array to initialize texture pixels with.
+ Raw data array to initialize texture pixels with.
Size of data in bytes.
@@ -30105,6 +32633,11 @@ This constructor creates a TextAsset, which is not the same as a plain text file
Texture format (Read Only).
+
+
+ Returns true if this texture array is Read/Write Enabled; otherwise returns false. For dynamic textures created from script, always returns true.
+
+
Actually apply all previous SetPixels changes.
@@ -30122,6 +32655,8 @@ This constructor creates a TextAsset, which is not the same as a plain text file
Format of the texture.
Should mipmaps be created?
Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false.
+
+
@@ -30133,6 +32668,8 @@ This constructor creates a TextAsset, which is not the same as a plain text file
Format of the texture.
Should mipmaps be created?
Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false.
+
+
@@ -30185,6 +32722,11 @@ This constructor creates a TextAsset, which is not the same as a plain text file
The format of the pixel data in the texture (Read Only).
+
+
+ Returns true if this 3D texture is Read/Write Enabled; otherwise returns false. For dynamic textures created from script, always returns true.
+
+
Actually apply all previous SetPixels changes.
@@ -30201,6 +32743,8 @@ This constructor creates a TextAsset, which is not the same as a plain text file
Depth of texture in pixels.
Texture data format.
Should the texture have mipmaps?
+
+
@@ -30410,7 +32954,7 @@ This constructor creates a TextAsset, which is not the same as a plain text file
- Compressed color with alpha channel texture format with Crunch compression for smaller storage sizes.
+ Compressed color with alpha channel texture format using Crunch compression for smaller storage sizes.
@@ -30435,12 +32979,12 @@ This constructor creates a TextAsset, which is not the same as a plain text file
- A 16 bit color texture format that only has a red channel.
+ Single channel (R) texture format, 16 bit integer.
- Scalar (R) render texture format, 8 bit fixed point.
+ Single channel (R) texture format, 8 bit integer.
@@ -30570,7 +33114,7 @@ This constructor creates a TextAsset, which is not the same as a plain text file
- The time in seconds it took to complete the last frame (Read Only).
+ The completion time in seconds since the last frame (Read Only).
@@ -30605,7 +33149,7 @@ This constructor creates a TextAsset, which is not the same as a plain text file
- The maximum time a frame can take. Physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour.FixedUpdate).
+ The maximum time a frame can take. Physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour.FixedUpdate) will be performed only for this duration of time per frame.
@@ -30648,21 +33192,6 @@ This constructor creates a TextAsset, which is not the same as a plain text file
The timeScale-independant time for this frame (Read Only). This is the time in seconds since the start of the game.
-
-
- Interface into Tizen specific functionality.
-
-
-
-
- Get pointer to the Tizen EvasGL object..
-
-
-
-
- Get pointer to the native window handle.
-
-
Specify a tooltip for a field in the Inspector window.
@@ -31055,7 +33584,7 @@ This constructor creates a TextAsset, which is not the same as a plain text file
- The trail renderer is used to make trails behind objects in the scene as they move about.
+ The trail renderer is used to make trails behind objects in the Scene as they move about.
@@ -31065,7 +33594,7 @@ This constructor creates a TextAsset, which is not the same as a plain text file
- Does the GameObject of this trail renderer auto destructs?
+ Does the GameObject of this Trail Renderer auto destruct?
@@ -31073,6 +33602,11 @@ This constructor creates a TextAsset, which is not the same as a plain text file
Set the color gradient describing the color of the trail at various points along its length.
+
+
+ Creates trails when the GameObject moves.
+
+
Set the color at the end of the trail.
@@ -31113,6 +33647,11 @@ This constructor creates a TextAsset, which is not the same as a plain text file
Get the number of line segments in the trail.
+
+
+ Apply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the trail width at each segment.
+
+
Set the color at the start of the trail.
@@ -31143,6 +33682,50 @@ This constructor creates a TextAsset, which is not the same as a plain text file
Set an overall multiplier that is applied to the TrailRenderer.widthCurve to get the final width of the trail.
+
+
+ Adds a position to the trail.
+
+ The position to add to the trail.
+
+
+
+ Add an array of positions to the trail.
+
+ The positions to add to the trail.
+
+
+
+ Creates a snapshot of TrailRenderer and stores it in mesh.
+
+ A static mesh that will receive the snapshot of the trail.
+ The camera used for determining which way camera-space trails will face.
+ Include the rotation and scale of the Transform in the baked mesh.
+
+
+
+ Creates a snapshot of TrailRenderer and stores it in mesh.
+
+ A static mesh that will receive the snapshot of the trail.
+ The camera used for determining which way camera-space trails will face.
+ Include the rotation and scale of the Transform in the baked mesh.
+
+
+
+ Creates a snapshot of TrailRenderer and stores it in mesh.
+
+ A static mesh that will receive the snapshot of the trail.
+ The camera used for determining which way camera-space trails will face.
+ Include the rotation and scale of the Transform in the baked mesh.
+
+
+
+ Creates a snapshot of TrailRenderer and stores it in mesh.
+
+ A static mesh that will receive the snapshot of the trail.
+ The camera used for determining which way camera-space trails will face.
+ Include the rotation and scale of the Transform in the baked mesh.
+
Removes all points from the TrailRenderer.
@@ -31167,6 +33750,19 @@ Useful for restarting a trail from a new position.
How many positions were actually stored in the output array.
+
+
+ Set the position of a vertex in the trail.
+
+ Which position to set.
+ The new position.
+
+
+
+ Sets the positions of all vertices in the trail.
+
+ The array of positions to set.
+
Position, rotation and scale of an object.
@@ -31174,7 +33770,7 @@ Useful for restarting a trail from a new position.
- The number of children the Transform has.
+ The number of children the parent Transform has.
@@ -31214,7 +33810,7 @@ Useful for restarting a trail from a new position.
- The rotation of the transform relative to the parent transform's rotation.
+ The rotation of the transform relative to the transform rotation of the parent.
@@ -31239,7 +33835,7 @@ Useful for restarting a trail from a new position.
- The position of the transform in world space.
+ The world space position of the Transform.
@@ -31277,7 +33873,6 @@ Useful for restarting a trail from a new position.
Finds a child by n and returns it.
Name of child to be found.
-
The returned child transform or null if no child is found.
@@ -31374,28 +33969,27 @@ Useful for restarting a trail from a new position.
- Applies a rotation of eulerAngles.z degrees around the z axis, eulerAngles.x degrees around the x axis, and eulerAngles.y degrees around the y axis (in that order).
+ Applies a rotation of eulerAngles.z degrees around the z-axis, eulerAngles.x degrees around the x-axis, and eulerAngles.y degrees around the y-axis (in that order).
- Rotation is local to object or World.
- Rotation to apply.
-
+ The rotation to apply.
+ Determines whether to rotate the GameObject either locally to the GameObject or relative to the Scene in world space.
Applies a rotation of zAngle degrees around the z axis, xAngle degrees around the x axis, and yAngle degrees around the y axis (in that order).
- Degrees to rotate around the X axis.
- Degrees to rotate around the Y axis.
- Degrees to rotate around the Z axis.
- Rotation is local to object or World.
+ Determines whether to rotate the GameObject either is locally to the GameObject or relative to the Scene in world space.
+ Degrees to rotate the GameObject around the X axis.
+ Degrees to rotate the GameObject around the Y axis.
+ Degrees to rotate the GameObject around the Z axis.
- Rotates the object around axis by angle degrees.
+ Rotates the object around the given axis by the number of degrees defined by the given angle.
- Axis to apply rotation to.
- Degrees to rotation to apply.
- Rotation is local to object or World.
+ The degrees of rotation to apply.
+ The axis to apply rotation to.
+ Determines whether to rotate the GameObject either locally to the GameObject or relative to the Scene in world space.
@@ -31430,6 +34024,7 @@ Useful for restarting a trail from a new position.
If true, the parent-relative position, scale and
rotation are modified such that the object keeps the same world space position,
rotation and scale as before.
+
@@ -31439,6 +34034,7 @@ Useful for restarting a trail from a new position.
If true, the parent-relative position, scale and
rotation are modified such that the object keeps the same world space position,
rotation and scale as before.
+
@@ -31588,6 +34184,12 @@ Useful for restarting a trail from a new position.
Get the tag of this SpriteAtlas.
+
+
+ Return true if Sprite is packed into this SpriteAtlas.
+
+
+
Clone the first Sprite in this atlas that matches the name packed in this atlas and return it.
@@ -31615,18 +34217,17 @@ Useful for restarting a trail from a new position.
Manages SpriteAtlas during runtime.
-
+
- Trigger when any Sprite was bound to SpriteAtlas but couldn't locate the atlas asset during runtime.
+ Trigger when a SpriteAtlas is registered via invoking the callback in U2D.SpriteAtlasManager.atlasRequested.
-
+
- Delegate type for atlas request callback.
+ Trigger when any Sprite was bound to SpriteAtlas but couldn't locate the atlas asset during runtime.
- Tag of SpriteAtlas that needs to be provided by user.
- An Action that takes user loaded SpriteAtlas.
+
@@ -31678,20 +34279,20 @@ Useful for restarting a trail from a new position.
NativeArray Unsafe Utility.
-
+
- ConvertExistingDataToNativeArray.
+ Converts an existing buffer to a NativeArray.
- Memory pointer.
- Length.
- Allocator.
+ Pointer to the preallocated data.
+ Length (in bytes) of the data.
+ Allocation strategy to use.
- Native Array.
+ A new NativeArray, allocated with the given strategy and wrapping the provided data.
- Get NativeArray memory buffer pointer without performing checks.
+ Gets the pointer to the data owner by the NativeArray, without performing checks.
NativeArray.
@@ -31700,7 +34301,7 @@ Useful for restarting a trail from a new position.
- Get NativeArray memory buffer. Checks whether the native array can be written to.
+ Gets the pointer to the memory buffer owner by the NativeArray, performing checks on whether the native array can be written to.
NativeArray.
@@ -31709,7 +34310,7 @@ Useful for restarting a trail from a new position.
- Get NativeArray memory buffer pointer. Checks whether the native array can be read from.
+ Gets the pointer to the memory buffer owner by the NativeArray, performing checks on whether the native array can be read from.
NativeArray.
@@ -31894,6 +34495,17 @@ Useful for restarting a trail from a new position.
Memory pointer.
Size.
+
+
+ Checks to see whether two memory regions are identical or not by comparing a specified memory region in the first given memory buffer with the same region in the second given memory buffer.
+
+ Pointer to the first memory buffer.
+ Pointer to the second memory buffer to compare the first one to.
+ Number of bytes to compare.
+
+ 0 if the contents are identical, non-zero otherwise.
+
+
Copy memory.
@@ -31930,6 +34542,13 @@ Useful for restarting a trail from a new position.
Source memory pointer.
Size.
+
+
+ Keeps a strong GC reference to the object and pins it. The object is guranteed to not move its memory location in a moving GC. Returns the address of the first element of the array.
+
+See Also: UnsafeUtility.ReleaseGCObject.
+
+
Keeps a strong GC reference to the object and pins it. The object is guranteed to not move its memory location in a moving GC. Returns the address of the memory location of the object.
@@ -31998,8 +34617,98 @@ See Also: UnsafeUtility.ReleaseGCObject.
- A NativeArray exposes a buffer of native memory to managed code, making it possible to share data between managed and native.
+ A NativeArray exposes a buffer of native memory to managed code, making it possible to share data between managed and native without marshalling costs.
+
+
+
+
+ Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index.
+
+ The data to copy.
+ The array that receives the data.
+ A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero.
+ A 32-bit integer that represents the index in the srcArray at which copying begins.
+ A 32-bit integer that represents the index in the dstArray at which storing begins.
+
+
+
+ Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index.
+
+ The data to copy.
+ The array that receives the data.
+ A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero.
+ A 32-bit integer that represents the index in the srcArray at which copying begins.
+ A 32-bit integer that represents the index in the dstArray at which storing begins.
+
+
+
+ Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index.
+
+ The data to copy.
+ The array that receives the data.
+ A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero.
+ A 32-bit integer that represents the index in the srcArray at which copying begins.
+ A 32-bit integer that represents the index in the dstArray at which storing begins.
+
+
+
+ Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index.
+
+ The data to copy.
+ The array that receives the data.
+ A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero.
+ A 32-bit integer that represents the index in the srcArray at which copying begins.
+ A 32-bit integer that represents the index in the dstArray at which storing begins.
+
+
+
+ Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index.
+
+ The data to copy.
+ The array that receives the data.
+ A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero.
+ A 32-bit integer that represents the index in the srcArray at which copying begins.
+ A 32-bit integer that represents the index in the dstArray at which storing begins.
+
+
+
+ Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index.
+ The data to copy.
+ The array that receives the data.
+ A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero.
+ A 32-bit integer that represents the index in the srcArray at which copying begins.
+ A 32-bit integer that represents the index in the dstArray at which storing begins.
+
+
+
+ Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index.
+
+ The data to copy.
+ The array that receives the data.
+ A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero.
+ A 32-bit integer that represents the index in the srcArray at which copying begins.
+ A 32-bit integer that represents the index in the dstArray at which storing begins.
+
+
+
+ Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index.
+
+ The data to copy.
+ The array that receives the data.
+ A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero.
+ A 32-bit integer that represents the index in the srcArray at which copying begins.
+ A 32-bit integer that represents the index in the dstArray at which storing begins.
+
+
+
+ Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index.
+
+ The data to copy.
+ The array that receives the data.
+ A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero.
+ A 32-bit integer that represents the index in the srcArray at which copying begins.
+ A 32-bit integer that represents the index in the dstArray at which storing begins.
@@ -32025,37 +34734,50 @@ See Also: UnsafeUtility.ReleaseGCObject.
Destination array.
-
+
- Create NativeArray.
+ Creates a new NativeArray from an existing array of elements.
- Array length.
- Allocator.
- Should clear memory?
- Source array to copy elements from.
+ An array to copy the data from.
+ The allocation strategy used for the data.
-
+
- Create NativeArray.
+ Creates a new NativeArray from an existing NativeArray.
- Array length.
- Allocator.
- Should clear memory?
- Source array to copy elements from.
+ NativeArray to copy the data from.
+ The allocation strategy used for the data.
-
+
- Create NativeArray.
+ Creates a new NativeArray allocating enough memory to fit the provided amount of elements.
- Array length.
- Allocator.
- Should clear memory?
- Source array to copy elements from.
+ Number of elements to be allocated.
+ The allocation strategy used for the data.
+ Options to control the behaviour of the NativeArray.
- Dispose array.
+ Disposes the NativeArray.
+
+
+
+
+ Compares to NativeArray.
+
+ NativeArray to compare against.
+
+ True in case the two NativeArray are the same, false otherwise.
+
+
+
+
+ Compares to NativeArray.
+ Object to compare against.
+
+ True in case the two NativeArray are the same, false otherwise.
+
@@ -32065,6 +34787,14 @@ See Also: UnsafeUtility.ReleaseGCObject.
Enumerator.
+
+
+ Returns a hash code for the current instance.
+
+
+ Hash code.
+
+
Indicates that the NativeArray has an allocated memory buffer.
@@ -32226,6 +34956,12 @@ In performance sensitive code it can make sense to use NativeArrayOptions.Uninit
Enumerator.
+
+
+ Implicit operator for creating a NativeSlice from a NativeArray.
+
+ NativeArray.
+
Number of elements in the slice.
@@ -32302,6 +35038,90 @@ In performance sensitive code it can make sense to use NativeArrayOptions.Uninit
The WriteOnly attribute lets you mark a member of a struct used in a job as write-only.
+
+
+ With 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.
+
+
+
+
+ Issues an asynchronous file read operation. Returns a ReadHandle.
+
+ The filename to read from.
+ A pointer to an array of ReadCommand structs that specify offset, size, and destination buffer.
+ The number of read commands pointed to by readCmds.
+
+ Used to monitor the progress and status of the read command.
+
+
+
+
+ Describes the offset, size, and destination buffer of a single read operation.
+
+
+
+
+ The buffer that receives the read data.
+
+
+
+
+ The offset where the read begins, within the file.
+
+
+
+
+ The size of the read in bytes.
+
+
+
+
+ You can use this handle to query the status of an asynchronous read operation. Note: To avoid a memory leak, you must call Dispose.
+
+
+
+
+ Disposes the ReadHandle. Use this to free up internal resources for reuse.
+
+
+
+
+ Check if the ReadHandle is valid.
+
+
+ True if the ReadHandle is valid.
+
+
+
+
+ JobHandle that completes when the read operation completes.
+
+
+
+
+ Current state of the read operation.
+
+
+
+
+ State of the read operation.
+
+
+
+
+ All the ReadCommand operations completed successfully.
+
+
+
+
+ One or more of the ReadCommand operations failed.
+
+
+
+
+ The read operation is in progress.
+
+
IJob allows you to schedule a single job that runs in parallel to other jobs and the main thread.
@@ -32716,6 +35536,47 @@ See Also: JobHandle.CombineDependencies.
Schedule job as independent.
+
+
+ Performance marker used for profiling arbitrary code blocks.
+
+
+
+
+ Creates a helper struct for the scoped using blocks.
+
+
+ IDisposable struct which calls Begin and End automatically.
+
+
+
+
+ Helper IDisposable struct for use with ProfilerMarker.Auto.
+
+
+
+
+ Begin profiling a piece of code marked with a custom name defined by this instance of ProfilerMarker.
+
+ Object associated with the operation.
+
+
+
+ Begin profiling a piece of code marked with a custom name defined by this instance of ProfilerMarker.
+
+ Object associated with the operation.
+
+
+
+ Constructs a new performance marker for code instrumentation.
+
+ Marker name.
+
+
+
+ End profiling a piece of code marked with a custom name defined by this instance of ProfilerMarker.
+
+
Declares an assembly to be compatible (API wise) with a specific Unity API. Used by internal tools to avoid processing the assembly in order to decide whether assemblies may be using old Unity API.
@@ -33195,6 +36056,12 @@ See Also: JobHandle.CombineDependencies.
+
+
+ Converts a Vector2Int to a Vector3Int.
+
+
+
Subtracts one vector from another.
@@ -33442,11 +36309,14 @@ See Also: JobHandle.CombineDependencies.
- Moves a point current in a straight line towards a target point.
+ Calculate a position between the points specified by current and target, moving no farther than the distance specified by maxDistanceDelta.
-
-
-
+ The position to move from.
+ The position to move towards.
+ Distance to move current per call.
+
+ The new position.
+
@@ -33779,6 +36649,12 @@ See Also: JobHandle.CombineDependencies.
+
+
+ Converts a Vector3Int to a Vector2Int.
+
+
+
Subtracts one vector from another.
@@ -34119,13 +36995,13 @@ See Also: JobHandle.CombineDependencies.
- Returns a nicely formatted string for this vector.
+ Return the Vector4 formatted as a string.
- Returns a nicely formatted string for this vector.
+ Return the Vector4 formatted as a string.
@@ -34166,15 +37042,20 @@ See Also: JobHandle.CombineDependencies.
- Creates a yield instruction to wait for a given number of seconds using scaled time.
+ Suspends the coroutine execution for the given amount of seconds using scaled time.
-
+ Delay execution by the amount of time in seconds.
Suspends the coroutine execution for the given amount of seconds using unscaled time.
+
+
+ The given amount of seconds that the yield instruction will wait for.
+
+
Creates a yield instruction to wait for a given number of seconds using unscaled time.
@@ -34612,7 +37493,7 @@ The GrammarRecognizer uses Extensible Markup Language (XML) elements and attribu
- A key of semaning meaning.
+ A key of semantic meaning.
diff --git a/Refs/UnityEngine.UnityWebRequestModule.dll b/Refs/UnityEngine.UnityWebRequestModule.dll
index 5f9e279e..9f4551ca 100644
Binary files a/Refs/UnityEngine.UnityWebRequestModule.dll and b/Refs/UnityEngine.UnityWebRequestModule.dll differ
diff --git a/Refs/UnityEngine.UnityWebRequestModule.xml b/Refs/UnityEngine.UnityWebRequestModule.xml
index dde902e0..c68541bf 100644
--- a/Refs/UnityEngine.UnityWebRequestModule.xml
+++ b/Refs/UnityEngine.UnityWebRequestModule.xml
@@ -50,7 +50,7 @@
- Signals that this [DownloadHandler] is no longer being used, and should clean up any resources it is using.
+ Signals that this DownloadHandler is no longer being used, and should clean up any resources it is using.
@@ -515,17 +515,87 @@
If in progress, halts the UnityWebRequest as soon as possible.
+
+
+ Clears stored cookies from the cache.
+
+ An optional URL to define which cookies are removed. Only cookies that apply to this URL will be removed from the cache.
+
+
+
+ Clears stored cookies from the cache.
+
+ An optional URL to define which cookies are removed. Only cookies that apply to this URL will be removed from the cache.
+
Creates a UnityWebRequest with the default options and no attached DownloadHandler or UploadHandler. Default method is GET.
The target URL with which this UnityWebRequest will communicate. Also accessible via the url property.
+ The target URI to which form data will be transmitted.
+ HTTP GET, POST, etc. methods.
+ Replies from the server.
+ Upload data to the server.
Creates a UnityWebRequest with the default options and no attached DownloadHandler or UploadHandler. Default method is GET.
The target URL with which this UnityWebRequest will communicate. Also accessible via the url property.
+ The target URI to which form data will be transmitted.
+ HTTP GET, POST, etc. methods.
+ Replies from the server.
+ Upload data to the server.
+
+
+
+ Creates a UnityWebRequest with the default options and no attached DownloadHandler or UploadHandler. Default method is GET.
+
+ The target URL with which this UnityWebRequest will communicate. Also accessible via the url property.
+ The target URI to which form data will be transmitted.
+ HTTP GET, POST, etc. methods.
+ Replies from the server.
+ Upload data to the server.
+
+
+
+ Creates a UnityWebRequest with the default options and no attached DownloadHandler or UploadHandler. Default method is GET.
+
+ The target URL with which this UnityWebRequest will communicate. Also accessible via the url property.
+ The target URI to which form data will be transmitted.
+ HTTP GET, POST, etc. methods.
+ Replies from the server.
+ Upload data to the server.
+
+
+
+ Creates a UnityWebRequest with the default options and no attached DownloadHandler or UploadHandler. Default method is GET.
+
+ The target URL with which this UnityWebRequest will communicate. Also accessible via the url property.
+ The target URI to which form data will be transmitted.
+ HTTP GET, POST, etc. methods.
+ Replies from the server.
+ Upload data to the server.
+
+
+
+ Creates a UnityWebRequest with the default options and no attached DownloadHandler or UploadHandler. Default method is GET.
+
+ The target URL with which this UnityWebRequest will communicate. Also accessible via the url property.
+ The target URI to which form data will be transmitted.
+ HTTP GET, POST, etc. methods.
+ Replies from the server.
+ Upload data to the server.
+
+
+
+ Creates a UnityWebRequest with the default options and no attached DownloadHandler or UploadHandler. Default method is GET.
+
+ The target URL with which this UnityWebRequest will communicate. Also accessible via the url property.
+ The target URI to which form data will be transmitted.
+ HTTP GET, POST, etc. methods.
+ Replies from the server.
+ Upload data to the server.
@@ -538,7 +608,7 @@
- Signals that this [UnityWebRequest] is no longer being used, and should clean up any resources it is using.
+ Signals that this UnityWebRequest is no longer being used, and should clean up any resources it is using.
@@ -565,11 +635,20 @@
- Creates a UnityWebRequest configured for HTTP GET.
+ Create a UnityWebRequest for HTTP GET.
+
+ The URI of the resource to retrieve via HTTP GET.
+
+ An object that retrieves data from the uri.
+
+
+
+
+ Create a UnityWebRequest for HTTP GET.
The URI of the resource to retrieve via HTTP GET.
- A UnityWebRequest object configured to retrieve data from uri.
+ An object that retrieves data from the uri.
@@ -760,13 +839,7 @@ If a string, the string will be converted to raw bytes via <a href="http:msdn
- Begin communicating with the remote server.
-
-After calling this method, the UnityWebRequest will perform DNS resolution (if necessary), transmit an HTTP request to the remote server at the target URL and process the server’s response.
-
-This method can only be called once on any given UnityWebRequest object. Once this method is called, you cannot change any of the UnityWebRequest’s properties.
-
-This method returns a WebRequestAsyncOperation object. Yielding the WebRequestAsyncOperation inside a coroutine will cause the coroutine to pause until the UnityWebRequest encounters a system error or finishes communicating.
+ Begin communicating with the remote server.
@@ -843,7 +916,7 @@ You can yield until it continues, register an event handler with AsyncOperation.
- Signals that this [UploadHandler] is no longer being used, and should clean up any resources it is using.
+ Signals that this UploadHandler is no longer being used, and should clean up any resources it is using.