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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.CoreModule</name>
</assembly>
<member name="T:UnityEngine.AccelerationEvent">
<summary>
<para>Structure describing acceleration status of the device.</para>
</summary>
</member>
<member name="P:UnityEngine.AccelerationEvent.acceleration">
<summary>
<para>Value of acceleration.</para>
</summary>
</member>
<member name="P:UnityEngine.AccelerationEvent.deltaTime">
<summary>
<para>Amount of time passed since last accelerometer measurement.</para>
</summary>
</member>
<member name="T:UnityEngine.AddComponentMenu">
<summary>
<para>The AddComponentMenu attribute allows you to place a script anywhere in the "Component" menu, instead of just the "Component-&gt;Scripts" menu.</para>
</summary>
</member>
<member name="P:UnityEngine.AddComponentMenu.componentOrder">
<summary>
<para>The order of the component in the component menu (lower is higher to the top).</para>
</summary>
</member>
<member name="M:UnityEngine.AddComponentMenu.#ctor(System.String)">
<summary>
<para>Add an item in the Component menu.</para>
</summary>
<param name="menuName">The path to the component.</param>
<param name="order">Where in the component menu to add the new item.</param>
</member>
<member name="M:UnityEngine.AddComponentMenu.#ctor(System.String,System.Int32)">
<summary>
<para>Add an item in the Component menu.</para>
</summary>
<param name="menuName">The path to the component.</param>
<param name="order">Where in the component menu to add the new item.</param>
</member>
<member name="T:UnityEngine.Android.Permission">
<summary>
<para>Structure describing a permission that requires user authorization.</para>
</summary>
</member>
<member name="F:UnityEngine.Android.Permission.Camera">
<summary>
<para>Used when requesting permission or checking if permission has been granted to use the camera.</para>
</summary>
</member>
<member name="F:UnityEngine.Android.Permission.CoarseLocation">
<summary>
<para>Used when requesting permission or checking if permission has been granted to use the users location with coarse granularity.</para>
</summary>
</member>
<member name="F:UnityEngine.Android.Permission.ExternalStorageRead">
<summary>
<para>Used when requesting permission or checking if permission has been granted to read from external storage such as a SD card.</para>
</summary>
</member>
<member name="F:UnityEngine.Android.Permission.ExternalStorageWrite">
<summary>
<para>Used when requesting permission or checking if permission has been granted to write to external storage such as a SD card.</para>
</summary>
</member>
<member name="F:UnityEngine.Android.Permission.FineLocation">
<summary>
<para>Used when requesting permission or checking if permission has been granted to use the users location with high precision.</para>
</summary>
</member>
<member name="M:UnityEngine.Android.Permission.HasUserAuthorizedPermission(System.String)">
<summary>
<para>Check if the user has granted access to a device resource or information that requires authorization.</para>
</summary>
<param name="permission">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".</param>
<returns>
<para>Whether the requested permission has been granted.</para>
</returns>
</member>
<member name="F:UnityEngine.Android.Permission.Microphone">
<summary>
<para>Used when requesting permission or checking if permission has been granted to use the microphone.</para>
</summary>
</member>
<member name="M:UnityEngine.Android.Permission.RequestUserPermission(System.String)">
<summary>
<para>Request that the user grant access to a device resource or information that requires authorization.</para>
</summary>
<param name="permission">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".</param>
</member>
<member name="T:UnityEngine.AndroidJavaClass">
<summary>
<para>AndroidJavaClass is the Unity representation of a generic instance of java.lang.Class.</para>
</summary>
</member>
<member name="M:UnityEngine.AndroidJavaClass.#ctor(System.String)">
<summary>
<para>Construct an AndroidJavaClass from the class name.</para>
</summary>
<param name="className">Specifies the Java class name (e.g. &lt;tt&gt;java.lang.String&lt;/tt&gt;).</param>
</member>
<member name="T:UnityEngine.AndroidJavaObject">
<summary>
<para>AndroidJavaObject is the Unity representation of a generic instance of java.lang.Object.</para>
</summary>
</member>
<member name="M:UnityEngine.AndroidJavaObject.Call(System.String,System.Object[])">
<summary>
<para>Calls a Java method on an object (non-static).</para>
</summary>
<param name="methodName">Specifies which method to call.</param>
<param name="args">An array of parameters passed to the method.</param>
</member>
<member name="M:UnityEngine.AndroidJavaObject.Call(System.String,System.Object[])">
<summary>
<para>Call a Java method on an object.</para>
</summary>
<param name="methodName">Specifies which method to call.</param>
<param name="args">An array of parameters passed to the method.</param>
</member>
<member name="M:UnityEngine.AndroidJavaObject.CallStatic(System.String,System.Object[])">
<summary>
<para>Call a static Java method on a class.</para>
</summary>
<param name="methodName">Specifies which method to call.</param>
<param name="args">An array of parameters passed to the method.</param>
</member>
<member name="M:UnityEngine.AndroidJavaObject.CallStatic(System.String,System.Object[])">
<summary>
<para>Call a static Java method on a class.</para>
</summary>
<param name="methodName">Specifies which method to call.</param>
<param name="args">An array of parameters passed to the method.</param>
</member>
<member name="M:UnityEngine.AndroidJavaObject.#ctor(System.String,System.Object[])">
<summary>
<para>Construct an AndroidJavaObject based on the name of the class.</para>
</summary>
<param name="className">Specifies the Java class name (e.g. "&lt;tt&gt;java.lang.String&lt;tt&gt;" or "&lt;tt&gt;javalangString&lt;tt&gt;").</param>
<param name="args">An array of parameters passed to the constructor.</param>
</member>
<member name="M:UnityEngine.AndroidJavaObject.Dispose">
<summary>
<para>IDisposable callback.</para>
</summary>
</member>
<member name="M:UnityEngine.AndroidJavaObject.Get(System.String)">
<summary>
<para>Get the value of a field in an object (non-static).</para>
</summary>
<param name="fieldName">The name of the field (e.g. int counter; would have fieldName = "counter").</param>
</member>
<member name="M:UnityEngine.AndroidJavaObject.GetRawClass">
<summary>
<para>Retrieves the raw &lt;tt&gt;jclass&lt;/tt&gt; pointer to the Java class.
Note: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note.</para>
</summary>
</member>
<member name="M:UnityEngine.AndroidJavaObject.GetRawObject">
<summary>
<para>Retrieves the raw &lt;tt&gt;jobject&lt;/tt&gt; pointer to the Java object.
Note: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note.</para>
</summary>
</member>
<member name="M:UnityEngine.AndroidJavaObject.GetStatic(System.String)">
<summary>
<para>Get the value of a static field in an object type.</para>
</summary>
<param name="fieldName">The name of the field (e.g. &lt;i&gt;int counter;&lt;/i&gt; would have fieldName = "counter").</param>
</member>
<member name="M:UnityEngine.AndroidJavaObject.Set(System.String,FieldType)">
<summary>
<para>Set the value of a field in an object (non-static).</para>
</summary>
<param name="fieldName">The name of the field (e.g. int counter; would have fieldName = "counter").</param>
<param name="val">The value to assign to the field. It has to match the field type.</param>
</member>
<member name="M:UnityEngine.AndroidJavaObject.SetStatic(System.String,FieldType)">
<summary>
<para>Set the value of a static field in an object type.</para>
</summary>
<param name="fieldName">The name of the field (e.g. int counter; would have fieldName = "counter").</param>
<param name="val">The value to assign to the field. It has to match the field type.</param>
</member>
<member name="T:UnityEngine.AndroidJavaProxy">
<summary>
<para>This class can be used to implement any java interface. Any java vm method invocation matching the interface on the proxy object will automatically be passed to the c# implementation.</para>
</summary>
</member>
<member name="M:UnityEngine.AndroidJavaProxy.equals(UnityEngine.AndroidJavaObject)">
<summary>
<para>The equivalent of the java.lang.Object equals() method.</para>
</summary>
<param name="obj"></param>
<returns>
<para>Returns true when the objects are equal and false if otherwise.</para>
</returns>
</member>
<member name="M:UnityEngine.AndroidJavaProxy.hashCode">
<summary>
<para>The equivalent of the java.lang.Object hashCode() method.</para>
</summary>
<returns>
<para>Returns the hash code of the java proxy object.</para>
</returns>
</member>
<member name="F:UnityEngine.AndroidJavaProxy.javaInterface">
<summary>
<para>Java interface implemented by the proxy.</para>
</summary>
</member>
<member name="M:UnityEngine.AndroidJavaProxy.toString">
<summary>
<para>The equivalent of the java.lang.Object toString() method.</para>
</summary>
<returns>
<para>Returns C# class name + " &lt;c# proxy java object&gt;".</para>
</returns>
</member>
<member name="M:UnityEngine.AndroidJavaProxy.#ctor(System.String)">
<summary>
<para></para>
</summary>
<param name="javaInterface">Java interface to be implemented by the proxy.</param>
</member>
<member name="M:UnityEngine.AndroidJavaProxy.#ctor(UnityEngine.AndroidJavaClass)">
<summary>
<para></para>
</summary>
<param name="javaInterface">Java interface to be implemented by the proxy.</param>
</member>
<member name="M:UnityEngine.AndroidJavaProxy.Invoke(System.String,System.Object[])">
<summary>
<para>Called by the java vm whenever a method is invoked on the java proxy interface. You can override this to run special code on method invokation, or you can leave the implementation as is, and leave the default behavior which is to look for c# methods matching the signature of the java method.</para>
</summary>
<param name="methodName">Name of the invoked java method.</param>
<param name="args">Arguments passed from the java vm - converted into AndroidJavaObject, AndroidJavaClass or a primitive.</param>
<param name="javaArgs">Arguments passed from the java vm - all objects are represented by AndroidJavaObject, int for instance is represented by a java.lang.Integer object.</param>
</member>
<member name="M:UnityEngine.AndroidJavaProxy.Invoke(System.String,UnityEngine.AndroidJavaObject[])">
<summary>
<para>Called by the java vm whenever a method is invoked on the java proxy interface. You can override this to run special code on method invokation, or you can leave the implementation as is, and leave the default behavior which is to look for c# methods matching the signature of the java method.</para>
</summary>
<param name="methodName">Name of the invoked java method.</param>
<param name="args">Arguments passed from the java vm - converted into AndroidJavaObject, AndroidJavaClass or a primitive.</param>
<param name="javaArgs">Arguments passed from the java vm - all objects are represented by AndroidJavaObject, int for instance is represented by a java.lang.Integer object.</param>
</member>
<member name="T:UnityEngine.AndroidJavaRunnable">
<summary>
<para>AndroidJavaRunnable is the Unity representation of a java.lang.Runnable object.</para>
</summary>
</member>
<member name="T:UnityEngine.AndroidJNI">
<summary>
<para>'Raw' JNI interface to Android Dalvik (Java) VM from Mono (CS/JS).
Note: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note.</para>
</summary>
</member>
<member name="M:UnityEngine.AndroidJNI.AllocObject(System.IntPtr)">
<summary>
<para>Allocates a new Java object without invoking any of the constructors for the object.</para>
</summary>
<param name="clazz"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.AttachCurrentThread">
<summary>
<para>Attaches the current thread to a Java (Dalvik) VM.</para>
</summary>
</member>
<member name="M:UnityEngine.AndroidJNI.CallBooleanMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
<summary>
<para>Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para>
</summary>
<param name="obj"></param>
<param name="methodID"></param>
<param name="args"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.CallByteMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
<summary>
<para>Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para>
</summary>
<param name="obj"></param>
<param name="methodID"></param>
<param name="args"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.CallCharMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
<summary>
<para>Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para>
</summary>
<param name="obj"></param>
<param name="methodID"></param>
<param name="args"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.CallDoubleMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
<summary>
<para>Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para>
</summary>
<param name="obj"></param>
<param name="methodID"></param>
<param name="args"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.CallFloatMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
<summary>
<para>Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para>
</summary>
<param name="obj"></param>
<param name="methodID"></param>
<param name="args"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.CallIntMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
<summary>
<para>Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para>
</summary>
<param name="obj"></param>
<param name="methodID"></param>
<param name="args"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.CallLongMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
<summary>
<para>Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para>
</summary>
<param name="obj"></param>
<param name="methodID"></param>
<param name="args"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.CallObjectMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
<summary>
<para>Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para>
</summary>
<param name="obj"></param>
<param name="methodID"></param>
<param name="args"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.CallShortMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
<summary>
<para>Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para>
</summary>
<param name="obj"></param>
<param name="methodID"></param>
<param name="args"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.CallStaticBooleanMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
<summary>
<para>Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para>
</summary>
<param name="clazz"></param>
<param name="methodID"></param>
<param name="args"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.CallStaticByteMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
<summary>
<para>Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para>
</summary>
<param name="clazz"></param>
<param name="methodID"></param>
<param name="args"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.CallStaticCharMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
<summary>
<para>Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para>
</summary>
<param name="clazz"></param>
<param name="methodID"></param>
<param name="args"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.CallStaticDoubleMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
<summary>
<para>Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para>
</summary>
<param name="clazz"></param>
<param name="methodID"></param>
<param name="args"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.CallStaticFloatMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
<summary>
<para>Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para>
</summary>
<param name="clazz"></param>
<param name="methodID"></param>
<param name="args"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.CallStaticIntMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
<summary>
<para>Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para>
</summary>
<param name="clazz"></param>
<param name="methodID"></param>
<param name="args"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.CallStaticLongMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
<summary>
<para>Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para>
</summary>
<param name="clazz"></param>
<param name="methodID"></param>
<param name="args"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.CallStaticObjectMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
<summary>
<para>Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para>
</summary>
<param name="clazz"></param>
<param name="methodID"></param>
<param name="args"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.CallStaticShortMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
<summary>
<para>Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para>
</summary>
<param name="clazz"></param>
<param name="methodID"></param>
<param name="args"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.CallStaticStringMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
<summary>
<para>Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para>
</summary>
<param name="clazz"></param>
<param name="methodID"></param>
<param name="args"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.CallStaticVoidMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
<summary>
<para>Invokes a static method on a Java object, according to the specified &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para>
</summary>
<param name="clazz"></param>
<param name="methodID"></param>
<param name="args"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.CallStringMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
<summary>
<para>Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para>
</summary>
<param name="obj"></param>
<param name="methodID"></param>
<param name="args"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.CallVoidMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
<summary>
<para>Calls an instance (nonstatic) Java method defined by &lt;tt&gt;methodID&lt;tt&gt;, optionally passing an array of arguments (&lt;tt&gt;args&lt;tt&gt;) to the method.</para>
</summary>
<param name="obj"></param>
<param name="methodID"></param>
<param name="args"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.DeleteGlobalRef(System.IntPtr)">
<summary>
<para>Deletes the global reference pointed to by &lt;tt&gt;obj&lt;/tt&gt;.</para>
</summary>
<param name="obj"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.DeleteLocalRef(System.IntPtr)">
<summary>
<para>Deletes the local reference pointed to by &lt;tt&gt;obj&lt;/tt&gt;.</para>
</summary>
<param name="obj"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.DetachCurrentThread">
<summary>
<para>Detaches the current thread from a Java (Dalvik) VM.</para>
</summary>
</member>
<member name="M:UnityEngine.AndroidJNI.EnsureLocalCapacity(System.Int32)">
<summary>
<para>Ensures that at least a given number of local references can be created in the current thread.</para>
</summary>
<param name="capacity"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.ExceptionClear">
<summary>
<para>Clears any exception that is currently being thrown.</para>
</summary>
</member>
<member name="M:UnityEngine.AndroidJNI.ExceptionDescribe">
<summary>
<para>Prints an exception and a backtrace of the stack to the &lt;tt&gt;logcat&lt;/tt&gt;</para>
</summary>
</member>
<member name="M:UnityEngine.AndroidJNI.ExceptionOccurred">
<summary>
<para>Determines if an exception is being thrown.</para>
</summary>
</member>
<member name="M:UnityEngine.AndroidJNI.FatalError(System.String)">
<summary>
<para>Raises a fatal error and does not expect the VM to recover. This function does not return.</para>
</summary>
<param name="message"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.FindClass(System.String)">
<summary>
<para>This function loads a locally-defined class.</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.FromBooleanArray(System.IntPtr)">
<summary>
<para>Convert a Java array of &lt;tt&gt;boolean&lt;/tt&gt; to a managed array of System.Boolean.</para>
</summary>
<param name="array"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.FromByteArray(System.IntPtr)">
<summary>
<para>Convert a Java array of &lt;tt&gt;byte&lt;/tt&gt; to a managed array of System.Byte.</para>
</summary>
<param name="array"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.FromCharArray(System.IntPtr)">
<summary>
<para>Convert a Java array of &lt;tt&gt;char&lt;/tt&gt; to a managed array of System.Char.</para>
</summary>
<param name="array"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.FromDoubleArray(System.IntPtr)">
<summary>
<para>Convert a Java array of &lt;tt&gt;double&lt;/tt&gt; to a managed array of System.Double.</para>
</summary>
<param name="array"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.FromFloatArray(System.IntPtr)">
<summary>
<para>Convert a Java array of &lt;tt&gt;float&lt;/tt&gt; to a managed array of System.Single.</para>
</summary>
<param name="array"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.FromIntArray(System.IntPtr)">
<summary>
<para>Convert a Java array of &lt;tt&gt;int&lt;/tt&gt; to a managed array of System.Int32.</para>
</summary>
<param name="array"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.FromLongArray(System.IntPtr)">
<summary>
<para>Convert a Java array of &lt;tt&gt;long&lt;/tt&gt; to a managed array of System.Int64.</para>
</summary>
<param name="array"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.FromObjectArray(System.IntPtr)">
<summary>
<para>Convert a Java array of &lt;tt&gt;java.lang.Object&lt;/tt&gt; to a managed array of System.IntPtr, representing Java objects.</para>
</summary>
<param name="array"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.FromReflectedField(System.IntPtr)">
<summary>
<para>Converts a &lt;tt&gt;java.lang.reflect.Field&lt;/tt&gt; to a field ID.</para>
</summary>
<param name="refField"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.FromReflectedMethod(System.IntPtr)">
<summary>
<para>Converts a &lt;tt&gt;java.lang.reflect.Method&lt;tt&gt; or &lt;tt&gt;java.lang.reflect.Constructor&lt;tt&gt; object to a method ID.</para>
</summary>
<param name="refMethod"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.FromShortArray(System.IntPtr)">
<summary>
<para>Convert a Java array of &lt;tt&gt;short&lt;/tt&gt; to a managed array of System.Int16.</para>
</summary>
<param name="array"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetArrayLength(System.IntPtr)">
<summary>
<para>Returns the number of elements in the array.</para>
</summary>
<param name="array"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetBooleanArrayElement(System.IntPtr,System.Int32)">
<summary>
<para>Returns the value of one element of a primitive array.</para>
</summary>
<param name="array"></param>
<param name="index"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetBooleanField(System.IntPtr,System.IntPtr)">
<summary>
<para>This function returns the value of an instance (nonstatic) field of an object.</para>
</summary>
<param name="obj"></param>
<param name="fieldID"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetByteArrayElement(System.IntPtr,System.Int32)">
<summary>
<para>Returns the value of one element of a primitive array.</para>
</summary>
<param name="array"></param>
<param name="index"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetByteField(System.IntPtr,System.IntPtr)">
<summary>
<para>This function returns the value of an instance (nonstatic) field of an object.</para>
</summary>
<param name="obj"></param>
<param name="fieldID"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetCharArrayElement(System.IntPtr,System.Int32)">
<summary>
<para>Returns the value of one element of a primitive array.</para>
</summary>
<param name="array"></param>
<param name="index"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetCharField(System.IntPtr,System.IntPtr)">
<summary>
<para>This function returns the value of an instance (nonstatic) field of an object.</para>
</summary>
<param name="obj"></param>
<param name="fieldID"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetDoubleArrayElement(System.IntPtr,System.Int32)">
<summary>
<para>Returns the value of one element of a primitive array.</para>
</summary>
<param name="array"></param>
<param name="index"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetDoubleField(System.IntPtr,System.IntPtr)">
<summary>
<para>This function returns the value of an instance (nonstatic) field of an object.</para>
</summary>
<param name="obj"></param>
<param name="fieldID"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetFieldID(System.IntPtr,System.String,System.String)">
<summary>
<para>Returns the field ID for an instance (nonstatic) field of a class.</para>
</summary>
<param name="clazz"></param>
<param name="name"></param>
<param name="sig"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetFloatArrayElement(System.IntPtr,System.Int32)">
<summary>
<para>Returns the value of one element of a primitive array.</para>
</summary>
<param name="array"></param>
<param name="index"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetFloatField(System.IntPtr,System.IntPtr)">
<summary>
<para>This function returns the value of an instance (nonstatic) field of an object.</para>
</summary>
<param name="obj"></param>
<param name="fieldID"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetIntArrayElement(System.IntPtr,System.Int32)">
<summary>
<para>Returns the value of one element of a primitive array.</para>
</summary>
<param name="array"></param>
<param name="index"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetIntField(System.IntPtr,System.IntPtr)">
<summary>
<para>This function returns the value of an instance (nonstatic) field of an object.</para>
</summary>
<param name="obj"></param>
<param name="fieldID"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetLongArrayElement(System.IntPtr,System.Int32)">
<summary>
<para>Returns the value of one element of a primitive array.</para>
</summary>
<param name="array"></param>
<param name="index"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetLongField(System.IntPtr,System.IntPtr)">
<summary>
<para>This function returns the value of an instance (nonstatic) field of an object.</para>
</summary>
<param name="obj"></param>
<param name="fieldID"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetMethodID(System.IntPtr,System.String,System.String)">
<summary>
<para>Returns the method ID for an instance (nonstatic) method of a class or interface.</para>
</summary>
<param name="clazz"></param>
<param name="name"></param>
<param name="sig"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetObjectArrayElement(System.IntPtr,System.Int32)">
<summary>
<para>Returns an element of an &lt;tt&gt;Object&lt;/tt&gt; array.</para>
</summary>
<param name="array"></param>
<param name="index"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetObjectClass(System.IntPtr)">
<summary>
<para>Returns the class of an object.</para>
</summary>
<param name="obj"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetObjectField(System.IntPtr,System.IntPtr)">
<summary>
<para>This function returns the value of an instance (nonstatic) field of an object.</para>
</summary>
<param name="obj"></param>
<param name="fieldID"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetShortArrayElement(System.IntPtr,System.Int32)">
<summary>
<para>Returns the value of one element of a primitive array.</para>
</summary>
<param name="array"></param>
<param name="index"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetShortField(System.IntPtr,System.IntPtr)">
<summary>
<para>This function returns the value of an instance (nonstatic) field of an object.</para>
</summary>
<param name="obj"></param>
<param name="fieldID"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetStaticBooleanField(System.IntPtr,System.IntPtr)">
<summary>
<para>This function returns the value of a static field of an object.</para>
</summary>
<param name="clazz"></param>
<param name="fieldID"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetStaticByteField(System.IntPtr,System.IntPtr)">
<summary>
<para>This function returns the value of a static field of an object.</para>
</summary>
<param name="clazz"></param>
<param name="fieldID"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetStaticCharField(System.IntPtr,System.IntPtr)">
<summary>
<para>This function returns the value of a static field of an object.</para>
</summary>
<param name="clazz"></param>
<param name="fieldID"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetStaticDoubleField(System.IntPtr,System.IntPtr)">
<summary>
<para>This function returns the value of a static field of an object.</para>
</summary>
<param name="clazz"></param>
<param name="fieldID"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetStaticFieldID(System.IntPtr,System.String,System.String)">
<summary>
<para>Returns the field ID for a static field of a class.</para>
</summary>
<param name="clazz"></param>
<param name="name"></param>
<param name="sig"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetStaticFloatField(System.IntPtr,System.IntPtr)">
<summary>
<para>This function returns the value of a static field of an object.</para>
</summary>
<param name="clazz"></param>
<param name="fieldID"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetStaticIntField(System.IntPtr,System.IntPtr)">
<summary>
<para>This function returns the value of a static field of an object.</para>
</summary>
<param name="clazz"></param>
<param name="fieldID"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetStaticLongField(System.IntPtr,System.IntPtr)">
<summary>
<para>This function returns the value of a static field of an object.</para>
</summary>
<param name="clazz"></param>
<param name="fieldID"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetStaticMethodID(System.IntPtr,System.String,System.String)">
<summary>
<para>Returns the method ID for a static method of a class.</para>
</summary>
<param name="clazz"></param>
<param name="name"></param>
<param name="sig"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetStaticObjectField(System.IntPtr,System.IntPtr)">
<summary>
<para>This function returns the value of a static field of an object.</para>
</summary>
<param name="clazz"></param>
<param name="fieldID"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetStaticShortField(System.IntPtr,System.IntPtr)">
<summary>
<para>This function returns the value of a static field of an object.</para>
</summary>
<param name="clazz"></param>
<param name="fieldID"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetStaticStringField(System.IntPtr,System.IntPtr)">
<summary>
<para>This function returns the value of a static field of an object.</para>
</summary>
<param name="clazz"></param>
<param name="fieldID"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetStringField(System.IntPtr,System.IntPtr)">
<summary>
<para>This function returns the value of an instance (nonstatic) field of an object.</para>
</summary>
<param name="obj"></param>
<param name="fieldID"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetStringUTFChars(System.IntPtr)">
<summary>
<para>Returns a managed string object representing the string in modified UTF-8 encoding.</para>
</summary>
<param name="str"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetStringUTFLength(System.IntPtr)">
<summary>
<para>Returns the length in bytes of the modified UTF-8 representation of a string.</para>
</summary>
<param name="str"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetSuperclass(System.IntPtr)">
<summary>
<para>If &lt;tt&gt;clazz&lt;tt&gt; represents any class other than the class &lt;tt&gt;Object&lt;tt&gt;, then this function returns the object that represents the superclass of the class specified by &lt;tt&gt;clazz&lt;/tt&gt;.</para>
</summary>
<param name="clazz"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.GetVersion">
<summary>
<para>Returns the version of the native method interface.</para>
</summary>
</member>
<member name="M:UnityEngine.AndroidJNI.IsAssignableFrom(System.IntPtr,System.IntPtr)">
<summary>
<para>Determines whether an object of &lt;tt&gt;clazz1&lt;tt&gt; can be safely cast to &lt;tt&gt;clazz2&lt;tt&gt;.</para>
</summary>
<param name="clazz1"></param>
<param name="clazz2"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.IsInstanceOf(System.IntPtr,System.IntPtr)">
<summary>
<para>Tests whether an object is an instance of a class.</para>
</summary>
<param name="obj"></param>
<param name="clazz"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.IsSameObject(System.IntPtr,System.IntPtr)">
<summary>
<para>Tests whether two references refer to the same Java object.</para>
</summary>
<param name="obj1"></param>
<param name="obj2"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.NewBooleanArray(System.Int32)">
<summary>
<para>Construct a new primitive array object.</para>
</summary>
<param name="size"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.NewByteArray(System.Int32)">
<summary>
<para>Construct a new primitive array object.</para>
</summary>
<param name="size"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.NewCharArray(System.Int32)">
<summary>
<para>Construct a new primitive array object.</para>
</summary>
<param name="size"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.NewDoubleArray(System.Int32)">
<summary>
<para>Construct a new primitive array object.</para>
</summary>
<param name="size"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.NewFloatArray(System.Int32)">
<summary>
<para>Construct a new primitive array object.</para>
</summary>
<param name="size"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.NewGlobalRef(System.IntPtr)">
<summary>
<para>Creates a new global reference to the object referred to by the &lt;tt&gt;obj&lt;/tt&gt; argument.</para>
</summary>
<param name="obj"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.NewIntArray(System.Int32)">
<summary>
<para>Construct a new primitive array object.</para>
</summary>
<param name="size"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.NewLocalRef(System.IntPtr)">
<summary>
<para>Creates a new local reference that refers to the same object as &lt;tt&gt;obj&lt;/tt&gt;.</para>
</summary>
<param name="obj"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.NewLongArray(System.Int32)">
<summary>
<para>Construct a new primitive array object.</para>
</summary>
<param name="size"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.NewObject(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
<summary>
<para>Constructs a new Java object. The method ID indicates which constructor method to invoke. This ID must be obtained by calling GetMethodID() with &lt;init&gt; as the method name and void (V) as the return type.</para>
</summary>
<param name="clazz"></param>
<param name="methodID"></param>
<param name="args"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.NewObjectArray(System.Int32,System.IntPtr,System.IntPtr)">
<summary>
<para>Constructs a new array holding objects in class &lt;tt&gt;clazz&lt;tt&gt;. All elements are initially set to &lt;tt&gt;obj&lt;tt&gt;.</para>
</summary>
<param name="size"></param>
<param name="clazz"></param>
<param name="obj"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.NewShortArray(System.Int32)">
<summary>
<para>Construct a new primitive array object.</para>
</summary>
<param name="size"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.NewStringUTF(System.String)">
<summary>
<para>Constructs a new &lt;tt&gt;java.lang.String&lt;/tt&gt; object from an array of characters in modified UTF-8 encoding.</para>
</summary>
<param name="bytes"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.PopLocalFrame(System.IntPtr)">
<summary>
<para>Pops off the current local reference frame, frees all the local references, and returns a local reference in the previous local reference frame for the given &lt;tt&gt;result&lt;/tt&gt; object.</para>
</summary>
<param name="ptr"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.PushLocalFrame(System.Int32)">
<summary>
<para>Creates a new local reference frame, in which at least a given number of local references can be created.</para>
</summary>
<param name="capacity"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetBooleanArrayElement(System.IntPtr,System.Int32,System.Byte)">
<summary>
<para>Sets the value of one element in a primitive array.</para>
</summary>
<param name="array">The array of native booleans.</param>
<param name="index">Index of the array element to set.</param>
<param name="val">The value to set - for 'true' use 1, for 'false' use 0.</param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetBooleanField(System.IntPtr,System.IntPtr,System.Boolean)">
<summary>
<para>This function sets the value of an instance (nonstatic) field of an object.</para>
</summary>
<param name="obj"></param>
<param name="fieldID"></param>
<param name="val"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetByteArrayElement(System.IntPtr,System.Int32,System.SByte)">
<summary>
<para>Sets the value of one element in a primitive array.</para>
</summary>
<param name="array"></param>
<param name="index"></param>
<param name="val"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetByteField(System.IntPtr,System.IntPtr,System.Byte)">
<summary>
<para>This function sets the value of an instance (nonstatic) field of an object.</para>
</summary>
<param name="obj"></param>
<param name="fieldID"></param>
<param name="val"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetCharArrayElement(System.IntPtr,System.Int32,System.Char)">
<summary>
<para>Sets the value of one element in a primitive array.</para>
</summary>
<param name="array"></param>
<param name="index"></param>
<param name="val"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetCharField(System.IntPtr,System.IntPtr,System.Char)">
<summary>
<para>This function sets the value of an instance (nonstatic) field of an object.</para>
</summary>
<param name="obj"></param>
<param name="fieldID"></param>
<param name="val"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetDoubleArrayElement(System.IntPtr,System.Int32,System.Double)">
<summary>
<para>Sets the value of one element in a primitive array.</para>
</summary>
<param name="array"></param>
<param name="index"></param>
<param name="val"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetDoubleField(System.IntPtr,System.IntPtr,System.Double)">
<summary>
<para>This function sets the value of an instance (nonstatic) field of an object.</para>
</summary>
<param name="obj"></param>
<param name="fieldID"></param>
<param name="val"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetFloatArrayElement(System.IntPtr,System.Int32,System.Single)">
<summary>
<para>Sets the value of one element in a primitive array.</para>
</summary>
<param name="array"></param>
<param name="index"></param>
<param name="val"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetFloatField(System.IntPtr,System.IntPtr,System.Single)">
<summary>
<para>This function sets the value of an instance (nonstatic) field of an object.</para>
</summary>
<param name="obj"></param>
<param name="fieldID"></param>
<param name="val"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetIntArrayElement(System.IntPtr,System.Int32,System.Int32)">
<summary>
<para>Sets the value of one element in a primitive array.</para>
</summary>
<param name="array"></param>
<param name="index"></param>
<param name="val"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetIntField(System.IntPtr,System.IntPtr,System.Int32)">
<summary>
<para>This function sets the value of an instance (nonstatic) field of an object.</para>
</summary>
<param name="obj"></param>
<param name="fieldID"></param>
<param name="val"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetLongArrayElement(System.IntPtr,System.Int32,System.Int64)">
<summary>
<para>Sets the value of one element in a primitive array.</para>
</summary>
<param name="array"></param>
<param name="index"></param>
<param name="val"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetLongField(System.IntPtr,System.IntPtr,System.Int64)">
<summary>
<para>This function sets the value of an instance (nonstatic) field of an object.</para>
</summary>
<param name="obj"></param>
<param name="fieldID"></param>
<param name="val"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetObjectArrayElement(System.IntPtr,System.Int32,System.IntPtr)">
<summary>
<para>Sets an element of an &lt;tt&gt;Object&lt;/tt&gt; array.</para>
</summary>
<param name="array"></param>
<param name="index"></param>
<param name="obj"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetObjectField(System.IntPtr,System.IntPtr,System.IntPtr)">
<summary>
<para>This function sets the value of an instance (nonstatic) field of an object.</para>
</summary>
<param name="obj"></param>
<param name="fieldID"></param>
<param name="val"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetShortArrayElement(System.IntPtr,System.Int32,System.Int16)">
<summary>
<para>Sets the value of one element in a primitive array.</para>
</summary>
<param name="array"></param>
<param name="index"></param>
<param name="val"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetShortField(System.IntPtr,System.IntPtr,System.Int16)">
<summary>
<para>This function sets the value of an instance (nonstatic) field of an object.</para>
</summary>
<param name="obj"></param>
<param name="fieldID"></param>
<param name="val"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetStaticBooleanField(System.IntPtr,System.IntPtr,System.Boolean)">
<summary>
<para>This function ets the value of a static field of an object.</para>
</summary>
<param name="clazz"></param>
<param name="fieldID"></param>
<param name="val"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetStaticByteField(System.IntPtr,System.IntPtr,System.Byte)">
<summary>
<para>This function ets the value of a static field of an object.</para>
</summary>
<param name="clazz"></param>
<param name="fieldID"></param>
<param name="val"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetStaticCharField(System.IntPtr,System.IntPtr,System.Char)">
<summary>
<para>This function ets the value of a static field of an object.</para>
</summary>
<param name="clazz"></param>
<param name="fieldID"></param>
<param name="val"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetStaticDoubleField(System.IntPtr,System.IntPtr,System.Double)">
<summary>
<para>This function ets the value of a static field of an object.</para>
</summary>
<param name="clazz"></param>
<param name="fieldID"></param>
<param name="val"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetStaticFloatField(System.IntPtr,System.IntPtr,System.Single)">
<summary>
<para>This function ets the value of a static field of an object.</para>
</summary>
<param name="clazz"></param>
<param name="fieldID"></param>
<param name="val"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetStaticIntField(System.IntPtr,System.IntPtr,System.Int32)">
<summary>
<para>This function ets the value of a static field of an object.</para>
</summary>
<param name="clazz"></param>
<param name="fieldID"></param>
<param name="val"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetStaticLongField(System.IntPtr,System.IntPtr,System.Int64)">
<summary>
<para>This function ets the value of a static field of an object.</para>
</summary>
<param name="clazz"></param>
<param name="fieldID"></param>
<param name="val"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetStaticObjectField(System.IntPtr,System.IntPtr,System.IntPtr)">
<summary>
<para>This function ets the value of a static field of an object.</para>
</summary>
<param name="clazz"></param>
<param name="fieldID"></param>
<param name="val"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetStaticShortField(System.IntPtr,System.IntPtr,System.Int16)">
<summary>
<para>This function ets the value of a static field of an object.</para>
</summary>
<param name="clazz"></param>
<param name="fieldID"></param>
<param name="val"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetStaticStringField(System.IntPtr,System.IntPtr,System.String)">
<summary>
<para>This function ets the value of a static field of an object.</para>
</summary>
<param name="clazz"></param>
<param name="fieldID"></param>
<param name="val"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.SetStringField(System.IntPtr,System.IntPtr,System.String)">
<summary>
<para>This function sets the value of an instance (nonstatic) field of an object.</para>
</summary>
<param name="obj"></param>
<param name="fieldID"></param>
<param name="val"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.Throw(System.IntPtr)">
<summary>
<para>Causes a &lt;tt&gt;java.lang.Throwable&lt;/tt&gt; object to be thrown.</para>
</summary>
<param name="obj"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.ThrowNew(System.IntPtr,System.String)">
<summary>
<para>Constructs an exception object from the specified class with the &lt;tt&gt;message&lt;/tt&gt; specified by message and causes that exception to be thrown.</para>
</summary>
<param name="clazz"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.ToBooleanArray(System.Boolean[])">
<summary>
<para>Convert a managed array of System.Boolean to a Java array of &lt;tt&gt;boolean&lt;/tt&gt;.</para>
</summary>
<param name="array"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.ToByteArray(System.Byte[])">
<summary>
<para>Convert a managed array of System.Byte to a Java array of &lt;tt&gt;byte&lt;/tt&gt;.</para>
</summary>
<param name="array"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.ToCharArray(System.Char[])">
<summary>
<para>Convert a managed array of System.Char to a Java array of &lt;tt&gt;char&lt;/tt&gt;.</para>
</summary>
<param name="array"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.ToDoubleArray(System.Double[])">
<summary>
<para>Convert a managed array of System.Double to a Java array of &lt;tt&gt;double&lt;/tt&gt;.</para>
</summary>
<param name="array"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.ToFloatArray(System.Single[])">
<summary>
<para>Convert a managed array of System.Single to a Java array of &lt;tt&gt;float&lt;/tt&gt;.</para>
</summary>
<param name="array"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.ToIntArray(System.Int32[])">
<summary>
<para>Convert a managed array of System.Int32 to a Java array of &lt;tt&gt;int&lt;/tt&gt;.</para>
</summary>
<param name="array"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.ToLongArray(System.Int64[])">
<summary>
<para>Convert a managed array of System.Int64 to a Java array of &lt;tt&gt;long&lt;/tt&gt;.</para>
</summary>
<param name="array"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.ToObjectArray(System.IntPtr[])">
<summary>
<para>Convert a managed array of System.IntPtr, representing Java objects, to a Java array of &lt;tt&gt;java.lang.Object&lt;/tt&gt;.</para>
</summary>
<param name="array"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.ToReflectedField(System.IntPtr,System.IntPtr,System.Boolean)">
<summary>
<para>Converts a field ID derived from cls to a &lt;tt&gt;java.lang.reflect.Field&lt;/tt&gt; object.</para>
</summary>
<param name="clazz"></param>
<param name="fieldID"></param>
<param name="isStatic"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.ToReflectedMethod(System.IntPtr,System.IntPtr,System.Boolean)">
<summary>
<para>Converts a method ID derived from clazz to a &lt;tt&gt;java.lang.reflect.Method&lt;tt&gt; or &lt;tt&gt;java.lang.reflect.Constructor&lt;tt&gt; object.</para>
</summary>
<param name="clazz"></param>
<param name="methodID"></param>
<param name="isStatic"></param>
</member>
<member name="M:UnityEngine.AndroidJNI.ToShortArray(System.Int16[])">
<summary>
<para>Convert a managed array of System.Int16 to a Java array of &lt;tt&gt;short&lt;/tt&gt;.</para>
</summary>
<param name="array"></param>
</member>
<member name="T:UnityEngine.AndroidJNIHelper">
<summary>
<para>Helper interface for JNI interaction; signature creation and method lookups.
Note: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note.</para>
</summary>
</member>
<member name="P:UnityEngine.AndroidJNIHelper.debug">
<summary>
<para>Set debug to true to log calls through the AndroidJNIHelper.</para>
</summary>
</member>
<member name="M:UnityEngine.AndroidJNIHelper.ConvertFromJNIArray(System.IntPtr)">
<summary>
<para>Creates a managed array from a Java array.</para>
</summary>
<param name="array">Java array object to be converted into a managed array.</param>
</member>
<member name="M:UnityEngine.AndroidJNIHelper.ConvertToJNIArray(System.Array)">
<summary>
<para>Creates a Java array from a managed array.</para>
</summary>
<param name="array">Managed array to be converted into a Java array object.</param>
</member>
<member name="M:UnityEngine.AndroidJNIHelper.CreateJavaProxy(UnityEngine.AndroidJavaProxy)">
<summary>
<para>Creates a java proxy object which connects to the supplied proxy implementation.</para>
</summary>
<param name="proxy">An implementatinon of a java interface in c#.</param>
</member>
<member name="M:UnityEngine.AndroidJNIHelper.CreateJavaRunnable(UnityEngine.AndroidJavaRunnable)">
<summary>
<para>Creates a UnityJavaRunnable object (implements java.lang.Runnable).</para>
</summary>
<param name="runnable">A delegate representing the java.lang.Runnable.</param>
<param name="jrunnable"></param>
</member>
<member name="M:UnityEngine.AndroidJNIHelper.CreateJNIArgArray(System.Object[])">
<summary>
<para>Creates the parameter array to be used as argument list when invoking Java code through CallMethod() in AndroidJNI.</para>
</summary>
<param name="args">An array of objects that should be converted to Call parameters.</param>
</member>
<member name="M:UnityEngine.AndroidJNIHelper.DeleteJNIArgArray(System.Object[],UnityEngine.jvalue[])">
<summary>
<para>Deletes any local jni references previously allocated by CreateJNIArgArray().</para>
</summary>
<param name="args">The array of arguments used as a parameter to CreateJNIArgArray().</param>
<param name="jniArgs">The array returned by CreateJNIArgArray().</param>
</member>
<member name="M:UnityEngine.AndroidJNIHelper.GetConstructorID(System.IntPtr)">
<summary>
<para>Scans a particular Java class for a constructor method matching a signature.</para>
</summary>
<param name="javaClass">Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).</param>
<param name="signature">Constructor method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature).</param>
</member>
<member name="M:UnityEngine.AndroidJNIHelper.GetConstructorID(System.IntPtr,System.String)">
<summary>
<para>Scans a particular Java class for a constructor method matching a signature.</para>
</summary>
<param name="javaClass">Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).</param>
<param name="signature">Constructor method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature).</param>
</member>
<member name="M:UnityEngine.AndroidJNIHelper.GetConstructorID(System.IntPtr,System.Object[])">
<summary>
<para>Get a JNI method ID for a constructor based on calling arguments.</para>
</summary>
<param name="javaClass">Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).</param>
<param name="args">Array with parameters to be passed to the constructor when invoked.</param>
<param name="jclass"></param>
</member>
<member name="M:UnityEngine.AndroidJNIHelper.GetFieldID(System.IntPtr,System.String)">
<summary>
<para>Scans a particular Java class for a field matching a name and a signature.</para>
</summary>
<param name="javaClass">Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).</param>
<param name="fieldName">Name of the field as declared in Java.</param>
<param name="signature">Field signature (e.g. obtained by calling AndroidJNIHelper.GetSignature).</param>
<param name="isStatic">Set to &lt;tt&gt;true&lt;tt&gt; for static fields; &lt;tt&gt;false&lt;tt&gt; for instance (nonstatic) fields.</param>
</member>
<member name="M:UnityEngine.AndroidJNIHelper.GetFieldID(System.IntPtr,System.String,System.String)">
<summary>
<para>Scans a particular Java class for a field matching a name and a signature.</para>
</summary>
<param name="javaClass">Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).</param>
<param name="fieldName">Name of the field as declared in Java.</param>
<param name="signature">Field signature (e.g. obtained by calling AndroidJNIHelper.GetSignature).</param>
<param name="isStatic">Set to &lt;tt&gt;true&lt;tt&gt; for static fields; &lt;tt&gt;false&lt;tt&gt; for instance (nonstatic) fields.</param>
</member>
<member name="M:UnityEngine.AndroidJNIHelper.GetFieldID(System.IntPtr,System.String,System.String,System.Boolean)">
<summary>
<para>Scans a particular Java class for a field matching a name and a signature.</para>
</summary>
<param name="javaClass">Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).</param>
<param name="fieldName">Name of the field as declared in Java.</param>
<param name="signature">Field signature (e.g. obtained by calling AndroidJNIHelper.GetSignature).</param>
<param name="isStatic">Set to &lt;tt&gt;true&lt;tt&gt; for static fields; &lt;tt&gt;false&lt;tt&gt; for instance (nonstatic) fields.</param>
</member>
<member name="M:UnityEngine.AndroidJNIHelper.GetFieldID(System.IntPtr,System.String,System.Boolean)">
<summary>
<para>Get a JNI field ID based on type detection. Generic parameter represents the field type.</para>
</summary>
<param name="javaClass">Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).</param>
<param name="fieldName">Name of the field as declared in Java.</param>
<param name="isStatic">Set to &lt;tt&gt;true&lt;tt&gt; for static fields; &lt;tt&gt;false&lt;tt&gt; for instance (nonstatic) fields.</param>
<param name="jclass"></param>
</member>
<member name="M:UnityEngine.AndroidJNIHelper.GetMethodID(System.IntPtr,System.String)">
<summary>
<para>Scans a particular Java class for a method matching a name and a signature.</para>
</summary>
<param name="javaClass">Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).</param>
<param name="methodName">Name of the method as declared in Java.</param>
<param name="signature">Method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature).</param>
<param name="isStatic">Set to &lt;tt&gt;true&lt;tt&gt; for static methods; &lt;tt&gt;false&lt;tt&gt; for instance (nonstatic) methods.</param>
</member>
<member name="M:UnityEngine.AndroidJNIHelper.GetMethodID(System.IntPtr,System.String,System.String)">
<summary>
<para>Scans a particular Java class for a method matching a name and a signature.</para>
</summary>
<param name="javaClass">Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).</param>
<param name="methodName">Name of the method as declared in Java.</param>
<param name="signature">Method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature).</param>
<param name="isStatic">Set to &lt;tt&gt;true&lt;tt&gt; for static methods; &lt;tt&gt;false&lt;tt&gt; for instance (nonstatic) methods.</param>
</member>
<member name="M:UnityEngine.AndroidJNIHelper.GetMethodID(System.IntPtr,System.String,System.String,System.Boolean)">
<summary>
<para>Scans a particular Java class for a method matching a name and a signature.</para>
</summary>
<param name="javaClass">Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).</param>
<param name="methodName">Name of the method as declared in Java.</param>
<param name="signature">Method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature).</param>
<param name="isStatic">Set to &lt;tt&gt;true&lt;tt&gt; for static methods; &lt;tt&gt;false&lt;tt&gt; for instance (nonstatic) methods.</param>
</member>
<member name="M:UnityEngine.AndroidJNIHelper.GetMethodID(System.IntPtr,System.String,System.Object[],System.Boolean)">
<summary>
<para>Get a JNI method ID based on calling arguments.</para>
</summary>
<param name="javaClass">Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).</param>
<param name="methodName">Name of the method as declared in Java.</param>
<param name="args">Array with parameters to be passed to the method when invoked.</param>
<param name="isStatic">Set to &lt;tt&gt;true&lt;tt&gt; for static methods; &lt;tt&gt;false&lt;tt&gt; for instance (nonstatic) methods.</param>
<param name="jclass"></param>
</member>
<member name="M:UnityEngine.AndroidJNIHelper.GetMethodID(System.IntPtr,System.String,System.Object[],System.Boolean)">
<summary>
<para>Get a JNI method ID based on calling arguments.</para>
</summary>
<param name="javaClass">Raw JNI Java class object (obtained by calling AndroidJNI.FindClass).</param>
<param name="methodName">Name of the method as declared in Java.</param>
<param name="args">Array with parameters to be passed to the method when invoked.</param>
<param name="isStatic">Set to &lt;tt&gt;true&lt;tt&gt; for static methods; &lt;tt&gt;false&lt;tt&gt; for instance (nonstatic) methods.</param>
<param name="jclass"></param>
</member>
<member name="M:UnityEngine.AndroidJNIHelper.GetSignature(System.Object)">
<summary>
<para>Creates the JNI signature string for particular object type.</para>
</summary>
<param name="obj">Object for which a signature is to be produced.</param>
</member>
<member name="M:UnityEngine.AndroidJNIHelper.GetSignature(System.Object[])">
<summary>
<para>Creates the JNI signature string for an object parameter list.</para>
</summary>
<param name="args">Array of object for which a signature is to be produced.</param>
</member>
<member name="M:UnityEngine.AndroidJNIHelper.GetSignature(System.Object[])">
<summary>
<para>Creates the JNI signature string for an object parameter list.</para>
</summary>
<param name="args">Array of object for which a signature is to be produced.</param>
</member>
<member name="T:UnityEngine.AnimationCurve">
<summary>
<para>Store a collection of Keyframes that can be evaluated over time.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationCurve.keys">
<summary>
<para>All keys defined in the animation curve.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationCurve.length">
<summary>
<para>The number of keys in the curve. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationCurve.postWrapMode">
<summary>
<para>The behaviour of the animation after the last keyframe.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationCurve.preWrapMode">
<summary>
<para>The behaviour of the animation before the first keyframe.</para>
</summary>
</member>
<member name="M:UnityEngine.AnimationCurve.AddKey(System.Single,System.Single)">
<summary>
<para>Add a new key to the curve.</para>
</summary>
<param name="time">The time at which to add the key (horizontal axis in the curve graph).</param>
<param name="value">The value for the key (vertical axis in the curve graph).</param>
<returns>
<para>The index of the added key, or -1 if the key could not be added.</para>
</returns>
</member>
<member name="M:UnityEngine.AnimationCurve.AddKey(UnityEngine.Keyframe)">
<summary>
<para>Add a new key to the curve.</para>
</summary>
<param name="key">The key to add to the curve.</param>
<returns>
<para>The index of the added key, or -1 if the key could not be added.</para>
</returns>
</member>
<member name="M:UnityEngine.AnimationCurve.Constant(System.Single,System.Single,System.Single)">
<summary>
<para>Creates a constant "curve" starting at timeStart, ending at timeEnd and with the value value.</para>
</summary>
<param name="timeStart">The start time for the constant curve.</param>
<param name="timeEnd">The start time for the constant curve.</param>
<param name="value">The value for the constant curve.</param>
<returns>
<para>The constant curve created from the specified values.</para>
</returns>
</member>
<member name="M:UnityEngine.AnimationCurve.#ctor(UnityEngine.Keyframe[])">
<summary>
<para>Creates an animation curve from an arbitrary number of keyframes.</para>
</summary>
<param name="keys">An array of Keyframes used to define the curve.</param>
</member>
<member name="M:UnityEngine.AnimationCurve.#ctor">
<summary>
<para>Creates an empty animation curve.</para>
</summary>
</member>
<member name="M:UnityEngine.AnimationCurve.EaseInOut(System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Creates an ease-in and out curve starting at timeStart, valueStart and ending at timeEnd, valueEnd.</para>
</summary>
<param name="timeStart">The start time for the ease curve.</param>
<param name="valueStart">The start value for the ease curve.</param>
<param name="timeEnd">The end time for the ease curve.</param>
<param name="valueEnd">The end value for the ease curve.</param>
<returns>
<para>The ease-in and out curve generated from the specified values.</para>
</returns>
</member>
<member name="M:UnityEngine.AnimationCurve.Evaluate(System.Single)">
<summary>
<para>Evaluate the curve at time.</para>
</summary>
<param name="time">The time within the curve you want to evaluate (the horizontal axis in the curve graph).</param>
<returns>
<para>The value of the curve, at the point in time specified.</para>
</returns>
</member>
<member name="M:UnityEngine.AnimationCurve.Linear(System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>A straight Line starting at timeStart, valueStart and ending at timeEnd, valueEnd.</para>
</summary>
<param name="timeStart">The start time for the linear curve.</param>
<param name="valueStart">The start value for the linear curve.</param>
<param name="timeEnd">The end time for the linear curve.</param>
<param name="valueEnd">The end value for the linear curve.</param>
<returns>
<para>The linear curve created from the specified values.</para>
</returns>
</member>
<member name="M:UnityEngine.AnimationCurve.MoveKey(System.Int32,UnityEngine.Keyframe)">
<summary>
<para>Removes the keyframe at index and inserts key.</para>
</summary>
<param name="index">The index of the key to move.</param>
<param name="key">The key (with its new time) to insert.</param>
<returns>
<para>The index of the keyframe after moving it.</para>
</returns>
</member>
<member name="M:UnityEngine.AnimationCurve.RemoveKey(System.Int32)">
<summary>
<para>Removes a key.</para>
</summary>
<param name="index">The index of the key to remove.</param>
</member>
<member name="M:UnityEngine.AnimationCurve.SmoothTangents(System.Int32,System.Single)">
<summary>
<para>Smooth the in and out tangents of the keyframe at index.</para>
</summary>
<param name="index">The index of the keyframe to be smoothed.</param>
<param name="weight">The smoothing weight to apply to the keyframe's tangents.</param>
</member>
<member name="P:UnityEngine.AnimationCurve.this">
<summary>
<para>Retrieves the key at index. (Read Only)</para>
</summary>
</member>
<member name="T:UnityEngine.AnisotropicFiltering">
<summary>
<para>Anisotropic filtering mode.</para>
</summary>
</member>
<member name="F:UnityEngine.AnisotropicFiltering.Disable">
<summary>
<para>Disable anisotropic filtering for all textures.</para>
</summary>
</member>
<member name="F:UnityEngine.AnisotropicFiltering.Enable">
<summary>
<para>Enable anisotropic filtering, as set for each texture.</para>
</summary>
</member>
<member name="F:UnityEngine.AnisotropicFiltering.ForceEnable">
<summary>
<para>Enable anisotropic filtering for all textures.</para>
</summary>
</member>
<member name="T:UnityEngine.Application">
<summary>
<para>Access to application run-time data.</para>
</summary>
</member>
<member name="P:UnityEngine.Application.absoluteURL">
<summary>
<para>The URL of the document (what is shown in a browser's address bar) for WebGL (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.backgroundLoadingPriority">
<summary>
<para>Priority of background loading thread.</para>
</summary>
</member>
<member name="P:UnityEngine.Application.buildGUID">
<summary>
<para>Returns a GUID for this build (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.cloudProjectId">
<summary>
<para>A unique cloud project identifier. It is unique for every project (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.companyName">
<summary>
<para>Return application company name (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.consoleLogPath">
<summary>
<para>Returns the path to the console log file, or an empty string if the current platform does not support log files.</para>
</summary>
</member>
<member name="P:UnityEngine.Application.dataPath">
<summary>
<para>Contains the path to the game data folder (Read Only).</para>
</summary>
</member>
<member name="?:UnityEngine.Application.focusChanged(System.Action`1&lt;System.Boolean&gt;)">
<summary>
<para>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.</para>
</summary>
<param name="value"></param>
</member>
<member name="P:UnityEngine.Application.genuine">
<summary>
<para>Returns false if application is altered in any way after it was built.</para>
</summary>
</member>
<member name="P:UnityEngine.Application.genuineCheckAvailable">
<summary>
<para>Returns true if application integrity can be confirmed.</para>
</summary>
</member>
<member name="P:UnityEngine.Application.identifier">
<summary>
<para>Returns application identifier at runtime. On Apple platforms this is the 'bundleIdentifier' saved in the info.plist file, on Android it's the 'package' from the AndroidManifest.xml. </para>
</summary>
</member>
<member name="P:UnityEngine.Application.installerName">
<summary>
<para>Returns the name of the store or package that installed the application (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.installMode">
<summary>
<para>Returns application install mode (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.internetReachability">
<summary>
<para>Returns the type of Internet reachability currently possible on the device.</para>
</summary>
</member>
<member name="P:UnityEngine.Application.isBatchMode">
<summary>
<para>Returns true when Unity is launched with the -batchmode flag from the command line (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.isConsolePlatform">
<summary>
<para>Is the current Runtime platform a known console platform.</para>
</summary>
</member>
<member name="P:UnityEngine.Application.isEditor">
<summary>
<para>Are we running inside the Unity editor? (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Application.isFocused">
<summary>
<para>Whether the player currently has focus. Read-only.</para>
</summary>
</member>
<member name="P:UnityEngine.Application.isLoadingLevel">
<summary>
<para>Is some level being loaded? (Read Only) (Obsolete).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.isMobilePlatform">
<summary>
<para>Is the current Runtime platform a known mobile platform.</para>
</summary>
</member>
<member name="P:UnityEngine.Application.isPlaying">
<summary>
<para>Returns true when called in any kind of built Player, or when called in the Editor in Play Mode (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.isShowingSplashScreen">
<summary>
<para>Checks whether splash screen is being shown.</para>
</summary>
</member>
<member name="P:UnityEngine.Application.levelCount">
<summary>
<para>The total number of levels available (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.loadedLevel">
<summary>
<para>Note: This is now obsolete. Use SceneManager.GetActiveScene instead. (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.loadedLevelName">
<summary>
<para>The name of the level that was last loaded (Read Only).</para>
</summary>
</member>
<member name="?:UnityEngine.Application.logMessageReceived(UnityEngine.Application/LogCallback)">
<summary>
<para>Event that is fired if a log message is received.</para>
</summary>
<param name="value"></param>
</member>
<member name="?:UnityEngine.Application.logMessageReceivedThreaded(UnityEngine.Application/LogCallback)">
<summary>
<para>Event that is fired if a log message is received.</para>
</summary>
<param name="value"></param>
</member>
<member name="?:UnityEngine.Application.lowMemory(UnityEngine.Application/LowMemoryCallback)">
<summary>
<para>This event occurs when an iOS or Android device notifies of low memory while the app is running in the foreground. You can release non-critical assets from memory (such as, textures or audio clips) in response to this in order to avoid the app being terminated. You can also load smaller versions of such assets. Furthermore, you should serialize any transient data to permanent storage to avoid data loss if the app is terminated.
This event corresponds to the following callbacks on the different platforms:
- iOS: [UIApplicationDelegate applicationDidReceiveMemoryWarning]
- Android: onLowMemory() and onTrimMemory(level == TRIM_MEMORY_RUNNING_CRITICAL)
Here is an example of handling the callback:</para>
</summary>
<param name="value"></param>
</member>
<member name="?:UnityEngine.Application.onBeforeRender(UnityEngine.Events.UnityAction)">
<summary>
<para>Delegate method used to register for "Just Before Render" input updates for VR devices.</para>
</summary>
<param name="value"></param>
</member>
<member name="P:UnityEngine.Application.persistentDataPath">
<summary>
<para>Contains the path to a persistent data directory (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.platform">
<summary>
<para>Returns the platform the game is running on (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.productName">
<summary>
<para>Returns application product name (Read Only).</para>
</summary>
</member>
<member name="?:UnityEngine.Application.quitting(System.Action)">
<summary>
<para>Unity raises this event when the player application is qutting.</para>
</summary>
<param name="value"></param>
</member>
<member name="P:UnityEngine.Application.runInBackground">
<summary>
<para>Should the player be running when the application is in the background?</para>
</summary>
</member>
<member name="P:UnityEngine.Application.sandboxType">
<summary>
<para>Returns application running in sandbox (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.stackTraceLogType">
<summary>
<para>Obsolete. Use Application.SetStackTraceLogType.</para>
</summary>
</member>
<member name="P:UnityEngine.Application.streamedBytes">
<summary>
<para>How many bytes have we downloaded from the main unity web stream (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.streamingAssetsPath">
<summary>
<para>The path to the StreamingAssets folder (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.systemLanguage">
<summary>
<para>The language the user's operating system is running in.</para>
</summary>
</member>
<member name="P:UnityEngine.Application.targetFrameRate">
<summary>
<para>Instructs game to try to render at a specified frame rate.</para>
</summary>
</member>
<member name="P:UnityEngine.Application.temporaryCachePath">
<summary>
<para>Contains the path to a temporary data / cache directory (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.unityVersion">
<summary>
<para>The version of the Unity runtime used to play the content.</para>
</summary>
</member>
<member name="P:UnityEngine.Application.version">
<summary>
<para>Returns application version number (Read Only).</para>
</summary>
</member>
<member name="?:UnityEngine.Application.wantsToQuit(System.Func`1&lt;System.Boolean&gt;)">
<summary>
<para>Unity raises this event when the player application wants to quit.</para>
</summary>
<param name="value"></param>
</member>
<member name="P:UnityEngine.Application.webSecurityEnabled">
<summary>
<para>Indicates whether Unity's webplayer security model is enabled.</para>
</summary>
</member>
<member name="T:UnityEngine.Application.AdvertisingIdentifierCallback">
<summary>
<para>Delegate method for fetching advertising ID.</para>
</summary>
<param name="advertisingId">Advertising ID.</param>
<param name="trackingEnabled">Indicates whether user has chosen to limit ad tracking.</param>
<param name="errorMsg">Error message.</param>
</member>
<member name="M:UnityEngine.Application.CancelQuit">
<summary>
<para>Cancels quitting the application. This is useful for showing a splash screen at the end of a game.</para>
</summary>
</member>
<member name="M:UnityEngine.Application.CanStreamedLevelBeLoaded(System.Int32)">
<summary>
<para>Can the streamed level be loaded?</para>
</summary>
<param name="levelIndex"></param>
</member>
<member name="M:UnityEngine.Application.CanStreamedLevelBeLoaded(System.String)">
<summary>
<para>Can the streamed level be loaded?</para>
</summary>
<param name="levelName"></param>
</member>
<member name="M:UnityEngine.Application.CaptureScreenshot(System.String)">
<summary>
<para>Captures a screenshot at path filename as a PNG file.</para>
</summary>
<param name="filename">Pathname to save the screenshot file to.</param>
<param name="superSize">Factor by which to increase resolution.</param>
</member>
<member name="M:UnityEngine.Application.CaptureScreenshot(System.String,System.Int32)">
<summary>
<para>Captures a screenshot at path filename as a PNG file.</para>
</summary>
<param name="filename">Pathname to save the screenshot file to.</param>
<param name="superSize">Factor by which to increase resolution.</param>
</member>
<member name="M:UnityEngine.Application.ExternalCall(System.String,System.Object[])">
<summary>
<para>Calls a function in the web page that contains the WebGL Player.</para>
</summary>
<param name="functionName">Name of the function to call.</param>
<param name="args">Array of arguments passed in the call.</param>
</member>
<member name="M:UnityEngine.Application.ExternalEval(System.String)">
<summary>
<para>Execution of a script function in the contained web page.</para>
</summary>
<param name="script">The Javascript function to call.</param>
</member>
<member name="M:UnityEngine.Application.GetBuildTags">
<summary>
<para>Returns an array of feature tags in use for this build.</para>
</summary>
</member>
<member name="M:UnityEngine.Application.GetStackTraceLogType(UnityEngine.LogType)">
<summary>
<para>Get stack trace logging options. The default value is StackTraceLogType.ScriptOnly.</para>
</summary>
<param name="logType"></param>
</member>
<member name="M:UnityEngine.Application.GetStreamProgressForLevel(System.Int32)">
<summary>
<para>How far has the download progressed? [0...1].</para>
</summary>
<param name="levelIndex"></param>
</member>
<member name="M:UnityEngine.Application.GetStreamProgressForLevel(System.String)">
<summary>
<para>How far has the download progressed? [0...1].</para>
</summary>
<param name="levelName"></param>
</member>
<member name="M:UnityEngine.Application.HasProLicense">
<summary>
<para>Is Unity activated with the Pro license?</para>
</summary>
</member>
<member name="M:UnityEngine.Application.HasUserAuthorization(UnityEngine.UserAuthorization)">
<summary>
<para>Check if the user has authorized use of the webcam or microphone in the Web Player.</para>
</summary>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Application.IsPlaying(UnityEngine.Object)">
<summary>
<para>Returns true if the given object is part of the playing world either in any kind of built Player or in Play Mode.</para>
</summary>
<param name="obj">The object to test.</param>
<returns>
<para>True if the object is part of the playing world.</para>
</returns>
</member>
<member name="M:UnityEngine.Application.LoadLevel(System.Int32)">
<summary>
<para>Note: This is now obsolete. Use SceneManager.LoadScene instead.</para>
</summary>
<param name="index">The level to load.</param>
<param name="name">The name of the level to load.</param>
</member>
<member name="M:UnityEngine.Application.LoadLevel(System.String)">
<summary>
<para>Note: This is now obsolete. Use SceneManager.LoadScene instead.</para>
</summary>
<param name="index">The level to load.</param>
<param name="name">The name of the level to load.</param>
</member>
<member name="M:UnityEngine.Application.LoadLevelAdditive(System.Int32)">
<summary>
<para>Loads a level additively.</para>
</summary>
<param name="index"></param>
<param name="name"></param>
</member>
<member name="M:UnityEngine.Application.LoadLevelAdditive(System.String)">
<summary>
<para>Loads a level additively.</para>
</summary>
<param name="index"></param>
<param name="name"></param>
</member>
<member name="M:UnityEngine.Application.LoadLevelAdditiveAsync(System.Int32)">
<summary>
<para>Loads the level additively and asynchronously in the background.</para>
</summary>
<param name="index"></param>
<param name="levelName"></param>
</member>
<member name="M:UnityEngine.Application.LoadLevelAdditiveAsync(System.String)">
<summary>
<para>Loads the level additively and asynchronously in the background.</para>
</summary>
<param name="index"></param>
<param name="levelName"></param>
</member>
<member name="M:UnityEngine.Application.LoadLevelAsync(System.Int32)">
<summary>
<para>Loads the level asynchronously in the background.</para>
</summary>
<param name="index"></param>
<param name="levelName"></param>
</member>
<member name="M:UnityEngine.Application.LoadLevelAsync(System.String)">
<summary>
<para>Loads the level asynchronously in the background.</para>
</summary>
<param name="index"></param>
<param name="levelName"></param>
</member>
<member name="T:UnityEngine.Application.LogCallback">
<summary>
<para>Use this delegate type with Application.logMessageReceived or Application.logMessageReceivedThreaded to monitor what gets logged.</para>
</summary>
<param name="condition"></param>
<param name="stackTrace"></param>
<param name="type"></param>
</member>
<member name="T:UnityEngine.Application.LowMemoryCallback">
<summary>
<para>This is the delegate function when a mobile device notifies of low memory.</para>
</summary>
</member>
<member name="M:UnityEngine.Application.OpenURL(System.String)">
<summary>
<para>Opens the url in a browser.</para>
</summary>
<param name="url"></param>
</member>
<member name="M:UnityEngine.Application.Quit">
<summary>
<para>Quits the player application.</para>
</summary>
<param name="exitCode">An optional exit code to return when the player application terminates on Windows, Mac and Linux. Defaults to 0.</param>
</member>
<member name="M:UnityEngine.Application.RequestAdvertisingIdentifierAsync(UnityEngine.Application/AdvertisingIdentifierCallback)">
<summary>
<para>Request advertising ID for iOS, Android and Windows Store.</para>
</summary>
<param name="delegateMethod">Delegate method.</param>
<returns>
<para>Returns true if successful, or false for platforms which do not support Advertising Identifiers. In this case, the delegate method is not invoked.</para>
</returns>
</member>
<member name="M:UnityEngine.Application.RequestUserAuthorization(UnityEngine.UserAuthorization)">
<summary>
<para>Request authorization to use the webcam or microphone on iOS.</para>
</summary>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Application.SetBuildTags(System.String[])">
<summary>
<para>Set an array of feature tags for this build.</para>
</summary>
<param name="buildTags"></param>
</member>
<member name="M:UnityEngine.Application.SetStackTraceLogType(UnityEngine.LogType,UnityEngine.StackTraceLogType)">
<summary>
<para>Set stack trace logging options. The default value is StackTraceLogType.ScriptOnly.</para>
</summary>
<param name="logType"></param>
<param name="stackTraceType"></param>
</member>
<member name="M:UnityEngine.Application.Unload">
<summary>
<para>Unloads the Unity runtime.</para>
</summary>
</member>
<member name="M:UnityEngine.Application.UnloadLevel(System.Int32)">
<summary>
<para>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.</para>
</summary>
<param name="index">Index of the Scene in the PlayerSettings to unload.</param>
<param name="scenePath">Name of the Scene to Unload.</param>
<returns>
<para>Return true if the Scene is unloaded.</para>
</returns>
</member>
<member name="M:UnityEngine.Application.UnloadLevel(System.String)">
<summary>
<para>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.</para>
</summary>
<param name="index">Index of the Scene in the PlayerSettings to unload.</param>
<param name="scenePath">Name of the Scene to Unload.</param>
<returns>
<para>Return true if the Scene is unloaded.</para>
</returns>
</member>
<member name="T:UnityEngine.ApplicationInstallMode">
<summary>
<para>Application installation mode (Read Only).</para>
</summary>
</member>
<member name="F:UnityEngine.ApplicationInstallMode.Adhoc">
<summary>
<para>Application installed via ad hoc distribution.</para>
</summary>
</member>
<member name="F:UnityEngine.ApplicationInstallMode.DeveloperBuild">
<summary>
<para>Application installed via developer build.</para>
</summary>
</member>
<member name="F:UnityEngine.ApplicationInstallMode.Editor">
<summary>
<para>Application running in editor.</para>
</summary>
</member>
<member name="F:UnityEngine.ApplicationInstallMode.Enterprise">
<summary>
<para>Application installed via enterprise distribution.</para>
</summary>
</member>
<member name="F:UnityEngine.ApplicationInstallMode.Store">
<summary>
<para>Application installed via online store.</para>
</summary>
</member>
<member name="F:UnityEngine.ApplicationInstallMode.Unknown">
<summary>
<para>Application install mode unknown.</para>
</summary>
</member>
<member name="T:UnityEngine.ApplicationSandboxType">
<summary>
<para>Application sandbox type.</para>
</summary>
</member>
<member name="F:UnityEngine.ApplicationSandboxType.NotSandboxed">
<summary>
<para>Application not running in a sandbox.</para>
</summary>
</member>
<member name="F:UnityEngine.ApplicationSandboxType.SandboxBroken">
<summary>
<para>Application is running in broken sandbox.</para>
</summary>
</member>
<member name="F:UnityEngine.ApplicationSandboxType.Sandboxed">
<summary>
<para>Application is running in a sandbox.</para>
</summary>
</member>
<member name="F:UnityEngine.ApplicationSandboxType.Unknown">
<summary>
<para>Application sandbox type is unknown.</para>
</summary>
</member>
<member name="T:UnityEngine.AssemblyIsEditorAssembly">
<summary>
<para>Assembly level attribute. Any classes in an assembly with this attribute will be considered to be Editor Classes.</para>
</summary>
</member>
<member name="M:UnityEngine.AssemblyIsEditorAssembly.#ctor">
<summary>
<para>Constructor.</para>
</summary>
</member>
<member name="T:UnityEngine.Assertions.Assert">
<summary>
<para>The Assert class contains assertion methods for setting invariants in the code.</para>
</summary>
</member>
<member name="F:UnityEngine.Assertions.Assert.raiseExceptions">
<summary>
<para>Whether Unity should throw an exception on a failure.</para>
</summary>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreApproximatelyEqual(System.Single,System.Single)">
<summary>
<para>Assert the values are approximately equal.</para>
</summary>
<param name="tolerance">Tolerance of approximation.</param>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreApproximatelyEqual(System.Single,System.Single,System.String)">
<summary>
<para>Assert the values are approximately equal.</para>
</summary>
<param name="tolerance">Tolerance of approximation.</param>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreApproximatelyEqual(System.Single,System.Single,System.Single)">
<summary>
<para>Assert the values are approximately equal.</para>
</summary>
<param name="tolerance">Tolerance of approximation.</param>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreApproximatelyEqual(System.Single,System.Single,System.Single,System.String)">
<summary>
<para>Assert the values are approximately equal.</para>
</summary>
<param name="tolerance">Tolerance of approximation.</param>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreEqual(UnityEngine.Object,UnityEngine.Object,System.String)">
<summary>
<para>Assert that the values are equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreEqual(System.SByte,System.SByte,System.String)">
<summary>
<para>Assert that the values are equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreEqual(System.Byte,System.Byte,System.String)">
<summary>
<para>Assert that the values are equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreEqual(System.Char,System.Char,System.String)">
<summary>
<para>Assert that the values are equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreEqual(System.Int16,System.Int16,System.String)">
<summary>
<para>Assert that the values are equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreEqual(System.UInt16,System.UInt16)">
<summary>
<para>Assert that the values are equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreEqual(System.SByte,System.SByte)">
<summary>
<para>Assert that the values are equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreEqual(System.Byte,System.Byte)">
<summary>
<para>Assert that the values are equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreEqual(System.Char,System.Char)">
<summary>
<para>Assert that the values are equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreEqual(System.Int16,System.Int16)">
<summary>
<para>Assert that the values are equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreEqual(System.UInt16,System.UInt16,System.String)">
<summary>
<para>Assert that the values are equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreEqual(System.Int32,System.Int32,System.String)">
<summary>
<para>Assert that the values are equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreEqual(System.UInt32,System.UInt32)">
<summary>
<para>Assert that the values are equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreEqual(System.Int32,System.Int32)">
<summary>
<para>Assert that the values are equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreEqual(System.UInt32,System.UInt32,System.String)">
<summary>
<para>Assert that the values are equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreEqual(System.Int64,System.Int64)">
<summary>
<para>Assert that the values are equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreEqual(System.Int64,System.Int64,System.String)">
<summary>
<para>Assert that the values are equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreEqual(System.UInt64,System.UInt64)">
<summary>
<para>Assert that the values are equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreEqual(System.UInt64,System.UInt64,System.String)">
<summary>
<para>Assert that the values are equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreEqual(T,T)">
<summary>
<para>Assert that the values are equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreEqual(T,T,System.String)">
<summary>
<para>Assert that the values are equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreEqual(T,T,System.String,System.Collections.Generic.IEqualityComparer`1&lt;T&gt;)">
<summary>
<para>Assert that the values are equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotApproximatelyEqual(System.Single,System.Single)">
<summary>
<para>Asserts that the values are approximately not equal.</para>
</summary>
<param name="tolerance">Tolerance of approximation.</param>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotApproximatelyEqual(System.Single,System.Single,System.String)">
<summary>
<para>Asserts that the values are approximately not equal.</para>
</summary>
<param name="tolerance">Tolerance of approximation.</param>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotApproximatelyEqual(System.Single,System.Single,System.Single)">
<summary>
<para>Asserts that the values are approximately not equal.</para>
</summary>
<param name="tolerance">Tolerance of approximation.</param>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotApproximatelyEqual(System.Single,System.Single,System.Single,System.String)">
<summary>
<para>Asserts that the values are approximately not equal.</para>
</summary>
<param name="tolerance">Tolerance of approximation.</param>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotEqual(UnityEngine.Object,UnityEngine.Object,System.String)">
<summary>
<para>Assert that the values are not equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotEqual(System.SByte,System.SByte)">
<summary>
<para>Assert that the values are not equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotEqual(System.SByte,System.SByte,System.String)">
<summary>
<para>Assert that the values are not equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotEqual(System.Byte,System.Byte)">
<summary>
<para>Assert that the values are not equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotEqual(System.Byte,System.Byte,System.String)">
<summary>
<para>Assert that the values are not equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotEqual(System.Char,System.Char)">
<summary>
<para>Assert that the values are not equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotEqual(System.Char,System.Char,System.String)">
<summary>
<para>Assert that the values are not equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotEqual(System.Int16,System.Int16)">
<summary>
<para>Assert that the values are not equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotEqual(System.Int16,System.Int16,System.String)">
<summary>
<para>Assert that the values are not equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotEqual(System.UInt16,System.UInt16)">
<summary>
<para>Assert that the values are not equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotEqual(System.UInt16,System.UInt16,System.String)">
<summary>
<para>Assert that the values are not equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotEqual(System.Int32,System.Int32)">
<summary>
<para>Assert that the values are not equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotEqual(System.Int32,System.Int32,System.String)">
<summary>
<para>Assert that the values are not equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotEqual(System.UInt32,System.UInt32)">
<summary>
<para>Assert that the values are not equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotEqual(System.UInt32,System.UInt32,System.String)">
<summary>
<para>Assert that the values are not equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotEqual(System.Int64,System.Int64)">
<summary>
<para>Assert that the values are not equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotEqual(System.Int64,System.Int64,System.String)">
<summary>
<para>Assert that the values are not equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotEqual(System.UInt64,System.UInt64)">
<summary>
<para>Assert that the values are not equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotEqual(System.UInt64,System.UInt64,System.String)">
<summary>
<para>Assert that the values are not equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotEqual(T,T)">
<summary>
<para>Assert that the values are not equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotEqual(T,T,System.String)">
<summary>
<para>Assert that the values are not equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotEqual(T,T,System.String,System.Collections.Generic.IEqualityComparer`1&lt;T&gt;)">
<summary>
<para>Assert that the values are not equal.</para>
</summary>
<param name="expected">The assumed Assert value.</param>
<param name="actual">The exact Assert value.</param>
<param name="message">The string used to describe the Assert.</param>
<param name="comparer">Method to compare expected and actual arguments have the same value.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.IsFalse(System.Boolean)">
<summary>
<para>Return true when the condition is false. Otherwise return false.</para>
</summary>
<param name="condition">true or false.</param>
<param name="message">The string used to describe the result of the Assert.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.IsFalse(System.Boolean,System.String)">
<summary>
<para>Return true when the condition is false. Otherwise return false.</para>
</summary>
<param name="condition">true or false.</param>
<param name="message">The string used to describe the result of the Assert.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.IsNotNull(UnityEngine.Object,System.String)">
<summary>
<para>Assert that the value is not null.</para>
</summary>
<param name="value">The Object or type being checked for.</param>
<param name="message">The string used to describe the Assert.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.IsNotNull(T)">
<summary>
<para>Assert that the value is not null.</para>
</summary>
<param name="value">The Object or type being checked for.</param>
<param name="message">The string used to describe the Assert.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.IsNotNull(T,System.String)">
<summary>
<para>Assert that the value is not null.</para>
</summary>
<param name="value">The Object or type being checked for.</param>
<param name="message">The string used to describe the Assert.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.IsNull(UnityEngine.Object,System.String)">
<summary>
<para>Assert the value is null.</para>
</summary>
<param name="value">The Object or type being checked for.</param>
<param name="message">The string used to describe the Assert.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.IsNull(T)">
<summary>
<para>Assert the value is null.</para>
</summary>
<param name="value">The Object or type being checked for.</param>
<param name="message">The string used to describe the Assert.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.IsNull(T,System.String)">
<summary>
<para>Assert the value is null.</para>
</summary>
<param name="value">The Object or type being checked for.</param>
<param name="message">The string used to describe the Assert.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.IsTrue(System.Boolean)">
<summary>
<para>Asserts that the condition is true.</para>
</summary>
<param name="message">The string used to describe the Assert.</param>
<param name="condition">true or false.</param>
</member>
<member name="M:UnityEngine.Assertions.Assert.IsTrue(System.Boolean,System.String)">
<summary>
<para>Asserts that the condition is true.</para>
</summary>
<param name="message">The string used to describe the Assert.</param>
<param name="condition">true or false.</param>
</member>
<member name="T:UnityEngine.Assertions.AssertionException">
<summary>
<para>An exception that is thrown on a failure. Assertions.Assert._raiseExceptions needs to be set to true.</para>
</summary>
</member>
<member name="T:UnityEngine.Assertions.Comparers.FloatComparer">
<summary>
<para>A float comparer used by Assertions.Assert performing approximate comparison.</para>
</summary>
</member>
<member name="F:UnityEngine.Assertions.Comparers.FloatComparer.kEpsilon">
<summary>
<para>Default epsilon used by the comparer.</para>
</summary>
</member>
<member name="F:UnityEngine.Assertions.Comparers.FloatComparer.s_ComparerWithDefaultTolerance">
<summary>
<para>Default instance of a comparer class with deafult error epsilon and absolute error check.</para>
</summary>
</member>
<member name="M:UnityEngine.Assertions.Comparers.FloatComparer.AreEqual(System.Single,System.Single,System.Single)">
<summary>
<para>Performs equality check with absolute error check.</para>
</summary>
<param name="expected">Expected value.</param>
<param name="actual">Actual value.</param>
<param name="error">Comparison error.</param>
<returns>
<para>Result of the comparison.</para>
</returns>
</member>
<member name="M:UnityEngine.Assertions.Comparers.FloatComparer.AreEqualRelative(System.Single,System.Single,System.Single)">
<summary>
<para>Performs equality check with relative error check.</para>
</summary>
<param name="expected">Expected value.</param>
<param name="actual">Actual value.</param>
<param name="error">Comparison error.</param>
<returns>
<para>Result of the comparison.</para>
</returns>
</member>
<member name="M:UnityEngine.Assertions.Comparers.FloatComparer.#ctor">
<summary>
<para>Creates an instance of the comparer.</para>
</summary>
<param name="relative">Should a relative check be used when comparing values? By default, an absolute check will be used.</param>
<param name="error">Allowed comparison error. By default, the FloatComparer.kEpsilon is used.</param>
</member>
<member name="M:UnityEngine.Assertions.Comparers.FloatComparer.#ctor(System.Boolean)">
<summary>
<para>Creates an instance of the comparer.</para>
</summary>
<param name="relative">Should a relative check be used when comparing values? By default, an absolute check will be used.</param>
<param name="error">Allowed comparison error. By default, the FloatComparer.kEpsilon is used.</param>
</member>
<member name="M:UnityEngine.Assertions.Comparers.FloatComparer.#ctor(System.Single)">
<summary>
<para>Creates an instance of the comparer.</para>
</summary>
<param name="relative">Should a relative check be used when comparing values? By default, an absolute check will be used.</param>
<param name="error">Allowed comparison error. By default, the FloatComparer.kEpsilon is used.</param>
</member>
<member name="M:UnityEngine.Assertions.Comparers.FloatComparer.#ctor(System.Single,System.Boolean)">
<summary>
<para>Creates an instance of the comparer.</para>
</summary>
<param name="relative">Should a relative check be used when comparing values? By default, an absolute check will be used.</param>
<param name="error">Allowed comparison error. By default, the FloatComparer.kEpsilon is used.</param>
</member>
<member name="T:UnityEngine.Assertions.Must.MustExtensions">
<summary>
<para>An extension class that serves as a wrapper for the Assert class.</para>
</summary>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeApproximatelyEqual(System.Single,System.Single)">
<summary>
<para>An extension method for Assertions.Assert.AreApproximatelyEqual.</para>
</summary>
<param name="actual"></param>
<param name="expected"></param>
<param name="message"></param>
<param name="tolerance"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeApproximatelyEqual(System.Single,System.Single,System.String)">
<summary>
<para>An extension method for Assertions.Assert.AreApproximatelyEqual.</para>
</summary>
<param name="actual"></param>
<param name="expected"></param>
<param name="message"></param>
<param name="tolerance"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeApproximatelyEqual(System.Single,System.Single,System.Single)">
<summary>
<para>An extension method for Assertions.Assert.AreApproximatelyEqual.</para>
</summary>
<param name="actual"></param>
<param name="expected"></param>
<param name="message"></param>
<param name="tolerance"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeApproximatelyEqual(System.Single,System.Single,System.Single,System.String)">
<summary>
<para>An extension method for Assertions.Assert.AreApproximatelyEqual.</para>
</summary>
<param name="actual"></param>
<param name="expected"></param>
<param name="message"></param>
<param name="tolerance"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeEqual(T,T)">
<summary>
<para>An extension method for Assertions.Assert.AreEqual.</para>
</summary>
<param name="actual"></param>
<param name="expected"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeEqual(T,T,System.String)">
<summary>
<para>An extension method for Assertions.Assert.AreEqual.</para>
</summary>
<param name="actual"></param>
<param name="expected"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeFalse(System.Boolean)">
<summary>
<para>An extension method for Assertions.Assert.IsFalse.</para>
</summary>
<param name="value"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeFalse(System.Boolean,System.String)">
<summary>
<para>An extension method for Assertions.Assert.IsFalse.</para>
</summary>
<param name="value"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeNull(T)">
<summary>
<para>An extension method for Assertions.Assert.IsNull.</para>
</summary>
<param name="expected"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeNull(T,System.String)">
<summary>
<para>An extension method for Assertions.Assert.IsNull.</para>
</summary>
<param name="expected"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeTrue(System.Boolean)">
<summary>
<para>An extension method for Assertions.Assert.IsTrue.</para>
</summary>
<param name="value"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeTrue(System.Boolean,System.String)">
<summary>
<para>An extension method for Assertions.Assert.IsTrue.</para>
</summary>
<param name="value"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustNotBeApproximatelyEqual(System.Single,System.Single)">
<summary>
<para>An extension method for Assertions.Assert.AreNotApproximatelyEqual.</para>
</summary>
<param name="actual"></param>
<param name="expected"></param>
<param name="message"></param>
<param name="tolerance"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustNotBeApproximatelyEqual(System.Single,System.Single,System.String)">
<summary>
<para>An extension method for Assertions.Assert.AreNotApproximatelyEqual.</para>
</summary>
<param name="actual"></param>
<param name="expected"></param>
<param name="message"></param>
<param name="tolerance"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustNotBeApproximatelyEqual(System.Single,System.Single,System.Single)">
<summary>
<para>An extension method for Assertions.Assert.AreNotApproximatelyEqual.</para>
</summary>
<param name="actual"></param>
<param name="expected"></param>
<param name="message"></param>
<param name="tolerance"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustNotBeApproximatelyEqual(System.Single,System.Single,System.Single,System.String)">
<summary>
<para>An extension method for Assertions.Assert.AreNotApproximatelyEqual.</para>
</summary>
<param name="actual"></param>
<param name="expected"></param>
<param name="message"></param>
<param name="tolerance"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustNotBeEqual(T,T)">
<summary>
<para>An extension method for Assertions.Assert.AreNotEqual.</para>
</summary>
<param name="actual"></param>
<param name="expected"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustNotBeEqual(T,T,System.String)">
<summary>
<para>An extension method for Assertions.Assert.AreNotEqual.</para>
</summary>
<param name="actual"></param>
<param name="expected"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustNotBeNull(T)">
<summary>
<para>An extension method for Assertions.Assert.AreNotNull.</para>
</summary>
<param name="expected"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustNotBeNull(T,System.String)">
<summary>
<para>An extension method for Assertions.Assert.AreNotNull.</para>
</summary>
<param name="expected"></param>
<param name="message"></param>
</member>
<member name="T:UnityEngine.AsyncOperation">
<summary>
<para>Asynchronous operation coroutine.</para>
</summary>
</member>
<member name="P:UnityEngine.AsyncOperation.allowSceneActivation">
<summary>
<para>Allow Scenes to be activated as soon as it is ready.</para>
</summary>
</member>
<member name="?:UnityEngine.AsyncOperation.completed(System.Action`1&lt;UnityEngine.AsyncOperation&gt;)">
<summary>
<para>Event that is invoked upon operation completion. An event handler that is registered in the same frame as the call that creates it will be invoked next frame, even if the operation is able to complete synchronously. If a handler is registered after the operation has completed and has already invoked the complete event, the handler will be called synchronously.</para>
</summary>
<param name="value">Action&lt;AsyncOperation&gt; handler - function signature for completion event handler.</param>
</member>
<member name="P:UnityEngine.AsyncOperation.isDone">
<summary>
<para>Has the operation finished? (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.AsyncOperation.priority">
<summary>
<para>Priority lets you tweak in which order async operation calls will be performed.</para>
</summary>
</member>
<member name="P:UnityEngine.AsyncOperation.progress">
<summary>
<para>What's the operation's progress. (Read Only)</para>
</summary>
</member>
<member name="T:UnityEngine.AudioType">
<summary>
<para>Type of the imported(native) data.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioType.ACC">
<summary>
<para>Acc - not supported.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioType.AIFF">
<summary>
<para>Aiff.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioType.AUDIOQUEUE">
<summary>
<para>iPhone hardware decoder, supports AAC, ALAC and MP3. Extracodecdata is a pointer to an FMOD_AUDIOQUEUE_EXTRACODECDATA structure.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioType.IT">
<summary>
<para>Impulse tracker.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioType.MOD">
<summary>
<para>Protracker / Fasttracker MOD.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioType.MPEG">
<summary>
<para>MP2/MP3 MPEG.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioType.OGGVORBIS">
<summary>
<para>Ogg vorbis.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioType.S3M">
<summary>
<para>ScreamTracker 3.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioType.UNKNOWN">
<summary>
<para>3rd party / unknown plugin format.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioType.VAG">
<summary>
<para>VAG.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioType.WAV">
<summary>
<para>Microsoft WAV.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioType.XM">
<summary>
<para>FastTracker 2 XM.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioType.XMA">
<summary>
<para>Xbox360 XMA.</para>
</summary>
</member>
<member name="T:UnityEngine.BatteryStatus">
<summary>
<para>Enumeration for SystemInfo.batteryStatus which represents the current status of the device's battery.</para>
</summary>
</member>
<member name="F:UnityEngine.BatteryStatus.Charging">
<summary>
<para>Device is plugged in and charging.</para>
</summary>
</member>
<member name="F:UnityEngine.BatteryStatus.Discharging">
<summary>
<para>Device is unplugged and discharging.</para>
</summary>
</member>
<member name="F:UnityEngine.BatteryStatus.Full">
<summary>
<para>Device is plugged in and the battery is full.</para>
</summary>
</member>
<member name="F:UnityEngine.BatteryStatus.NotCharging">
<summary>
<para>Device is plugged in, but is not charging.</para>
</summary>
</member>
<member name="F:UnityEngine.BatteryStatus.Unknown">
<summary>
<para>The device's battery status cannot be determined. If battery status is not available on your target platform, SystemInfo.batteryStatus will return this value.</para>
</summary>
</member>
<member name="T:UnityEngine.BeforeRenderOrderAttribute">
<summary>
<para>Use this BeforeRenderOrderAttribute when you need to specify a custom callback order for Application.onBeforeRender.</para>
</summary>
</member>
<member name="P:UnityEngine.BeforeRenderOrderAttribute.order">
<summary>
<para>The order, lowest to highest, that the Application.onBeforeRender event recievers will be called in.</para>
</summary>
</member>
<member name="M:UnityEngine.BeforeRenderOrderAttribute.#ctor(System.Int32)">
<summary>
<para>When applied to methods, specifies the order called during Application.onBeforeRender events.</para>
</summary>
<param name="order">The sorting order, sorted lowest to highest.</param>
</member>
<member name="T:UnityEngine.Behaviour">
<summary>
<para>Behaviours are Components that can be enabled or disabled.</para>
</summary>
</member>
<member name="P:UnityEngine.Behaviour.enabled">
<summary>
<para>Enabled Behaviours are Updated, disabled Behaviours are not.</para>
</summary>
</member>
<member name="P:UnityEngine.Behaviour.isActiveAndEnabled">
<summary>
<para>Has the Behaviour had active and enabled called?</para>
</summary>
</member>
<member name="T:UnityEngine.BillboardAsset">
<summary>
<para>BillboardAsset describes how a billboard is rendered.</para>
</summary>
</member>
<member name="P:UnityEngine.BillboardAsset.bottom">
<summary>
<para>Height of the billboard that is below ground.</para>
</summary>
</member>
<member name="P:UnityEngine.BillboardAsset.height">
<summary>
<para>Height of the billboard.</para>
</summary>
</member>
<member name="P:UnityEngine.BillboardAsset.imageCount">
<summary>
<para>Number of pre-rendered images that can be switched when the billboard is viewed from different angles.</para>
</summary>
</member>
<member name="P:UnityEngine.BillboardAsset.indexCount">
<summary>
<para>Number of indices in the billboard mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.BillboardAsset.material">
<summary>
<para>The material used for rendering.</para>
</summary>
</member>
<member name="P:UnityEngine.BillboardAsset.vertexCount">
<summary>
<para>Number of vertices in the billboard mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.BillboardAsset.width">
<summary>
<para>Width of the billboard.</para>
</summary>
</member>
<member name="M:UnityEngine.BillboardAsset.#ctor">
<summary>
<para>Constructs a new BillboardAsset.</para>
</summary>
</member>
<member name="M:UnityEngine.BillboardAsset.GetImageTexCoords">
<summary>
<para>Get the array of billboard image texture coordinate data.</para>
</summary>
<param name="imageTexCoords">The list that receives the array.</param>
</member>
<member name="M:UnityEngine.BillboardAsset.GetImageTexCoords(System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)">
<summary>
<para>Get the array of billboard image texture coordinate data.</para>
</summary>
<param name="imageTexCoords">The list that receives the array.</param>
</member>
<member name="M:UnityEngine.BillboardAsset.GetIndices">
<summary>
<para>Get the indices of the billboard mesh.</para>
</summary>
<param name="indices">The list that receives the array.</param>
</member>
<member name="M:UnityEngine.BillboardAsset.GetIndices(System.Collections.Generic.List`1&lt;System.UInt16&gt;)">
<summary>
<para>Get the indices of the billboard mesh.</para>
</summary>
<param name="indices">The list that receives the array.</param>
</member>
<member name="M:UnityEngine.BillboardAsset.GetVertices">
<summary>
<para>Get the vertices of the billboard mesh.</para>
</summary>
<param name="vertices">The list that receives the array.</param>
</member>
<member name="M:UnityEngine.BillboardAsset.GetVertices(System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;)">
<summary>
<para>Get the vertices of the billboard mesh.</para>
</summary>
<param name="vertices">The list that receives the array.</param>
</member>
<member name="M:UnityEngine.BillboardAsset.SetImageTexCoords(UnityEngine.Vector4[])">
<summary>
<para>Set the array of billboard image texture coordinate data.</para>
</summary>
<param name="imageTexCoords">The array of data to set.</param>
</member>
<member name="M:UnityEngine.BillboardAsset.SetImageTexCoords(System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)">
<summary>
<para>Set the array of billboard image texture coordinate data.</para>
</summary>
<param name="imageTexCoords">The array of data to set.</param>
</member>
<member name="M:UnityEngine.BillboardAsset.SetIndices(System.UInt16[])">
<summary>
<para>Set the indices of the billboard mesh.</para>
</summary>
<param name="indices">The array of data to set.</param>
</member>
<member name="M:UnityEngine.BillboardAsset.SetIndices(System.Collections.Generic.List`1&lt;System.UInt16&gt;)">
<summary>
<para>Set the indices of the billboard mesh.</para>
</summary>
<param name="indices">The array of data to set.</param>
</member>
<member name="M:UnityEngine.BillboardAsset.SetVertices(UnityEngine.Vector2[])">
<summary>
<para>Set the vertices of the billboard mesh.</para>
</summary>
<param name="vertices">The array of data to set.</param>
</member>
<member name="M:UnityEngine.BillboardAsset.SetVertices(System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;)">
<summary>
<para>Set the vertices of the billboard mesh.</para>
</summary>
<param name="vertices">The array of data to set.</param>
</member>
<member name="T:UnityEngine.BillboardRenderer">
<summary>
<para>Renders a billboard from a BillboardAsset.</para>
</summary>
</member>
<member name="P:UnityEngine.BillboardRenderer.billboard">
<summary>
<para>The BillboardAsset to render.</para>
</summary>
</member>
<member name="M:UnityEngine.BillboardRenderer.#ctor">
<summary>
<para>Constructor.</para>
</summary>
</member>
<member name="T:UnityEngine.BlendWeights">
<summary>
<para>Blend weights.</para>
</summary>
</member>
<member name="F:UnityEngine.BlendWeights.FourBones">
<summary>
<para>Four bones affect each vertex.</para>
</summary>
</member>
<member name="F:UnityEngine.BlendWeights.OneBone">
<summary>
<para>One bone affects each vertex.</para>
</summary>
</member>
<member name="F:UnityEngine.BlendWeights.TwoBones">
<summary>
<para>Two bones affect each vertex.</para>
</summary>
</member>
<member name="T:UnityEngine.BoneWeight">
<summary>
<para>Skinning bone weights of a vertex in the mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.BoneWeight.boneIndex0">
<summary>
<para>Index of first bone.</para>
</summary>
</member>
<member name="P:UnityEngine.BoneWeight.boneIndex1">
<summary>
<para>Index of second bone.</para>
</summary>
</member>
<member name="P:UnityEngine.BoneWeight.boneIndex2">
<summary>
<para>Index of third bone.</para>
</summary>
</member>
<member name="P:UnityEngine.BoneWeight.boneIndex3">
<summary>
<para>Index of fourth bone.</para>
</summary>
</member>
<member name="P:UnityEngine.BoneWeight.weight0">
<summary>
<para>Skinning weight for first bone.</para>
</summary>
</member>
<member name="P:UnityEngine.BoneWeight.weight1">
<summary>
<para>Skinning weight for second bone.</para>
</summary>
</member>
<member name="P:UnityEngine.BoneWeight.weight2">
<summary>
<para>Skinning weight for third bone.</para>
</summary>
</member>
<member name="P:UnityEngine.BoneWeight.weight3">
<summary>
<para>Skinning weight for fourth bone.</para>
</summary>
</member>
<member name="T:UnityEngine.BoundingSphere">
<summary>
<para>Describes a single bounding sphere for use by a CullingGroup.</para>
</summary>
</member>
<member name="F:UnityEngine.BoundingSphere.position">
<summary>
<para>The position of the center of the BoundingSphere.</para>
</summary>
</member>
<member name="F:UnityEngine.BoundingSphere.radius">
<summary>
<para>The radius of the BoundingSphere.</para>
</summary>
</member>
<member name="M:UnityEngine.BoundingSphere.#ctor(UnityEngine.Vector3,System.Single)">
<summary>
<para>Initializes a BoundingSphere.</para>
</summary>
<param name="pos">The center of the sphere.</param>
<param name="rad">The radius of the sphere.</param>
<param name="packedSphere">A four-component vector containing the position (packed into the XYZ components) and radius (packed into the W component).</param>
</member>
<member name="M:UnityEngine.BoundingSphere.#ctor(UnityEngine.Vector4)">
<summary>
<para>Initializes a BoundingSphere.</para>
</summary>
<param name="pos">The center of the sphere.</param>
<param name="rad">The radius of the sphere.</param>
<param name="packedSphere">A four-component vector containing the position (packed into the XYZ components) and radius (packed into the W component).</param>
</member>
<member name="T:UnityEngine.Bounds">
<summary>
<para>Represents an axis aligned bounding box.</para>
</summary>
</member>
<member name="P:UnityEngine.Bounds.center">
<summary>
<para>The center of the bounding box.</para>
</summary>
</member>
<member name="P:UnityEngine.Bounds.extents">
<summary>
<para>The extents of the Bounding Box. This is always half of the size of the Bounds.</para>
</summary>
</member>
<member name="P:UnityEngine.Bounds.max">
<summary>
<para>The maximal point of the box. This is always equal to center+extents.</para>
</summary>
</member>
<member name="P:UnityEngine.Bounds.min">
<summary>
<para>The minimal point of the box. This is always equal to center-extents.</para>
</summary>
</member>
<member name="P:UnityEngine.Bounds.size">
<summary>
<para>The total size of the box. This is always twice as large as the extents.</para>
</summary>
</member>
<member name="M:UnityEngine.Bounds.ClosestPoint(UnityEngine.Vector3)">
<summary>
<para>The closest point on the bounding box.</para>
</summary>
<param name="point">Arbitrary point.</param>
<returns>
<para>The point on the bounding box or inside the bounding box.</para>
</returns>
</member>
<member name="M:UnityEngine.Bounds.Contains(UnityEngine.Vector3)">
<summary>
<para>Is point contained in the bounding box?</para>
</summary>
<param name="point"></param>
</member>
<member name="M:UnityEngine.Bounds.#ctor(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Creates a new Bounds.</para>
</summary>
<param name="center">The location of the origin of the Bounds.</param>
<param name="size">The dimensions of the Bounds.</param>
</member>
<member name="M:UnityEngine.Bounds.Encapsulate(UnityEngine.Vector3)">
<summary>
<para>Grows the Bounds to include the point.</para>
</summary>
<param name="point"></param>
</member>
<member name="M:UnityEngine.Bounds.Encapsulate(UnityEngine.Bounds)">
<summary>
<para>Grow the bounds to encapsulate the bounds.</para>
</summary>
<param name="bounds"></param>
</member>
<member name="M:UnityEngine.Bounds.Expand(System.Single)">
<summary>
<para>Expand the bounds by increasing its size by amount along each side.</para>
</summary>
<param name="amount"></param>
</member>
<member name="M:UnityEngine.Bounds.Expand(UnityEngine.Vector3)">
<summary>
<para>Expand the bounds by increasing its size by amount along each side.</para>
</summary>
<param name="amount"></param>
</member>
<member name="M:UnityEngine.Bounds.IntersectRay(UnityEngine.Ray)">
<summary>
<para>Does ray intersect this bounding box?</para>
</summary>
<param name="ray"></param>
</member>
<member name="M:UnityEngine.Bounds.IntersectRay(UnityEngine.Ray,System.Single&amp;)">
<summary>
<para>Does ray intersect this bounding box?</para>
</summary>
<param name="ray"></param>
<param name="distance"></param>
</member>
<member name="M:UnityEngine.Bounds.Intersects(UnityEngine.Bounds)">
<summary>
<para>Does another bounding box intersect with this bounding box?</para>
</summary>
<param name="bounds"></param>
</member>
<member name="M:UnityEngine.Bounds.SetMinMax(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Sets the bounds to the min and max value of the box.</para>
</summary>
<param name="min"></param>
<param name="max"></param>
</member>
<member name="M:UnityEngine.Bounds.SqrDistance(UnityEngine.Vector3)">
<summary>
<para>The smallest squared distance between the point and this bounding box.</para>
</summary>
<param name="point"></param>
</member>
<member name="M:UnityEngine.Bounds.ToString">
<summary>
<para>Returns a nicely formatted string for the bounds.</para>
</summary>
<param name="format"></param>
</member>
<member name="M:UnityEngine.Bounds.ToString(System.String)">
<summary>
<para>Returns a nicely formatted string for the bounds.</para>
</summary>
<param name="format"></param>
</member>
<member name="T:UnityEngine.BoundsInt">
<summary>
<para>Represents an axis aligned bounding box with all values as integers.</para>
</summary>
</member>
<member name="P:UnityEngine.BoundsInt.allPositionsWithin">
<summary>
<para>A BoundsInt.PositionCollection that contains all positions within the BoundsInt.</para>
</summary>
</member>
<member name="P:UnityEngine.BoundsInt.center">
<summary>
<para>The center of the bounding box.</para>
</summary>
</member>
<member name="P:UnityEngine.BoundsInt.max">
<summary>
<para>The maximal point of the box.</para>
</summary>
</member>
<member name="P:UnityEngine.BoundsInt.min">
<summary>
<para>The minimal point of the box.</para>
</summary>
</member>
<member name="P:UnityEngine.BoundsInt.position">
<summary>
<para>The position of the bounding box.</para>
</summary>
</member>
<member name="P:UnityEngine.BoundsInt.size">
<summary>
<para>The total size of the box.</para>
</summary>
</member>
<member name="P:UnityEngine.BoundsInt.x">
<summary>
<para>X value of the minimal point of the box.</para>
</summary>
</member>
<member name="P:UnityEngine.BoundsInt.xMax">
<summary>
<para>The maximal x point of the box.</para>
</summary>
</member>
<member name="P:UnityEngine.BoundsInt.xMin">
<summary>
<para>The minimal x point of the box.</para>
</summary>
</member>
<member name="P:UnityEngine.BoundsInt.y">
<summary>
<para>Y value of the minimal point of the box.</para>
</summary>
</member>
<member name="P:UnityEngine.BoundsInt.yMax">
<summary>
<para>The maximal y point of the box.</para>
</summary>
</member>
<member name="P:UnityEngine.BoundsInt.yMin">
<summary>
<para>The minimal y point of the box.</para>
</summary>
</member>
<member name="P:UnityEngine.BoundsInt.z">
<summary>
<para>Z value of the minimal point of the box.</para>
</summary>
</member>
<member name="P:UnityEngine.BoundsInt.zMax">
<summary>
<para>The maximal z point of the box.</para>
</summary>
</member>
<member name="P:UnityEngine.BoundsInt.zMin">
<summary>
<para>The minimal z point of the box.</para>
</summary>
</member>
<member name="M:UnityEngine.BoundsInt.ClampToBounds(UnityEngine.BoundsInt)">
<summary>
<para>Clamps the position and size of this bounding box to the given bounds.</para>
</summary>
<param name="bounds">Bounds to clamp to.</param>
</member>
<member name="M:UnityEngine.BoundsInt.Contains(UnityEngine.Vector3Int)">
<summary>
<para>Is point contained in the bounding box?</para>
</summary>
<param name="position">Point to check.</param>
<param name="inclusive">Whether the max limits are included in the check.</param>
<returns>
<para>Is point contained in the bounding box?</para>
</returns>
</member>
<member name="M:UnityEngine.BoundsInt.Contains">
<summary>
<para>Is point contained in the bounding box?</para>
</summary>
<param name="position">Point to check.</param>
<param name="inclusive">Whether the max limits are included in the check.</param>
<returns>
<para>Is point contained in the bounding box?</para>
</returns>
</member>
<member name="T:UnityEngine.BoundsInt.PositionEnumerator">
<summary>
<para>An iterator that allows you to iterate over all positions within the BoundsInt.</para>
</summary>
</member>
<member name="P:UnityEngine.BoundsInt.PositionEnumerator.Current">
<summary>
<para>Current position of the enumerator.</para>
</summary>
</member>
<member name="M:UnityEngine.BoundsInt.PositionEnumerator.GetEnumerator">
<summary>
<para>Returns this as an iterator that allows you to iterate over all positions within the BoundsInt.</para>
</summary>
<returns>
<para>This BoundsInt.PositionEnumerator.</para>
</returns>
</member>
<member name="M:UnityEngine.BoundsInt.PositionEnumerator.MoveNext">
<summary>
<para>Moves the enumerator to the next position.</para>
</summary>
<returns>
<para>Whether the enumerator has successfully moved to the next position.</para>
</returns>
</member>
<member name="M:UnityEngine.BoundsInt.PositionEnumerator.Reset">
<summary>
<para>Resets this enumerator to its starting state.</para>
</summary>
</member>
<member name="M:UnityEngine.BoundsInt.SetMinMax(UnityEngine.Vector3Int,UnityEngine.Vector3Int)">
<summary>
<para>Sets the bounds to the min and max value of the box.</para>
</summary>
<param name="minPosition"></param>
<param name="maxPosition"></param>
</member>
<member name="M:UnityEngine.BoundsInt.ToString">
<summary>
<para>Returns a nicely formatted string for the bounds.</para>
</summary>
</member>
<member name="T:UnityEngine.Cache">
<summary>
<para>Data structure for cache. Please refer to See Also:Caching.AddCache for more information.</para>
</summary>
</member>
<member name="P:UnityEngine.Cache.expirationDelay">
<summary>
<para>The number of seconds that an AssetBundle may remain unused in the cache before it is automatically deleted.</para>
</summary>
</member>
<member name="P:UnityEngine.Cache.index">
<summary>
<para>Returns the index of the cache in the cache list.</para>
</summary>
</member>
<member name="P:UnityEngine.Cache.maximumAvailableStorageSpace">
<summary>
<para>Allows you to specify the total number of bytes that can be allocated for the cache.</para>
</summary>
</member>
<member name="P:UnityEngine.Cache.path">
<summary>
<para>Returns the path of the cache.</para>
</summary>
</member>
<member name="P:UnityEngine.Cache.readOnly">
<summary>
<para>Returns true if the cache is readonly.</para>
</summary>
</member>
<member name="P:UnityEngine.Cache.ready">
<summary>
<para>Returns true if the cache is ready.</para>
</summary>
</member>
<member name="P:UnityEngine.Cache.spaceFree">
<summary>
<para>Returns the number of currently unused bytes in the cache.</para>
</summary>
</member>
<member name="P:UnityEngine.Cache.spaceOccupied">
<summary>
<para>Returns the used disk space in bytes.</para>
</summary>
</member>
<member name="P:UnityEngine.Cache.valid">
<summary>
<para>Returns true if the cache is valid.</para>
</summary>
</member>
<member name="M:UnityEngine.Cache.ClearCache">
<summary>
<para>Removes all cached content in the cache that has been cached by the current application.</para>
</summary>
<param name="expiration">The number of seconds that AssetBundles may remain unused in the cache.</param>
<returns>
<para>Returns True when cache clearing succeeded.</para>
</returns>
</member>
<member name="M:UnityEngine.Cache.ClearCache(System.Int32)">
<summary>
<para>Removes all cached content in the cache that has been cached by the current application.</para>
</summary>
<param name="expiration">The number of seconds that AssetBundles may remain unused in the cache.</param>
<returns>
<para>Returns True when cache clearing succeeded.</para>
</returns>
</member>
<member name="T:UnityEngine.CachedAssetBundle">
<summary>
<para>Data structure for downloading AssetBundles to a customized cache path. See Also:UnityWebRequestAssetBundle.GetAssetBundle for more information.</para>
</summary>
</member>
<member name="P:UnityEngine.CachedAssetBundle.hash">
<summary>
<para>Hash128 which is used as the version of the AssetBundle.</para>
</summary>
</member>
<member name="P:UnityEngine.CachedAssetBundle.name">
<summary>
<para>AssetBundle name which is used as the customized cache path.</para>
</summary>
</member>
<member name="T:UnityEngine.Caching">
<summary>
<para>The Caching class lets you manage cached AssetBundles, downloaded using UnityWebRequestAssetBundle.GetAssetBundle().</para>
</summary>
</member>
<member name="P:UnityEngine.Caching.cacheCount">
<summary>
<para>Returns the cache count in the cache list.</para>
</summary>
</member>
<member name="P:UnityEngine.Caching.compressionEnabled">
<summary>
<para>Controls compression of cache data. Enabled by default.</para>
</summary>
</member>
<member name="P:UnityEngine.Caching.currentCacheForWriting">
<summary>
<para>Gets or sets the current cache in which AssetBundles should be cached.</para>
</summary>
</member>
<member name="P:UnityEngine.Caching.defaultCache">
<summary>
<para>Returns the default cache which is added by Unity internally.</para>
</summary>
</member>
<member name="P:UnityEngine.Caching.ready">
<summary>
<para>Returns true if Caching system is ready for use.</para>
</summary>
</member>
<member name="M:UnityEngine.Caching.AddCache(System.String)">
<summary>
<para>Add a cache with the given path.</para>
</summary>
<param name="cachePath">Path to the cache folder.</param>
</member>
<member name="M:UnityEngine.Caching.ClearAllCachedVersions(System.String)">
<summary>
<para>Removes all the cached versions of the given AssetBundle from the cache.</para>
</summary>
<param name="assetBundleName">The AssetBundle name.</param>
<returns>
<para>Returns true when cache clearing succeeded.</para>
</returns>
</member>
<member name="M:UnityEngine.Caching.ClearCache">
<summary>
<para>Removes all AssetBundle content that has been cached by the current application.</para>
</summary>
<param name="expiration">The number of seconds that AssetBundles may remain unused in the cache.</param>
<returns>
<para>True when cache clearing succeeded, false if cache was in use.</para>
</returns>
</member>
<member name="M:UnityEngine.Caching.ClearCache(System.Int32)">
<summary>
<para>Removes all AssetBundle content that has been cached by the current application.</para>
</summary>
<param name="expiration">The number of seconds that AssetBundles may remain unused in the cache.</param>
<returns>
<para>True when cache clearing succeeded, false if cache was in use.</para>
</returns>
</member>
<member name="M:UnityEngine.Caching.ClearCachedVersion(System.String,UnityEngine.Hash128)">
<summary>
<para>Removes the given version of the AssetBundle.</para>
</summary>
<param name="assetBundleName">The AssetBundle name.</param>
<param name="hash">Version needs to be cleaned.</param>
<returns>
<para>Returns true when cache clearing succeeded. Can return false if any cached bundle is in use.</para>
</returns>
</member>
<member name="M:UnityEngine.Caching.ClearOtherCachedVersions(System.String,UnityEngine.Hash128)">
<summary>
<para>Removes all the cached versions of the AssetBundle from the cache, except for the specified version.</para>
</summary>
<param name="assetBundleName">The AssetBundle name.</param>
<param name="hash">Version needs to be kept.</param>
<returns>
<para>Returns true when cache clearing succeeded.</para>
</returns>
</member>
<member name="M:UnityEngine.Caching.GetAllCachePaths(System.Collections.Generic.List`1&lt;System.String&gt;)">
<summary>
<para>Returns all paths of the cache in the cache list.</para>
</summary>
<param name="cachePaths">List of all the cache paths.</param>
</member>
<member name="M:UnityEngine.Caching.GetCacheAt(System.Int32)">
<summary>
<para>Returns the Cache at the given position in the cache list.</para>
</summary>
<param name="cacheIndex">Index of the cache to get.</param>
<returns>
<para>A reference to the Cache at the index specified.</para>
</returns>
</member>
<member name="M:UnityEngine.Caching.GetCacheByPath(System.String)">
<summary>
<para>Returns the Cache that has the given cache path.</para>
</summary>
<param name="cachePath">The cache path.</param>
<returns>
<para>A reference to the Cache with the given path.</para>
</returns>
</member>
<member name="M:UnityEngine.Caching.GetCachedVersions(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Hash128&gt;)">
<summary>
<para>Returns all cached versions of the given AssetBundle.</para>
</summary>
<param name="assetBundleName">The AssetBundle name.</param>
<param name="outCachedVersions">List of all the cached version.</param>
</member>
<member name="M:UnityEngine.Caching.IsVersionCached(System.String,System.Int32)">
<summary>
<para>Checks if an AssetBundle is cached.</para>
</summary>
<param name="string">Url The filename of the AssetBundle. Domain and path information are stripped from this string automatically.</param>
<param name="int">Version The version number of the AssetBundle to check for. Negative values are not allowed.</param>
<param name="url"></param>
<param name="version"></param>
<returns>
<para>True if an AssetBundle matching the url and version parameters has previously been loaded using UnityWebRequestAssetBundle.GetAssetBundle() and is currently stored in the cache. Returns false if the AssetBundle is not in cache, either because it has been flushed from the cache or was never loaded using the Caching API.</para>
</returns>
</member>
<member name="M:UnityEngine.Caching.MarkAsUsed(System.String,System.Int32)">
<summary>
<para>Bumps the timestamp of a cached file to be the current time.</para>
</summary>
<param name="url"></param>
<param name="version"></param>
</member>
<member name="M:UnityEngine.Caching.MoveCacheAfter(UnityEngine.Cache,UnityEngine.Cache)">
<summary>
<para>Moves the source Cache after the destination Cache in the cache list.</para>
</summary>
<param name="src">The Cache to move.</param>
<param name="dst">The Cache which should come before the source Cache in the cache list.</param>
</member>
<member name="M:UnityEngine.Caching.MoveCacheBefore(UnityEngine.Cache,UnityEngine.Cache)">
<summary>
<para>Moves the source Cache before the destination Cache in the cache list.</para>
</summary>
<param name="src">The Cache to move.</param>
<param name="dst">The Cache which should come after the source Cache in the cache list.</param>
</member>
<member name="M:UnityEngine.Caching.RemoveCache(UnityEngine.Cache)">
<summary>
<para>Removes the Cache from cache list.</para>
</summary>
<param name="cache">The Cache to be removed.</param>
<returns>
<para>Returns true if the Cache is removed.</para>
</returns>
</member>
<member name="T:UnityEngine.Camera">
<summary>
<para>A Camera is a device through which the player views the world.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.activeTexture">
<summary>
<para>Gets the temporary RenderTexture target for this Camera.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.actualRenderingPath">
<summary>
<para>The rendering path that is currently being used (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.allCameras">
<summary>
<para>Returns all enabled cameras in the Scene.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.allCamerasCount">
<summary>
<para>The number of cameras in the current Scene.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.allowDynamicResolution">
<summary>
<para>Dynamic Resolution Scaling.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.allowHDR">
<summary>
<para>High dynamic range rendering.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.allowMSAA">
<summary>
<para>MSAA rendering.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.areVRStereoViewMatricesWithinSingleCullTolerance">
<summary>
<para>Determines whether the stereo view matrices are suitable to allow for a single pass cull.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.aspect">
<summary>
<para>The aspect ratio (width divided by height).</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.backgroundColor">
<summary>
<para>The color with which the screen will be cleared.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.cameraToWorldMatrix">
<summary>
<para>Matrix that transforms from camera space to world space (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.cameraType">
<summary>
<para>Identifies what kind of camera this is.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.clearFlags">
<summary>
<para>How the camera clears the background.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.clearStencilAfterLightingPass">
<summary>
<para>Should the camera clear the stencil buffer after the deferred light pass?</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.commandBufferCount">
<summary>
<para>Number of command buffers set up on this camera (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.cullingMask">
<summary>
<para>This is used to render parts of the Scene selectively.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.cullingMatrix">
<summary>
<para>Sets a custom matrix for the camera to use for all culling queries.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.current">
<summary>
<para>The camera we are currently rendering with, for low-level render control only (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.depth">
<summary>
<para>Camera's depth in the camera rendering order.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.depthTextureMode">
<summary>
<para>How and if camera generates a depth texture.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.eventMask">
<summary>
<para>Mask to select which layers can trigger events on the camera.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.farClipPlane">
<summary>
<para>The far clipping plane distance.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.fieldOfView">
<summary>
<para>The field of view of the camera in degrees.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.focalLength">
<summary>
<para>The camera focal length, expressed in millimeters. To use this property, enable UsePhysicalProperties.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.forceIntoRenderTexture">
<summary>
<para>Should camera rendering be forced into a RenderTexture.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.gateFit">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.layerCullDistances">
<summary>
<para>Per-layer culling distances.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.layerCullSpherical">
<summary>
<para>How to perform per-layer culling for a Camera.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.lensShift">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.main">
<summary>
<para>The first enabled camera tagged "MainCamera" (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.nearClipPlane">
<summary>
<para>The near clipping plane distance.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.nonJitteredProjectionMatrix">
<summary>
<para>Get or set the raw projection matrix with no camera offset (no jittering).</para>
</summary>
</member>
<member name="F:UnityEngine.Camera.onPostRender">
<summary>
<para>Event that is fired after any camera finishes rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Camera.onPreCull">
<summary>
<para>Event that is fired before any camera starts culling.</para>
</summary>
</member>
<member name="F:UnityEngine.Camera.onPreRender">
<summary>
<para>Event that is fired before any camera starts rendering.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.opaqueSortMode">
<summary>
<para>Opaque object sorting mode.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.orthographic">
<summary>
<para>Is the camera orthographic (true) or perspective (false)?</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.orthographicSize">
<summary>
<para>Camera's half-size when in orthographic mode.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.pixelHeight">
<summary>
<para>How tall is the camera in pixels (not accounting for dynamic resolution scaling) (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.pixelRect">
<summary>
<para>Where on the screen is the camera rendered in pixel coordinates.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.pixelWidth">
<summary>
<para>How wide is the camera in pixels (not accounting for dynamic resolution scaling) (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.previousViewProjectionMatrix">
<summary>
<para>Get the view projection matrix used on the last frame.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.projectionMatrix">
<summary>
<para>Set a custom projection matrix.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.rect">
<summary>
<para>Where on the screen is the camera rendered in normalized coordinates.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.renderingPath">
<summary>
<para>The rendering path that should be used, if possible.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.scaledPixelHeight">
<summary>
<para>How tall is the camera in pixels (accounting for dynamic resolution scaling) (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.scaledPixelWidth">
<summary>
<para>How wide is the camera in pixels (accounting for dynamic resolution scaling) (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.scene">
<summary>
<para>If not null, the camera will only render the contents of the specified Scene.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.sensorSize">
<summary>
<para>The size of the camera sensor, expressed in millimeters.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.stereoActiveEye">
<summary>
<para>Returns the eye that is currently rendering.
If called when stereo is not enabled it will return Camera.MonoOrStereoscopicEye.Mono.
If called during a camera rendering callback such as OnRenderImage it will return the currently rendering eye.
If called outside of a rendering callback and stereo is enabled, it will return the default eye which is Camera.MonoOrStereoscopicEye.Left.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.stereoConvergence">
<summary>
<para>Distance to a point where virtual eyes converge.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.stereoEnabled">
<summary>
<para>Stereoscopic rendering.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.stereoSeparation">
<summary>
<para>The distance between the virtual eyes. Use this to query or set the current eye separation. Note that most VR devices provide this value, in which case setting the value will have no effect.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.stereoTargetEye">
<summary>
<para>Defines which eye of a VR display the Camera renders into.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.targetDisplay">
<summary>
<para>Set the target display for this Camera.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.targetTexture">
<summary>
<para>Destination render texture.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.transparencySortAxis">
<summary>
<para>An axis that describes the direction along which the distances of objects are measured for the purpose of sorting.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.transparencySortMode">
<summary>
<para>Transparent object sorting mode.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.useJitteredProjectionMatrixForTransparentRendering">
<summary>
<para>Should the jittered matrix be used for transparency rendering?</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.useOcclusionCulling">
<summary>
<para>Whether or not the Camera will use occlusion culling during rendering.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.usePhysicalProperties">
<summary>
<para>Enable [UsePhysicalProperties] to use physical camera properties to compute the field of view and the frustum.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.velocity">
<summary>
<para>Get the world-space speed of the camera (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.worldToCameraMatrix">
<summary>
<para>Matrix that transforms from world to camera space.</para>
</summary>
</member>
<member name="M:UnityEngine.Camera.AddCommandBuffer(UnityEngine.Rendering.CameraEvent,UnityEngine.Rendering.CommandBuffer)">
<summary>
<para>Add a command buffer to be executed at a specified place.</para>
</summary>
<param name="evt">When to execute the command buffer during rendering.</param>
<param name="buffer">The buffer to execute.</param>
</member>
<member name="M:UnityEngine.Camera.AddCommandBufferAsync(UnityEngine.Rendering.CameraEvent,UnityEngine.Rendering.CommandBuffer,UnityEngine.Rendering.ComputeQueueType)">
<summary>
<para>Adds a command buffer to the GPU's async compute queues and executes that command buffer when graphics processing reaches a given point.</para>
</summary>
<param name="evt">The point during the graphics processing at which this command buffer should commence on the GPU.</param>
<param name="buffer">The buffer to execute.</param>
<param name="queueType">The desired async compute queue type to execute the buffer on.</param>
</member>
<member name="M:UnityEngine.Camera.CalculateFrustumCorners(UnityEngine.Rect,System.Single,UnityEngine.Camera/MonoOrStereoscopicEye,UnityEngine.Vector3[])">
<summary>
<para>Given viewport coordinates, calculates the view space vectors pointing to the four frustum corners at the specified camera depth.</para>
</summary>
<param name="viewport">Normalized viewport coordinates to use for the frustum calculation.</param>
<param name="z">Z-depth from the camera origin at which the corners will be calculated.</param>
<param name="eye">Camera eye projection matrix to use.</param>
<param name="outCorners">Output array for the frustum corner vectors. Cannot be null and length must be &gt;= 4.</param>
</member>
<member name="M:UnityEngine.Camera.CalculateObliqueMatrix(UnityEngine.Vector4)">
<summary>
<para>Calculates and returns oblique near-plane projection matrix.</para>
</summary>
<param name="clipPlane">Vector4 that describes a clip plane.</param>
<returns>
<para>Oblique near-plane projection matrix.</para>
</returns>
</member>
<member name="M:UnityEngine.Camera.CalculateProjectionMatrixFromPhysicalProperties">
<summary>
<para>
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
</para>
</summary>
<param name="output">The calculated matrix.</param>
<param name="focalLength">Focal length in millimeters.</param>
<param name="sensorSize">Sensor dimensions in Millimeters.</param>
<param name="lensShift">Lens offset relative to the sensor size.</param>
<param name="nearClip">Near plane distance.</param>
<param name="farClip">Far plane distance.</param>
<param name="gateFitParameters">Gate fit parameters to use. See Camera.GateFitParameters.</param>
</member>
<member name="T:UnityEngine.Camera.CameraCallback">
<summary>
<para>Delegate type for camera callbacks.</para>
</summary>
<param name="cam"></param>
</member>
<member name="M:UnityEngine.Camera.CopyFrom(UnityEngine.Camera)">
<summary>
<para>Makes this camera's settings match other camera.</para>
</summary>
<param name="other">Copy camera settings to the other camera.</param>
</member>
<member name="M:UnityEngine.Camera.CopyStereoDeviceProjectionMatrixToNonJittered(UnityEngine.Camera/StereoscopicEye)">
<summary>
<para>Sets the non-jittered projection matrix, sourced from the VR SDK.</para>
</summary>
<param name="eye">Specifies the stereoscopic eye whose non-jittered projection matrix will be sourced from the VR SDK.</param>
</member>
<member name="M:UnityEngine.Camera.FocalLengthToFOV(System.Single,System.Single)">
<summary>
<para>Converts focal length to field of view.</para>
</summary>
<param name="focalLength">Focal length in millimeters.</param>
<param name="sensorSize">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.</param>
<returns>
<para>field of view in degrees.</para>
</returns>
</member>
<member name="M:UnityEngine.Camera.FOVToFocalLength(System.Single,System.Single)">
<summary>
<para>Converts field of view to focal length. Use either sensor height and vertical field of view or sensor width and horizontal field of view.</para>
</summary>
<param name="fov">field of view in degrees.</param>
<param name="sensorSize">Sensor size in millimeters.</param>
<returns>
<para>Focal length in millimeters.</para>
</returns>
</member>
<member name="T:UnityEngine.Camera.GateFitMode">
<summary>
<para>Enum used to specify how the sensor gate (sensor frame) defined by Camera.sensorSize fits into the resolution gate (render frame).</para>
</summary>
</member>
<member name="F:UnityEngine.Camera.GateFitMode.Fill">
<summary>
<para>
Automatically selects a horizontal or vertical fit so that the sensor gate fits completely inside the resolution gate.
</para>
</summary>
</member>
<member name="F:UnityEngine.Camera.GateFitMode.Horizontal">
<summary>
<para>
Fit the resolution gate horizontally within the sensor gate.
</para>
</summary>
</member>
<member name="F:UnityEngine.Camera.GateFitMode.None">
<summary>
<para>
Stretch the sensor gate to fit exactly into the resolution gate.
</para>
</summary>
</member>
<member name="F:UnityEngine.Camera.GateFitMode.Overscan">
<summary>
<para>
Automatically selects a horizontal or vertical fit so that the render frame fits completely inside the resolution gate.
</para>
</summary>
</member>
<member name="F:UnityEngine.Camera.GateFitMode.Vertical">
<summary>
<para>
Fit the resolution gate vertically within the sensor gate.
</para>
</summary>
</member>
<member name="T:UnityEngine.Camera.GateFitParameters">
<summary>
<para>Wrapper for gate fit parameters</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.GateFitParameters.aspect">
<summary>
<para>Aspect ratio of the resolution gate.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.GateFitParameters.mode">
<summary>
<para>GateFitMode to use. See Camera.GateFitMode.</para>
</summary>
</member>
<member name="M:UnityEngine.Camera.GateFitParameters.#ctor(UnityEngine.Camera/GateFitMode,System.Single)">
<summary>
<para>Wrapper for gate fit parameters.</para>
</summary>
<param name="mode"></param>
<param name="aspect"></param>
</member>
<member name="M:UnityEngine.Camera.GetAllCameras(UnityEngine.Camera[])">
<summary>
<para>Fills an array of Camera with the current cameras in the Scene, without allocating a new array.</para>
</summary>
<param name="cameras">An array to be filled up with cameras currently in the Scene.</param>
</member>
<member name="M:UnityEngine.Camera.GetCommandBuffers(UnityEngine.Rendering.CameraEvent)">
<summary>
<para>Get command buffers to be executed at a specified place.</para>
</summary>
<param name="evt">When to execute the command buffer during rendering.</param>
<returns>
<para>Array of command buffers.</para>
</returns>
</member>
<member name="M:UnityEngine.Camera.GetStereoNonJitteredProjectionMatrix(UnityEngine.Camera/StereoscopicEye)">
<summary>
<para>Gets the non-jittered projection matrix of a specific left or right stereoscopic eye.</para>
</summary>
<param name="eye">Specifies the stereoscopic eye whose non-jittered projection matrix needs to be returned.</param>
<returns>
<para>The non-jittered projection matrix of the specified stereoscopic eye.</para>
</returns>
</member>
<member name="M:UnityEngine.Camera.GetStereoProjectionMatrix(UnityEngine.Camera/StereoscopicEye)">
<summary>
<para>Gets the projection matrix of a specific left or right stereoscopic eye.</para>
</summary>
<param name="eye">Specifies the stereoscopic eye whose projection matrix needs to be returned.</param>
<returns>
<para>The projection matrix of the specified stereoscopic eye.</para>
</returns>
</member>
<member name="M:UnityEngine.Camera.GetStereoViewMatrix(UnityEngine.Camera/StereoscopicEye)">
<summary>
<para>Gets the left or right view matrix of a specific stereoscopic eye.</para>
</summary>
<param name="eye">Specifies the stereoscopic eye whose view matrix needs to be returned.</param>
<returns>
<para>The view matrix of the specified stereoscopic eye.</para>
</returns>
</member>
<member name="T:UnityEngine.Camera.MonoOrStereoscopicEye">
<summary>
<para>A Camera eye corresponding to the left or right human eye for stereoscopic rendering, or neither for non-stereoscopic rendering.
A single Camera can render both left and right views in a single frame. Therefore, this enum describes which eye the Camera is currently rendering when returned by Camera.stereoActiveEye during a rendering callback (such as Camera.OnRenderImage), or which eye to act on when passed into a function.
The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereoscopicEye.Left may be returned by some methods or properties when called outside of rendering if stereoscopic rendering is enabled.</para>
</summary>
</member>
<member name="F:UnityEngine.Camera.MonoOrStereoscopicEye.Left">
<summary>
<para>Camera eye corresponding to stereoscopic rendering of the left eye.</para>
</summary>
</member>
<member name="F:UnityEngine.Camera.MonoOrStereoscopicEye.Mono">
<summary>
<para>Camera eye corresponding to non-stereoscopic rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Camera.MonoOrStereoscopicEye.Right">
<summary>
<para>Camera eye corresponding to stereoscopic rendering of the right eye.</para>
</summary>
</member>
<member name="M:UnityEngine.Camera.RemoveAllCommandBuffers">
<summary>
<para>Remove all command buffers set on this camera.</para>
</summary>
</member>
<member name="M:UnityEngine.Camera.RemoveCommandBuffer(UnityEngine.Rendering.CameraEvent,UnityEngine.Rendering.CommandBuffer)">
<summary>
<para>Remove command buffer from execution at a specified place.</para>
</summary>
<param name="evt">When to execute the command buffer during rendering.</param>
<param name="buffer">The buffer to execute.</param>
</member>
<member name="M:UnityEngine.Camera.RemoveCommandBuffers(UnityEngine.Rendering.CameraEvent)">
<summary>
<para>Remove command buffers from execution at a specified place.</para>
</summary>
<param name="evt">When to execute the command buffer during rendering.</param>
</member>
<member name="M:UnityEngine.Camera.Render">
<summary>
<para>Render the camera manually.</para>
</summary>
</member>
<member name="M:UnityEngine.Camera.RenderToCubemap(UnityEngine.Cubemap,System.Int32)">
<summary>
<para>Render into a static cubemap from this camera.</para>
</summary>
<param name="cubemap">The cube map to render to.</param>
<param name="faceMask">A bitmask which determines which of the six faces are rendered to.</param>
<returns>
<para>False if rendering fails, else true.</para>
</returns>
</member>
<member name="M:UnityEngine.Camera.RenderToCubemap(UnityEngine.RenderTexture,System.Int32)">
<summary>
<para>Render into a cubemap from this camera.</para>
</summary>
<param name="faceMask">A bitfield indicating which cubemap faces should be rendered into.</param>
<param name="cubemap">The texture to render to.</param>
<returns>
<para>False if rendering fails, else true.</para>
</returns>
</member>
<member name="M:UnityEngine.Camera.RenderToCubemap(UnityEngine.RenderTexture,System.Int32,UnityEngine.Camera/MonoOrStereoscopicEye)">
<summary>
<para>Render one side of a stereoscopic 360-degree image into a cubemap from this camera.</para>
</summary>
<param name="cubemap">The texture to render to.</param>
<param name="faceMask">A bitfield indicating which cubemap faces should be rendered into. Set to the integer value 63 to render all faces.</param>
<param name="stereoEye">A Camera eye corresponding to the left or right eye for stereoscopic rendering, or neither for non-stereoscopic rendering.</param>
<returns>
<para>False if rendering fails, else true.</para>
</returns>
</member>
<member name="M:UnityEngine.Camera.RenderWithShader(UnityEngine.Shader,System.String)">
<summary>
<para>Render the camera with shader replacement.</para>
</summary>
<param name="shader"></param>
<param name="replacementTag"></param>
</member>
<member name="M:UnityEngine.Camera.Reset">
<summary>
<para>Revert all camera parameters to default.</para>
</summary>
</member>
<member name="M:UnityEngine.Camera.ResetAspect">
<summary>
<para>Revert the aspect ratio to the screen's aspect ratio.</para>
</summary>
</member>
<member name="M:UnityEngine.Camera.ResetCullingMatrix">
<summary>
<para>Make culling queries reflect the camera's built in parameters.</para>
</summary>
</member>
<member name="M:UnityEngine.Camera.ResetProjectionMatrix">
<summary>
<para>Make the projection reflect normal camera's parameters.</para>
</summary>
</member>
<member name="M:UnityEngine.Camera.ResetReplacementShader">
<summary>
<para>Remove shader replacement from camera.</para>
</summary>
</member>
<member name="M:UnityEngine.Camera.ResetStereoProjectionMatrices">
<summary>
<para>Reset the camera to using the Unity computed projection matrices for all stereoscopic eyes.</para>
</summary>
</member>
<member name="M:UnityEngine.Camera.ResetStereoViewMatrices">
<summary>
<para>Reset the camera to using the Unity computed view matrices for all stereoscopic eyes.</para>
</summary>
</member>
<member name="M:UnityEngine.Camera.ResetTransparencySortSettings">
<summary>
<para>Resets this Camera's transparency sort settings to the default. Default transparency settings are taken from GraphicsSettings instead of directly from this Camera.</para>
</summary>
</member>
<member name="M:UnityEngine.Camera.ResetWorldToCameraMatrix">
<summary>
<para>Make the rendering position reflect the camera's position in the Scene.</para>
</summary>
</member>
<member name="M:UnityEngine.Camera.ScreenPointToRay(UnityEngine.Vector3)">
<summary>
<para>Returns a ray going from camera through a screen point.</para>
</summary>
<param name="eye">Optional argument that can be used to specify which eye transform to use. Default is Mono.</param>
<param name="pos"></param>
</member>
<member name="M:UnityEngine.Camera.ScreenPointToRay(UnityEngine.Vector3,UnityEngine.Camera/MonoOrStereoscopicEye)">
<summary>
<para>Returns a ray going from camera through a screen point.</para>
</summary>
<param name="eye">Optional argument that can be used to specify which eye transform to use. Default is Mono.</param>
<param name="pos"></param>
</member>
<member name="M:UnityEngine.Camera.ScreenToViewportPoint(UnityEngine.Vector3)">
<summary>
<para>Transforms position from screen space into viewport space.</para>
</summary>
<param name="position"></param>
</member>
<member name="M:UnityEngine.Camera.ScreenToWorldPoint(UnityEngine.Vector3)">
<summary>
<para>Transforms position from screen space into world space.</para>
</summary>
<param name="position"></param>
</member>
<member name="M:UnityEngine.Camera.SetReplacementShader(UnityEngine.Shader,System.String)">
<summary>
<para>Make the camera render with shader replacement.</para>
</summary>
<param name="shader"></param>
<param name="replacementTag"></param>
</member>
<member name="M:UnityEngine.Camera.SetStereoProjectionMatrix(UnityEngine.Camera/StereoscopicEye,UnityEngine.Matrix4x4)">
<summary>
<para>Sets a custom projection matrix for a specific stereoscopic eye.</para>
</summary>
<param name="eye">Specifies the stereoscopic eye whose projection matrix needs to be set.</param>
<param name="matrix">The matrix to be set.</param>
</member>
<member name="M:UnityEngine.Camera.SetStereoViewMatrix(UnityEngine.Camera/StereoscopicEye,UnityEngine.Matrix4x4)">
<summary>
<para>Sets a custom view matrix for a specific stereoscopic eye.</para>
</summary>
<param name="eye">Specifies the stereoscopic view matrix to set.</param>
<param name="matrix">The matrix to be set.</param>
</member>
<member name="M:UnityEngine.Camera.SetTargetBuffers(UnityEngine.RenderBuffer,UnityEngine.RenderBuffer)">
<summary>
<para>Sets the Camera to render to the chosen buffers of one or more RenderTextures.</para>
</summary>
<param name="colorBuffer">The RenderBuffer(s) to which color information will be rendered.</param>
<param name="depthBuffer">The RenderBuffer to which depth information will be rendered.</param>
</member>
<member name="M:UnityEngine.Camera.SetTargetBuffers(UnityEngine.RenderBuffer[],UnityEngine.RenderBuffer)">
<summary>
<para>Sets the Camera to render to the chosen buffers of one or more RenderTextures.</para>
</summary>
<param name="colorBuffer">The RenderBuffer(s) to which color information will be rendered.</param>
<param name="depthBuffer">The RenderBuffer to which depth information will be rendered.</param>
</member>
<member name="T:UnityEngine.Camera.StereoscopicEye">
<summary>
<para>Enum used to specify either the left or the right eye of a stereoscopic camera.</para>
</summary>
</member>
<member name="F:UnityEngine.Camera.StereoscopicEye.Left">
<summary>
<para>Specifies the target to be the left eye.</para>
</summary>
</member>
<member name="F:UnityEngine.Camera.StereoscopicEye.Right">
<summary>
<para>Specifies the target to be the right eye.</para>
</summary>
</member>
<member name="M:UnityEngine.Camera.ViewportPointToRay(UnityEngine.Vector3)">
<summary>
<para>Returns a ray going from camera through a viewport point.</para>
</summary>
<param name="eye">Optional argument that can be used to specify which eye transform to use. Default is Mono.</param>
<param name="pos"></param>
</member>
<member name="M:UnityEngine.Camera.ViewportPointToRay(UnityEngine.Vector3,UnityEngine.Camera/MonoOrStereoscopicEye)">
<summary>
<para>Returns a ray going from camera through a viewport point.</para>
</summary>
<param name="eye">Optional argument that can be used to specify which eye transform to use. Default is Mono.</param>
<param name="pos"></param>
</member>
<member name="M:UnityEngine.Camera.ViewportToScreenPoint(UnityEngine.Vector3)">
<summary>
<para>Transforms position from viewport space into screen space.</para>
</summary>
<param name="position"></param>
</member>
<member name="M:UnityEngine.Camera.ViewportToWorldPoint(UnityEngine.Vector3)">
<summary>
<para>Transforms position from viewport space into world space.</para>
</summary>
<param name="position">The 3d vector in Viewport space.</param>
<returns>
<para>The 3d vector in World space.</para>
</returns>
</member>
<member name="M:UnityEngine.Camera.WorldToScreenPoint(UnityEngine.Vector3)">
<summary>
<para>Transforms position from world space into screen space.</para>
</summary>
<param name="eye">Optional argument that can be used to specify which eye transform to use. Default is Mono.</param>
<param name="position"></param>
</member>
<member name="M:UnityEngine.Camera.WorldToScreenPoint(UnityEngine.Vector3,UnityEngine.Camera/MonoOrStereoscopicEye)">
<summary>
<para>Transforms position from world space into screen space.</para>
</summary>
<param name="eye">Optional argument that can be used to specify which eye transform to use. Default is Mono.</param>
<param name="position"></param>
</member>
<member name="M:UnityEngine.Camera.WorldToViewportPoint(UnityEngine.Vector3)">
<summary>
<para>Transforms position from world space into viewport space.</para>
</summary>
<param name="eye">Optional argument that can be used to specify which eye transform to use. Default is Mono.</param>
<param name="position"></param>
</member>
<member name="M:UnityEngine.Camera.WorldToViewportPoint(UnityEngine.Vector3,UnityEngine.Camera/MonoOrStereoscopicEye)">
<summary>
<para>Transforms position from world space into viewport space.</para>
</summary>
<param name="eye">Optional argument that can be used to specify which eye transform to use. Default is Mono.</param>
<param name="position"></param>
</member>
<member name="T:UnityEngine.CameraClearFlags">
<summary>
<para>Values for Camera.clearFlags, determining what to clear when rendering a Camera.</para>
</summary>
</member>
<member name="F:UnityEngine.CameraClearFlags.Depth">
<summary>
<para>Clear only the depth buffer.</para>
</summary>
</member>
<member name="F:UnityEngine.CameraClearFlags.Nothing">
<summary>
<para>Don't clear anything.</para>
</summary>
</member>
<member name="F:UnityEngine.CameraClearFlags.Skybox">
<summary>
<para>Clear with the skybox.</para>
</summary>
</member>
<member name="F:UnityEngine.CameraClearFlags.SolidColor">
<summary>
<para>Clear with a background color.</para>
</summary>
</member>
<member name="T:UnityEngine.CameraType">
<summary>
<para>Describes different types of camera.</para>
</summary>
</member>
<member name="F:UnityEngine.CameraType.Game">
<summary>
<para>Used to indicate a regular in-game camera.</para>
</summary>
</member>
<member name="F:UnityEngine.CameraType.Preview">
<summary>
<para>Used to indicate a camera that is used for rendering previews in the Editor.</para>
</summary>
</member>
<member name="F:UnityEngine.CameraType.Reflection">
<summary>
<para>Used to indicate a camera that is used for rendering reflection probes.</para>
</summary>
</member>
<member name="F:UnityEngine.CameraType.SceneView">
<summary>
<para>Used to indicate that a camera is used for rendering the Scene View in the Editor.</para>
</summary>
</member>
<member name="F:UnityEngine.CameraType.VR">
<summary>
<para>Used to indicate that a camera is used for rendering VR (in edit mode) in the Editor.</para>
</summary>
</member>
<member name="T:UnityEngine.Color">
<summary>
<para>Representation of RGBA colors.</para>
</summary>
</member>
<member name="F:UnityEngine.Color.a">
<summary>
<para>Alpha component of the color (0 is transparent, 1 is opaque).</para>
</summary>
</member>
<member name="F:UnityEngine.Color.b">
<summary>
<para>Blue component of the color.</para>
</summary>
</member>
<member name="P:UnityEngine.Color.black">
<summary>
<para>Solid black. RGBA is (0, 0, 0, 1).</para>
</summary>
</member>
<member name="P:UnityEngine.Color.blue">
<summary>
<para>Solid blue. RGBA is (0, 0, 1, 1).</para>
</summary>
</member>
<member name="P:UnityEngine.Color.clear">
<summary>
<para>Completely transparent. RGBA is (0, 0, 0, 0).</para>
</summary>
</member>
<member name="P:UnityEngine.Color.cyan">
<summary>
<para>Cyan. RGBA is (0, 1, 1, 1).</para>
</summary>
</member>
<member name="F:UnityEngine.Color.g">
<summary>
<para>Green component of the color.</para>
</summary>
</member>
<member name="P:UnityEngine.Color.gamma">
<summary>
<para>A version of the color that has had the gamma curve applied.</para>
</summary>
</member>
<member name="P:UnityEngine.Color.gray">
<summary>
<para>Gray. RGBA is (0.5, 0.5, 0.5, 1).</para>
</summary>
</member>
<member name="P:UnityEngine.Color.grayscale">
<summary>
<para>The grayscale value of the color. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Color.green">
<summary>
<para>Solid green. RGBA is (0, 1, 0, 1).</para>
</summary>
</member>
<member name="P:UnityEngine.Color.grey">
<summary>
<para>English spelling for gray. RGBA is the same (0.5, 0.5, 0.5, 1).</para>
</summary>
</member>
<member name="P:UnityEngine.Color.linear">
<summary>
<para>A linear value of an sRGB color.</para>
</summary>
</member>
<member name="P:UnityEngine.Color.magenta">
<summary>
<para>Magenta. RGBA is (1, 0, 1, 1).</para>
</summary>
</member>
<member name="P:UnityEngine.Color.maxColorComponent">
<summary>
<para>Returns the maximum color component value: Max(r,g,b).</para>
</summary>
</member>
<member name="F:UnityEngine.Color.r">
<summary>
<para>Red component of the color.</para>
</summary>
</member>
<member name="P:UnityEngine.Color.red">
<summary>
<para>Solid red. RGBA is (1, 0, 0, 1).</para>
</summary>
</member>
<member name="P:UnityEngine.Color.white">
<summary>
<para>Solid white. RGBA is (1, 1, 1, 1).</para>
</summary>
</member>
<member name="P:UnityEngine.Color.yellow">
<summary>
<para>Yellow. RGBA is (1, 0.92, 0.016, 1), but the color is nice to look at!</para>
</summary>
</member>
<member name="M:UnityEngine.Color.#ctor(System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Constructs a new Color with given r,g,b,a components.</para>
</summary>
<param name="r">Red component.</param>
<param name="g">Green component.</param>
<param name="b">Blue component.</param>
<param name="a">Alpha component.</param>
</member>
<member name="M:UnityEngine.Color.#ctor(System.Single,System.Single,System.Single)">
<summary>
<para>Constructs a new Color with given r,g,b components and sets a to 1.</para>
</summary>
<param name="r">Red component.</param>
<param name="g">Green component.</param>
<param name="b">Blue component.</param>
</member>
<member name="M:UnityEngine.Color.HSVToRGB(System.Single,System.Single,System.Single)">
<summary>
<para>Creates an RGB colour from HSV input.</para>
</summary>
<param name="H">Hue [0..1].</param>
<param name="S">Saturation [0..1].</param>
<param name="V">Brightness value [0..1].</param>
<param name="hdr">Output HDR colours. If true, the returned colour will not be clamped to [0..1].</param>
<returns>
<para>An opaque colour with HSV matching the input.</para>
</returns>
</member>
<member name="M:UnityEngine.Color.HSVToRGB(System.Single,System.Single,System.Single,System.Boolean)">
<summary>
<para>Creates an RGB colour from HSV input.</para>
</summary>
<param name="H">Hue [0..1].</param>
<param name="S">Saturation [0..1].</param>
<param name="V">Brightness value [0..1].</param>
<param name="hdr">Output HDR colours. If true, the returned colour will not be clamped to [0..1].</param>
<returns>
<para>An opaque colour with HSV matching the input.</para>
</returns>
</member>
<member name="?:UnityEngine.Color.implop_Color(Vector4)(UnityEngine.Vector4)">
<summary>
<para>Colors can be implicitly converted to and from Vector4.</para>
</summary>
<param name="v"></param>
</member>
<member name="?:UnityEngine.Color.implop_Vector4(Color)(UnityEngine.Color)">
<summary>
<para>Colors can be implicitly converted to and from Vector4.</para>
</summary>
<param name="c"></param>
</member>
<member name="M:UnityEngine.Color.Lerp(UnityEngine.Color,UnityEngine.Color,System.Single)">
<summary>
<para>Linearly interpolates between colors a and b by t.</para>
</summary>
<param name="a">Color a.</param>
<param name="b">Color b.</param>
<param name="t">Float for combining a and b.</param>
</member>
<member name="M:UnityEngine.Color.LerpUnclamped(UnityEngine.Color,UnityEngine.Color,System.Single)">
<summary>
<para>Linearly interpolates between colors a and b by t.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="t"></param>
</member>
<member name="?:UnityEngine.Color.op_Divide(UnityEngine.Color,System.Single)">
<summary>
<para>Divides color a by the float b. Each color component is scaled separately.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="?:UnityEngine.Color.op_Minus(UnityEngine.Color,UnityEngine.Color)">
<summary>
<para>Subtracts color b from color a. Each component is subtracted separately.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="?:UnityEngine.Color.op_Multiply(UnityEngine.Color,UnityEngine.Color)">
<summary>
<para>Multiplies two colors together. Each component is multiplied separately.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="?:UnityEngine.Color.op_Multiply(UnityEngine.Color,System.Single)">
<summary>
<para>Multiplies color a by the float b. Each color component is scaled separately.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="?:UnityEngine.Color.op_Multiply(System.Single,UnityEngine.Color)">
<summary>
<para>Multiplies color a by the float b. Each color component is scaled separately.</para>
</summary>
<param name="b"></param>
<param name="a"></param>
</member>
<member name="?:UnityEngine.Color.op_Plus(UnityEngine.Color,UnityEngine.Color)">
<summary>
<para>Adds two colors together. Each component is added separately.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Color.RGBToHSV(UnityEngine.Color,System.Single&amp;,System.Single&amp;,System.Single&amp;)">
<summary>
<para>Calculates the hue, saturation and value of an RGB input color.</para>
</summary>
<param name="rgbColor">An input color.</param>
<param name="H">Output variable for hue.</param>
<param name="S">Output variable for saturation.</param>
<param name="V">Output variable for value.</param>
</member>
<member name="P:UnityEngine.Color.this">
<summary>
<para>Access the r, g, b,a components using [0], [1], [2], [3] respectively.</para>
</summary>
</member>
<member name="M:UnityEngine.Color.ToString">
<summary>
<para>Returns a nicely formatted string of this color.</para>
</summary>
<param name="format"></param>
</member>
<member name="M:UnityEngine.Color.ToString(System.String)">
<summary>
<para>Returns a nicely formatted string of this color.</para>
</summary>
<param name="format"></param>
</member>
<member name="T:UnityEngine.Color32">
<summary>
<para>Representation of RGBA colors in 32 bit format.</para>
</summary>
</member>
<member name="F:UnityEngine.Color32.a">
<summary>
<para>Alpha component of the color.</para>
</summary>
</member>
<member name="F:UnityEngine.Color32.b">
<summary>
<para>Blue component of the color.</para>
</summary>
</member>
<member name="F:UnityEngine.Color32.g">
<summary>
<para>Green component of the color.</para>
</summary>
</member>
<member name="F:UnityEngine.Color32.r">
<summary>
<para>Red component of the color.</para>
</summary>
</member>
<member name="M:UnityEngine.Color32.#ctor(System.Byte,System.Byte,System.Byte,System.Byte)">
<summary>
<para>Constructs a new Color32 with given r, g, b, a components.</para>
</summary>
<param name="r"></param>
<param name="g"></param>
<param name="b"></param>
<param name="a"></param>
</member>
<member name="?:UnityEngine.Color32.implop_Color(Color32)(UnityEngine.Color32)">
<summary>
<para>Color32 can be implicitly converted to and from Color.</para>
</summary>
<param name="c"></param>
</member>
<member name="?:UnityEngine.Color32.implop_Color32(Color)(UnityEngine.Color)">
<summary>
<para>Color32 can be implicitly converted to and from Color.</para>
</summary>
<param name="c"></param>
</member>
<member name="M:UnityEngine.Color32.Lerp(UnityEngine.Color32,UnityEngine.Color32,System.Single)">
<summary>
<para>Linearly interpolates between colors a and b by t.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="t"></param>
</member>
<member name="M:UnityEngine.Color32.LerpUnclamped(UnityEngine.Color32,UnityEngine.Color32,System.Single)">
<summary>
<para>Linearly interpolates between colors a and b by t.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="t"></param>
</member>
<member name="M:UnityEngine.Color32.ToString">
<summary>
<para>Returns a nicely formatted string of this color.</para>
</summary>
<param name="format"></param>
</member>
<member name="M:UnityEngine.Color32.ToString(System.String)">
<summary>
<para>Returns a nicely formatted string of this color.</para>
</summary>
<param name="format"></param>
</member>
<member name="T:UnityEngine.ColorGamut">
<summary>
<para>Represents a color gamut.</para>
</summary>
</member>
<member name="F:UnityEngine.ColorGamut.sRGB">
<summary>
<para>sRGB color gamut.</para>
</summary>
</member>
<member name="F:UnityEngine.ColorGamut.DisplayP3">
<summary>
<para>Display-P3 color gamut.</para>
</summary>
</member>
<member name="F:UnityEngine.ColorGamut.DolbyHDR">
<summary>
<para>DolbyHDR high dynamic range color gamut.</para>
</summary>
</member>
<member name="F:UnityEngine.ColorGamut.HDR10">
<summary>
<para>HDR10 high dynamic range color gamut.</para>
</summary>
</member>
<member name="F:UnityEngine.ColorGamut.Rec2020">
<summary>
<para>Rec. 2020 color gamut.</para>
</summary>
</member>
<member name="F:UnityEngine.ColorGamut.Rec709">
<summary>
<para>Rec. 709 color gamut.</para>
</summary>
</member>
<member name="T:UnityEngine.ColorSpace">
<summary>
<para>Color space for player settings.</para>
</summary>
</member>
<member name="F:UnityEngine.ColorSpace.Gamma">
<summary>
<para>Gamma color space.</para>
</summary>
</member>
<member name="F:UnityEngine.ColorSpace.Linear">
<summary>
<para>Linear color space.</para>
</summary>
</member>
<member name="F:UnityEngine.ColorSpace.Uninitialized">
<summary>
<para>Uninitialized color space.</para>
</summary>
</member>
<member name="T:UnityEngine.ColorUsageAttribute">
<summary>
<para>Attribute used to configure the usage of the ColorField and Color Picker for a color.</para>
</summary>
</member>
<member name="F:UnityEngine.ColorUsageAttribute.hdr">
<summary>
<para>If set to true the Color is treated as a HDR color.</para>
</summary>
</member>
<member name="F:UnityEngine.ColorUsageAttribute.maxBrightness">
<summary>
<para>Maximum allowed HDR color component value when using the HDR Color Picker.</para>
</summary>
</member>
<member name="F:UnityEngine.ColorUsageAttribute.maxExposureValue">
<summary>
<para>Maximum exposure value allowed in the HDR Color Picker.</para>
</summary>
</member>
<member name="F:UnityEngine.ColorUsageAttribute.minBrightness">
<summary>
<para>Minimum allowed HDR color component value when using the Color Picker.</para>
</summary>
</member>
<member name="F:UnityEngine.ColorUsageAttribute.minExposureValue">
<summary>
<para>Minimum exposure value allowed in the HDR Color Picker.</para>
</summary>
</member>
<member name="F:UnityEngine.ColorUsageAttribute.showAlpha">
<summary>
<para>If false then the alpha bar is hidden in the ColorField and the alpha value is not shown in the Color Picker.</para>
</summary>
</member>
<member name="M:UnityEngine.ColorUsageAttribute.#ctor(System.Boolean)">
<summary>
<para>Attribute for Color fields. Used for configuring the GUI for the color.</para>
</summary>
<param name="showAlpha">If false then the alpha channel info is hidden both in the ColorField and in the Color Picker.</param>
<param name="hdr">Set to true if the color should be treated as a HDR color (default value: false).</param>
<param name="minBrightness">Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0).</param>
<param name="maxBrightness">Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8).</param>
<param name="minExposureValue">Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125).</param>
<param name="maxExposureValue">Maximum exposure value allowed in the HDR Color Picker (default value: 3).</param>
</member>
<member name="M:UnityEngine.ColorUsageAttribute.#ctor(System.Boolean,System.Boolean)">
<summary>
<para>Attribute for Color fields. Used for configuring the GUI for the color.</para>
</summary>
<param name="showAlpha">If false then the alpha channel info is hidden both in the ColorField and in the Color Picker.</param>
<param name="hdr">Set to true if the color should be treated as a HDR color (default value: false).</param>
<param name="minBrightness">Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0).</param>
<param name="maxBrightness">Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8).</param>
<param name="minExposureValue">Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125).</param>
<param name="maxExposureValue">Maximum exposure value allowed in the HDR Color Picker (default value: 3).</param>
</member>
<member name="M:UnityEngine.ColorUsageAttribute.#ctor(System.Boolean,System.Boolean,System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Attribute for Color fields. Used for configuring the GUI for the color.</para>
</summary>
<param name="showAlpha">If false then the alpha channel info is hidden both in the ColorField and in the Color Picker.</param>
<param name="hdr">Set to true if the color should be treated as a HDR color (default value: false).</param>
<param name="minBrightness">Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0).</param>
<param name="maxBrightness">Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8).</param>
<param name="minExposureValue">Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125).</param>
<param name="maxExposureValue">Maximum exposure value allowed in the HDR Color Picker (default value: 3).</param>
</member>
<member name="T:UnityEngine.ColorUtility">
<summary>
<para>A collection of common color functions.</para>
</summary>
</member>
<member name="M:UnityEngine.ColorUtility.ToHtmlStringRGB(UnityEngine.Color)">
<summary>
<para>Returns the color as a hexadecimal string in the format "RRGGBB".</para>
</summary>
<param name="color">The color to be converted.</param>
<returns>
<para>Hexadecimal string representing the color.</para>
</returns>
</member>
<member name="M:UnityEngine.ColorUtility.ToHtmlStringRGBA(UnityEngine.Color)">
<summary>
<para>Returns the color as a hexadecimal string in the format "RRGGBBAA".</para>
</summary>
<param name="color">The color to be converted.</param>
<returns>
<para>Hexadecimal string representing the color.</para>
</returns>
</member>
<member name="M:UnityEngine.ColorUtility.TryParseHtmlString(System.String,UnityEngine.Color&amp;)">
<summary>
<para>Attempts to convert a html color string.</para>
</summary>
<param name="htmlString">Case insensitive html string to be converted into a color.</param>
<param name="color">The converted color.</param>
<returns>
<para>True if the string was successfully converted else false.</para>
</returns>
</member>
<member name="T:UnityEngine.CombineInstance">
<summary>
<para>Struct used to describe meshes to be combined using Mesh.CombineMeshes.</para>
</summary>
</member>
<member name="P:UnityEngine.CombineInstance.lightmapScaleOffset">
<summary>
<para>The baked lightmap UV scale and offset applied to the Mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.CombineInstance.mesh">
<summary>
<para>Mesh to combine.</para>
</summary>
</member>
<member name="P:UnityEngine.CombineInstance.realtimeLightmapScaleOffset">
<summary>
<para>The realtime lightmap UV scale and offset applied to the Mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.CombineInstance.subMeshIndex">
<summary>
<para>Sub-Mesh index of the Mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.CombineInstance.transform">
<summary>
<para>Matrix to transform the Mesh with before combining.</para>
</summary>
</member>
<member name="T:UnityEngine.Compass">
<summary>
<para>Interface into compass functionality.</para>
</summary>
</member>
<member name="P:UnityEngine.Compass.enabled">
<summary>
<para>Used to enable or disable compass. Note, that if you want Input.compass.trueHeading property to contain a valid value, you must also enable location updates by calling Input.location.Start().</para>
</summary>
</member>
<member name="P:UnityEngine.Compass.headingAccuracy">
<summary>
<para>Accuracy of heading reading in degrees.</para>
</summary>
</member>
<member name="P:UnityEngine.Compass.magneticHeading">
<summary>
<para>The heading in degrees relative to the magnetic North Pole. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Compass.rawVector">
<summary>
<para>The raw geomagnetic data measured in microteslas. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Compass.timestamp">
<summary>
<para>Timestamp (in seconds since 1970) when the heading was last time updated. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Compass.trueHeading">
<summary>
<para>The heading in degrees relative to the geographic North Pole. (Read Only)</para>
</summary>
</member>
<member name="T:UnityEngine.Component">
<summary>
<para>Base class for everything attached to GameObjects.</para>
</summary>
</member>
<member name="P:UnityEngine.Component.gameObject">
<summary>
<para>The game object this component is attached to. A component is always attached to a game object.</para>
</summary>
</member>
<member name="P:UnityEngine.Component.tag">
<summary>
<para>The tag of this game object.</para>
</summary>
</member>
<member name="P:UnityEngine.Component.transform">
<summary>
<para>The Transform attached to this GameObject.</para>
</summary>
</member>
<member name="M:UnityEngine.Component.BroadcastMessage(System.String)">
<summary>
<para>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</para>
</summary>
<param name="methodName">Name of the method to call.</param>
<param name="parameter">Optional parameter to pass to the method (can be any value).</param>
<param name="options">Should an error be raised if the method does not exist for a given target object?</param>
</member>
<member name="M:UnityEngine.Component.BroadcastMessage(System.String,System.Object)">
<summary>
<para>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</para>
</summary>
<param name="methodName">Name of the method to call.</param>
<param name="parameter">Optional parameter to pass to the method (can be any value).</param>
<param name="options">Should an error be raised if the method does not exist for a given target object?</param>
</member>
<member name="M:UnityEngine.Component.BroadcastMessage(System.String,System.Object,UnityEngine.SendMessageOptions)">
<summary>
<para>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</para>
</summary>
<param name="methodName">Name of the method to call.</param>
<param name="parameter">Optional parameter to pass to the method (can be any value).</param>
<param name="options">Should an error be raised if the method does not exist for a given target object?</param>
</member>
<member name="M:UnityEngine.Component.BroadcastMessage(System.String,UnityEngine.SendMessageOptions)">
<summary>
<para>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</para>
</summary>
<param name="methodName">Name of the method to call.</param>
<param name="parameter">Optional parameter to pass to the method (can be any value).</param>
<param name="options">Should an error be raised if the method does not exist for a given target object?</param>
</member>
<member name="M:UnityEngine.Component.CompareTag(System.String)">
<summary>
<para>Is this game object tagged with tag ?</para>
</summary>
<param name="tag">The tag to compare.</param>
</member>
<member name="M:UnityEngine.Component.GetComponent(System.Type)">
<summary>
<para>Returns the component of Type type if the game object has one attached, null if it doesn't.</para>
</summary>
<param name="type">The type of Component to retrieve.</param>
</member>
<member name="M:UnityEngine.Component.GetComponent">
<summary>
<para>Generic version. See the page for more details.</para>
</summary>
</member>
<member name="M:UnityEngine.Component.GetComponent(System.String)">
<summary>
<para>Returns the component with name type if the game object has one attached, null if it doesn't.</para>
</summary>
<param name="type"></param>
</member>
<member name="M:UnityEngine.Component.GetComponentInChildren(System.Type)">
<summary>
<para>Returns the component of Type type in the GameObject or any of its children using depth first search.</para>
</summary>
<param name="t">The type of Component to retrieve.</param>
<returns>
<para>A component of the matching type, if found.</para>
</returns>
</member>
<member name="M:UnityEngine.Component.GetComponentInChildren()">
<summary>
<para>Generic version. See the page for more details.</para>
</summary>
<param name="includeInactive"></param>
<returns>
<para>A component of the matching type, if found.</para>
</returns>
</member>
<member name="M:UnityEngine.Component.GetComponentInParent(System.Type)">
<summary>
<para>Returns the component of Type type in the GameObject or any of its parents.</para>
</summary>
<param name="t">The type of Component to retrieve.</param>
<returns>
<para>A component of the matching type, if found.</para>
</returns>
</member>
<member name="M:UnityEngine.Component.GetComponentInParent">
<summary>
<para>Generic version. See the page for more details.</para>
</summary>
<returns>
<para>A component of the matching type, if found.</para>
</returns>
</member>
<member name="M:UnityEngine.Component.GetComponents(System.Type)">
<summary>
<para>Returns all components of Type type in the GameObject.</para>
</summary>
<param name="type">The type of Component to retrieve.</param>
</member>
<member name="M:UnityEngine.Component.GetComponents">
<summary>
<para>Generic version. See the page for more details.</para>
</summary>
</member>
<member name="M:UnityEngine.Component.GetComponentsInChildren">
<summary>
<para>Returns all components of Type type in the GameObject or any of its children.</para>
</summary>
<param name="t">The type of Component to retrieve.</param>
<param name="includeInactive">Should Components on inactive GameObjects be included in the found set? includeInactive decides which children of the GameObject will be searched. The GameObject that you call GetComponentsInChildren on is always searched regardless.</param>
</member>
<member name="M:UnityEngine.Component.GetComponentsInChildren(System.Type,System.Boolean)">
<summary>
<para>Returns all components of Type type in the GameObject or any of its children.</para>
</summary>
<param name="t">The type of Component to retrieve.</param>
<param name="includeInactive">Should Components on inactive GameObjects be included in the found set? includeInactive decides which children of the GameObject will be searched. The GameObject that you call GetComponentsInChildren on is always searched regardless.</param>
</member>
<member name="M:UnityEngine.Component.GetComponentsInChildren(System.Boolean)">
<summary>
<para>Generic version. See the page for more details.</para>
</summary>
<param name="includeInactive">Should Components on inactive GameObjects be included in the found set? includeInactive decides which children of the GameObject will be searched. The GameObject that you call GetComponentsInChildren on is always searched regardless.</param>
<returns>
<para>A list of all found components matching the specified type.</para>
</returns>
</member>
<member name="M:UnityEngine.Component.GetComponentsInChildren">
<summary>
<para>Generic version. See the page for more details.</para>
</summary>
<returns>
<para>A list of all found components matching the specified type.</para>
</returns>
</member>
<member name="M:UnityEngine.Component.GetComponentsInParent(System.Type,System.Boolean)">
<summary>
<para>Returns all components of Type type in the GameObject or any of its parents.</para>
</summary>
<param name="t">The type of Component to retrieve.</param>
<param name="includeInactive">Should inactive Components be included in the found set?</param>
</member>
<member name="M:UnityEngine.Component.GetComponentsInParent(System.Boolean)">
<summary>
<para>Generic version. See the page for more details.</para>
</summary>
<param name="includeInactive">Should inactive Components be included in the found set?</param>
</member>
<member name="M:UnityEngine.Component.GetComponentsInParent">
<summary>
<para>Generic version. See the page for more details.</para>
</summary>
<param name="includeInactive">Should inactive Components be included in the found set?</param>
</member>
<member name="M:UnityEngine.Component.SendMessage(System.String)">
<summary>
<para>Calls the method named methodName on every MonoBehaviour in this game object.</para>
</summary>
<param name="methodName">Name of the method to call.</param>
<param name="value">Optional parameter for the method.</param>
<param name="options">Should an error be raised if the target object doesn't implement the method for the message?</param>
</member>
<member name="M:UnityEngine.Component.SendMessage(System.String,System.Object)">
<summary>
<para>Calls the method named methodName on every MonoBehaviour in this game object.</para>
</summary>
<param name="methodName">Name of the method to call.</param>
<param name="value">Optional parameter for the method.</param>
<param name="options">Should an error be raised if the target object doesn't implement the method for the message?</param>
</member>
<member name="M:UnityEngine.Component.SendMessage(System.String,System.Object,UnityEngine.SendMessageOptions)">
<summary>
<para>Calls the method named methodName on every MonoBehaviour in this game object.</para>
</summary>
<param name="methodName">Name of the method to call.</param>
<param name="value">Optional parameter for the method.</param>
<param name="options">Should an error be raised if the target object doesn't implement the method for the message?</param>
</member>
<member name="M:UnityEngine.Component.SendMessage(System.String,UnityEngine.SendMessageOptions)">
<summary>
<para>Calls the method named methodName on every MonoBehaviour in this game object.</para>
</summary>
<param name="methodName">Name of the method to call.</param>
<param name="value">Optional parameter for the method.</param>
<param name="options">Should an error be raised if the target object doesn't implement the method for the message?</param>
</member>
<member name="M:UnityEngine.Component.SendMessageUpwards(System.String)">
<summary>
<para>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</para>
</summary>
<param name="methodName">Name of method to call.</param>
<param name="value">Optional parameter value for the method.</param>
<param name="options">Should an error be raised if the method does not exist on the target object?</param>
</member>
<member name="M:UnityEngine.Component.SendMessageUpwards(System.String,System.Object)">
<summary>
<para>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</para>
</summary>
<param name="methodName">Name of method to call.</param>
<param name="value">Optional parameter value for the method.</param>
<param name="options">Should an error be raised if the method does not exist on the target object?</param>
</member>
<member name="M:UnityEngine.Component.SendMessageUpwards(System.String,UnityEngine.SendMessageOptions)">
<summary>
<para>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</para>
</summary>
<param name="methodName">Name of method to call.</param>
<param name="value">Optional parameter value for the method.</param>
<param name="options">Should an error be raised if the method does not exist on the target object?</param>
</member>
<member name="M:UnityEngine.Component.SendMessageUpwards(System.String,System.Object,UnityEngine.SendMessageOptions)">
<summary>
<para>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</para>
</summary>
<param name="methodName">Name of method to call.</param>
<param name="value">Optional parameter value for the method.</param>
<param name="options">Should an error be raised if the method does not exist on the target object?</param>
</member>
<member name="T:UnityEngine.ComputeBuffer">
<summary>
<para>GPU data buffer, mostly for use with compute shaders.</para>
</summary>
</member>
<member name="P:UnityEngine.ComputeBuffer.count">
<summary>
<para>Number of elements in the buffer (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.ComputeBuffer.stride">
<summary>
<para>Size of one element in the buffer (Read Only).</para>
</summary>
</member>
<member name="M:UnityEngine.ComputeBuffer.CopyCount(UnityEngine.ComputeBuffer,UnityEngine.ComputeBuffer,System.Int32)">
<summary>
<para>Copy counter value of append/consume buffer into another buffer.</para>
</summary>
<param name="src">Append/consume buffer to copy the counter from.</param>
<param name="dst">A buffer to copy the counter to.</param>
<param name="dstOffsetBytes">Target byte offset in dst.</param>
</member>
<member name="M:UnityEngine.ComputeBuffer.#ctor(System.Int32,System.Int32)">
<summary>
<para>Create a Compute Buffer.</para>
</summary>
<param name="count">Number of elements in the buffer.</param>
<param name="stride">Size of one element in the buffer. Has to match size of buffer type in the shader. See for cross-platform compatibility information.</param>
<param name="type">Type of the buffer, default is ComputeBufferType.Default (structured buffer).</param>
</member>
<member name="M:UnityEngine.ComputeBuffer.#ctor(System.Int32,System.Int32,UnityEngine.ComputeBufferType)">
<summary>
<para>Create a Compute Buffer.</para>
</summary>
<param name="count">Number of elements in the buffer.</param>
<param name="stride">Size of one element in the buffer. Has to match size of buffer type in the shader. See for cross-platform compatibility information.</param>
<param name="type">Type of the buffer, default is ComputeBufferType.Default (structured buffer).</param>
</member>
<member name="M:UnityEngine.ComputeBuffer.GetData(System.Array)">
<summary>
<para>Read data values from the buffer into an array. The array can only use &lt;a href="https:docs.microsoft.comen-usdotnetframeworkinteropblittable-and-non-blittable-types"&gt;blittable&lt;a&gt; types.</para>
</summary>
<param name="data">An array to receive the data.</param>
</member>
<member name="M:UnityEngine.ComputeBuffer.GetData(System.Array,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Partial read of data values from the buffer into an array.</para>
</summary>
<param name="data">An array to receive the data.</param>
<param name="managedBufferStartIndex">The first element index in data where retrieved elements are copied.</param>
<param name="computeBufferStartIndex">The first element index of the compute buffer from which elements are read.</param>
<param name="count">The number of elements to retrieve.</param>
</member>
<member name="M:UnityEngine.ComputeBuffer.GetNativeBufferPtr">
<summary>
<para>Retrieve a native (underlying graphics API) pointer to the buffer.</para>
</summary>
<returns>
<para>Pointer to the underlying graphics API buffer.</para>
</returns>
</member>
<member name="M:UnityEngine.ComputeBuffer.IsValid">
<summary>
<para>Returns true if this compute buffer is valid and false otherwise.</para>
</summary>
</member>
<member name="M:UnityEngine.ComputeBuffer.Release">
<summary>
<para>Release a Compute Buffer.</para>
</summary>
</member>
<member name="M:UnityEngine.ComputeBuffer.SetCounterValue(System.UInt32)">
<summary>
<para>Sets counter value of append/consume buffer.</para>
</summary>
<param name="counterValue">Value of the append/consume counter.</param>
</member>
<member name="M:UnityEngine.ComputeBuffer.SetData(System.Array)">
<summary>
<para>Set the buffer with values from an array.</para>
</summary>
<param name="data">Array of values to fill the buffer.</param>
</member>
<member name="M:UnityEngine.ComputeBuffer.SetData(System.Array,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Partial copy of data values from an array into the buffer.</para>
</summary>
<param name="data">Array of values to fill the buffer.</param>
<param name="managedBufferStartIndex">The first element index in data to copy to the compute buffer.</param>
<param name="computeBufferStartIndex">The first element index in compute buffer to receive the data.</param>
<param name="count">The number of elements to copy.</param>
</member>
<member name="T:UnityEngine.ComputeBufferType">
<summary>
<para>ComputeBuffer type.</para>
</summary>
</member>
<member name="F:UnityEngine.ComputeBufferType.Append">
<summary>
<para>Append-consume ComputeBuffer type.</para>
</summary>
</member>
<member name="F:UnityEngine.ComputeBufferType.Counter">
<summary>
<para>ComputeBuffer with a counter.</para>
</summary>
</member>
<member name="F:UnityEngine.ComputeBufferType.Default">
<summary>
<para>Default ComputeBuffer type (structured buffer).</para>
</summary>
</member>
<member name="F:UnityEngine.ComputeBufferType.IndirectArguments">
<summary>
<para>ComputeBuffer used for Graphics.DrawProceduralIndirect, ComputeShader.DispatchIndirect or Graphics.DrawMeshInstancedIndirect arguments.</para>
</summary>
</member>
<member name="F:UnityEngine.ComputeBufferType.Raw">
<summary>
<para>Raw ComputeBuffer type (byte address buffer).</para>
</summary>
</member>
<member name="T:UnityEngine.ComputeShader">
<summary>
<para>Compute Shader asset.</para>
</summary>
</member>
<member name="M:UnityEngine.ComputeShader.Dispatch(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Execute a compute shader.</para>
</summary>
<param name="kernelIndex">Which kernel to execute. A single compute shader asset can have multiple kernel entry points.</param>
<param name="threadGroupsX">Number of work groups in the X dimension.</param>
<param name="threadGroupsY">Number of work groups in the Y dimension.</param>
<param name="threadGroupsZ">Number of work groups in the Z dimension.</param>
</member>
<member name="M:UnityEngine.ComputeShader.DispatchIndirect(System.Int32,UnityEngine.ComputeBuffer,System.UInt32)">
<summary>
<para>Execute a compute shader.</para>
</summary>
<param name="kernelIndex">Which kernel to execute. A single compute shader asset can have multiple kernel entry points.</param>
<param name="argsBuffer">Buffer with dispatch arguments.</param>
<param name="argsOffset">The byte offset into the buffer, where the draw arguments start.</param>
</member>
<member name="M:UnityEngine.ComputeShader.FindKernel(System.String)">
<summary>
<para>Find ComputeShader kernel index.</para>
</summary>
<param name="name">Name of kernel function.</param>
<returns>
<para>The Kernel index, or logs a "FindKernel failed" error message if the kernel is not found.</para>
</returns>
</member>
<member name="M:UnityEngine.ComputeShader.GetKernelThreadGroupSizes(System.Int32,System.UInt32&amp;,System.UInt32&amp;,System.UInt32&amp;)">
<summary>
<para>Get kernel thread group sizes.</para>
</summary>
<param name="kernelIndex">Which kernel to query. A single compute shader asset can have multiple kernel entry points.</param>
<param name="x">Thread group size in the X dimension.</param>
<param name="y">Thread group size in the Y dimension.</param>
<param name="z">Thread group size in the Z dimension.</param>
</member>
<member name="M:UnityEngine.ComputeShader.HasKernel(System.String)">
<summary>
<para>Checks whether a shader contains a given kernel.</para>
</summary>
<param name="name">The name of the kernel to look for.</param>
<returns>
<para>True if the kernel is found, false otherwise.</para>
</returns>
</member>
<member name="M:UnityEngine.ComputeShader.SetBool(System.String,System.Boolean)">
<summary>
<para>Set a bool parameter.</para>
</summary>
<param name="name">Variable name in shader code.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="val">Value to set.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetBool(System.Int32,System.Boolean)">
<summary>
<para>Set a bool parameter.</para>
</summary>
<param name="name">Variable name in shader code.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="val">Value to set.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetBuffer(System.Int32,System.String,UnityEngine.ComputeBuffer)">
<summary>
<para>Sets an input or output compute buffer.</para>
</summary>
<param name="kernelIndex">For which kernel the buffer is being set. See FindKernel.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="name">Name of the buffer variable in shader code.</param>
<param name="buffer">Buffer to set.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetBuffer(System.Int32,System.Int32,UnityEngine.ComputeBuffer)">
<summary>
<para>Sets an input or output compute buffer.</para>
</summary>
<param name="kernelIndex">For which kernel the buffer is being set. See FindKernel.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="name">Name of the buffer variable in shader code.</param>
<param name="buffer">Buffer to set.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetFloat(System.String,System.Single)">
<summary>
<para>Set a float parameter.</para>
</summary>
<param name="name">Variable name in shader code.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="val">Value to set.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetFloat(System.Int32,System.Single)">
<summary>
<para>Set a float parameter.</para>
</summary>
<param name="name">Variable name in shader code.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="val">Value to set.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetFloats(System.String,System.Single[])">
<summary>
<para>Set multiple consecutive float parameters at once.</para>
</summary>
<param name="name">Array variable name in the shader code.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="values">Value array to set.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetFloats(System.Int32,System.Single[])">
<summary>
<para>Set multiple consecutive float parameters at once.</para>
</summary>
<param name="name">Array variable name in the shader code.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="values">Value array to set.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetInt(System.String,System.Int32)">
<summary>
<para>Set an integer parameter.</para>
</summary>
<param name="name">Variable name in shader code.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="val">Value to set.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetInt(System.Int32,System.Int32)">
<summary>
<para>Set an integer parameter.</para>
</summary>
<param name="name">Variable name in shader code.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="val">Value to set.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetInts(System.String,System.Int32[])">
<summary>
<para>Set multiple consecutive integer parameters at once.</para>
</summary>
<param name="name">Array variable name in the shader code.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="values">Value array to set.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetInts(System.Int32,System.Int32[])">
<summary>
<para>Set multiple consecutive integer parameters at once.</para>
</summary>
<param name="name">Array variable name in the shader code.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="values">Value array to set.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetMatrix(System.String,UnityEngine.Matrix4x4)">
<summary>
<para>Set a Matrix parameter.</para>
</summary>
<param name="name">Variable name in shader code.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="val">Value to set.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetMatrix(System.Int32,UnityEngine.Matrix4x4)">
<summary>
<para>Set a Matrix parameter.</para>
</summary>
<param name="name">Variable name in shader code.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="val">Value to set.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetMatrixArray(System.String,UnityEngine.Matrix4x4[])">
<summary>
<para>Set a Matrix array parameter.</para>
</summary>
<param name="name">Variable name in shader code.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="values">Value to set.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetMatrixArray(System.Int32,UnityEngine.Matrix4x4[])">
<summary>
<para>Set a Matrix array parameter.</para>
</summary>
<param name="name">Variable name in shader code.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="values">Value to set.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetTexture(System.Int32,System.String,UnityEngine.Texture)">
<summary>
<para>Set a texture parameter.</para>
</summary>
<param name="kernelIndex">For which kernel the texture is being set. See FindKernel.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="name">Name of the buffer variable in shader code.</param>
<param name="texture">Texture to set.</param>
<param name="mipLevel">Optional mipmap level of the read-write texture.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetTexture(System.Int32,System.Int32,UnityEngine.Texture)">
<summary>
<para>Set a texture parameter.</para>
</summary>
<param name="kernelIndex">For which kernel the texture is being set. See FindKernel.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="name">Name of the buffer variable in shader code.</param>
<param name="texture">Texture to set.</param>
<param name="mipLevel">Optional mipmap level of the read-write texture.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetTexture(System.Int32,System.String,UnityEngine.Texture,System.Int32)">
<summary>
<para>Set a texture parameter.</para>
</summary>
<param name="kernelIndex">For which kernel the texture is being set. See FindKernel.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="name">Name of the buffer variable in shader code.</param>
<param name="texture">Texture to set.</param>
<param name="mipLevel">Optional mipmap level of the read-write texture.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetTexture(System.Int32,System.Int32,UnityEngine.Texture,System.Int32)">
<summary>
<para>Set a texture parameter.</para>
</summary>
<param name="kernelIndex">For which kernel the texture is being set. See FindKernel.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="name">Name of the buffer variable in shader code.</param>
<param name="texture">Texture to set.</param>
<param name="mipLevel">Optional mipmap level of the read-write texture.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetTextureFromGlobal(System.Int32,System.String,System.String)">
<summary>
<para>Set a texture parameter from a global texture property.</para>
</summary>
<param name="kernelIndex">For which kernel the texture is being set. See FindKernel.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="name">Name of the buffer variable in shader code.</param>
<param name="globalTextureName">Global texture property to assign to shader.</param>
<param name="globalTextureNameID">Property name ID, use Shader.PropertyToID to get it.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetTextureFromGlobal(System.Int32,System.Int32,System.Int32)">
<summary>
<para>Set a texture parameter from a global texture property.</para>
</summary>
<param name="kernelIndex">For which kernel the texture is being set. See FindKernel.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="name">Name of the buffer variable in shader code.</param>
<param name="globalTextureName">Global texture property to assign to shader.</param>
<param name="globalTextureNameID">Property name ID, use Shader.PropertyToID to get it.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetVector(System.String,UnityEngine.Vector4)">
<summary>
<para>Set a vector parameter.</para>
</summary>
<param name="name">Variable name in shader code.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="val">Value to set.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetVector(System.Int32,UnityEngine.Vector4)">
<summary>
<para>Set a vector parameter.</para>
</summary>
<param name="name">Variable name in shader code.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="val">Value to set.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetVectorArray(System.String,UnityEngine.Vector4[])">
<summary>
<para>Set a vector array parameter.</para>
</summary>
<param name="name">Variable name in shader code.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="values">Value to set.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetVectorArray(System.Int32,UnityEngine.Vector4[])">
<summary>
<para>Set a vector array parameter.</para>
</summary>
<param name="name">Variable name in shader code.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="values">Value to set.</param>
</member>
<member name="T:UnityEngine.ContextMenu">
<summary>
<para>The ContextMenu attribute allows you to add commands to the context menu.</para>
</summary>
</member>
<member name="M:UnityEngine.ContextMenu.#ctor(System.String)">
<summary>
<para>Adds the function to the context menu of the component.</para>
</summary>
<param name="itemName">The name of the context menu item.</param>
<param name="isValidateFunction">Whether this is a validate function (defaults to false).</param>
<param name="priority">Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear.</param>
</member>
<member name="M:UnityEngine.ContextMenu.#ctor(System.String,System.Boolean)">
<summary>
<para>Adds the function to the context menu of the component.</para>
</summary>
<param name="itemName">The name of the context menu item.</param>
<param name="isValidateFunction">Whether this is a validate function (defaults to false).</param>
<param name="priority">Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear.</param>
</member>
<member name="M:UnityEngine.ContextMenu.#ctor(System.String,System.Boolean,System.Int32)">
<summary>
<para>Adds the function to the context menu of the component.</para>
</summary>
<param name="itemName">The name of the context menu item.</param>
<param name="isValidateFunction">Whether this is a validate function (defaults to false).</param>
<param name="priority">Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear.</param>
</member>
<member name="T:UnityEngine.ContextMenuItemAttribute">
<summary>
<para>Use this attribute to add a context menu to a field that calls a named method.</para>
</summary>
</member>
<member name="F:UnityEngine.ContextMenuItemAttribute.function">
<summary>
<para>The name of the function that should be called.</para>
</summary>
</member>
<member name="F:UnityEngine.ContextMenuItemAttribute.name">
<summary>
<para>The name of the context menu item.</para>
</summary>
</member>
<member name="M:UnityEngine.ContextMenuItemAttribute.#ctor(System.String,System.String)">
<summary>
<para>Use this attribute to add a context menu to a field that calls a named method.</para>
</summary>
<param name="name">The name of the context menu item.</param>
<param name="function">The name of the function that should be called.</param>
</member>
<member name="T:UnityEngine.Coroutine">
<summary>
<para>MonoBehaviour.StartCoroutine returns a Coroutine. Instances of this class are only used to reference these coroutines, and do not hold any exposed properties or functions.</para>
</summary>
</member>
<member name="T:UnityEngine.CrashReport">
<summary>
<para>Holds data for a single application crash event and provides access to all gathered crash reports.</para>
</summary>
</member>
<member name="P:UnityEngine.CrashReport.lastReport">
<summary>
<para>Returns last crash report, or null if no reports are available.</para>
</summary>
</member>
<member name="P:UnityEngine.CrashReport.reports">
<summary>
<para>Returns all currently available reports in a new array.</para>
</summary>
</member>
<member name="F:UnityEngine.CrashReport.text">
<summary>
<para>Crash report data as formatted text.</para>
</summary>
</member>
<member name="F:UnityEngine.CrashReport.time">
<summary>
<para>Time, when the crash occured.</para>
</summary>
</member>
<member name="M:UnityEngine.CrashReport.Remove">
<summary>
<para>Remove report from available reports list.</para>
</summary>
</member>
<member name="M:UnityEngine.CrashReport.RemoveAll">
<summary>
<para>Remove all reports from available reports list.</para>
</summary>
</member>
<member name="T:UnityEngine.CreateAssetMenuAttribute">
<summary>
<para>Mark a ScriptableObject-derived type to be automatically listed in the Assets/Create submenu, so that instances of the type can be easily created and stored in the project as ".asset" files.</para>
</summary>
</member>
<member name="P:UnityEngine.CreateAssetMenuAttribute.fileName">
<summary>
<para>The default file name used by newly created instances of this type.</para>
</summary>
</member>
<member name="P:UnityEngine.CreateAssetMenuAttribute.menuName">
<summary>
<para>The display name for this type shown in the Assets/Create menu.</para>
</summary>
</member>
<member name="P:UnityEngine.CreateAssetMenuAttribute.order">
<summary>
<para>The position of the menu item within the Assets/Create menu.</para>
</summary>
</member>
<member name="T:UnityEngine.Cubemap">
<summary>
<para>Class for handling cube maps, Use this to create or modify existing.</para>
</summary>
</member>
<member name="P:UnityEngine.Cubemap.format">
<summary>
<para>The format of the pixel data in the texture (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Cubemap.mipmapCount">
<summary>
<para>How many mipmap levels are in this texture (Read Only).</para>
</summary>
</member>
<member name="M:UnityEngine.Cubemap.Apply(System.Boolean,System.Boolean)">
<summary>
<para>Actually apply all previous SetPixel and SetPixels changes.</para>
</summary>
<param name="updateMipmaps">When set to true, mipmap levels are recalculated.</param>
<param name="makeNoLongerReadable">When set to true, system memory copy of a texture is released.</param>
</member>
<member name="M:UnityEngine.Cubemap.CreateExternalTexture(System.Int32,UnityEngine.TextureFormat,System.Boolean,System.IntPtr)">
<summary>
<para>Creates a Unity cubemap out of externally created native cubemap object.</para>
</summary>
<param name="size">The width and height of each face of the cubemap should be the same.</param>
<param name="format">Format of underlying cubemap object.</param>
<param name="mipmap">Does the cubemap have mipmaps?</param>
<param name="nativeTex">Native cubemap texture object.</param>
<param name="width"></param>
</member>
<member name="M:UnityEngine.Cubemap.#ctor(System.Int32,UnityEngine.TextureFormat,System.Boolean)">
<summary>
<para>Create a new empty cubemap texture.</para>
</summary>
<param name="size">Width/height of a cube face in pixels.</param>
<param name="format">Pixel data format to be used for the Cubemap.</param>
<param name="mipmap">Should mipmaps be created?</param>
<param name="width"></param>
<param name="textureFormat"></param>
<param name="mipChain"></param>
</member>
<member name="M:UnityEngine.Cubemap.GetPixel(UnityEngine.CubemapFace,System.Int32,System.Int32)">
<summary>
<para>Returns pixel color at coordinates (face, x, y).</para>
</summary>
<param name="face"></param>
<param name="x"></param>
<param name="y"></param>
</member>
<member name="M:UnityEngine.Cubemap.GetPixels(UnityEngine.CubemapFace,System.Int32)">
<summary>
<para>Returns pixel colors of a cubemap face.</para>
</summary>
<param name="face">The face from which pixel data is taken.</param>
<param name="miplevel">Mipmap level for the chosen face.</param>
</member>
<member name="M:UnityEngine.Cubemap.SetPixel(UnityEngine.CubemapFace,System.Int32,System.Int32,UnityEngine.Color)">
<summary>
<para>Sets pixel color at coordinates (face, x, y).</para>
</summary>
<param name="face"></param>
<param name="x"></param>
<param name="y"></param>
<param name="color"></param>
</member>
<member name="M:UnityEngine.Cubemap.SetPixels(UnityEngine.Color[],UnityEngine.CubemapFace,System.Int32)">
<summary>
<para>Sets pixel colors of a cubemap face.</para>
</summary>
<param name="colors">Pixel data for the Cubemap face.</param>
<param name="face">The face to which the new data should be applied.</param>
<param name="miplevel">The mipmap level for the face.</param>
</member>
<member name="M:UnityEngine.Cubemap.SmoothEdges(System.Int32)">
<summary>
<para>Performs smoothing of near edge regions.</para>
</summary>
<param name="smoothRegionWidthInPixels">Pixel distance at edges over which to apply smoothing.</param>
</member>
<member name="T:UnityEngine.CubemapArray">
<summary>
<para>Class for handling Cubemap arrays.</para>
</summary>
</member>
<member name="P:UnityEngine.CubemapArray.cubemapCount">
<summary>
<para>Number of cubemaps in the array (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.CubemapArray.format">
<summary>
<para>Texture format (Read Only).</para>
</summary>
</member>
<member name="M:UnityEngine.CubemapArray.Apply(System.Boolean,System.Boolean)">
<summary>
<para>Actually apply all previous SetPixels changes.</para>
</summary>
<param name="updateMipmaps">When set to true, mipmap levels are recalculated.</param>
<param name="makeNoLongerReadable">When set to true, system memory copy of a texture is released.</param>
</member>
<member name="M:UnityEngine.CubemapArray.#ctor(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean)">
<summary>
<para>Create a new cubemap array.</para>
</summary>
<param name="faceSize">Cubemap face size in pixels.</param>
<param name="cubemapCount">Number of elements in the cubemap array.</param>
<param name="format">Format of the pixel data.</param>
<param name="mipmap">Should mipmaps be created?</param>
<param name="linear">Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false.</param>
<param name="width"></param>
<param name="textureFormat"></param>
<param name="mipChain"></param>
</member>
<member name="M:UnityEngine.CubemapArray.#ctor(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean,System.Boolean)">
<summary>
<para>Create a new cubemap array.</para>
</summary>
<param name="faceSize">Cubemap face size in pixels.</param>
<param name="cubemapCount">Number of elements in the cubemap array.</param>
<param name="format">Format of the pixel data.</param>
<param name="mipmap">Should mipmaps be created?</param>
<param name="linear">Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false.</param>
<param name="width"></param>
<param name="textureFormat"></param>
<param name="mipChain"></param>
</member>
<member name="M:UnityEngine.CubemapArray.GetPixels(UnityEngine.CubemapFace,System.Int32,System.Int32)">
<summary>
<para>Returns pixel colors of a single array slice/face.</para>
</summary>
<param name="face">Cubemap face to read pixels from.</param>
<param name="arrayElement">Array slice to read pixels from.</param>
<param name="miplevel">Mipmap level to read pixels from.</param>
<returns>
<para>Array of pixel colors.</para>
</returns>
</member>
<member name="M:UnityEngine.CubemapArray.GetPixels32(UnityEngine.CubemapFace,System.Int32,System.Int32)">
<summary>
<para>Returns pixel colors of a single array slice/face.</para>
</summary>
<param name="face">Cubemap face to read pixels from.</param>
<param name="arrayElement">Array slice to read pixels from.</param>
<param name="miplevel">Mipmap level to read pixels from.</param>
<returns>
<para>Array of pixel colors in low precision (8 bits/channel) format.</para>
</returns>
</member>
<member name="M:UnityEngine.CubemapArray.SetPixels(UnityEngine.Color[],UnityEngine.CubemapFace,System.Int32,System.Int32)">
<summary>
<para>Set pixel colors for a single array slice/face.</para>
</summary>
<param name="colors">An array of pixel colors.</param>
<param name="face">Cubemap face to set pixels for.</param>
<param name="arrayElement">Array element index to set pixels for.</param>
<param name="miplevel">Mipmap level to set pixels for.</param>
</member>
<member name="M:UnityEngine.CubemapArray.SetPixels32(UnityEngine.Color32[],UnityEngine.CubemapFace,System.Int32,System.Int32)">
<summary>
<para>Set pixel colors for a single array slice/face.</para>
</summary>
<param name="colors">An array of pixel colors in low precision (8 bits/channel) format.</param>
<param name="face">Cubemap face to set pixels for.</param>
<param name="arrayElement">Array element index to set pixels for.</param>
<param name="miplevel">Mipmap level to set pixels for.</param>
</member>
<member name="T:UnityEngine.CubemapFace">
<summary>
<para>Cubemap face.</para>
</summary>
</member>
<member name="F:UnityEngine.CubemapFace.NegativeX">
<summary>
<para>Left facing side (-x).</para>
</summary>
</member>
<member name="F:UnityEngine.CubemapFace.NegativeY">
<summary>
<para>Downward facing side (-y).</para>
</summary>
</member>
<member name="F:UnityEngine.CubemapFace.NegativeZ">
<summary>
<para>Backward facing side (-z).</para>
</summary>
</member>
<member name="F:UnityEngine.CubemapFace.PositiveX">
<summary>
<para>Right facing side (+x).</para>
</summary>
</member>
<member name="F:UnityEngine.CubemapFace.PositiveY">
<summary>
<para>Upwards facing side (+y).</para>
</summary>
</member>
<member name="F:UnityEngine.CubemapFace.PositiveZ">
<summary>
<para>Forward facing side (+z).</para>
</summary>
</member>
<member name="F:UnityEngine.CubemapFace.Unknown">
<summary>
<para>Cubemap face is unknown or unspecified.</para>
</summary>
</member>
<member name="T:UnityEngine.CullingGroup">
<summary>
<para>Describes a set of bounding spheres that should have their visibility and distances maintained.</para>
</summary>
</member>
<member name="P:UnityEngine.CullingGroup.enabled">
<summary>
<para>Pauses culling group execution.</para>
</summary>
</member>
<member name="P:UnityEngine.CullingGroup.onStateChanged">
<summary>
<para>Sets the callback that will be called when a sphere's visibility and/or distance state has changed.</para>
</summary>
</member>
<member name="P:UnityEngine.CullingGroup.targetCamera">
<summary>
<para>Locks the CullingGroup to a specific camera.</para>
</summary>
</member>
<member name="M:UnityEngine.CullingGroup.#ctor">
<summary>
<para>Create a CullingGroup.</para>
</summary>
</member>
<member name="M:UnityEngine.CullingGroup.Dispose">
<summary>
<para>Clean up all memory used by the CullingGroup immediately.</para>
</summary>
</member>
<member name="M:UnityEngine.CullingGroup.EraseSwapBack(System.Int32)">
<summary>
<para>Erase a given bounding sphere by moving the final sphere on top of it.</para>
</summary>
<param name="index">The index of the entry to erase.</param>
</member>
<member name="M:UnityEngine.CullingGroup.EraseSwapBack(System.Int32,T[],System.Int32&amp;)">
<summary>
<para>Erase a given entry in an arbitrary array by copying the final entry on top of it, then decrementing the number of entries used by one.</para>
</summary>
<param name="index">The index of the entry to erase.</param>
<param name="myArray">An array of entries.</param>
<param name="size">The number of entries in the array that are actually used.</param>
</member>
<member name="M:UnityEngine.CullingGroup.GetDistance(System.Int32)">
<summary>
<para>Get the current distance band index of a given sphere.</para>
</summary>
<param name="index">The index of the sphere.</param>
<returns>
<para>The sphere's current distance band index.</para>
</returns>
</member>
<member name="M:UnityEngine.CullingGroup.IsVisible(System.Int32)">
<summary>
<para>Returns true if the bounding sphere at index is currently visible from any of the contributing cameras.</para>
</summary>
<param name="index">The index of the bounding sphere.</param>
<returns>
<para>True if the sphere is visible; false if it is invisible.</para>
</returns>
</member>
<member name="M:UnityEngine.CullingGroup.QueryIndices(System.Boolean,System.Int32[],System.Int32)">
<summary>
<para>Retrieve the indices of spheres that have particular visibility and/or distance states.</para>
</summary>
<param name="visible">True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved.</param>
<param name="distanceIndex">The distance band that retrieved spheres must be in.</param>
<param name="result">An array that will be filled with the retrieved sphere indices.</param>
<param name="firstIndex">The index of the sphere to begin searching at.</param>
<returns>
<para>The number of sphere indices found and written into the result array.</para>
</returns>
</member>
<member name="M:UnityEngine.CullingGroup.QueryIndices(System.Int32,System.Int32[],System.Int32)">
<summary>
<para>Retrieve the indices of spheres that have particular visibility and/or distance states.</para>
</summary>
<param name="visible">True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved.</param>
<param name="distanceIndex">The distance band that retrieved spheres must be in.</param>
<param name="result">An array that will be filled with the retrieved sphere indices.</param>
<param name="firstIndex">The index of the sphere to begin searching at.</param>
<returns>
<para>The number of sphere indices found and written into the result array.</para>
</returns>
</member>
<member name="M:UnityEngine.CullingGroup.QueryIndices(System.Boolean,System.Int32,System.Int32[],System.Int32)">
<summary>
<para>Retrieve the indices of spheres that have particular visibility and/or distance states.</para>
</summary>
<param name="visible">True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved.</param>
<param name="distanceIndex">The distance band that retrieved spheres must be in.</param>
<param name="result">An array that will be filled with the retrieved sphere indices.</param>
<param name="firstIndex">The index of the sphere to begin searching at.</param>
<returns>
<para>The number of sphere indices found and written into the result array.</para>
</returns>
</member>
<member name="M:UnityEngine.CullingGroup.SetBoundingDistances(System.Single[])">
<summary>
<para>Set bounding distances for 'distance bands' the group should compute, as well as options for how spheres falling into each distance band should be treated.</para>
</summary>
<param name="distances">An array of bounding distances. The distances should be sorted in increasing order.</param>
<param name="distanceBehaviours">An array of CullingDistanceBehaviour settings. The array should be the same length as the array provided to the distances parameter. It can also be omitted or passed as null, in which case all distances will be given CullingDistanceBehaviour.Normal behaviour.</param>
</member>
<member name="M:UnityEngine.CullingGroup.SetBoundingSphereCount(System.Int32)">
<summary>
<para>Sets the number of bounding spheres in the bounding spheres array that are actually being used.</para>
</summary>
<param name="count">The number of bounding spheres being used.</param>
</member>
<member name="M:UnityEngine.CullingGroup.SetBoundingSpheres(UnityEngine.BoundingSphere[])">
<summary>
<para>Sets the array of bounding sphere definitions that the CullingGroup should compute culling for.</para>
</summary>
<param name="array">The BoundingSpheres to cull.</param>
</member>
<member name="M:UnityEngine.CullingGroup.SetDistanceReferencePoint(UnityEngine.Vector3)">
<summary>
<para>Set the reference point from which distance bands are measured.</para>
</summary>
<param name="point">A fixed point to measure the distance from.</param>
<param name="transform">A transform to measure the distance from. The transform's position will be automatically tracked.</param>
</member>
<member name="M:UnityEngine.CullingGroup.SetDistanceReferencePoint(UnityEngine.Transform)">
<summary>
<para>Set the reference point from which distance bands are measured.</para>
</summary>
<param name="point">A fixed point to measure the distance from.</param>
<param name="transform">A transform to measure the distance from. The transform's position will be automatically tracked.</param>
</member>
<member name="T:UnityEngine.CullingGroup.StateChanged">
<summary>
<para>This delegate is used for recieving a callback when a sphere's distance or visibility state has changed.</para>
</summary>
<param name="sphere">A CullingGroupEvent that provides information about the sphere that has changed.</param>
</member>
<member name="T:UnityEngine.CullingGroupEvent">
<summary>
<para>Provides information about the current and previous states of one sphere in a CullingGroup.</para>
</summary>
</member>
<member name="P:UnityEngine.CullingGroupEvent.currentDistance">
<summary>
<para>The current distance band index of the sphere, after the most recent culling pass.</para>
</summary>
</member>
<member name="P:UnityEngine.CullingGroupEvent.hasBecomeInvisible">
<summary>
<para>Did this sphere change from being visible to being invisible in the most recent culling pass?</para>
</summary>
</member>
<member name="P:UnityEngine.CullingGroupEvent.hasBecomeVisible">
<summary>
<para>Did this sphere change from being invisible to being visible in the most recent culling pass?</para>
</summary>
</member>
<member name="P:UnityEngine.CullingGroupEvent.index">
<summary>
<para>The index of the sphere that has changed.</para>
</summary>
</member>
<member name="P:UnityEngine.CullingGroupEvent.isVisible">
<summary>
<para>Was the sphere considered visible by the most recent culling pass?</para>
</summary>
</member>
<member name="P:UnityEngine.CullingGroupEvent.previousDistance">
<summary>
<para>The distance band index of the sphere before the most recent culling pass.</para>
</summary>
</member>
<member name="P:UnityEngine.CullingGroupEvent.wasVisible">
<summary>
<para>Was the sphere visible before the most recent culling pass?</para>
</summary>
</member>
<member name="T:UnityEngine.Cursor">
<summary>
<para>Cursor API for setting the cursor (mouse pointer).</para>
</summary>
</member>
<member name="P:UnityEngine.Cursor.lockState">
<summary>
<para>Determines whether the hardware pointer is locked to the center of the view, constrained to the window, or not constrained at all.</para>
</summary>
</member>
<member name="P:UnityEngine.Cursor.visible">
<summary>
<para>Determines whether the hardware pointer is visible or not.</para>
</summary>
</member>
<member name="M:UnityEngine.Cursor.SetCursor">
<summary>
<para>Sets the mouse cursor to the given texture.</para>
</summary>
</member>
<member name="M:UnityEngine.Cursor.SetCursor(UnityEngine.Texture2D,UnityEngine.Vector2,UnityEngine.CursorMode)">
<summary>
<para>Specify a custom cursor that you wish to use as a cursor.</para>
</summary>
<param name="texture">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`.</param>
<param name="hotspot">The offset from the top left of the texture to use as the target point (must be within the bounds of the cursor).</param>
<param name="cursorMode">Allow this cursor to render as a hardware cursor on supported platforms, or force software cursor.</param>
</member>
<member name="T:UnityEngine.CursorLockMode">
<summary>
<para>How the cursor should behave.</para>
</summary>
</member>
<member name="F:UnityEngine.CursorLockMode.Confined">
<summary>
<para>Confine cursor to the game window.</para>
</summary>
</member>
<member name="F:UnityEngine.CursorLockMode.Locked">
<summary>
<para>Lock cursor to the center of the game window.</para>
</summary>
</member>
<member name="F:UnityEngine.CursorLockMode.None">
<summary>
<para>Cursor behavior is unmodified.</para>
</summary>
</member>
<member name="T:UnityEngine.CursorMode">
<summary>
<para>Determines whether the mouse cursor is rendered using software rendering or, on supported platforms, hardware rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.CursorMode.Auto">
<summary>
<para>Use hardware cursors on supported platforms.</para>
</summary>
</member>
<member name="F:UnityEngine.CursorMode.ForceSoftware">
<summary>
<para>Force the use of software cursors.</para>
</summary>
</member>
<member name="T:UnityEngine.CustomRenderTexture">
<summary>
<para>Custom Render Textures are an extension to Render Textures, enabling you to render directly to the Texture using a Shader.</para>
</summary>
</member>
<member name="P:UnityEngine.CustomRenderTexture.cubemapFaceMask">
<summary>
<para>Bitfield that allows to enable or disable update on each of the cubemap faces. Order from least significant bit is +X, -X, +Y, -Y, +Z, -Z.</para>
</summary>
</member>
<member name="P:UnityEngine.CustomRenderTexture.doubleBuffered">
<summary>
<para>If true, the Custom Render Texture is double buffered so that you can access it during its own update. otherwise the Custom Render Texture will be not be double buffered.</para>
</summary>
</member>
<member name="P:UnityEngine.CustomRenderTexture.initializationColor">
<summary>
<para>Color with which the Custom Render Texture is initialized. This parameter will be ignored if an initializationMaterial is set.</para>
</summary>
</member>
<member name="P:UnityEngine.CustomRenderTexture.initializationMaterial">
<summary>
<para>Material with which the Custom Render Texture is initialized. Initialization texture and color are ignored if this parameter is set.</para>
</summary>
</member>
<member name="P:UnityEngine.CustomRenderTexture.initializationMode">
<summary>
<para>Specify how the texture should be initialized.</para>
</summary>
</member>
<member name="P:UnityEngine.CustomRenderTexture.initializationSource">
<summary>
<para>Specify if the texture should be initialized with a Texture and a Color or a Material.</para>
</summary>
</member>
<member name="P:UnityEngine.CustomRenderTexture.initializationTexture">
<summary>
<para>Texture with which the Custom Render Texture is initialized (multiplied by the initialization color). This parameter will be ignored if an initializationMaterial is set.</para>
</summary>
</member>
<member name="P:UnityEngine.CustomRenderTexture.material">
<summary>
<para>Material with which the content of the Custom Render Texture is updated.</para>
</summary>
</member>
<member name="P:UnityEngine.CustomRenderTexture.shaderPass">
<summary>
<para>Shader Pass used to update the Custom Render Texture.</para>
</summary>
</member>
<member name="P:UnityEngine.CustomRenderTexture.updateMode">
<summary>
<para>Specify how the texture should be updated.</para>
</summary>
</member>
<member name="P:UnityEngine.CustomRenderTexture.updateZoneSpace">
<summary>
<para>Space in which the update zones are expressed (Normalized or Pixel space).</para>
</summary>
</member>
<member name="P:UnityEngine.CustomRenderTexture.wrapUpdateZones">
<summary>
<para>If true, Update zones will wrap around the border of the Custom Render Texture. Otherwise, Update zones will be clamped at the border of the Custom Render Texture.</para>
</summary>
</member>
<member name="M:UnityEngine.CustomRenderTexture.ClearUpdateZones">
<summary>
<para>Clear all Update Zones.</para>
</summary>
</member>
<member name="M:UnityEngine.CustomRenderTexture.#ctor(System.Int32,System.Int32,UnityEngine.RenderTextureFormat,UnityEngine.RenderTextureReadWrite)">
<summary>
<para>Create a new Custom Render Texture.</para>
</summary>
<param name="width"></param>
<param name="height"></param>
<param name="format"></param>
<param name="readWrite"></param>
</member>
<member name="M:UnityEngine.CustomRenderTexture.#ctor(System.Int32,System.Int32,UnityEngine.RenderTextureFormat)">
<summary>
<para>Create a new Custom Render Texture.</para>
</summary>
<param name="width"></param>
<param name="height"></param>
<param name="format"></param>
<param name="readWrite"></param>
</member>
<member name="M:UnityEngine.CustomRenderTexture.#ctor(System.Int32,System.Int32)">
<summary>
<para>Create a new Custom Render Texture.</para>
</summary>
<param name="width"></param>
<param name="height"></param>
<param name="format"></param>
<param name="readWrite"></param>
</member>
<member name="M:UnityEngine.CustomRenderTexture.GetUpdateZones(System.Collections.Generic.List`1&lt;UnityEngine.CustomRenderTextureUpdateZone&gt;)">
<summary>
<para>Returns the list of Update Zones.</para>
</summary>
<param name="updateZones">Output list of Update Zones.</param>
</member>
<member name="M:UnityEngine.CustomRenderTexture.Initialize">
<summary>
<para>Triggers an initialization of the Custom Render Texture.</para>
</summary>
</member>
<member name="M:UnityEngine.CustomRenderTexture.SetUpdateZones(UnityEngine.CustomRenderTextureUpdateZone[])">
<summary>
<para>Setup the list of Update Zones for the Custom Render Texture.</para>
</summary>
<param name="updateZones"></param>
</member>
<member name="M:UnityEngine.CustomRenderTexture.Update(System.Int32)">
<summary>
<para>Triggers the update of the Custom Render Texture.</para>
</summary>
<param name="count">Number of upate pass to perform.</param>
</member>
<member name="T:UnityEngine.CustomRenderTextureInitializationSource">
<summary>
<para>Specify the source of a Custom Render Texture initialization.</para>
</summary>
</member>
<member name="F:UnityEngine.CustomRenderTextureInitializationSource.Material">
<summary>
<para>Custom Render Texture is initalized with a Material.</para>
</summary>
</member>
<member name="F:UnityEngine.CustomRenderTextureInitializationSource.TextureAndColor">
<summary>
<para>Custom Render Texture is initialized by a Texture multiplied by a Color.</para>
</summary>
</member>
<member name="T:UnityEngine.CustomRenderTextureUpdateMode">
<summary>
<para>Frequency of update or initialization of a Custom Render Texture.</para>
</summary>
</member>
<member name="F:UnityEngine.CustomRenderTextureUpdateMode.OnDemand">
<summary>
<para>Initialization/Update will only occur when triggered by the script.</para>
</summary>
</member>
<member name="F:UnityEngine.CustomRenderTextureUpdateMode.OnLoad">
<summary>
<para>Initialization/Update will occur once at load time and then can be triggered again by script.</para>
</summary>
</member>
<member name="F:UnityEngine.CustomRenderTextureUpdateMode.Realtime">
<summary>
<para>Initialization/Update will occur at every frame.</para>
</summary>
</member>
<member name="T:UnityEngine.CustomRenderTextureUpdateZone">
<summary>
<para>Structure describing an Update Zone.</para>
</summary>
</member>
<member name="F:UnityEngine.CustomRenderTextureUpdateZone.needSwap">
<summary>
<para>If true, and if the texture is double buffered, a request is made to swap the buffers before the next update. Otherwise, the buffers will not be swapped.</para>
</summary>
</member>
<member name="F:UnityEngine.CustomRenderTextureUpdateZone.passIndex">
<summary>
<para>Shader Pass used to update the Custom Render Texture for this Update Zone.</para>
</summary>
</member>
<member name="F:UnityEngine.CustomRenderTextureUpdateZone.rotation">
<summary>
<para>Rotation of the Update Zone.</para>
</summary>
</member>
<member name="F:UnityEngine.CustomRenderTextureUpdateZone.updateZoneCenter">
<summary>
<para>Position of the center of the Update Zone within the Custom Render Texture.</para>
</summary>
</member>
<member name="F:UnityEngine.CustomRenderTextureUpdateZone.updateZoneSize">
<summary>
<para>Size of the Update Zone.</para>
</summary>
</member>
<member name="T:UnityEngine.CustomRenderTextureUpdateZoneSpace">
<summary>
<para>Space in which coordinates are provided for Update Zones.</para>
</summary>
</member>
<member name="F:UnityEngine.CustomRenderTextureUpdateZoneSpace.Normalized">
<summary>
<para>Coordinates are normalized. (0, 0) is top left and (1, 1) is bottom right.</para>
</summary>
</member>
<member name="F:UnityEngine.CustomRenderTextureUpdateZoneSpace.Pixel">
<summary>
<para>Coordinates are expressed in pixels. (0, 0) is top left (width, height) is bottom right.</para>
</summary>
</member>
<member name="T:UnityEngine.CustomYieldInstruction">
<summary>
<para>Base class for custom yield instructions to suspend coroutines.</para>
</summary>
</member>
<member name="P:UnityEngine.CustomYieldInstruction.keepWaiting">
<summary>
<para>Indicates if coroutine should be kept suspended.</para>
</summary>
</member>
<member name="T:UnityEngine.Debug">
<summary>
<para>Class containing methods to ease debugging while developing a game.</para>
</summary>
</member>
<member name="P:UnityEngine.Debug.developerConsoleVisible">
<summary>
<para>Reports whether the development console is visible. The development console cannot be made to appear using:</para>
</summary>
</member>
<member name="P:UnityEngine.Debug.isDebugBuild">
<summary>
<para>In the Build Settings dialog there is a check box called "Development Build".</para>
</summary>
</member>
<member name="P:UnityEngine.Debug.unityLogger">
<summary>
<para>Get default debug logger.</para>
</summary>
</member>
<member name="M:UnityEngine.Debug.Assert(System.Boolean)">
<summary>
<para>Assert a condition and logs an error message to the Unity console on failure.</para>
</summary>
<param name="condition">Condition you expect to be true.</param>
<param name="context">Object to which the message applies.</param>
<param name="message">String or object to be converted to string representation for display.</param>
</member>
<member name="M:UnityEngine.Debug.Assert(System.Boolean,UnityEngine.Object)">
<summary>
<para>Assert a condition and logs an error message to the Unity console on failure.</para>
</summary>
<param name="condition">Condition you expect to be true.</param>
<param name="context">Object to which the message applies.</param>
<param name="message">String or object to be converted to string representation for display.</param>
</member>
<member name="M:UnityEngine.Debug.Assert(System.Boolean,System.Object)">
<summary>
<para>Assert a condition and logs an error message to the Unity console on failure.</para>
</summary>
<param name="condition">Condition you expect to be true.</param>
<param name="context">Object to which the message applies.</param>
<param name="message">String or object to be converted to string representation for display.</param>
</member>
<member name="M:UnityEngine.Debug.Assert(System.Boolean,System.Object,UnityEngine.Object)">
<summary>
<para>Assert a condition and logs an error message to the Unity console on failure.</para>
</summary>
<param name="condition">Condition you expect to be true.</param>
<param name="context">Object to which the message applies.</param>
<param name="message">String or object to be converted to string representation for display.</param>
</member>
<member name="M:UnityEngine.Debug.AssertFormat(System.Boolean,System.String,System.Object[])">
<summary>
<para>Assert a condition and logs a formatted error message to the Unity console on failure.</para>
</summary>
<param name="condition">Condition you expect to be true.</param>
<param name="format">A composite format string.</param>
<param name="args">Format arguments.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Debug.AssertFormat(System.Boolean,UnityEngine.Object,System.String,System.Object[])">
<summary>
<para>Assert a condition and logs a formatted error message to the Unity console on failure.</para>
</summary>
<param name="condition">Condition you expect to be true.</param>
<param name="format">A composite format string.</param>
<param name="args">Format arguments.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Debug.Break">
<summary>
<para>Pauses the editor.</para>
</summary>
</member>
<member name="M:UnityEngine.Debug.ClearDeveloperConsole">
<summary>
<para>Clears errors from the developer console.</para>
</summary>
</member>
<member name="M:UnityEngine.Debug.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Draws a line between specified start and end points.</para>
</summary>
<param name="start">Point in world space where the line should start.</param>
<param name="end">Point in world space where the line should end.</param>
<param name="color">Color of the line.</param>
<param name="duration">How long the line should be visible for.</param>
<param name="depthTest">Should the line be obscured by objects closer to the camera?</param>
</member>
<member name="M:UnityEngine.Debug.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color)">
<summary>
<para>Draws a line between specified start and end points.</para>
</summary>
<param name="start">Point in world space where the line should start.</param>
<param name="end">Point in world space where the line should end.</param>
<param name="color">Color of the line.</param>
<param name="duration">How long the line should be visible for.</param>
<param name="depthTest">Should the line be obscured by objects closer to the camera?</param>
</member>
<member name="M:UnityEngine.Debug.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color,System.Single)">
<summary>
<para>Draws a line between specified start and end points.</para>
</summary>
<param name="start">Point in world space where the line should start.</param>
<param name="end">Point in world space where the line should end.</param>
<param name="color">Color of the line.</param>
<param name="duration">How long the line should be visible for.</param>
<param name="depthTest">Should the line be obscured by objects closer to the camera?</param>
</member>
<member name="M:UnityEngine.Debug.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color,System.Single,System.Boolean)">
<summary>
<para>Draws a line between specified start and end points.</para>
</summary>
<param name="start">Point in world space where the line should start.</param>
<param name="end">Point in world space where the line should end.</param>
<param name="color">Color of the line.</param>
<param name="duration">How long the line should be visible for.</param>
<param name="depthTest">Should the line be obscured by objects closer to the camera?</param>
</member>
<member name="M:UnityEngine.Debug.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Draws a line from start to start + dir in world coordinates.</para>
</summary>
<param name="start">Point in world space where the ray should start.</param>
<param name="dir">Direction and length of the ray.</param>
<param name="color">Color of the drawn line.</param>
<param name="duration">How long the line will be visible for (in seconds).</param>
<param name="depthTest">Should the line be obscured by other objects closer to the camera?</param>
</member>
<member name="M:UnityEngine.Debug.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color)">
<summary>
<para>Draws a line from start to start + dir in world coordinates.</para>
</summary>
<param name="start">Point in world space where the ray should start.</param>
<param name="dir">Direction and length of the ray.</param>
<param name="color">Color of the drawn line.</param>
<param name="duration">How long the line will be visible for (in seconds).</param>
<param name="depthTest">Should the line be obscured by other objects closer to the camera?</param>
</member>
<member name="M:UnityEngine.Debug.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color,System.Single)">
<summary>
<para>Draws a line from start to start + dir in world coordinates.</para>
</summary>
<param name="start">Point in world space where the ray should start.</param>
<param name="dir">Direction and length of the ray.</param>
<param name="color">Color of the drawn line.</param>
<param name="duration">How long the line will be visible for (in seconds).</param>
<param name="depthTest">Should the line be obscured by other objects closer to the camera?</param>
</member>
<member name="M:UnityEngine.Debug.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color,System.Single,System.Boolean)">
<summary>
<para>Draws a line from start to start + dir in world coordinates.</para>
</summary>
<param name="start">Point in world space where the ray should start.</param>
<param name="dir">Direction and length of the ray.</param>
<param name="color">Color of the drawn line.</param>
<param name="duration">How long the line will be visible for (in seconds).</param>
<param name="depthTest">Should the line be obscured by other objects closer to the camera?</param>
</member>
<member name="M:UnityEngine.Debug.Log(System.Object)">
<summary>
<para>Log a message to the Unity Console.</para>
</summary>
<param name="message">String or object to be converted to string representation for display.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Debug.Log(System.Object,UnityEngine.Object)">
<summary>
<para>Log a message to the Unity Console.</para>
</summary>
<param name="message">String or object to be converted to string representation for display.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Debug.LogAssertion(System.Object)">
<summary>
<para>A variant of Debug.Log that logs an assertion message to the console.</para>
</summary>
<param name="message">String or object to be converted to string representation for display.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Debug.LogAssertion(System.Object,UnityEngine.Object)">
<summary>
<para>A variant of Debug.Log that logs an assertion message to the console.</para>
</summary>
<param name="message">String or object to be converted to string representation for display.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Debug.LogAssertionFormat(System.String,System.Object[])">
<summary>
<para>Logs a formatted assertion message to the Unity console.</para>
</summary>
<param name="format">A composite format string.</param>
<param name="args">Format arguments.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Debug.LogAssertionFormat(UnityEngine.Object,System.String,System.Object[])">
<summary>
<para>Logs a formatted assertion message to the Unity console.</para>
</summary>
<param name="format">A composite format string.</param>
<param name="args">Format arguments.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Debug.LogError(System.Object)">
<summary>
<para>A variant of Debug.Log that logs an error message to the console.</para>
</summary>
<param name="message">String or object to be converted to string representation for display.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Debug.LogError(System.Object,UnityEngine.Object)">
<summary>
<para>A variant of Debug.Log that logs an error message to the console.</para>
</summary>
<param name="message">String or object to be converted to string representation for display.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Debug.LogErrorFormat(System.String,System.Object[])">
<summary>
<para>Logs a formatted error message to the Unity console.</para>
</summary>
<param name="format">A composite format string.</param>
<param name="args">Format arguments.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Debug.LogErrorFormat(UnityEngine.Object,System.String,System.Object[])">
<summary>
<para>Logs a formatted error message to the Unity console.</para>
</summary>
<param name="format">A composite format string.</param>
<param name="args">Format arguments.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Debug.LogException(System.Exception)">
<summary>
<para>A variant of Debug.Log that logs an error message to the console.</para>
</summary>
<param name="context">Object to which the message applies.</param>
<param name="exception">Runtime Exception.</param>
</member>
<member name="M:UnityEngine.Debug.LogException(System.Exception,UnityEngine.Object)">
<summary>
<para>A variant of Debug.Log that logs an error message to the console.</para>
</summary>
<param name="context">Object to which the message applies.</param>
<param name="exception">Runtime Exception.</param>
</member>
<member name="M:UnityEngine.Debug.LogFormat(System.String,System.Object[])">
<summary>
<para>Logs a formatted message to the Unity Console.</para>
</summary>
<param name="format">A composite format string.</param>
<param name="args">Format arguments.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Debug.LogFormat(UnityEngine.Object,System.String,System.Object[])">
<summary>
<para>Logs a formatted message to the Unity Console.</para>
</summary>
<param name="format">A composite format string.</param>
<param name="args">Format arguments.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Debug.LogWarning(System.Object)">
<summary>
<para>A variant of Debug.Log that logs a warning message to the console.</para>
</summary>
<param name="message">String or object to be converted to string representation for display.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Debug.LogWarning(System.Object,UnityEngine.Object)">
<summary>
<para>A variant of Debug.Log that logs a warning message to the console.</para>
</summary>
<param name="message">String or object to be converted to string representation for display.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Debug.LogWarningFormat(System.String,System.Object[])">
<summary>
<para>Logs a formatted warning message to the Unity Console.</para>
</summary>
<param name="format">A composite format string.</param>
<param name="args">Format arguments.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Debug.LogWarningFormat(UnityEngine.Object,System.String,System.Object[])">
<summary>
<para>Logs a formatted warning message to the Unity Console.</para>
</summary>
<param name="format">A composite format string.</param>
<param name="args">Format arguments.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="T:UnityEngine.DelayedAttribute">
<summary>
<para>Attribute used to make a float, int, or string variable in a script be delayed.</para>
</summary>
</member>
<member name="M:UnityEngine.DelayedAttribute.#ctor">
<summary>
<para>Attribute used to make a float, int, or string variable in a script be delayed.</para>
</summary>
</member>
<member name="T:UnityEngine.DepthTextureMode">
<summary>
<para>Depth texture generation mode for Camera.</para>
</summary>
</member>
<member name="F:UnityEngine.DepthTextureMode.Depth">
<summary>
<para>Generate a depth texture.</para>
</summary>
</member>
<member name="F:UnityEngine.DepthTextureMode.DepthNormals">
<summary>
<para>Generate a depth + normals texture.</para>
</summary>
</member>
<member name="F:UnityEngine.DepthTextureMode.MotionVectors">
<summary>
<para>Specifies whether motion vectors should be rendered (if possible).</para>
</summary>
</member>
<member name="F:UnityEngine.DepthTextureMode.None">
<summary>
<para>Do not generate depth texture (Default).</para>
</summary>
</member>
<member name="T:UnityEngine.DeviceOrientation">
<summary>
<para>Describes physical orientation of the device as determined by the OS.</para>
</summary>
</member>
<member name="F:UnityEngine.DeviceOrientation.FaceDown">
<summary>
<para>The device is held parallel to the ground with the screen facing downwards.</para>
</summary>
</member>
<member name="F:UnityEngine.DeviceOrientation.FaceUp">
<summary>
<para>The device is held parallel to the ground with the screen facing upwards.</para>
</summary>
</member>
<member name="F:UnityEngine.DeviceOrientation.LandscapeLeft">
<summary>
<para>The device is in landscape mode, with the device held upright and the home button on the right side.</para>
</summary>
</member>
<member name="F:UnityEngine.DeviceOrientation.LandscapeRight">
<summary>
<para>The device is in landscape mode, with the device held upright and the home button on the left side.</para>
</summary>
</member>
<member name="F:UnityEngine.DeviceOrientation.Portrait">
<summary>
<para>The device is in portrait mode, with the device held upright and the home button at the bottom.</para>
</summary>
</member>
<member name="F:UnityEngine.DeviceOrientation.PortraitUpsideDown">
<summary>
<para>The device is in portrait mode but upside down, with the device held upright and the home button at the top.</para>
</summary>
</member>
<member name="F:UnityEngine.DeviceOrientation.Unknown">
<summary>
<para>The orientation of the device cannot be determined.</para>
</summary>
</member>
<member name="T:UnityEngine.DeviceType">
<summary>
<para>Enumeration for SystemInfo.deviceType, denotes a coarse grouping of kinds of devices.</para>
</summary>
</member>
<member name="F:UnityEngine.DeviceType.Console">
<summary>
<para>A stationary gaming console.</para>
</summary>
</member>
<member name="F:UnityEngine.DeviceType.Desktop">
<summary>
<para>Desktop or laptop computer.</para>
</summary>
</member>
<member name="F:UnityEngine.DeviceType.Handheld">
<summary>
<para>A handheld device like mobile phone or a tablet.</para>
</summary>
</member>
<member name="F:UnityEngine.DeviceType.Unknown">
<summary>
<para>Device type is unknown. You should never see this in practice.</para>
</summary>
</member>
<member name="T:UnityEngine.Diagnostics.ForcedCrashCategory">
<summary>
<para>Specifies the category of crash to cause when calling ForceCrash().</para>
</summary>
</member>
<member name="F:UnityEngine.Diagnostics.ForcedCrashCategory.Abort">
<summary>
<para>Cause a crash by calling the abort() function.</para>
</summary>
</member>
<member name="F:UnityEngine.Diagnostics.ForcedCrashCategory.AccessViolation">
<summary>
<para>Cause a crash by performing an invalid memory access.
The invalid memory access is performed on each platform as follows:</para>
</summary>
</member>
<member name="F:UnityEngine.Diagnostics.ForcedCrashCategory.FatalError">
<summary>
<para>Cause a crash using Unity's native fatal error implementation.</para>
</summary>
</member>
<member name="F:UnityEngine.Diagnostics.ForcedCrashCategory.PureVirtualFunction">
<summary>
<para>Cause a crash by calling a pure virtual function to raise an exception.</para>
</summary>
</member>
<member name="T:UnityEngine.Diagnostics.Utils">
<summary>
<para>A utility class that you can use for diagnostic purposes.</para>
</summary>
</member>
<member name="M:UnityEngine.Diagnostics.Utils.ForceCrash(UnityEngine.Diagnostics.ForcedCrashCategory)">
<summary>
<para>Manually causes an application crash in the specified category.</para>
</summary>
<param name="crashCategory"></param>
</member>
<member name="M:UnityEngine.Diagnostics.Utils.NativeAssert(System.String)">
<summary>
<para>Manually causes an assert that outputs the specified message to the log and registers an error.</para>
</summary>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Diagnostics.Utils.NativeError(System.String)">
<summary>
<para>Manually causes a native error that outputs the specified message to the log and registers an error.</para>
</summary>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Diagnostics.Utils.NativeWarning(System.String)">
<summary>
<para>Manually causes a warning that outputs the specified message to the log and registers an error.</para>
</summary>
<param name="message"></param>
</member>
<member name="T:UnityEngine.DisallowMultipleComponent">
<summary>
<para>Prevents MonoBehaviour of same type (or subtype) to be added more than once to a GameObject.</para>
</summary>
</member>
<member name="T:UnityEngine.Display">
<summary>
<para>Provides access to a display / screen for rendering operations.</para>
</summary>
</member>
<member name="P:UnityEngine.Display.active">
<summary>
<para>Gets the state of the display and returns true if the display is active and false if otherwise.</para>
</summary>
</member>
<member name="P:UnityEngine.Display.colorBuffer">
<summary>
<para>Color RenderBuffer.</para>
</summary>
</member>
<member name="P:UnityEngine.Display.depthBuffer">
<summary>
<para>Depth RenderBuffer.</para>
</summary>
</member>
<member name="F:UnityEngine.Display.displays">
<summary>
<para>The list of currently connected Displays. Contains at least one (main) display.</para>
</summary>
</member>
<member name="P:UnityEngine.Display.main">
<summary>
<para>Main Display.</para>
</summary>
</member>
<member name="P:UnityEngine.Display.renderingHeight">
<summary>
<para>Vertical resolution that the display is rendering at.</para>
</summary>
</member>
<member name="P:UnityEngine.Display.renderingWidth">
<summary>
<para>Horizontal resolution that the display is rendering at.</para>
</summary>
</member>
<member name="P:UnityEngine.Display.systemHeight">
<summary>
<para>Vertical native display resolution.</para>
</summary>
</member>
<member name="P:UnityEngine.Display.systemWidth">
<summary>
<para>Horizontal native display resolution.</para>
</summary>
</member>
<member name="M:UnityEngine.Display.Activate">
<summary>
<para>Activate an external display. Eg. Secondary Monitors connected to the System.</para>
</summary>
</member>
<member name="M:UnityEngine.Display.Activate(System.Int32,System.Int32,System.Int32)">
<summary>
<para>This overloaded function available for Windows allows specifying desired Window Width, Height and Refresh Rate.</para>
</summary>
<param name="width">Desired Width of the Window (for Windows only. On Linux and Mac uses Screen Width).</param>
<param name="height">Desired Height of the Window (for Windows only. On Linux and Mac uses Screen Height).</param>
<param name="refreshRate">Desired Refresh Rate.</param>
</member>
<member name="M:UnityEngine.Display.RelativeMouseAt(UnityEngine.Vector3)">
<summary>
<para>Query relative mouse coordinates.</para>
</summary>
<param name="inputMouseCoordinates">Mouse Input Position as Coordinates.</param>
</member>
<member name="M:UnityEngine.Display.SetParams(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Set rendering size and position on screen (Windows only).</para>
</summary>
<param name="width">Change Window Width (Windows Only).</param>
<param name="height">Change Window Height (Windows Only).</param>
<param name="x">Change Window Position X (Windows Only).</param>
<param name="y">Change Window Position Y (Windows Only).</param>
</member>
<member name="M:UnityEngine.Display.SetRenderingResolution(System.Int32,System.Int32)">
<summary>
<para>Sets rendering resolution for the display.</para>
</summary>
<param name="w">Rendering width in pixels.</param>
<param name="h">Rendering height in pixels.</param>
</member>
<member name="T:UnityEngine.DrivenRectTransformTracker">
<summary>
<para>A component can be designed to drive a RectTransform. The DrivenRectTransformTracker struct is used to specify which RectTransforms it is driving.</para>
</summary>
</member>
<member name="M:UnityEngine.DrivenRectTransformTracker.Add(UnityEngine.Object,UnityEngine.RectTransform,UnityEngine.DrivenTransformProperties)">
<summary>
<para>Add a RectTransform to be driven.</para>
</summary>
<param name="driver">The object to drive properties.</param>
<param name="rectTransform">The RectTransform to be driven.</param>
<param name="drivenProperties">The properties to be driven.</param>
</member>
<member name="M:UnityEngine.DrivenRectTransformTracker.Clear">
<summary>
<para>Clear the list of RectTransforms being driven.</para>
</summary>
</member>
<member name="T:UnityEngine.DrivenTransformProperties">
<summary>
<para>An enumeration of transform properties that can be driven on a RectTransform by an object.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.All">
<summary>
<para>Selects all driven properties.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.AnchoredPosition">
<summary>
<para>Selects driven property RectTransform.anchoredPosition.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.AnchoredPosition3D">
<summary>
<para>Selects driven property RectTransform.anchoredPosition3D.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.AnchoredPositionX">
<summary>
<para>Selects driven property RectTransform.anchoredPosition.x.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.AnchoredPositionY">
<summary>
<para>Selects driven property RectTransform.anchoredPosition.y.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.AnchoredPositionZ">
<summary>
<para>Selects driven property RectTransform.anchoredPosition3D.z.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.AnchorMax">
<summary>
<para>Selects driven property combining AnchorMaxX and AnchorMaxY.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.AnchorMaxX">
<summary>
<para>Selects driven property RectTransform.anchorMax.x.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.AnchorMaxY">
<summary>
<para>Selects driven property RectTransform.anchorMax.y.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.AnchorMin">
<summary>
<para>Selects driven property combining AnchorMinX and AnchorMinY.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.AnchorMinX">
<summary>
<para>Selects driven property RectTransform.anchorMin.x.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.AnchorMinY">
<summary>
<para>Selects driven property RectTransform.anchorMin.y.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.Anchors">
<summary>
<para>Selects driven property combining AnchorMinX, AnchorMinY, AnchorMaxX and AnchorMaxY.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.None">
<summary>
<para>Deselects all driven properties.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.Pivot">
<summary>
<para>Selects driven property combining PivotX and PivotY.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.PivotX">
<summary>
<para>Selects driven property RectTransform.pivot.x.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.PivotY">
<summary>
<para>Selects driven property RectTransform.pivot.y.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.Rotation">
<summary>
<para>Selects driven property Transform.localRotation.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.Scale">
<summary>
<para>Selects driven property combining ScaleX, ScaleY &amp;&amp; ScaleZ.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.ScaleX">
<summary>
<para>Selects driven property Transform.localScale.x.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.ScaleY">
<summary>
<para>Selects driven property Transform.localScale.y.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.ScaleZ">
<summary>
<para>Selects driven property Transform.localScale.z.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.SizeDelta">
<summary>
<para>Selects driven property combining SizeDeltaX and SizeDeltaY.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.SizeDeltaX">
<summary>
<para>Selects driven property RectTransform.sizeDelta.x.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.SizeDeltaY">
<summary>
<para>Selects driven property RectTransform.sizeDelta.y.</para>
</summary>
</member>
<member name="T:UnityEngine.DynamicGI">
<summary>
<para>Allows to control the dynamic Global Illumination.</para>
</summary>
</member>
<member name="P:UnityEngine.DynamicGI.indirectScale">
<summary>
<para>Allows for scaling the contribution coming from realtime &amp; 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.</para>
</summary>
</member>
<member name="P:UnityEngine.DynamicGI.isConverged">
<summary>
<para>Is precomputed realtime Global Illumination output converged?</para>
</summary>
</member>
<member name="P:UnityEngine.DynamicGI.materialUpdateTimeSlice">
<summary>
<para>The number of milliseconds that can be spent on material updates.</para>
</summary>
</member>
<member name="P:UnityEngine.DynamicGI.synchronousMode">
<summary>
<para>When enabled, new dynamic Global Illumination output is shown in each frame.</para>
</summary>
</member>
<member name="P:UnityEngine.DynamicGI.updateThreshold">
<summary>
<para>Threshold for limiting updates of realtime GI. The unit of measurement is "percentage intensity change".</para>
</summary>
</member>
<member name="M:UnityEngine.DynamicGI.SetEmissive(UnityEngine.Renderer,UnityEngine.Color)">
<summary>
<para>Allows to set an emissive color for a given renderer quickly, without the need to render the emissive input for the entire system.</para>
</summary>
<param name="renderer">The Renderer that should get a new color.</param>
<param name="color">The emissive Color.</param>
</member>
<member name="M:UnityEngine.DynamicGI.SetEnvironmentData(System.Single[])">
<summary>
<para>Allows overriding the distant environment lighting for Realtime GI, without changing the Skybox Material.</para>
</summary>
<param name="input">Array of float values to be used for Realtime GI environment lighting.</param>
</member>
<member name="M:UnityEngine.DynamicGI.UpdateEnvironment">
<summary>
<para>Schedules an update of the environment texture.</para>
</summary>
</member>
<member name="M:UnityEngine.DynamicGI.UpdateMaterials(UnityEngine.Renderer)">
<summary>
<para>Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain.</para>
</summary>
<param name="renderer">The Renderer to use when searching for a system to update.</param>
<param name="terrain">The Terrain to use when searching for systems to update.</param>
</member>
<member name="M:UnityEngine.DynamicGI.UpdateMaterials">
<summary>
<para>Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain.</para>
</summary>
<param name="renderer">The Renderer to use when searching for a system to update.</param>
<param name="terrain">The Terrain to use when searching for systems to update.</param>
</member>
<member name="M:UnityEngine.DynamicGI.UpdateMaterials">
<summary>
<para>Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain.</para>
</summary>
<param name="renderer">The Renderer to use when searching for a system to update.</param>
<param name="terrain">The Terrain to use when searching for systems to update.</param>
</member>
<member name="T:UnityEngine.Events.PersistentListenerMode">
<summary>
<para>THe mode that a listener is operating in.</para>
</summary>
</member>
<member name="F:UnityEngine.Events.PersistentListenerMode.Bool">
<summary>
<para>The listener will bind to one argument bool functions.</para>
</summary>
</member>
<member name="F:UnityEngine.Events.PersistentListenerMode.EventDefined">
<summary>
<para>The listener will use the function binding specified by the even.</para>
</summary>
</member>
<member name="F:UnityEngine.Events.PersistentListenerMode.Float">
<summary>
<para>The listener will bind to one argument float functions.</para>
</summary>
</member>
<member name="F:UnityEngine.Events.PersistentListenerMode.Int">
<summary>
<para>The listener will bind to one argument int functions.</para>
</summary>
</member>
<member name="F:UnityEngine.Events.PersistentListenerMode.Object">
<summary>
<para>The listener will bind to one argument Object functions.</para>
</summary>
</member>
<member name="F:UnityEngine.Events.PersistentListenerMode.String">
<summary>
<para>The listener will bind to one argument string functions.</para>
</summary>
</member>
<member name="F:UnityEngine.Events.PersistentListenerMode.Void">
<summary>
<para>The listener will bind to zero argument functions.</para>
</summary>
</member>
<member name="T:UnityEngine.Events.UnityAction">
<summary>
<para>Zero argument delegate used by UnityEvents.</para>
</summary>
</member>
<member name="T:UnityEngine.Events.UnityAction_1">
<summary>
<para>One argument delegate used by UnityEvents.</para>
</summary>
<param name="arg0"></param>
</member>
<member name="T:UnityEngine.Events.UnityAction_2">
<summary>
<para>Two argument delegate used by UnityEvents.</para>
</summary>
<param name="arg0"></param>
<param name="arg1"></param>
</member>
<member name="T:UnityEngine.Events.UnityAction_3">
<summary>
<para>Three argument delegate used by UnityEvents.</para>
</summary>
<param name="arg0"></param>
<param name="arg1"></param>
<param name="arg2"></param>
</member>
<member name="T:UnityEngine.Events.UnityAction_4">
<summary>
<para>Four argument delegate used by UnityEvents.</para>
</summary>
<param name="arg0"></param>
<param name="arg1"></param>
<param name="arg2"></param>
<param name="arg3"></param>
</member>
<member name="T:UnityEngine.Events.UnityEvent">
<summary>
<para>A zero argument persistent callback that can be saved with the Scene.</para>
</summary>
</member>
<member name="M:UnityEngine.Events.UnityEvent.AddListener(UnityEngine.Events.UnityAction)">
<summary>
<para>Add a non persistent listener to the UnityEvent.</para>
</summary>
<param name="call">Callback function.</param>
</member>
<member name="M:UnityEngine.Events.UnityEvent.#ctor">
<summary>
<para>Constructor.</para>
</summary>
</member>
<member name="M:UnityEngine.Events.UnityEvent.Invoke">
<summary>
<para>Invoke all registered callbacks (runtime and persistent).</para>
</summary>
</member>
<member name="M:UnityEngine.Events.UnityEvent.RemoveListener(UnityEngine.Events.UnityAction)">
<summary>
<para>Remove a non persistent listener from the UnityEvent.</para>
</summary>
<param name="call">Callback function.</param>
</member>
<member name="T:UnityEngine.Events.UnityEvent`1">
<summary>
<para>One argument version of UnityEvent.</para>
</summary>
</member>
<member name="T:UnityEngine.Events.UnityEvent`2">
<summary>
<para>Two argument version of UnityEvent.</para>
</summary>
</member>
<member name="T:UnityEngine.Events.UnityEvent`3">
<summary>
<para>Three argument version of UnityEvent.</para>
</summary>
</member>
<member name="T:UnityEngine.Events.UnityEvent`4">
<summary>
<para>Four argument version of UnityEvent.</para>
</summary>
</member>
<member name="T:UnityEngine.Events.UnityEventBase">
<summary>
<para>Abstract base class for UnityEvents.</para>
</summary>
</member>
<member name="M:UnityEngine.Events.UnityEventBase.GetPersistentEventCount">
<summary>
<para>Get the number of registered persistent listeners.</para>
</summary>
</member>
<member name="M:UnityEngine.Events.UnityEventBase.GetPersistentMethodName(System.Int32)">
<summary>
<para>Get the target method name of the listener at index index.</para>
</summary>
<param name="index">Index of the listener to query.</param>
</member>
<member name="M:UnityEngine.Events.UnityEventBase.GetPersistentTarget(System.Int32)">
<summary>
<para>Get the target component of the listener at index index.</para>
</summary>
<param name="index">Index of the listener to query.</param>
</member>
<member name="M:UnityEngine.Events.UnityEventBase.GetValidMethodInfo(System.Object,System.String,System.Type[])">
<summary>
<para>Given an object, function name, and a list of argument types; find the method that matches.</para>
</summary>
<param name="obj">Object to search for the method.</param>
<param name="functionName">Function name to search for.</param>
<param name="argumentTypes">Argument types for the function.</param>
</member>
<member name="M:UnityEngine.Events.UnityEventBase.RemoveAllListeners">
<summary>
<para>Remove all non-persisent (ie created from script) listeners from the event.</para>
</summary>
</member>
<member name="M:UnityEngine.Events.UnityEventBase.SetPersistentListenerState(System.Int32,UnityEngine.Events.UnityEventCallState)">
<summary>
<para>Modify the execution state of a persistent listener.</para>
</summary>
<param name="index">Index of the listener to query.</param>
<param name="state">State to set.</param>
</member>
<member name="T:UnityEngine.Events.UnityEventCallState">
<summary>
<para>Controls the scope of UnityEvent callbacks.</para>
</summary>
</member>
<member name="F:UnityEngine.Events.UnityEventCallState.EditorAndRuntime">
<summary>
<para>Callback is always issued.</para>
</summary>
</member>
<member name="F:UnityEngine.Events.UnityEventCallState.Off">
<summary>
<para>Callback is not issued.</para>
</summary>
</member>
<member name="F:UnityEngine.Events.UnityEventCallState.RuntimeOnly">
<summary>
<para>Callback is only issued in the Runtime and Editor playmode.</para>
</summary>
</member>
<member name="T:UnityEngine.ExcludeFromObjectFactoryAttribute">
<summary>
<para>Add this attribute to a class to prevent the class and its inherited classes from being created with ObjectFactory methods.</para>
</summary>
</member>
<member name="M:UnityEngine.ExcludeFromObjectFactoryAttribute.#ctor">
<summary>
<para>Default constructor.</para>
</summary>
</member>
<member name="T:UnityEngine.ExcludeFromPresetAttribute">
<summary>
<para>Add this attribute to a class to prevent creating a Preset from the instances of the class.</para>
</summary>
</member>
<member name="T:UnityEngine.ExecuteAlways">
<summary>
<para>Makes instances of a script always execute, both as part of Play Mode and when editing.</para>
</summary>
</member>
<member name="T:UnityEngine.ExecuteInEditMode">
<summary>
<para>Makes all instances of a script execute in Edit Mode.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.GlobalIllumination.DirectionalLight">
<summary>
<para>A helper structure used to initialize a LightDataGI structure as a directional light.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.DirectionalLight.color">
<summary>
<para>The direct light color.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.DirectionalLight.direction">
<summary>
<para>The direction of the light.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.DirectionalLight.indirectColor">
<summary>
<para>The indirect light color.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.DirectionalLight.instanceID">
<summary>
<para>The light's instanceID.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.DirectionalLight.mode">
<summary>
<para>The lightmode.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.DirectionalLight.penumbraWidthRadian">
<summary>
<para>The penumbra width for soft shadows in radians.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.DirectionalLight.shadow">
<summary>
<para>True if the light casts shadows, otherwise False.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.GlobalIllumination.DiscLight">
<summary>
<para>A helper structure used to initialize a LightDataGI structure as a disc light.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.DiscLight.color">
<summary>
<para>The direct light color.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.DiscLight.indirectColor">
<summary>
<para>The indirect light color.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.DiscLight.instanceID">
<summary>
<para>The light's instanceID.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.DiscLight.mode">
<summary>
<para>The lightmode.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.DiscLight.orientation">
<summary>
<para>The light's orientation.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.DiscLight.position">
<summary>
<para>The light's position.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.DiscLight.radius">
<summary>
<para>The radius of the disc light.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.DiscLight.range">
<summary>
<para>The light's range.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.DiscLight.shadow">
<summary>
<para>True if the light casts shadows, otherwise False.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.GlobalIllumination.FalloffType">
<summary>
<para>Available falloff models for baking.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.FalloffType.InverseSquared">
<summary>
<para>Inverse squared distance falloff model.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.FalloffType.InverseSquaredNoRangeAttenuation">
<summary>
<para>Inverse squared distance falloff model (without smooth range attenuation).</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.FalloffType.Legacy">
<summary>
<para>Quadratic falloff model.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.FalloffType.Linear">
<summary>
<para>Linear falloff model.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.FalloffType.Undefined">
<summary>
<para>Falloff model is undefined.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.GlobalIllumination.LightDataGI">
<summary>
<para>The interop structure to pass light information to the light baking backends. There are helper structures for Directional, Point, Spot and Rectangle lights to correctly initialize this structure.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.LightDataGI.color">
<summary>
<para>The color of the light.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.LightDataGI.coneAngle">
<summary>
<para>The cone angle for spot lights.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.LightDataGI.falloff">
<summary>
<para>The falloff model to use for baking point and spot lights.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.LightDataGI.indirectColor">
<summary>
<para>The indirect color of the light.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.LightDataGI.innerConeAngle">
<summary>
<para>The inner cone angle for spot lights.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.LightDataGI.instanceID">
<summary>
<para>The light's instanceID.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.LightDataGI.mode">
<summary>
<para>The lightmap mode for the light.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.LightDataGI.orientation">
<summary>
<para>The orientation of the light.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.LightDataGI.position">
<summary>
<para>The position of the light.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.LightDataGI.range">
<summary>
<para>The range of the light. Unused for directional lights.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.LightDataGI.shadow">
<summary>
<para>Set to 1 for shadow casting lights, 0 otherwise.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.LightDataGI.shape0">
<summary>
<para>The light's sphere radius for point and spot lights, or the width for rectangle lights.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.LightDataGI.shape1">
<summary>
<para>The height for rectangle lights.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.LightDataGI.type">
<summary>
<para>The type of the light.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.GlobalIllumination.LightDataGI.Init(UnityEngine.Experimental.GlobalIllumination.DirectionalLight&amp;)">
<summary>
<para>Initialize the struct with the parameters from the given light type.</para>
</summary>
<param name="light"></param>
</member>
<member name="M:UnityEngine.Experimental.GlobalIllumination.LightDataGI.Init(UnityEngine.Experimental.GlobalIllumination.PointLight&amp;)">
<summary>
<para>Initialize the struct with the parameters from the given light type.</para>
</summary>
<param name="light"></param>
</member>
<member name="M:UnityEngine.Experimental.GlobalIllumination.LightDataGI.Init(UnityEngine.Experimental.GlobalIllumination.SpotLight&amp;)">
<summary>
<para>Initialize the struct with the parameters from the given light type.</para>
</summary>
<param name="light"></param>
</member>
<member name="M:UnityEngine.Experimental.GlobalIllumination.LightDataGI.Init(UnityEngine.Experimental.GlobalIllumination.RectangleLight&amp;)">
<summary>
<para>Initialize the struct with the parameters from the given light type.</para>
</summary>
<param name="light"></param>
</member>
<member name="M:UnityEngine.Experimental.GlobalIllumination.LightDataGI.InitNoBake(System.Int32)">
<summary>
<para>Initialize a light so that the baking backends ignore it.</para>
</summary>
<param name="lightInstanceID"></param>
</member>
<member name="T:UnityEngine.Experimental.GlobalIllumination.LightmapperUtils">
<summary>
<para>Utility class for converting Unity Lights to light types recognized by the baking backends.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.GlobalIllumination.LightmapperUtils.Extract(UnityEngine.LightmapBakeType)">
<summary>
<para>Extracts informations from Lights.</para>
</summary>
<param name="baketype">The lights baketype.</param>
<returns>
<para>Returns the light's light mode.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.GlobalIllumination.LightmapperUtils.Extract(UnityEngine.Light,UnityEngine.Experimental.GlobalIllumination.DirectionalLight&amp;)">
<summary>
<para>Extract type specific information from Lights.</para>
</summary>
<param name="l">The input light.</param>
<param name="dir">Extracts directional light information.</param>
<param name="point">Extracts point light information.</param>
<param name="spot">Extracts spot light information.</param>
<param name="rect">Extracts rectangle light information.</param>
</member>
<member name="M:UnityEngine.Experimental.GlobalIllumination.LightmapperUtils.Extract(UnityEngine.Light,UnityEngine.Experimental.GlobalIllumination.PointLight&amp;)">
<summary>
<para>Extract type specific information from Lights.</para>
</summary>
<param name="l">The input light.</param>
<param name="dir">Extracts directional light information.</param>
<param name="point">Extracts point light information.</param>
<param name="spot">Extracts spot light information.</param>
<param name="rect">Extracts rectangle light information.</param>
</member>
<member name="M:UnityEngine.Experimental.GlobalIllumination.LightmapperUtils.Extract(UnityEngine.Light,UnityEngine.Experimental.GlobalIllumination.SpotLight&amp;)">
<summary>
<para>Extract type specific information from Lights.</para>
</summary>
<param name="l">The input light.</param>
<param name="dir">Extracts directional light information.</param>
<param name="point">Extracts point light information.</param>
<param name="spot">Extracts spot light information.</param>
<param name="rect">Extracts rectangle light information.</param>
</member>
<member name="M:UnityEngine.Experimental.GlobalIllumination.LightmapperUtils.Extract(UnityEngine.Light,UnityEngine.Experimental.GlobalIllumination.RectangleLight&amp;)">
<summary>
<para>Extract type specific information from Lights.</para>
</summary>
<param name="l">The input light.</param>
<param name="dir">Extracts directional light information.</param>
<param name="point">Extracts point light information.</param>
<param name="spot">Extracts spot light information.</param>
<param name="rect">Extracts rectangle light information.</param>
</member>
<member name="M:UnityEngine.Experimental.GlobalIllumination.LightmapperUtils.ExtractIndirect(UnityEngine.Light)">
<summary>
<para>Extracts the indirect color from a light.</para>
</summary>
<param name="l"></param>
</member>
<member name="M:UnityEngine.Experimental.GlobalIllumination.LightmapperUtils.ExtractInnerCone(UnityEngine.Light)">
<summary>
<para>Extracts the inner cone angle of spot lights.</para>
</summary>
<param name="l"></param>
</member>
<member name="T:UnityEngine.Experimental.GlobalIllumination.Lightmapping">
<summary>
<para>Interface to the light baking backends.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.GlobalIllumination.Lightmapping.GetDelegate">
<summary>
<para>Get the currently set conversion delegate.</para>
</summary>
<returns>
<para>Returns the currently set conversion delegate.</para>
</returns>
</member>
<member name="T:UnityEngine.Experimental.GlobalIllumination.Lightmapping.RequestLightsDelegate">
<summary>
<para>Delegate called when converting lights into a form that the baking backends understand.</para>
</summary>
<param name="requests">The list of lights to be converted.</param>
<param name="lightsOutput">The output generated by the delegate function. Lights that should be skipped must be added to the output, initialized with InitNoBake on the LightDataGI structure.</param>
</member>
<member name="M:UnityEngine.Experimental.GlobalIllumination.Lightmapping.ResetDelegate">
<summary>
<para>Resets the light conversion delegate to Unity's default conversion function.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.GlobalIllumination.Lightmapping.SetDelegate(UnityEngine.Experimental.GlobalIllumination.Lightmapping/RequestLightsDelegate)">
<summary>
<para>Set a delegate that converts a list of lights to a list of LightDataGI structures that are passed to the baking backends. Must be reset by calling ResetDelegate again.</para>
</summary>
<param name="del"></param>
</member>
<member name="T:UnityEngine.Experimental.GlobalIllumination.LightMode">
<summary>
<para>The lightmode. A light can be realtime, mixed, baked or unknown. Unknown lights will be ignored by the baking backends.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.LightMode.Baked">
<summary>
<para>The light is fully baked and has no realtime component.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.LightMode.Mixed">
<summary>
<para>The light is mixed. Mixed lights are interpreted based on the global light mode setting in the lighting window.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.LightMode.Realtime">
<summary>
<para>The light is realtime. No contribution will be baked in lightmaps or light probes.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.LightMode.Unknown">
<summary>
<para>The light should be ignored by the baking backends.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.GlobalIllumination.LightType">
<summary>
<para>The light type.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.LightType.Directional">
<summary>
<para>An infinite directional light.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.LightType.Disc">
<summary>
<para>A light shaped like a disc emitting light into the hemisphere that it is facing.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.LightType.Point">
<summary>
<para>A point light emitting light in all directions.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.LightType.Rectangle">
<summary>
<para>A light shaped like a rectangle emitting light into the hemisphere that it is facing.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.LightType.Spot">
<summary>
<para>A spot light emitting light in a direction with a cone shaped opening angle.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.GlobalIllumination.LinearColor">
<summary>
<para>Contains normalized linear color values for red, green, blue in the range of 0 to 1, and an additional intensity value.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.GlobalIllumination.LinearColor.blue">
<summary>
<para>The blue color value in the range of 0.0 to 1.0.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.GlobalIllumination.LinearColor.green">
<summary>
<para>The green color value in the range of 0.0 to 1.0.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.GlobalIllumination.LinearColor.intensity">
<summary>
<para>The intensity value used to scale the red, green and blue values.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.GlobalIllumination.LinearColor.red">
<summary>
<para>The red color value in the range of 0.0 to 1.0.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.GlobalIllumination.LinearColor.Black">
<summary>
<para>Returns a black color.</para>
</summary>
<returns>
<para>Returns a black color.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.GlobalIllumination.LinearColor.Convert(UnityEngine.Color,System.Single)">
<summary>
<para>Converts a Light's color value to a normalized linear color value, automatically handling gamma conversion if necessary.</para>
</summary>
<param name="color">Light color.</param>
<param name="intensity">Light intensity.</param>
<returns>
<para>Returns the normalized linear color value.</para>
</returns>
</member>
<member name="T:UnityEngine.Experimental.GlobalIllumination.PointLight">
<summary>
<para>A helper structure used to initialize a LightDataGI structure as a point light.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.PointLight.color">
<summary>
<para>The direct light color.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.PointLight.falloff">
<summary>
<para>The falloff model to use for baking the point light.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.PointLight.indirectColor">
<summary>
<para>The indirect light color.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.PointLight.instanceID">
<summary>
<para>The light's instanceID.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.PointLight.mode">
<summary>
<para>The lightmode.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.PointLight.position">
<summary>
<para>The light's position.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.PointLight.range">
<summary>
<para>The light's range.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.PointLight.shadow">
<summary>
<para>True if the light casts shadows, otherwise False.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.PointLight.sphereRadius">
<summary>
<para>The light's sphere radius, influencing soft shadows.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.GlobalIllumination.RectangleLight">
<summary>
<para>A helper structure used to initialize a LightDataGI structure as a rectangle light.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.RectangleLight.color">
<summary>
<para>The direct light color.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.RectangleLight.height">
<summary>
<para>The height of the rectangle light.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.RectangleLight.indirectColor">
<summary>
<para>The indirect light color.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.RectangleLight.instanceID">
<summary>
<para>The light's instanceID.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.RectangleLight.mode">
<summary>
<para>The lightmode.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.RectangleLight.orientation">
<summary>
<para>The light's orientation.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.RectangleLight.position">
<summary>
<para>The light's position.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.RectangleLight.range">
<summary>
<para>The light's range.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.RectangleLight.shadow">
<summary>
<para>True if the light casts shadows, otherwise False.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.RectangleLight.width">
<summary>
<para>The width of the rectangle light.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.GlobalIllumination.SpotLight">
<summary>
<para>A helper structure used to initialize a LightDataGI structure as a spot light.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.SpotLight.color">
<summary>
<para>The direct light color.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.SpotLight.coneAngle">
<summary>
<para>The outer angle for the spot light.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.SpotLight.falloff">
<summary>
<para>The falloff model to use for baking the spot light.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.SpotLight.indirectColor">
<summary>
<para>The indirect light color.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.SpotLight.innerConeAngle">
<summary>
<para>The inner angle for the spot light.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.SpotLight.instanceID">
<summary>
<para>The light's instanceID.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.SpotLight.mode">
<summary>
<para>The lightmode.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.SpotLight.orientation">
<summary>
<para>The light's orientation.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.SpotLight.position">
<summary>
<para>The light's position.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.SpotLight.range">
<summary>
<para>The light's range.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.SpotLight.shadow">
<summary>
<para>True if the light casts shadows, otherwise False.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.GlobalIllumination.SpotLight.sphereRadius">
<summary>
<para>The light's sphere radius, influencing soft shadows.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.LowLevel.PlayerLoop">
<summary>
<para>The class representing the player loop in Unity.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.LowLevel.PlayerLoop.GetDefaultPlayerLoop">
<summary>
<para>Returns the default update order of all engine systems in Unity.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.LowLevel.PlayerLoop.SetPlayerLoop">
<summary>
<para>Set a new custom update order of all engine systems in Unity.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.LowLevel.PlayerLoopSystem">
<summary>
<para>The representation of a single system being updated by the player loop in Unity.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.LowLevel.PlayerLoopSystem.loopConditionFunction">
<summary>
<para>The loop condition for a native engine system. To get a valid value for this, you must copy it from one of the PlayerLoopSystems returned by PlayerLoop.GetDefaultPlayerLoop.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.LowLevel.PlayerLoopSystem.subSystemList">
<summary>
<para>A list of sub systems which run as part of this item in the player loop.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.LowLevel.PlayerLoopSystem.type">
<summary>
<para>This property is used to identify which native system this belongs to, or to get the name of the managed system to show in the profiler.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.LowLevel.PlayerLoopSystem.updateDelegate">
<summary>
<para>A managed delegate. You can set this to create a new C# entrypoint in the player loop.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.LowLevel.PlayerLoopSystem.updateFunction">
<summary>
<para>A native engine system. To get a valid value for this, you must copy it from one of the PlayerLoopSystems returned by PlayerLoop.GetDefaultPlayerLoop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Networking.PlayerConnection.ConnectionTarget">
<summary>
<para>The type of the connected target.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Networking.PlayerConnection.ConnectionTarget.Editor">
<summary>
<para>The connected target is an Editor.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Networking.PlayerConnection.ConnectionTarget.None">
<summary>
<para>No target is connected, this is only possible in a Player.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Networking.PlayerConnection.ConnectionTarget.Player">
<summary>
<para>The connected target is a Player.</para>
</summary>
</member>
<member name="?:UnityEngine.Experimental.Networking.PlayerConnection.IConnectionState">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Networking.PlayerConnection.IConnectionState.connectedToTarget">
<summary>
<para>Supplies the type of the established connection, as in whether the target is a Player or an Editor.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Networking.PlayerConnection.IConnectionState.connectionName">
<summary>
<para>The name of the connected target.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Playables.CameraPlayable">
<summary>
<para>An implementation of IPlayable that produces a Camera texture.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Playables.CameraPlayable.Create(UnityEngine.Playables.PlayableGraph,UnityEngine.Camera)">
<summary>
<para>Creates a CameraPlayable in the PlayableGraph.</para>
</summary>
<param name="graph">The PlayableGraph object that will own the CameraPlayable.</param>
<param name="camera">Camera used to produce a texture in the PlayableGraph.</param>
<returns>
<para>A CameraPlayable linked to the PlayableGraph.</para>
</returns>
</member>
<member name="T:UnityEngine.Experimental.Playables.MaterialEffectPlayable">
<summary>
<para>An implementation of IPlayable that allows application of a Material shader to one or many texture inputs to produce a texture output.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Playables.MaterialEffectPlayable.Create(UnityEngine.Playables.PlayableGraph,UnityEngine.Material)">
<summary>
<para>Creates a MaterialEffectPlayable in the PlayableGraph.</para>
</summary>
<param name="graph">The PlayableGraph object that will own the MaterialEffectPlayable.</param>
<param name="material">Material used to modify linked texture playable inputs.</param>
<param name="pass">Shader pass index.(Note: -1 for all passes).</param>
<returns>
<para>A MaterialEffectPlayable linked to the PlayableGraph.</para>
</returns>
</member>
<member name="T:UnityEngine.Experimental.Playables.TextureMixerPlayable">
<summary>
<para>An implementation of IPlayable that allows mixing two textures.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Playables.TextureMixerPlayable.Create(UnityEngine.Playables.PlayableGraph)">
<summary>
<para>Creates a TextureMixerPlayable in the PlayableGraph.</para>
</summary>
<param name="graph">The PlayableGraph object that will own the TextureMixerPlayable.</param>
<returns>
<para>A TextureMixerPlayable linked to the PlayableGraph.</para>
</returns>
</member>
<member name="T:UnityEngine.Experimental.Playables.TexturePlayableBinding">
<summary>
<para>A PlayableBinding that contains information representing a TexturePlayableOutput.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Playables.TexturePlayableBinding.Create(System.String,UnityEngine.Object)">
<summary>
<para>Creates a PlayableBinding that contains information representing a TexturePlayableOutput.</para>
</summary>
<param name="key">A reference to a UnityEngine.Object that acts as a key for this binding.</param>
<param name="name">The name of the TexturePlayableOutput.</param>
<returns>
<para>Returns a PlayableBinding that contains information that is used to create a TexturePlayableOutput.</para>
</returns>
</member>
<member name="T:UnityEngine.Experimental.Playables.TexturePlayableOutput">
<summary>
<para>An IPlayableOutput implementation that will be used to manipulate textures.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Playables.TexturePlayableOutput.Null">
<summary>
<para>Returns an invalid TexturePlayableOutput.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate">
<summary>
<para>Update phase in the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.AnalyticsCoreStatsUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.ClearIntermediateRenderers">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.ClearLines">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.DeliverIosPlatformEvents">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.DirectorSampleTime">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.DispatchEventQueueEvents">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.ExecuteMainThreadJobs">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.GpuTimestamp">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.PerformanceAnalyticsUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.PhysicsResetInterpolatedTransformPosition">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.PlayerCleanupCachedData">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.PollHtcsPlayerConnection">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.PollPlayerConnection">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.PresentBeforeUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.ProcessMouseInWindow">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.ProcessRemoteInput">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.ProfilerStartFrame">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.RendererNotifyInvisible">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.ResetFrameStatsAfterPresent">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.ScriptRunDelayedStartupFrame">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.SpriteAtlasManagerUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.TangoUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.UnityWebRequestUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.UpdateAllUnityWebStreams">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.UpdateAsyncReadbackManager">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.UpdateCanvasRectTransform">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.UpdateInputManager">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.UpdateKinect">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.UpdateMainGameViewRect">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.UpdatePreloading">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.UpdateStreamingManager">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.UpdateTextureStreamingManager">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.EarlyUpdate.XRUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.FixedUpdate">
<summary>
<para>Update phase in the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.FixedUpdate.AudioFixedUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.FixedUpdate.ClearLines">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.FixedUpdate.DirectorFixedSampleTime">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.FixedUpdate.DirectorFixedUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.FixedUpdate.DirectorFixedUpdatePostPhysics">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.FixedUpdate.LegacyFixedAnimationUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.FixedUpdate.NewInputFixedUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.FixedUpdate.Physics2DFixedUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.FixedUpdate.PhysicsFixedUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.FixedUpdate.ScriptRunBehaviourFixedUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.FixedUpdate.ScriptRunDelayedFixedFrameRate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.FixedUpdate.XRFixedUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.Initialization">
<summary>
<para>Update phase in the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.Initialization.AsyncUploadTimeSlicedUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.Initialization.PlayerUpdateTime">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.Initialization.SynchronizeInputs">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.Initialization.SynchronizeState">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.Initialization.XREarlyUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate">
<summary>
<para>Update phase in the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.BatchModeUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.ClearImmediateRenderers">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.DirectorLateUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.DirectorRenderImage">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.EndGraphicsJobsAfterScriptLateUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.EnlightenRuntimeUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.ExecuteGameCenterCallbacks">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.FinishFrameRendering">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.GUIClearEvents">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.InputEndFrame">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.MemoryFrameMaintenance">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.ParticleSystemEndUpdateAll">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.PhysicsSkinnedClothBeginUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.PhysicsSkinnedClothFinishUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.PlayerEmitCanvasGeometry">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.PlayerSendFrameComplete">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.PlayerSendFramePostPresent">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.PlayerSendFrameStarted">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.PlayerUpdateCanvases">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.PresentAfterDraw">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.ProcessWebSendMessages">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.ProfilerEndFrame">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.ProfilerSynchronizeStats">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.ResetInputAxis">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.ScriptRunDelayedDynamicFrameRate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.ShaderHandleErrors">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.SortingGroupsUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.ThreadedLoadingDebug">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.TriggerEndOfFrameCallbacks">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.UpdateAllRenderers">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.UpdateAllSkinnedMeshes">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.UpdateAudio">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.UpdateCanvasRectTransform">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.UpdateCaptureScreenshot">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.UpdateCustomRenderTextures">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.UpdateRectTransform">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.UpdateResolution">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.UpdateSubstance">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.UpdateVideo">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.UpdateVideoTextures">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PostLateUpdate.XRPostPresent">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PreLateUpdate">
<summary>
<para>Update phase in the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PreLateUpdate.AIUpdatePostScript">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PreLateUpdate.ConstraintManagerUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PreLateUpdate.DirectorDeferredEvaluate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PreLateUpdate.DirectorUpdateAnimationBegin">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PreLateUpdate.DirectorUpdateAnimationEnd">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PreLateUpdate.EndGraphicsJobsAfterScriptUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PreLateUpdate.LegacyAnimationUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PreLateUpdate.ParticleSystemBeginUpdateAll">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PreLateUpdate.ScriptRunBehaviourLateUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PreLateUpdate.UNetUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PreLateUpdate.UpdateMasterServerInterface">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PreLateUpdate.UpdateNetworkManager">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PreUpdate">
<summary>
<para>Update phase in the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PreUpdate.AIUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PreUpdate.CheckTexFieldInput">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PreUpdate.IMGUISendQueuedEvents">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PreUpdate.NewInputUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PreUpdate.Physics2DUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PreUpdate.PhysicsUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PreUpdate.SendMouseEvents">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PreUpdate.UpdateVideo">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.PreUpdate.WindUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.Update">
<summary>
<para>Update phase in the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.Update.DirectorUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.Update.ScriptRunBehaviourUpdate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.Update.ScriptRunDelayedDynamicFrameRate">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.PlayerLoop.Update.ScriptRunDelayedTasks">
<summary>
<para>Native engine system updated by the native player loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.BlendState">
<summary>
<para>Values for the blend state.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.BlendState.alphaToMask">
<summary>
<para>Turns on alpha-to-coverage.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.BlendState.blendState0">
<summary>
<para>Blend state for render target 0.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.BlendState.blendState1">
<summary>
<para>Blend state for render target 1.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.BlendState.blendState2">
<summary>
<para>Blend state for render target 2.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.BlendState.blendState3">
<summary>
<para>Blend state for render target 3.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.BlendState.blendState4">
<summary>
<para>Blend state for render target 4.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.BlendState.blendState5">
<summary>
<para>Blend state for render target 5.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.BlendState.blendState6">
<summary>
<para>Blend state for render target 6.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.BlendState.blendState7">
<summary>
<para>Blend state for render target 7.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.BlendState.separateMRTBlendStates">
<summary>
<para>Determines whether each render target uses a separate blend state.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Rendering.BlendState.#ctor(System.Boolean,System.Boolean)">
<summary>
<para>Creates a new blend state with the specified values.</para>
</summary>
<param name="separateMRTBlend">Determines whether each render target uses a separate blend state.</param>
<param name="alphaToMask">Turns on alpha-to-coverage.</param>
</member>
<member name="P:UnityEngine.Experimental.Rendering.BlendState.Default">
<summary>
<para>Default values for the blend state.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.CameraProperties">
<summary>
<para>Camera related properties in CullingParameters.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Rendering.CameraProperties.GetCameraCullingPlane(System.Int32)">
<summary>
<para>Get a camera culling plane.</para>
</summary>
<param name="index">Plane index (up to 5).</param>
<returns>
<para>Camera culling plane.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.CameraProperties.GetShadowCullingPlane(System.Int32)">
<summary>
<para>Get a shadow culling plane.</para>
</summary>
<param name="index">Plane index (up to 5).</param>
<returns>
<para>Shadow culling plane.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.CameraProperties.SetCameraCullingPlane(System.Int32,UnityEngine.Plane)">
<summary>
<para>Set a camera culling plane.</para>
</summary>
<param name="index">Plane index (up to 5).</param>
<param name="plane">Camera culling plane.</param>
</member>
<member name="M:UnityEngine.Experimental.Rendering.CameraProperties.SetShadowCullingPlane(System.Int32,UnityEngine.Plane)">
<summary>
<para>Set a shadow culling plane.</para>
</summary>
<param name="index">Plane index (up to 5).</param>
<param name="plane">Shadow culling plane.</param>
</member>
<member name="T:UnityEngine.Experimental.Rendering.CoreCameraValues">
<summary>
<para>Core Camera related properties in CullingParameters.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.CullResults">
<summary>
<para>Culling results (visible objects, lights, reflection probes).</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.CullResults.visibleLights">
<summary>
<para>Array of visible lights.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.CullResults.visibleOffscreenVertexLights">
<summary>
<para>Off screen lights that still effect visible Scene vertices.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.CullResults.visibleReflectionProbes">
<summary>
<para>Array of visible reflection probes.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.CullResults.visibleRenderers">
<summary>
<para>Visible renderers.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Rendering.CullResults.ComputeDirectionalShadowMatricesAndCullingPrimitives(System.Int32,System.Int32,System.Int32,UnityEngine.Vector3,System.Int32,System.Single,UnityEngine.Matrix4x4&amp;,UnityEngine.Matrix4x4&amp;,UnityEngine.Experimental.Rendering.ShadowSplitData&amp;)">
<summary>
<para>Calculates the view and projection matrices and shadow split data for a directional light.</para>
</summary>
<param name="activeLightIndex">The index into the active light array.</param>
<param name="splitIndex">The cascade index.</param>
<param name="splitCount">The number of cascades.</param>
<param name="splitRatio">The cascade ratios.</param>
<param name="shadowResolution">The resolution of the shadowmap.</param>
<param name="shadowNearPlaneOffset">The near plane offset for the light.</param>
<param name="viewMatrix">The computed view matrix.</param>
<param name="projMatrix">The computed projection matrix.</param>
<param name="shadowSplitData">The computed cascade data.</param>
<returns>
<para>If false, the shadow map for this cascade does not need to be rendered this frame.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.CullResults.ComputePointShadowMatricesAndCullingPrimitives(System.Int32,UnityEngine.CubemapFace,System.Single,UnityEngine.Matrix4x4&amp;,UnityEngine.Matrix4x4&amp;,UnityEngine.Experimental.Rendering.ShadowSplitData&amp;)">
<summary>
<para>Calculates the view and projection matrices and shadow split data for a point light.</para>
</summary>
<param name="activeLightIndex">The index into the active light array.</param>
<param name="cubemapFace">The cubemap face to be rendered.</param>
<param name="fovBias">The amount by which to increase the camera FOV above 90 degrees.</param>
<param name="viewMatrix">The computed view matrix.</param>
<param name="projMatrix">The computed projection matrix.</param>
<param name="shadowSplitData">The computed split data.</param>
<returns>
<para>If false, the shadow map for this light and cubemap face does not need to be rendered this frame.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.CullResults.ComputeSpotShadowMatricesAndCullingPrimitives(System.Int32,UnityEngine.Matrix4x4&amp;,UnityEngine.Matrix4x4&amp;,UnityEngine.Experimental.Rendering.ShadowSplitData&amp;)">
<summary>
<para>Calculates the view and projection matrices and shadow split data for a spot light.</para>
</summary>
<param name="activeLightIndex">The index into the active light array.</param>
<param name="viewMatrix">The computed view matrix.</param>
<param name="projMatrix">The computed projection matrix.</param>
<param name="shadowSplitData">The computed split data.</param>
<returns>
<para>If false, the shadow map for this light does not need to be rendered this frame.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.CullResults.Cull">
<summary>
<para>Perform culling for a Camera.</para>
</summary>
<param name="camera">Camera to cull for.</param>
<param name="renderLoop">Render loop the culling results will be used with.</param>
<param name="results">Culling results.</param>
<returns>
<para>Flag indicating whether culling succeeded.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.CullResults.Cull">
<summary>
<para>Perform culling with custom CullingParameters.</para>
</summary>
<param name="parameters">Parameters for culling.</param>
<param name="renderLoop">Render loop the culling results will be used with.</param>
<returns>
<para>Culling results.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.CullResults.FillLightIndices(UnityEngine.ComputeBuffer)">
<summary>
<para>Fills a compute buffer with per-object light indices.</para>
</summary>
<param name="computeBuffer">The compute buffer object to fill.</param>
</member>
<member name="M:UnityEngine.Experimental.Rendering.CullResults.GetCullingParameters(UnityEngine.Camera,UnityEngine.Experimental.Rendering.ScriptableCullingParameters&amp;)">
<summary>
<para>Get culling parameters for a camera.</para>
</summary>
<param name="camera">Camera to get parameters for.</param>
<param name="cullingParameters">Resultant culling parameters.</param>
<param name="stereoAware">Generate single-pass stereo aware culling parameters.</param>
<returns>
<para>Flag indicating whether culling parameters are valid.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.CullResults.GetCullingParameters(UnityEngine.Camera,System.Boolean,UnityEngine.Experimental.Rendering.ScriptableCullingParameters&amp;)">
<summary>
<para>Get culling parameters for a camera.</para>
</summary>
<param name="camera">Camera to get parameters for.</param>
<param name="cullingParameters">Resultant culling parameters.</param>
<param name="stereoAware">Generate single-pass stereo aware culling parameters.</param>
<returns>
<para>Flag indicating whether culling parameters are valid.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.CullResults.GetLightIndexMap">
<summary>
<para>If a RenderPipeline sorts or otherwise modifies the VisibleLight list, an index remap will be necessary to properly make use of per-object light lists.</para>
</summary>
<returns>
<para>Array of indices that map from VisibleLight indices to internal per-object light list indices.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.CullResults.GetLightIndicesCount">
<summary>
<para>Gets the number of per-object light indices.</para>
</summary>
<returns>
<para>The number of per-object light indices.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.CullResults.GetShadowCasterBounds(System.Int32,UnityEngine.Bounds&amp;)">
<summary>
<para>Returns the bounding box that encapsulates the visible shadow casters. Can be used to, for instance, dynamically adjust cascade ranges.</para>
</summary>
<param name="lightIndex">The index of the shadow-casting light.</param>
<param name="outBounds">The bounds to be computed.</param>
<returns>
<para>True if the light affects at least one shadow casting object in the Scene.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.CullResults.SetLightIndexMap(System.Int32[])">
<summary>
<para>If a RenderPipeline sorts or otherwise modifies the VisibleLight list, an index remap will be necessary to properly make use of per-object light lists.
If an element of the array is set to -1, the light corresponding to that element will be disabled.</para>
</summary>
<param name="mapping">Array with light indices that map from VisibleLight to internal per-object light lists.</param>
</member>
<member name="T:UnityEngine.Experimental.Rendering.DepthState">
<summary>
<para>Values for the depth state.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.DepthState.compareFunction">
<summary>
<para>How should depth testing be performed.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.DepthState.writeEnabled">
<summary>
<para>Controls whether pixels from this object are written to the depth buffer.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Rendering.DepthState.#ctor(System.Boolean,UnityEngine.Rendering.CompareFunction)">
<summary>
<para>Creates a new depth state with the given values.</para>
</summary>
<param name="writeEnabled">Controls whether pixels from this object are written to the depth buffer.</param>
<param name="compareFunction">How should depth testing be performed.</param>
</member>
<member name="P:UnityEngine.Experimental.Rendering.DepthState.Default">
<summary>
<para>Default values for the depth state.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.DrawRendererFlags">
<summary>
<para>Flags controlling RenderLoop.DrawRenderers.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.DrawRendererFlags.EnableDynamicBatching">
<summary>
<para>When set, enables dynamic batching.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.DrawRendererFlags.EnableInstancing">
<summary>
<para>When set, enables GPU instancing.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.DrawRendererFlags.None">
<summary>
<para>No flags are set.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.DrawRendererSettings">
<summary>
<para>Settings for ScriptableRenderContext.DrawRenderers.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.DrawRendererSettings.flags">
<summary>
<para>Other flags controlling object rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.DrawRendererSettings.maxShaderPasses">
<summary>
<para>The maxiumum number of passes that can be rendered in 1 DrawRenderers call.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.DrawRendererSettings.rendererConfiguration">
<summary>
<para>What kind of per-object data to setup during rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.DrawRendererSettings.sorting">
<summary>
<para>How to sort objects during rendering.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Rendering.DrawRendererSettings.#ctor(UnityEngine.Camera,UnityEngine.Experimental.Rendering.ShaderPassName)">
<summary>
<para>Create a draw settings struct.</para>
</summary>
<param name="camera">Camera to use. Camera's transparency sort mode is used to determine whether to use orthographic or distance based sorting.</param>
<param name="shaderPassName">Shader pass to use.</param>
</member>
<member name="M:UnityEngine.Experimental.Rendering.DrawRendererSettings.SetOverrideMaterial(UnityEngine.Material,System.Int32)">
<summary>
<para>Set the Material to use for all drawers that would render in this group.</para>
</summary>
<param name="mat">Override material.</param>
<param name="passIndex">Pass to use in the material.</param>
</member>
<member name="M:UnityEngine.Experimental.Rendering.DrawRendererSettings.SetShaderPassName(System.Int32,UnityEngine.Experimental.Rendering.ShaderPassName)">
<summary>
<para>Set the shader passes that this draw call can render.</para>
</summary>
<param name="index">Index of the shader pass to use.</param>
<param name="shaderPassName">Name of the shader pass.</param>
</member>
<member name="T:UnityEngine.Experimental.Rendering.DrawRendererSortMode">
<summary>
<para>Type of sorting to use while rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.DrawRendererSortMode.CustomAxis">
<summary>
<para>Sort objects based on distance along a custom axis.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.DrawRendererSortMode.Orthographic">
<summary>
<para>Orthographic sorting mode.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.DrawRendererSortMode.Perspective">
<summary>
<para>Perspective sorting mode.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.DrawRendererSortSettings">
<summary>
<para>This struct describes the methods to sort objects during rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.DrawRendererSortSettings.cameraCustomSortAxis">
<summary>
<para>Used to calculate distance to objects, by comparing the positions of objects to this axis.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.DrawRendererSortSettings.cameraPosition">
<summary>
<para>Used to calculate the distance to objects.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.DrawRendererSortSettings.flags">
<summary>
<para>What kind of sorting to do while rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.DrawRendererSortSettings.sortMode">
<summary>
<para>Type of sorting to use while rendering.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.DrawRendererSortSettings.sortOrthographic">
<summary>
<para>Should orthographic sorting be used?</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.DrawRendererSortSettings.worldToCameraMatrix">
<summary>
<para>Used to calculate the distance to objects.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.DrawShadowsSettings">
<summary>
<para>Settings for ScriptableRenderContext.DrawShadows.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.DrawShadowsSettings.cullResults">
<summary>
<para>Culling results to use.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.DrawShadowsSettings.lightIndex">
<summary>
<para>The index of the shadow-casting light to be rendered.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.DrawShadowsSettings.splitData">
<summary>
<para>The split data.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Rendering.DrawShadowsSettings.#ctor(UnityEngine.Experimental.Rendering.CullResults,System.Int32)">
<summary>
<para>Create a shadow settings object.</para>
</summary>
<param name="cullResults">The cull results for this light.</param>
<param name="lightIndex">The light index.</param>
</member>
<member name="T:UnityEngine.Experimental.Rendering.FilterRenderersSettings">
<summary>
<para>Filter settings for ScriptableRenderContext.DrawRenderers.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.FilterRenderersSettings.excludeMotionVectorObjects">
<summary>
<para>Set to true to exclude objects that are currently in motion from rendering. The default value is false.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.FilterRenderersSettings.layerMask">
<summary>
<para>Only render objects in the given layer mask.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.FilterRenderersSettings.renderingLayerMask">
<summary>
<para>The rendering layer mask to use when filtering available renderers for drawing.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.FilterRenderersSettings.renderQueueRange">
<summary>
<para>Render objects whose material render queue in inside this range.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Rendering.FilterRenderersSettings.#ctor(System.Boolean)">
<summary>
<para></para>
</summary>
<param name="initializeValues">Specifies whether the values of the struct should be initialized.</param>
</member>
<member name="T:UnityEngine.Experimental.Rendering.FilterResults">
<summary>
<para>Describes a subset of objects to be rendered.
See Also: ScriptableRenderContext.DrawRenderers.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.FormatUsage">
<summary>
<para>Use this format usages to figure out the capabilities of specific GraphicsFormat</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.FormatUsage.Blend">
<summary>
<para>To blend on a rendertexture.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.FormatUsage.Linear">
<summary>
<para>To sample textures with a linear filter</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.FormatUsage.LoadStore">
<summary>
<para>To perform resource load and store on a texture</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.FormatUsage.MSAA2x">
<summary>
<para>To create and render to a MSAA 2X rendertexture.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.FormatUsage.MSAA4x">
<summary>
<para>To create and render to a MSAA 4X rendertexture.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.FormatUsage.MSAA8x">
<summary>
<para>To create and render to a MSAA 8X rendertexture.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.FormatUsage.Render">
<summary>
<para>To create and render to a rendertexture.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.FormatUsage.Sample">
<summary>
<para>To create and sample textures.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.GraphicsFormat">
<summary>
<para>Use this format to create either Textures or RenderTextures from scripts.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.A10R10G10B10_XRSRGBPack32">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.A10R10G10B10_XRUNormPack32">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.A1R5G5B5_UNormPack16">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.A2B10G10R10_SIntPack32">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.A2B10G10R10_UIntPack32">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.A2B10G10R10_UNormPack32">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.A2R10G10B10_SIntPack32">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.A2R10G10B10_UIntPack32">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.A2R10G10B10_UNormPack32">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.A2R10G10B10_XRSRGBPack32">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.A2R10G10B10_XRUNormPack32">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.B10G11R11_UFloatPack32">
<summary>
<para>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. </para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.B4G4R4A4_UNormPack16">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.B5G5R5A1_UNormPack16">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.B5G6R5_UNormPack16">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.B8G8R8_SInt">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.B8G8R8_SNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.B8G8R8_SRGB">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.B8G8R8_UInt">
<summary>
<para>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</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.B8G8R8_UNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.B8G8R8A8_SInt">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.B8G8R8A8_SNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.B8G8R8A8_SRGB">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.B8G8R8A8_UInt">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.B8G8R8A8_UNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.D16_UNorm">
<summary>
<para>A one-component, 16-bit unsigned normalized format that has a single 16-bit depth component.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.D24_UNorm">
<summary>
<para>A two-component, 32-bit format that has 24 unsigned normalized bits in the depth component and, optionally: 8 bits that are unused.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.D24_UNorm_S8_UInt">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.D32_SFloat">
<summary>
<para>A one-component, 32-bit signed floating-point format that has 32-bits in the depth component.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.D32_SFloat_S8_Uint">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.E5B9G9R9_UFloatPack32">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.None">
<summary>
<para>The format is not specified.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R_BC4_SNorm">
<summary>
<para>A one-component, block-compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of signed normalized red texel data.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R_BC4_UNorm">
<summary>
<para>A one-component, block-compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized red texel data.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R_EAC_SNorm">
<summary>
<para>A one-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of signed normalized red texel data.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R_EAC_UNorm">
<summary>
<para>A one-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized red texel data.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R10G10B10_XRSRGBPack32">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R10G10B10_XRUNormPack32">
<summary>
<para>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).</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R16_SFloat">
<summary>
<para>A one-component, 16-bit signed floating-point format that has a single 16-bit R component.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R16_SInt">
<summary>
<para>A one-component, 16-bit signed integer format that has a single 16-bit R component.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R16_SNorm">
<summary>
<para>A one-component, 16-bit signed normalized format that has a single 16-bit R component.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R16_UInt">
<summary>
<para>A one-component, 16-bit unsigned integer format that has a single 16-bit R component.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R16_UNorm">
<summary>
<para>A one-component, 16-bit unsigned normalized format that has a single 16-bit R component.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R16G16_SFloat">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R16G16_SInt">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R16G16_SNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R16G16_UInt">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R16G16_UNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R16G16B16_SFloat">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R16G16B16_SInt">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R16G16B16_SNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R16G16B16_UInt">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R16G16B16_UNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R16G16B16A16_SFloat">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R16G16B16A16_SInt">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R16G16B16A16_SNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R16G16B16A16_UInt">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R16G16B16A16_UNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R32_SFloat">
<summary>
<para>A one-component, 32-bit signed floating-point format that has a single 32-bit R component.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R32_SInt">
<summary>
<para>A one-component, 32-bit signed integer format that has a single 32-bit R component.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R32_UInt">
<summary>
<para>A one-component, 32-bit unsigned integer format that has a single 32-bit R component.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R32G32_SFloat">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R32G32_SInt">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R32G32_UInt">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R32G32B32_SFloat">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R32G32B32_SInt">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R32G32B32_UInt">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R32G32B32A32_SFloat">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R32G32B32A32_SInt">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R32G32B32A32_UInt">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R4G4B4A4_UNormPack16">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R5G5B5A1_UNormPack16">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R5G6B5_UNormPack16">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R8_SInt">
<summary>
<para>A one-component, 8-bit signed integer format that has a single 8-bit R component.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R8_SNorm">
<summary>
<para>A one-component, 8-bit signed normalized format that has a single 8-bit R component.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R8_SRGB">
<summary>
<para>A one-component, 8-bit unsigned normalized format that has a single 8-bit R component stored with sRGB nonlinear encoding.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R8_UInt">
<summary>
<para>A one-component, 8-bit unsigned integer format that has a single 8-bit R component.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R8_UNorm">
<summary>
<para>A one-component, 8-bit unsigned normalized format that has a single 8-bit R component.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R8G8_SInt">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R8G8_SNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R8G8_SRGB">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R8G8_UInt">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R8G8_UNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R8G8B8_SInt">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R8G8B8_SNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R8G8B8_SRGB">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R8G8B8_UInt">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R8G8B8_UNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R8G8B8A8_SInt">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R8G8B8A8_SNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R8G8B8A8_SRGB">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R8G8B8A8_UInt">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.R8G8B8A8_UNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RG_BC5_SNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RG_BC5_UNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RG_EAC_SNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RG_EAC_UNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGB_A1_ETC2_SRGB">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGB_A1_ETC2_UNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGB_BC6H_SFloat">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGB_BC6H_UFloat">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGB_ETC_UNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGB_ETC2_SRGB">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGB_ETC2_UNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGB_PVRTC_2Bpp_SRGB">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGB_PVRTC_2Bpp_UNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGB_PVRTC_4Bpp_SRGB">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGB_PVRTC_4Bpp_UNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGBA_ASTC10X10_SRGB">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGBA_ASTC10X10_UNorm">
<summary>
<para>A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 10×10 rectangle of unsigned normalized RGBA texel data.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGBA_ASTC12X12_SRGB">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGBA_ASTC12X12_UNorm">
<summary>
<para>A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 12×12 rectangle of unsigned normalized RGBA texel data.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGBA_ASTC4X4_SRGB">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGBA_ASTC4X4_UNorm">
<summary>
<para>A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGBA_ASTC5X5_SRGB">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGBA_ASTC5X5_UNorm">
<summary>
<para>A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 5×5 rectangle of unsigned normalized RGBA texel data.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGBA_ASTC6X6_SRGB">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGBA_ASTC6X6_UNorm">
<summary>
<para>A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 6×6 rectangle of unsigned normalized RGBA texel data.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGBA_ASTC8X8_SRGB">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGBA_ASTC8X8_UNorm">
<summary>
<para>A four-component, ASTC compressed format where each 128-bit compressed texel block encodes an 8×8 rectangle of unsigned normalized RGBA texel data.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGBA_BC7_SRGB">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGBA_BC7_UNorm">
<summary>
<para>A four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGBA_DXT1_SRGB">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGBA_DXT1_UNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGBA_DXT3_SRGB">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGBA_DXT3_UNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGBA_DXT5_SRGB">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGBA_DXT5_UNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGBA_ETC2_SRGB">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGBA_ETC2_UNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGBA_PVRTC_2Bpp_SRGB">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGBA_PVRTC_2Bpp_UNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGBA_PVRTC_4Bpp_SRGB">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.RGBA_PVRTC_4Bpp_UNorm">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.GraphicsFormat.S8_Uint">
<summary>
<para>A one-component, 8-bit unsigned integer format that has 8-bits in the stencil component.</para>
</summary>
</member>
<member name="?:UnityEngine.Experimental.Rendering.IRenderPipeline">
<summary>
<para>Defines a series of commands and settings that describes how Unity renders a frame.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.IRenderPipeline.disposed">
<summary>
<para>When the IRenderPipeline is invalid or destroyed this returns true.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Rendering.IRenderPipeline.Render(UnityEngine.Experimental.Rendering.ScriptableRenderContext,UnityEngine.Camera[])">
<summary>
<para>Defines custom rendering for this RenderPipeline.</para>
</summary>
<param name="renderContext">Structure that holds the rendering commands for this loop.</param>
<param name="cameras">Cameras to render.</param>
</member>
<member name="?:UnityEngine.Experimental.Rendering.IRenderPipelineAsset">
<summary>
<para>An asset that produces a specific IRenderPipeline.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Rendering.IRenderPipelineAsset.CreatePipeline">
<summary>
<para>Create a IRenderPipeline specific to this asset.</para>
</summary>
<returns>
<para>Created pipeline.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.IRenderPipelineAsset.DestroyCreatedInstances">
<summary>
<para>Override this method to destroy RenderPipeline cached state.</para>
</summary>
</member>
<member name="?:UnityEngine.Experimental.Rendering.IScriptableRuntimeReflectionSystem">
<summary>
<para>Defines the required members for a Runtime Reflection Systems.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Rendering.IScriptableRuntimeReflectionSystem.TickRealtimeProbes">
<summary>
<para>Update the reflection probes.</para>
</summary>
<returns>
<para>Whether a reflection probe was updated.</para>
</returns>
</member>
<member name="T:UnityEngine.Experimental.Rendering.LODParameters">
<summary>
<para>LODGroup culling parameters.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.LODParameters.cameraPixelHeight">
<summary>
<para>Rendering view height in pixels.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.LODParameters.cameraPosition">
<summary>
<para>Camera position.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.LODParameters.fieldOfView">
<summary>
<para>Camera's field of view.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.LODParameters.isOrthographic">
<summary>
<para>Indicates whether camera is orthographic.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.LODParameters.orthoSize">
<summary>
<para>Orhographic camera size.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.RasterState">
<summary>
<para>Values for the raster state.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RasterState.cullingMode">
<summary>
<para>Controls which sides of polygons should be culled (not drawn).</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RasterState.depthClip">
<summary>
<para>Enable clipping based on depth.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RasterState.offsetFactor">
<summary>
<para>Scales the maximum Z slope.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RasterState.offsetUnits">
<summary>
<para>Scales the minimum resolvable depth buffer value.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RasterState.#ctor(UnityEngine.Rendering.CullMode,System.Int32,System.Single)">
<summary>
<para>Creates a new raster state with the given values.</para>
</summary>
<param name="cullingMode">Controls which sides of polygons should be culled (not drawn).</param>
<param name="offsetUnits">Scales the minimum resolvable depth buffer value.</param>
<param name="offsetFactor">Scales the maximum Z slope.</param>
<param name="depthClip"></param>
</member>
<member name="F:UnityEngine.Experimental.Rendering.RasterState.Default">
<summary>
<para>Default values for the raster state.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.ReflectionProbeSortOptions">
<summary>
<para>Visible reflection probes sorting options.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.ReflectionProbeSortOptions.Importance">
<summary>
<para>Sort probes by importance.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.ReflectionProbeSortOptions.ImportanceThenSize">
<summary>
<para>Sort probes by importance, then by size.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.ReflectionProbeSortOptions.None">
<summary>
<para>Do not sort reflection probes.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.ReflectionProbeSortOptions.Size">
<summary>
<para>Sort probes from largest to smallest.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.RendererConfiguration">
<summary>
<para>What kind of per-object data to setup during rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.RendererConfiguration.None">
<summary>
<para>Do not setup any particular per-object data besides the transformation matrix.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.RendererConfiguration.PerObjectLightmaps">
<summary>
<para>Setup per-object lightmaps.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.RendererConfiguration.PerObjectLightProbe">
<summary>
<para>Setup per-object light probe SH data.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.RendererConfiguration.PerObjectLightProbeProxyVolume">
<summary>
<para>Setup per-object light probe proxy volume data.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.RendererConfiguration.PerObjectMotionVectors">
<summary>
<para>Setup per-object motion vectors.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.RendererConfiguration.PerObjectOcclusionProbe">
<summary>
<para>Setup per-object occlusion probe data.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.RendererConfiguration.PerObjectOcclusionProbeProxyVolume">
<summary>
<para>Setup per-object occlusion probe proxy volume data (occlusion in alpha channels).</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.RendererConfiguration.PerObjectReflectionProbes">
<summary>
<para>Setup per-object reflection probe data.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.RendererConfiguration.PerObjectShadowMask">
<summary>
<para>Setup per-object shadowmask.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.RendererConfiguration.ProvideLightIndices">
<summary>
<para>Setup per-object light indices.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.RenderPass">
<summary>
<para>Object encapsulating the duration of a single renderpass that contains one or more subpasses.
The RenderPass object provides a new way to switch rendertargets in the context of a Scriptable Rendering Pipeline. As opposed to the SetRenderTargets function, the RenderPass object specifies a clear beginning and an end for the rendering, alongside explicit load/store actions on the rendering surfaces.
The RenderPass object also allows running multiple subpasses within the same renderpass, where the pixel shaders have a read access to the current pixel value within the renderpass. This allows for efficient implementation of various rendering methods on tile-based GPUs, such as deferred rendering.
RenderPasses are natively implemented on Metal (iOS) and Vulkan, but the API is fully functional on all rendering backends via emulation (using legacy SetRenderTargets calls and reading the current pixel values via texel fetches).
A quick example on how to use the RenderPass API within the Scriptable Render Pipeline to implement deferred rendering:
The RenderPass mechanism has the following limitations:
- All attachments must have the same resolution and MSAA sample count
- The rendering results of previous subpasses are only available within the same screen-space pixel
coordinate via the UNITY_READ_FRAMEBUFFER_INPUT(x) macro in the shader; the attachments cannot be bound
as textures or otherwise accessed until the renderpass has ended
- iOS Metal does not allow reading from the Z-Buffer, so an additional render target is needed to work around that
- The maximum amount of attachments allowed per RenderPass is currently 8 + depth, but note that various GPUs may
have stricter limits.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderPass.colorAttachments">
<summary>
<para>Read only: array of RenderPassAttachment objects currently bound into this RenderPass.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderPass.context">
<summary>
<para>Read only: The ScriptableRenderContext object this RenderPass was created for.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderPass.depthAttachment">
<summary>
<para>Read only: The depth/stencil attachment used in this RenderPass, or null if none.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderPass.height">
<summary>
<para>Read only: The height of the RenderPass surfaces in pixels.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderPass.sampleCount">
<summary>
<para>Read only: MSAA sample count for this RenderPass.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderPass.width">
<summary>
<para>Read only: The width of the RenderPass surfaces in pixels.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPass.#ctor(UnityEngine.Experimental.Rendering.ScriptableRenderContext,System.Int32,System.Int32,System.Int32,UnityEngine.Experimental.Rendering.RenderPassAttachment[],UnityEngine.Experimental.Rendering.RenderPassAttachment)">
<summary>
<para>Create a RenderPass and start it within the ScriptableRenderContext.</para>
</summary>
<param name="ctx">The ScriptableRenderContext object currently being rendered.</param>
<param name="w">The width of the RenderPass surfaces in pixels.</param>
<param name="h">The height of the RenderPass surfaces in pixels.</param>
<param name="samples">MSAA sample count; set to 1 to disable antialiasing.</param>
<param name="colors">Array of color attachments to use within this RenderPass.</param>
<param name="depth">The attachment to be used as the depthstencil buffer for this RenderPass, or null to disable depthstencil.</param>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPass.Dispose">
<summary>
<para>End the RenderPass.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.RenderPass.SubPass">
<summary>
<para>This class encapsulates a single subpass within a RenderPass. RenderPasses can never be standalone, they must always contain at least one SubPass. See Also: RenderPass.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPass.SubPass.#ctor(UnityEngine.Experimental.Rendering.RenderPass,UnityEngine.Experimental.Rendering.RenderPassAttachment[],UnityEngine.Experimental.Rendering.RenderPassAttachment[],System.Boolean)">
<summary>
<para>Create a subpass and start it.</para>
</summary>
<param name="renderPass">The RenderPass object this subpass is part of.</param>
<param name="colors">Array of attachments to be used as the color render targets in this subpass. All attachments in this array must also be declared in the RenderPass constructor.</param>
<param name="inputs">Array of attachments to be used as input attachments in this subpass. All attachments in this array must also be declared in the RenderPass constructor.</param>
<param name="readOnlyDepth">If true, the depth attachment is read-only in this subpass. Some renderers require this in order to be able to use the depth attachment as input.</param>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPass.SubPass.Dispose">
<summary>
<para>End the subpass.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.RenderPassAttachment">
<summary>
<para>A declaration of a single color or depth rendering surface to be attached into a RenderPass.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderPassAttachment.clearColor">
<summary>
<para>The currently assigned clear color for this attachment. Default is black.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderPassAttachment.clearDepth">
<summary>
<para>Currently assigned depth clear value for this attachment. Default value is 1.0.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderPassAttachment.clearStencil">
<summary>
<para>Currently assigned stencil clear value for this attachment. Default is 0.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderPassAttachment.format">
<summary>
<para>The RenderTextureFormat of this attachment.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderPassAttachment.loadAction">
<summary>
<para>The load action to be used on this attachment when the RenderPass starts.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderPassAttachment.storeAction">
<summary>
<para>The store action to use with this attachment when the RenderPass ends. Only used when either BindSurface or BindResolveSurface has been called.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPassAttachment.BindResolveSurface(UnityEngine.Rendering.RenderTargetIdentifier)">
<summary>
<para>When the renderpass that uses this attachment ends, resolve the MSAA surface into the given target.</para>
</summary>
<param name="tgt">The target surface to receive the MSAA-resolved pixels.</param>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPassAttachment.BindSurface(UnityEngine.Rendering.RenderTargetIdentifier,System.Boolean,System.Boolean)">
<summary>
<para>Binds this RenderPassAttachment to the given target surface.</para>
</summary>
<param name="tgt">The surface to use as the backing storage for this RenderPassAttachment.</param>
<param name="loadExistingContents">Whether to read in the existing contents of the surface when the RenderPass starts.</param>
<param name="storeResults">Whether to store the rendering results of the attachment when the RenderPass ends.</param>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPassAttachment.Clear(UnityEngine.Color,System.Single,System.UInt32)">
<summary>
<para>When the RenderPass starts, clear this attachment into the color or depth/stencil values given (depending on the format of this attachment). Changes loadAction to RenderBufferLoadAction.Clear.</para>
</summary>
<param name="clearCol">Color clear value. Ignored on depth/stencil attachments.</param>
<param name="clearDep">Depth clear value. Ignored on color surfaces.</param>
<param name="clearStenc">Stencil clear value. Ignored on color or depth-only surfaces.</param>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPassAttachment.#ctor(UnityEngine.RenderTextureFormat)">
<summary>
<para>Create a RenderPassAttachment to be used with RenderPass.</para>
</summary>
<param name="fmt">The format of this attachment.</param>
</member>
<member name="T:UnityEngine.Experimental.Rendering.RenderPipeline">
<summary>
<para>Defines a series of commands and settings that describes how Unity renders a frame.</para>
</summary>
</member>
<member name="?:UnityEngine.Experimental.Rendering.RenderPipeline.beginCameraRendering(System.Action`1&lt;UnityEngine.Camera&gt;)">
<summary>
<para>Call that should be issued by an SRP when the SRP begins to render a Camera so that other systems can inject per camera render logic.</para>
</summary>
<param name="value"></param>
</member>
<member name="?:UnityEngine.Experimental.Rendering.RenderPipeline.beginFrameRendering(System.Action`1&lt;UnityEngine.Camera[]&gt;)">
<summary>
<para>Call that should be issued by an SRP when the SRP begins to render so that other systems can inject 'pre render' logic.</para>
</summary>
<param name="value"></param>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderPipeline.disposed">
<summary>
<para>When the IRenderPipeline is invalid or destroyed this returns true.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPipeline.BeginCameraRendering(UnityEngine.Camera)">
<summary>
<para>Call the delegate used during SRP rendering before a single camera starts rendering.</para>
</summary>
<param name="camera"></param>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPipeline.BeginFrameRendering(UnityEngine.Camera[])">
<summary>
<para>Call the delegate used during SRP rendering before a render begins.</para>
</summary>
<param name="cameras"></param>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPipeline.Dispose">
<summary>
<para>Dispose the Renderpipeline destroying all internal state.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPipeline.Render(UnityEngine.Experimental.Rendering.ScriptableRenderContext,UnityEngine.Camera[])">
<summary>
<para>Defines custom rendering for this RenderPipeline.</para>
</summary>
<param name="renderContext"></param>
<param name="cameras"></param>
</member>
<member name="T:UnityEngine.Experimental.Rendering.RenderPipelineAsset">
<summary>
<para>An asset that produces a specific IRenderPipeline.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPipelineAsset.CreatedInstances">
<summary>
<para>Returns the list of current IRenderPipeline's created by the asset.</para>
</summary>
<returns>
<para>Enumerable of created pipelines.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPipelineAsset.CreatePipeline">
<summary>
<para>Create a IRenderPipeline specific to this asset.</para>
</summary>
<returns>
<para>Created pipeline.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPipelineAsset.DestroyCreatedInstances">
<summary>
<para>Destroys all cached data and created IRenderLoop's.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPipelineAsset.GetAutodeskInteractiveMaskedShader">
<summary>
<para>Retrieves the default Autodesk Interactive masked Shader for this pipeline.</para>
</summary>
<returns>
<para>Returns the default shader.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPipelineAsset.GetAutodeskInteractiveShader">
<summary>
<para>Retrieves the default Autodesk Interactive Shader for this pipeline.</para>
</summary>
<returns>
<para>Returns the default shader.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPipelineAsset.GetAutodeskInteractiveTransparentShader">
<summary>
<para>Retrieves the default Autodesk Interactive transparent Shader for this pipeline.</para>
</summary>
<returns>
<para>Returns the default shader.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPipelineAsset.GetDefault2DMaterial">
<summary>
<para>Return the default 2D Material for this pipeline.</para>
</summary>
<returns>
<para>Default material.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPipelineAsset.GetDefaultLineMaterial">
<summary>
<para>Return the default Line Material for this pipeline.</para>
</summary>
<returns>
<para>Default material.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPipelineAsset.GetDefaultMaterial">
<summary>
<para>Return the default Material for this pipeline.</para>
</summary>
<returns>
<para>Default material.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPipelineAsset.GetDefaultParticleMaterial">
<summary>
<para>Return the default particle Material for this pipeline.</para>
</summary>
<returns>
<para>Default material.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPipelineAsset.GetDefaultShader">
<summary>
<para>Return the default Shader for this pipeline.</para>
</summary>
<returns>
<para>Default shader.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPipelineAsset.GetDefaultTerrainMaterial">
<summary>
<para>Return the default Terrain Material for this pipeline.</para>
</summary>
<returns>
<para>Default material.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPipelineAsset.GetDefaultUIETC1SupportedMaterial">
<summary>
<para>Return the default UI ETC1 Material for this pipeline.</para>
</summary>
<returns>
<para>Default material.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPipelineAsset.GetDefaultUIMaterial">
<summary>
<para>Return the default UI Material for this pipeline.</para>
</summary>
<returns>
<para>Default material.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPipelineAsset.GetDefaultUIOverdrawMaterial">
<summary>
<para>Return the default UI overdraw Material for this pipeline.</para>
</summary>
<returns>
<para>Default material.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPipelineAsset.GetRenderingLayerMaskNames">
<summary>
<para>Returns the list of names used to display Rendering Layer Mask UI for this pipeline.</para>
</summary>
<returns>
<para>Array of 32 Rendering Layer Mask names.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPipelineAsset.InternalCreatePipeline">
<summary>
<para>Create a IRenderPipeline specific to this asset.</para>
</summary>
<returns>
<para>Created pipeline.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPipelineAsset.OnDisable">
<summary>
<para>Default implementation of OnDisable for RenderPipelineAsset. See ScriptableObject.OnDisable</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderPipelineAsset.OnValidate">
<summary>
<para>Default implementation of OnValidate for RenderPipelineAsset. See MonoBehaviour.OnValidate</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.RenderPipelineManager">
<summary>
<para>Render Pipeline manager.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderPipelineManager.currentPipeline">
<summary>
<para>Returns the instance of the currently used Render Pipeline.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.RenderQueueRange">
<summary>
<para>Describes a material render queue range.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderQueueRange.all">
<summary>
<para>A range that includes all objects.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.RenderQueueRange.max">
<summary>
<para>Inclusive upper bound for the range.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.RenderQueueRange.min">
<summary>
<para>Inclusive lower bound for the range.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderQueueRange.opaque">
<summary>
<para>A range that includes only opaque objects.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderQueueRange.transparent">
<summary>
<para>A range that includes only transparent objects.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.RenderStateBlock">
<summary>
<para>A set of values used to override the render state. Note that it is not enough to set e.g. blendState, but that mask must also include RenderStateMask.Blend for the override to occur.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderStateBlock.blendState">
<summary>
<para>Specifies the new blend state.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderStateBlock.depthState">
<summary>
<para>Specifies the new depth state.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderStateBlock.mask">
<summary>
<para>Specifies which parts of the render state that is overriden.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderStateBlock.rasterState">
<summary>
<para>Specifies the new raster state.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderStateBlock.stencilReference">
<summary>
<para>The value to be compared against and/or the value to be written to the buffer based on the stencil state.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderStateBlock.stencilState">
<summary>
<para>Specifies the new stencil state.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderStateBlock.#ctor(UnityEngine.Experimental.Rendering.RenderStateMask)">
<summary>
<para>Creates a new render state block with the specified mask.</para>
</summary>
<param name="mask">Specifies which parts of the render state that is overriden.</param>
</member>
<member name="T:UnityEngine.Experimental.Rendering.RenderStateMapping">
<summary>
<para>Maps a RenderType to a specific render state override.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderStateMapping.renderType">
<summary>
<para>Specifices the RenderType to override the render state for.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderStateMapping.stateBlock">
<summary>
<para>Specifies the values to override the render state with.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderStateMapping.#ctor(UnityEngine.Experimental.Rendering.RenderStateBlock)">
<summary>
<para>Creates a new render state mapping with the specified values.</para>
</summary>
<param name="renderType">Specifices the RenderType to override the render state for.</param>
<param name="stateBlock">Specifies the values to override the render state with.</param>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderStateMapping.#ctor(System.String,UnityEngine.Experimental.Rendering.RenderStateBlock)">
<summary>
<para>Creates a new render state mapping with the specified values.</para>
</summary>
<param name="renderType">Specifices the RenderType to override the render state for.</param>
<param name="stateBlock">Specifies the values to override the render state with.</param>
</member>
<member name="T:UnityEngine.Experimental.Rendering.RenderStateMask">
<summary>
<para>Specifies which parts of the render state that is overriden.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.RenderStateMask.Blend">
<summary>
<para>When set, the blend state is overridden.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.RenderStateMask.Depth">
<summary>
<para>When set, the depth state is overridden.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.RenderStateMask.Everything">
<summary>
<para>When set, all render states are overridden.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.RenderStateMask.Nothing">
<summary>
<para>No render states are overridden.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.RenderStateMask.Raster">
<summary>
<para>When set, the raster state is overridden.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.RenderStateMask.Stencil">
<summary>
<para>When set, the stencil state and reference value is overridden.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.RenderTargetBlendState">
<summary>
<para>Values for the blend state.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderTargetBlendState.alphaBlendOperation">
<summary>
<para>Operation used for blending the alpha (A) channel.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderTargetBlendState.colorBlendOperation">
<summary>
<para>Operation used for blending the color (RGB) channel.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderTargetBlendState.destinationAlphaBlendMode">
<summary>
<para>Blend factor used for the alpha (A) channel of the destination.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderTargetBlendState.destinationColorBlendMode">
<summary>
<para>Blend factor used for the color (RGB) channel of the destination.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderTargetBlendState.sourceAlphaBlendMode">
<summary>
<para>Blend factor used for the alpha (A) channel of the source.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderTargetBlendState.sourceColorBlendMode">
<summary>
<para>Blend factor used for the color (RGB) channel of the source.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderTargetBlendState.writeMask">
<summary>
<para>Specifies which color components will get written into the target framebuffer.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Rendering.RenderTargetBlendState.#ctor(UnityEngine.Rendering.ColorWriteMask,UnityEngine.Rendering.BlendMode,UnityEngine.Rendering.BlendMode,UnityEngine.Rendering.BlendMode,UnityEngine.Rendering.BlendMode,UnityEngine.Rendering.BlendOp,UnityEngine.Rendering.BlendOp)">
<summary>
<para>Creates a new blend state with the given values.</para>
</summary>
<param name="writeMask">Specifies which color components will get written into the target framebuffer.</param>
<param name="sourceColorBlendMode">Blend factor used for the color (RGB) channel of the source.</param>
<param name="destinationColorBlendMode">Blend factor used for the color (RGB) channel of the destination.</param>
<param name="sourceAlphaBlendMode">Blend factor used for the alpha (A) channel of the source.</param>
<param name="destinationAlphaBlendMode">Blend factor used for the alpha (A) channel of the destination.</param>
<param name="colorBlendOperation">Operation used for blending the color (RGB) channel.</param>
<param name="alphaBlendOperation">Operation used for blending the alpha (A) channel.</param>
</member>
<member name="P:UnityEngine.Experimental.Rendering.RenderTargetBlendState.Default">
<summary>
<para>Default values for the blend state.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.ScriptableCullingParameters">
<summary>
<para>Parameters controlling culling process in CullResults.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.ScriptableCullingParameters.accurateOcclusionThreshold">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.ScriptableCullingParameters.cameraProperties">
<summary>
<para>Camera Properties used for culling.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.ScriptableCullingParameters.cullingFlags">
<summary>
<para>Culling Flags for the culling.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.ScriptableCullingParameters.cullingMask">
<summary>
<para>CullingMask used for culling.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.ScriptableCullingParameters.cullingMatrix">
<summary>
<para>CullingMatrix used for culling.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.ScriptableCullingParameters.cullingPlaneCount">
<summary>
<para>Number of culling planes to use.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.ScriptableCullingParameters.cullStereoProj">
<summary>
<para>The projection matrix generated for single-pass stereo culling.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.ScriptableCullingParameters.cullStereoSeparation">
<summary>
<para>Distance between the virtual eyes.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.ScriptableCullingParameters.cullStereoView">
<summary>
<para>The view matrix generated for single-pass stereo culling.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.ScriptableCullingParameters.isOrthographic">
<summary>
<para>Is the cull orthographic.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.ScriptableCullingParameters.layerCull">
<summary>
<para>Layers to cull.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.ScriptableCullingParameters.lodParameters">
<summary>
<para>LODParameters for culling.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.ScriptableCullingParameters.position">
<summary>
<para>Position for the origin of th cull.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.ScriptableCullingParameters.reflectionProbeSortOptions">
<summary>
<para>Reflection Probe Sort options for the cull.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.ScriptableCullingParameters.sceneMask">
<summary>
<para>Scene Mask to use for the cull.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.ScriptableCullingParameters.shadowDistance">
<summary>
<para>Shadow distance to use for the cull.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Rendering.ScriptableCullingParameters.GetCullingPlane(System.Int32)">
<summary>
<para>Fetch the culling plane at the given index.</para>
</summary>
<param name="index"></param>
</member>
<member name="M:UnityEngine.Experimental.Rendering.ScriptableCullingParameters.GetLayerCullDistance(System.Int32)">
<summary>
<para>Get the distance for the culling of a specific layer.</para>
</summary>
<param name="layerIndex"></param>
</member>
<member name="M:UnityEngine.Experimental.Rendering.ScriptableCullingParameters.SetCullingPlane(System.Int32,UnityEngine.Plane)">
<summary>
<para>Set the culling plane at a given index.</para>
</summary>
<param name="index"></param>
<param name="plane"></param>
</member>
<member name="M:UnityEngine.Experimental.Rendering.ScriptableCullingParameters.SetLayerCullDistance(System.Int32,System.Single)">
<summary>
<para>Set the distance for the culling of a specific layer.</para>
</summary>
<param name="layerIndex"></param>
<param name="distance"></param>
</member>
<member name="T:UnityEngine.Experimental.Rendering.ScriptableRenderContext">
<summary>
<para>Defines state and drawing commands used in a custom render pipelines.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Rendering.ScriptableRenderContext.DrawRenderers(UnityEngine.Experimental.Rendering.FilterResults,UnityEngine.Experimental.Rendering.DrawRendererSettings&amp;,UnityEngine.Experimental.Rendering.FilterRenderersSettings)">
<summary>
<para>Draw subset of visible objects.</para>
</summary>
<param name="stateBlock">Specifies parts of the render state to override.</param>
<param name="stateMap">Specifies parts of the render state to override for specific render types.</param>
<param name="renderers">Specifies which set of visible objects to draw.</param>
<param name="drawSettings">Specifies how to draw the objects.</param>
<param name="filterSettings">Specifies how the renderers should be further filtered.</param>
</member>
<member name="M:UnityEngine.Experimental.Rendering.ScriptableRenderContext.DrawRenderers(UnityEngine.Experimental.Rendering.FilterResults,UnityEngine.Experimental.Rendering.DrawRendererSettings&amp;,UnityEngine.Experimental.Rendering.FilterRenderersSettings,UnityEngine.Experimental.Rendering.RenderStateBlock)">
<summary>
<para>Draw subset of visible objects.</para>
</summary>
<param name="stateBlock">Specifies parts of the render state to override.</param>
<param name="stateMap">Specifies parts of the render state to override for specific render types.</param>
<param name="renderers">Specifies which set of visible objects to draw.</param>
<param name="drawSettings">Specifies how to draw the objects.</param>
<param name="filterSettings">Specifies how the renderers should be further filtered.</param>
</member>
<member name="M:UnityEngine.Experimental.Rendering.ScriptableRenderContext.DrawRenderers(UnityEngine.Experimental.Rendering.FilterResults,UnityEngine.Experimental.Rendering.DrawRendererSettings&amp;,UnityEngine.Experimental.Rendering.FilterRenderersSettings,System.Collections.Generic.List`1&lt;UnityEngine.Experimental.Rendering.RenderStateMapping&gt;)">
<summary>
<para>Draw subset of visible objects.</para>
</summary>
<param name="stateBlock">Specifies parts of the render state to override.</param>
<param name="stateMap">Specifies parts of the render state to override for specific render types.</param>
<param name="renderers">Specifies which set of visible objects to draw.</param>
<param name="drawSettings">Specifies how to draw the objects.</param>
<param name="filterSettings">Specifies how the renderers should be further filtered.</param>
</member>
<member name="M:UnityEngine.Experimental.Rendering.ScriptableRenderContext.DrawShadows(UnityEngine.Experimental.Rendering.DrawShadowsSettings&amp;)">
<summary>
<para>Draw shadow casters for a single light.</para>
</summary>
<param name="settings">Specifies which set of shadow casters to draw, and how to draw them.</param>
</member>
<member name="M:UnityEngine.Experimental.Rendering.ScriptableRenderContext.DrawSkybox(UnityEngine.Camera)">
<summary>
<para>Draw skybox.</para>
</summary>
<param name="camera">Camera to draw the skybox for.</param>
</member>
<member name="M:UnityEngine.Experimental.Rendering.ScriptableRenderContext.ExecuteCommandBuffer(UnityEngine.Rendering.CommandBuffer)">
<summary>
<para>Execute a custom graphics command buffer.</para>
</summary>
<param name="commandBuffer">Command buffer to execute.</param>
</member>
<member name="M:UnityEngine.Experimental.Rendering.ScriptableRenderContext.ExecuteCommandBufferAsync(UnityEngine.Rendering.CommandBuffer,UnityEngine.Rendering.ComputeQueueType)">
<summary>
<para>Executes a command buffer on an async compute queue with the queue selected based on the ComputeQueueType parameter passed.
It is required that all of the commands within the command buffer be of a type suitable for execution on the async compute queues. If the buffer contains any commands that are not appropriate then an error will be logged and displayed in the editor window. Specifically the following commands are permitted in a CommandBuffer intended for async execution:
CommandBuffer.BeginSample
CommandBuffer.CopyCounterValue
CommandBuffer.CopyTexture
CommandBuffer.CreateGPUFence
CommandBuffer.DispatchCompute
CommandBuffer.EndSample
CommandBuffer.IssuePluginEvent
CommandBuffer.SetComputeBufferParam
CommandBuffer.SetComputeFloatParam
CommandBuffer.SetComputeFloatParams
CommandBuffer.SetComputeTextureParam
CommandBuffer.SetComputeVectorParam
CommandBuffer.WaitOnGPUFence
All of the commands within the buffer are guaranteed to be executed on the same queue. If the target platform does not support async compute queues then the work is dispatched on the graphics queue.</para>
</summary>
<param name="commandBuffer">The CommandBuffer to be executed.</param>
<param name="queueType">Describes the desired async compute queue the supplied CommandBuffer should be executed on.</param>
</member>
<member name="M:UnityEngine.Experimental.Rendering.ScriptableRenderContext.SetupCameraProperties(UnityEngine.Camera)">
<summary>
<para>Setup camera specific global shader variables.</para>
</summary>
<param name="camera">Camera to setup shader variables for.</param>
<param name="stereoSetup">Set up the stereo shader variables and state.</param>
</member>
<member name="M:UnityEngine.Experimental.Rendering.ScriptableRenderContext.SetupCameraProperties(UnityEngine.Camera,System.Boolean)">
<summary>
<para>Setup camera specific global shader variables.</para>
</summary>
<param name="camera">Camera to setup shader variables for.</param>
<param name="stereoSetup">Set up the stereo shader variables and state.</param>
</member>
<member name="M:UnityEngine.Experimental.Rendering.ScriptableRenderContext.StartMultiEye(UnityEngine.Camera)">
<summary>
<para>Fine-grain control to begin stereo rendering on the scriptable render context.</para>
</summary>
<param name="camera">Camera to enable stereo rendering on.</param>
</member>
<member name="M:UnityEngine.Experimental.Rendering.ScriptableRenderContext.StereoEndRender(UnityEngine.Camera)">
<summary>
<para>Indicate completion of stereo rendering on a single frame.</para>
</summary>
<param name="camera">Camera to indicate completion of stereo rendering.</param>
</member>
<member name="M:UnityEngine.Experimental.Rendering.ScriptableRenderContext.StopMultiEye(UnityEngine.Camera)">
<summary>
<para>Stop stereo rendering on the scriptable render context.</para>
</summary>
<param name="camera">Camera to disable stereo rendering on.</param>
</member>
<member name="M:UnityEngine.Experimental.Rendering.ScriptableRenderContext.Submit">
<summary>
<para>Submit rendering loop for execution.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.ScriptableRuntimeReflectionSystem">
<summary>
<para>Empty implementation of IScriptableRuntimeReflectionSystem.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Rendering.ScriptableRuntimeReflectionSystem.TickRealtimeProbes">
<summary>
<para>Update the reflection probes.</para>
</summary>
<returns>
<para>Whether a reflection probe was updated.</para>
</returns>
</member>
<member name="T:UnityEngine.Experimental.Rendering.ScriptableRuntimeReflectionSystemSettings">
<summary>
<para>Global settings for the scriptable runtime reflection system.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.ScriptableRuntimeReflectionSystemSettings.system">
<summary>
<para>The current scriptable runtime reflection system instance.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.ShaderPassName">
<summary>
<para>Shader pass name identifier.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Rendering.ShaderPassName.#ctor(System.String)">
<summary>
<para>Create shader pass name identifier.</para>
</summary>
<param name="name">Pass name.</param>
</member>
<member name="T:UnityEngine.Experimental.Rendering.ShadowSplitData">
<summary>
<para>Describes the culling information for a given shadow split (e.g. directional cascade).</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.ShadowSplitData.cullingPlaneCount">
<summary>
<para>The number of culling planes.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.ShadowSplitData.cullingSphere">
<summary>
<para>The culling sphere. The first three components of the vector describe the sphere center, and the last component specifies the radius.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Rendering.ShadowSplitData.GetCullingPlane(System.Int32)">
<summary>
<para>Gets a culling plane.</para>
</summary>
<param name="index">The culling plane index.</param>
<returns>
<para>The culling plane.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.Rendering.ShadowSplitData.SetCullingPlane(System.Int32,UnityEngine.Plane)">
<summary>
<para>Sets a culling plane.</para>
</summary>
<param name="index">The index of the culling plane to set.</param>
<param name="plane">The culling plane.</param>
</member>
<member name="T:UnityEngine.Experimental.Rendering.SortFlags">
<summary>
<para>How to sort objects during rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.SortFlags.BackToFront">
<summary>
<para>Sort objects back to front.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.SortFlags.CanvasOrder">
<summary>
<para>Sort renderers taking canvas order into account.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.SortFlags.CommonOpaque">
<summary>
<para>Typical sorting for opaque objects.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.SortFlags.CommonTransparent">
<summary>
<para>Typical sorting for transparencies.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.SortFlags.None">
<summary>
<para>Do not sort objects.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.SortFlags.OptimizeStateChanges">
<summary>
<para>Sort objects to reduce draw state changes.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.SortFlags.QuantizedFrontToBack">
<summary>
<para>Sort objects in rough front-to-back buckets.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.SortFlags.RendererPriority">
<summary>
<para>Sorts objects by renderer priority.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.SortFlags.RenderQueue">
<summary>
<para>Sort by material render queue.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.SortFlags.SortingLayer">
<summary>
<para>Sort by renderer sorting layer.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.StencilState">
<summary>
<para>Values for the stencil state.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.StencilState.compareFunction">
<summary>
<para>The function used to compare the reference value to the current contents of the buffer.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.StencilState.compareFunctionBack">
<summary>
<para>The function used to compare the reference value to the current contents of the buffer for back-facing geometry.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.StencilState.compareFunctionFront">
<summary>
<para>The function used to compare the reference value to the current contents of the buffer for front-facing geometry.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.StencilState.enabled">
<summary>
<para>Controls whether the stencil buffer is enabled.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.StencilState.failOperation">
<summary>
<para>What to do with the contents of the buffer if the stencil test fails.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.StencilState.failOperationBack">
<summary>
<para>What to do with the contents of the buffer if the stencil test fails for back-facing geometry.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.StencilState.failOperationFront">
<summary>
<para>What to do with the contents of the buffer if the stencil test fails for front-facing geometry.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.StencilState.passOperation">
<summary>
<para>What to do with the contents of the buffer if the stencil test (and the depth test) passes.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.StencilState.passOperationBack">
<summary>
<para>What to do with the contents of the buffer if the stencil test (and the depth test) passes for back-facing geometry.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.StencilState.passOperationFront">
<summary>
<para>What to do with the contents of the buffer if the stencil test (and the depth test) passes for front-facing geometry.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.StencilState.readMask">
<summary>
<para>An 8 bit mask as an 0–255 integer, used when comparing the reference value with the contents of the buffer.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.StencilState.writeMask">
<summary>
<para>An 8 bit mask as an 0–255 integer, used when writing to the buffer.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.StencilState.zFailOperation">
<summary>
<para>What to do with the contents of the buffer if the stencil test passes, but the depth test fails.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.StencilState.zFailOperationBack">
<summary>
<para>What to do with the contents of the buffer if the stencil test passes, but the depth test fails for back-facing geometry.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.StencilState.zFailOperationFront">
<summary>
<para>What to do with the contents of the buffer if the stencil test passes, but the depth test fails for front-facing geometry.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.Rendering.StencilState.#ctor(System.Boolean,System.Byte,System.Byte,UnityEngine.Rendering.CompareFunction,UnityEngine.Rendering.StencilOp,UnityEngine.Rendering.StencilOp,UnityEngine.Rendering.StencilOp)">
<summary>
<para>Creates a new stencil state with the given values.</para>
</summary>
<param name="readMask">An 8 bit mask as an 0–255 integer, used when comparing the reference value with the contents of the buffer.</param>
<param name="writeMask">An 8 bit mask as an 0–255 integer, used when writing to the buffer.</param>
<param name="enabled">Controls whether the stencil buffer is enabled.</param>
<param name="compareFunctionFront">The function used to compare the reference value to the current contents of the buffer for front-facing geometry.</param>
<param name="passOperationFront">What to do with the contents of the buffer if the stencil test (and the depth test) passes for front-facing geometry.</param>
<param name="failOperationFront">What to do with the contents of the buffer if the stencil test fails for front-facing geometry.</param>
<param name="zFailOperationFront">What to do with the contents of the buffer if the stencil test passes, but the depth test fails for front-facing geometry.</param>
<param name="compareFunctionBack">The function used to compare the reference value to the current contents of the buffer for back-facing geometry.</param>
<param name="passOperationBack">What to do with the contents of the buffer if the stencil test (and the depth test) passes for back-facing geometry.</param>
<param name="failOperationBack">What to do with the contents of the buffer if the stencil test fails for back-facing geometry.</param>
<param name="zFailOperationBack">What to do with the contents of the buffer if the stencil test passes, but the depth test fails for back-facing geometry.</param>
<param name="compareFunction">The function used to compare the reference value to the current contents of the buffer.</param>
<param name="passOperation">What to do with the contents of the buffer if the stencil test (and the depth test) passes.</param>
<param name="failOperation">What to do with the contents of the buffer if the stencil test fails.</param>
<param name="zFailOperation">What to do with the contents of the buffer if the stencil test passes, but the depth test.</param>
</member>
<member name="M:UnityEngine.Experimental.Rendering.StencilState.#ctor(System.Boolean,System.Byte,System.Byte,UnityEngine.Rendering.CompareFunction,UnityEngine.Rendering.StencilOp,UnityEngine.Rendering.StencilOp,UnityEngine.Rendering.StencilOp,UnityEngine.Rendering.CompareFunction,UnityEngine.Rendering.StencilOp,UnityEngine.Rendering.StencilOp,UnityEngine.Rendering.StencilOp)">
<summary>
<para>Creates a new stencil state with the given values.</para>
</summary>
<param name="readMask">An 8 bit mask as an 0–255 integer, used when comparing the reference value with the contents of the buffer.</param>
<param name="writeMask">An 8 bit mask as an 0–255 integer, used when writing to the buffer.</param>
<param name="enabled">Controls whether the stencil buffer is enabled.</param>
<param name="compareFunctionFront">The function used to compare the reference value to the current contents of the buffer for front-facing geometry.</param>
<param name="passOperationFront">What to do with the contents of the buffer if the stencil test (and the depth test) passes for front-facing geometry.</param>
<param name="failOperationFront">What to do with the contents of the buffer if the stencil test fails for front-facing geometry.</param>
<param name="zFailOperationFront">What to do with the contents of the buffer if the stencil test passes, but the depth test fails for front-facing geometry.</param>
<param name="compareFunctionBack">The function used to compare the reference value to the current contents of the buffer for back-facing geometry.</param>
<param name="passOperationBack">What to do with the contents of the buffer if the stencil test (and the depth test) passes for back-facing geometry.</param>
<param name="failOperationBack">What to do with the contents of the buffer if the stencil test fails for back-facing geometry.</param>
<param name="zFailOperationBack">What to do with the contents of the buffer if the stencil test passes, but the depth test fails for back-facing geometry.</param>
<param name="compareFunction">The function used to compare the reference value to the current contents of the buffer.</param>
<param name="passOperation">What to do with the contents of the buffer if the stencil test (and the depth test) passes.</param>
<param name="failOperation">What to do with the contents of the buffer if the stencil test fails.</param>
<param name="zFailOperation">What to do with the contents of the buffer if the stencil test passes, but the depth test.</param>
</member>
<member name="P:UnityEngine.Experimental.Rendering.StencilState.Default">
<summary>
<para>Default values for the stencil state.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.SupportedRenderingFeatures">
<summary>
<para>Describes the rendering features supported by a given render pipeline.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.SupportedRenderingFeatures.active">
<summary>
<para>Get / Set a SupportedRenderingFeatures.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.SupportedRenderingFeatures.defaultMixedLightingMode">
<summary>
<para>This is the fallback mode if the mode the user had previously selected is no longer available. See SupportedRenderingFeatures.supportedMixedLightingModes.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.SupportedRenderingFeatures.reflectionProbeSupportFlags">
<summary>
<para>Flags for supported reflection probes.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.SupportedRenderingFeatures.rendererOverridesEnvironmentLighting">
<summary>
<para>Determines if the renderer will override the Environment Lighting and will no longer need the built-in UI for it.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.SupportedRenderingFeatures.rendererOverridesFog">
<summary>
<para>Determines if the renderer will override the fog settings in the Lighting Panel and will no longer need the built-in UI for it.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.SupportedRenderingFeatures.rendererOverridesOtherLightingSettings">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.SupportedRenderingFeatures.rendererSupportsLightProbeProxyVolumes">
<summary>
<para>Are light probe proxy volumes supported?</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.SupportedRenderingFeatures.rendererSupportsMotionVectors">
<summary>
<para>Are motion vectors supported?</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.SupportedRenderingFeatures.rendererSupportsReceiveShadows">
<summary>
<para>Can renderers support receiving shadows?</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.SupportedRenderingFeatures.rendererSupportsReflectionProbes">
<summary>
<para>Are reflection probes supported?</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.SupportedRenderingFeatures.rendererSupportsRendererPriority">
<summary>
<para>Determines if the renderer supports renderer priority sorting.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.SupportedRenderingFeatures.supportedLightmapBakeTypes">
<summary>
<para>What baking types are supported. The unsupported ones will be hidden from the UI. See LightmapBakeType.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.SupportedRenderingFeatures.supportedLightmapsModes">
<summary>
<para>Specifies what modes are supported. Has to be at least one. See LightmapsMode.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.SupportedRenderingFeatures.supportedMixedLightingModes">
<summary>
<para>Specifies what LightmapMixedBakeMode that are supported. Please define a SupportedRenderingFeatures.defaultMixedLightingMode in case multiple modes are supported.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.SupportedRenderingFeatures.LightmapMixedBakeMode">
<summary>
<para>Same as MixedLightingMode for baking, but is used to determine what is supported by the pipeline.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.SupportedRenderingFeatures.LightmapMixedBakeMode.IndirectOnly">
<summary>
<para>Same as MixedLightingMode.IndirectOnly but determines if it is supported by the pipeline.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.SupportedRenderingFeatures.LightmapMixedBakeMode.None">
<summary>
<para>No mode is supported.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.SupportedRenderingFeatures.LightmapMixedBakeMode.Shadowmask">
<summary>
<para>Determines what is supported by the rendering pipeline. This enum is similar to MixedLightingMode.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.SupportedRenderingFeatures.LightmapMixedBakeMode.Subtractive">
<summary>
<para>Same as MixedLightingMode.Subtractive but determines if it is supported by the pipeline.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.SupportedRenderingFeatures.ReflectionProbeSupportFlags">
<summary>
<para>Supported modes for ReflectionProbes.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.SupportedRenderingFeatures.ReflectionProbeSupportFlags.None">
<summary>
<para>Default reflection probe support.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.SupportedRenderingFeatures.ReflectionProbeSupportFlags.Rotation">
<summary>
<para>Rotated reflection probes are supported.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.VisibleLight">
<summary>
<para>Holds data of a visible light.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.VisibleLight.finalColor">
<summary>
<para>Light color multiplied by intensity.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.VisibleLight.flags">
<summary>
<para>Light flags, see VisibleLightFlags.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.VisibleLight.light">
<summary>
<para>Accessor to Light component.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.VisibleLight.lightType">
<summary>
<para>Light type.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.VisibleLight.localToWorld">
<summary>
<para>Light transformation matrix.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.VisibleLight.range">
<summary>
<para>Light range.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.VisibleLight.screenRect">
<summary>
<para>Light's influence rectangle on screen.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.VisibleLight.spotAngle">
<summary>
<para>Spot light angle.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.VisibleLightFlags">
<summary>
<para>Flags for VisibleLight.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.VisibleLightFlags.IntersectsFarPlane">
<summary>
<para>Light intersects far clipping plane.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.VisibleLightFlags.IntersectsNearPlane">
<summary>
<para>Light intersects near clipping plane.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.VisibleLightFlags.None">
<summary>
<para>No flags are set.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.Rendering.VisibleReflectionProbe">
<summary>
<para>Holds data of a visible reflection probe.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.VisibleReflectionProbe.blendDistance">
<summary>
<para>Probe blending distance.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.VisibleReflectionProbe.bounds">
<summary>
<para>Probe bounding box.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.VisibleReflectionProbe.boxProjection">
<summary>
<para>Should probe use box projection.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.VisibleReflectionProbe.center">
<summary>
<para>Probe projection center.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.VisibleReflectionProbe.hdr">
<summary>
<para>Shader data for probe HDR texture decoding.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.VisibleReflectionProbe.importance">
<summary>
<para>Probe importance.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.Rendering.VisibleReflectionProbe.localToWorld">
<summary>
<para>Probe transformation matrix.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.VisibleReflectionProbe.probe">
<summary>
<para>Accessor to ReflectionProbe component.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.Rendering.VisibleReflectionProbe.texture">
<summary>
<para>Probe texture.</para>
</summary>
</member>
<member name="T:UnityEditor.Experimental.RenderSettings">
<summary>
<para>Experimental render settings features.</para>
</summary>
</member>
<member name="P:UnityEditor.Experimental.RenderSettings.useRadianceAmbientProbe">
<summary>
<para>If enabled, ambient trilight will be sampled using the old radiance sampling method.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.U2D.PixelPerfectRendering">
<summary>
<para>A collection of APIs that facilitate pixel perfect rendering of sprite-based renderers.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.U2D.PixelPerfectRendering.pixelSnapSpacing">
<summary>
<para>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.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.U2D.SpriteBone">
<summary>
<para>A struct that holds a rich set of information that describes the bind pose of this Sprite.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.U2D.SpriteBone.length">
<summary>
<para>The length of the bone. This is important for the leaf bones to describe their length without needing another bone as the terminal bone.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.U2D.SpriteBone.name">
<summary>
<para>The name of the bone. This is useful when recreating bone hierarchy at editor or runtime. You can also use this as a way of resolving the bone path when a Sprite is bound to a more complex or richer hierarchy.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.U2D.SpriteBone.parentId">
<summary>
<para>The ID of the parent of this bone.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.U2D.SpriteBone.position">
<summary>
<para>The position in local space of this bone.</para>
</summary>
</member>
<member name="P:UnityEngine.Experimental.U2D.SpriteBone.rotation">
<summary>
<para>The rotation of this bone in local space.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.U2D.SpriteDataAccessExtensions">
<summary>
<para>A list of methods designed for reading and writing to the rich internal data of a Sprite.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.U2D.SpriteDataAccessExtensions.GetBindPoses(UnityEngine.Sprite)">
<summary>
<para>Returns an array of BindPoses.</para>
</summary>
<param name="sprite">The sprite to retrieve the bind pose from.</param>
<returns>
<para>A list of bind poses for this sprite. There is no need to dispose the returned NativeArray.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.U2D.SpriteDataAccessExtensions.GetBones(UnityEngine.Sprite)">
<summary>
<para>Returns a list of SpriteBone in this Sprite.</para>
</summary>
<param name="sprite">The sprite to get the list of SpriteBone from.</param>
<returns>
<para>An array of SpriteBone that belongs to this Sprite.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.U2D.SpriteDataAccessExtensions.GetBoneWeights(UnityEngine.Sprite)">
<summary>
<para>Returns a list of BoneWeight that corresponds to each and every vertice in this Sprite.</para>
</summary>
<param name="sprite">The Sprite to get the BoneWeights from.</param>
<returns>
<para>The list of BoneWeight. The length should equal the number of vertices. There is no need to call dispose on this NativeArray.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.U2D.SpriteDataAccessExtensions.GetIndices(UnityEngine.Sprite)">
<summary>
<para>Returns a list of indices. This is the same as Sprite.triangle.</para>
</summary>
<param name="sprite"></param>
<returns>
<para>A read-only list of indices indicating how the triangles are formed between the vertices. The array is marked as undisposable.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.U2D.SpriteDataAccessExtensions.GetVertexAttribute(UnityEngine.Sprite,UnityEngine.Rendering.VertexAttribute)">
<summary>
<para>Retrieves a strided accessor to the internal vertex attributes.</para>
</summary>
<param name="sprite"></param>
<param name="channel"></param>
<returns>
<para>A read-only list of.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.U2D.SpriteDataAccessExtensions.GetVertexCount(UnityEngine.Sprite)">
<summary>
<para>Returns the number of vertices in this Sprite.</para>
</summary>
<param name="sprite"></param>
</member>
<member name="M:UnityEngine.Experimental.U2D.SpriteDataAccessExtensions.HasVertexAttribute(UnityEngine.Sprite,UnityEngine.Rendering.VertexAttribute)">
<summary>
<para>Checks if a specific channel exists for this Sprite.</para>
</summary>
<param name="sprite"></param>
<param name="channel"></param>
<returns>
<para>True if the channel exists.</para>
</returns>
</member>
<member name="M:UnityEngine.Experimental.U2D.SpriteDataAccessExtensions.SetBindPoses(UnityEngine.Sprite,Unity.Collections.NativeArray`1&lt;UnityEngine.Matrix4x4&gt;)">
<summary>
<para>Sets the bind poses for this Sprite.</para>
</summary>
<param name="src">The list of bind poses for this Sprite. The array must be disposed of by the caller.</param>
<param name="sprite"></param>
</member>
<member name="M:UnityEngine.Experimental.U2D.SpriteDataAccessExtensions.SetBones(UnityEngine.Sprite,UnityEngine.Experimental.U2D.SpriteBone[])">
<summary>
<para>Sets the SpriteBones for this Sprite.</para>
</summary>
<param name="sprite"></param>
<param name="src"></param>
</member>
<member name="M:UnityEngine.Experimental.U2D.SpriteDataAccessExtensions.SetBoneWeights(UnityEngine.Sprite,Unity.Collections.NativeArray`1&lt;UnityEngine.BoneWeight&gt;)">
<summary>
<para>Sets the BoneWeight for this Sprite. The length of the input array must match the number of vertices.</para>
</summary>
<param name="src">The list of BoneWeight for this Sprite. The array must be disposed of by the caller.</param>
<param name="sprite"></param>
</member>
<member name="M:UnityEngine.Experimental.U2D.SpriteDataAccessExtensions.SetIndices(UnityEngine.Sprite,Unity.Collections.NativeArray`1&lt;System.UInt16&gt;)">
<summary>
<para>Set the indices for this Sprite. This is the same as Sprite.triangle.</para>
</summary>
<param name="src">The list of indices for this Sprite. The array must be disposed of by the caller.</param>
<param name="sprite"></param>
</member>
<member name="M:UnityEngine.Experimental.U2D.SpriteDataAccessExtensions.SetVertexAttribute(UnityEngine.Sprite,UnityEngine.Rendering.VertexAttribute,Unity.Collections.NativeArray`1&lt;T&gt;)">
<summary>
<para>Sets a specific channel of the VertexAttribute.</para>
</summary>
<param name="src">The list of values for this specific VertexAttribute channel. The array must be disposed of by the caller.</param>
<param name="sprite"></param>
<param name="channel"></param>
</member>
<member name="M:UnityEngine.Experimental.U2D.SpriteDataAccessExtensions.SetVertexCount(UnityEngine.Sprite,System.Int32)">
<summary>
<para>Sets the vertex count. This resizes the internal buffer. It also preserves any configurations of VertexAttributes.</para>
</summary>
<param name="sprite"></param>
<param name="count"></param>
</member>
<member name="T:UnityEngine.Experimental.U2D.SpriteRendererDataAccessExtensions">
<summary>
<para>A list of methods that allow the caller to override what the SpriteRenderer renders.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.U2D.SpriteRendererDataAccessExtensions.DeactivateDeformableBuffer(UnityEngine.SpriteRenderer)">
<summary>
<para>Stop using the deformable buffer to render the Sprite and use the original mesh instead.</para>
</summary>
<param name="renderer"></param>
</member>
<member name="M:UnityEngine.Experimental.U2D.SpriteRendererDataAccessExtensions.GetDeformableVertices(UnityEngine.SpriteRenderer)">
<summary>
<para>Returns an array of vertices to be deformed by the caller.</para>
</summary>
<param name="spriteRenderer"></param>
</member>
<member name="M:UnityEngine.Experimental.U2D.SpriteRendererDataAccessExtensions.UpdateDeformableBuffer(UnityEngine.SpriteRenderer,Unity.Jobs.JobHandle)">
<summary>
<para>Provides the JobHandle that updates the deform buffer to the SpriteRenderer.</para>
</summary>
<param name="spriteRenderer"></param>
<param name="fence"></param>
</member>
<member name="T:UnityEngine.ExposedPropertyResolver">
<summary>
<para>Object that is used to resolve references to an ExposedReference field.</para>
</summary>
</member>
<member name="T:UnityEngine.ExposedReference`1">
<summary>
<para>Creates a type whos value is resolvable at runtime.</para>
</summary>
</member>
<member name="F:UnityEngine.ExposedReference_1.defaultValue">
<summary>
<para>The default value, in case the value cannot be resolved.</para>
</summary>
</member>
<member name="F:UnityEngine.ExposedReference_1.exposedName">
<summary>
<para>The name of the ExposedReference.</para>
</summary>
</member>
<member name="M:UnityEngine.ExposedReference_1.Resolve">
<summary>
<para>Gets the value of the reference by resolving it given the ExposedPropertyResolver context object.</para>
</summary>
<param name="resolver">The ExposedPropertyResolver context object.</param>
<returns>
<para>The resolved reference value.</para>
</returns>
</member>
<member name="T:UnityEngine.FilterMode">
<summary>
<para>Filtering mode for textures. Corresponds to the settings in a.</para>
</summary>
</member>
<member name="F:UnityEngine.FilterMode.Bilinear">
<summary>
<para>Bilinear filtering - texture samples are averaged.</para>
</summary>
</member>
<member name="F:UnityEngine.FilterMode.Point">
<summary>
<para>Point filtering - texture pixels become blocky up close.</para>
</summary>
</member>
<member name="F:UnityEngine.FilterMode.Trilinear">
<summary>
<para>Trilinear filtering - texture samples are averaged and also blended between mipmap levels.</para>
</summary>
</member>
<member name="T:UnityEngine.Flare">
<summary>
<para>A flare asset. Read more about flares in the.</para>
</summary>
</member>
<member name="T:UnityEngine.FlareLayer">
<summary>
<para>FlareLayer component.</para>
</summary>
</member>
<member name="T:UnityEngine.FogMode">
<summary>
<para>Fog mode to use.</para>
</summary>
</member>
<member name="F:UnityEngine.FogMode.Exponential">
<summary>
<para>Exponential fog.</para>
</summary>
</member>
<member name="F:UnityEngine.FogMode.ExponentialSquared">
<summary>
<para>Exponential squared fog (default).</para>
</summary>
</member>
<member name="F:UnityEngine.FogMode.Linear">
<summary>
<para>Linear fog.</para>
</summary>
</member>
<member name="T:UnityEngine.FrameTiming">
<summary>
<para>Struct containing basic FrameTimings and accompanying relevant data.</para>
</summary>
</member>
<member name="F:UnityEngine.FrameTiming.cpuFrameTime">
<summary>
<para>The CPU time for a given frame, in ms.</para>
</summary>
</member>
<member name="F:UnityEngine.FrameTiming.cpuTimeFrameComplete">
<summary>
<para>This is the CPU clock time at the point GPU finished rendering the frame and interrupted the CPU.</para>
</summary>
</member>
<member name="F:UnityEngine.FrameTiming.cpuTimePresentCalled">
<summary>
<para>This is the CPU clock time at the point Present was called for the current frame.</para>
</summary>
</member>
<member name="F:UnityEngine.FrameTiming.gpuFrameTime">
<summary>
<para>The GPU time for a given frame, in ms.</para>
</summary>
</member>
<member name="F:UnityEngine.FrameTiming.heightScale">
<summary>
<para>This was the height scale factor of the Dynamic Resolution system(if used) for the given frame and the linked frame timings.</para>
</summary>
</member>
<member name="F:UnityEngine.FrameTiming.syncInterval">
<summary>
<para>This was the vsync mode for the given frame and the linked frame timings.</para>
</summary>
</member>
<member name="F:UnityEngine.FrameTiming.widthScale">
<summary>
<para>This was the width scale factor of the Dynamic Resolution system(if used) for the given frame and the linked frame timings.</para>
</summary>
</member>
<member name="T:UnityEngine.FrameTimingManager">
<summary>
<para>The FrameTimingManager allows the user to capture and access FrameTiming data for multple frames.</para>
</summary>
</member>
<member name="M:UnityEngine.FrameTimingManager.CaptureFrameTimings">
<summary>
<para>This function triggers the FrameTimingManager to capture a snapshot of FrameTiming's data, that can then be accessed by the user.</para>
</summary>
</member>
<member name="M:UnityEngine.FrameTimingManager.GetCpuTimerFrequency">
<summary>
<para>This returns the frequency of CPU timer on the current platform, used to interpret timing results. If the platform does not support returning this value it will return 0.</para>
</summary>
<returns>
<para>CPU timer frequency for current platform.</para>
</returns>
</member>
<member name="M:UnityEngine.FrameTimingManager.GetGpuTimerFrequency">
<summary>
<para>This returns the frequency of GPU timer on the current platform, used to interpret timing results. If the platform does not support returning this value it will return 0.</para>
</summary>
<returns>
<para>GPU timer frequency for current platform.</para>
</returns>
</member>
<member name="M:UnityEngine.FrameTimingManager.GetLatestTimings(System.UInt32,UnityEngine.FrameTiming[])">
<summary>
<para>Allows the user to access the currently captured FrameTimings.</para>
</summary>
<param name="numFrames">User supplies a desired number of frames they would like FrameTimings for. This should be equal to or less than the maximum FrameTimings the platform can capture.</param>
<param name="timings">An array of FrameTiming structs that is passed in by the user and will be filled with data as requested. It is the users job to make sure the array that is passed is large enough to hold the requested number of FrameTimings.</param>
<returns>
<para>Returns the number of FrameTimings it actually was able to get. This will always be equal to or less than the requested numFrames depending on availability of captured FrameTimings.</para>
</returns>
</member>
<member name="M:UnityEngine.FrameTimingManager.GetVSyncsPerSecond">
<summary>
<para>This returns the number of vsyncs per second on the current platform, used to interpret timing results. If the platform does not support returning this value it will return 0.</para>
</summary>
<returns>
<para>Number of vsyncs per second of the current platform.</para>
</returns>
</member>
<member name="T:UnityEngine.FrustumPlanes">
<summary>
<para>This struct contains the view space coordinates of the near projection plane.</para>
</summary>
</member>
<member name="F:UnityEngine.FrustumPlanes.bottom">
<summary>
<para>Position in view space of the bottom side of the near projection plane.</para>
</summary>
</member>
<member name="F:UnityEngine.FrustumPlanes.left">
<summary>
<para>Position in view space of the left side of the near projection plane.</para>
</summary>
</member>
<member name="F:UnityEngine.FrustumPlanes.right">
<summary>
<para>Position in view space of the right side of the near projection plane.</para>
</summary>
</member>
<member name="F:UnityEngine.FrustumPlanes.top">
<summary>
<para>Position in view space of the top side of the near projection plane.</para>
</summary>
</member>
<member name="F:UnityEngine.FrustumPlanes.zFar">
<summary>
<para>Z distance from the origin of view space to the far projection plane.</para>
</summary>
</member>
<member name="F:UnityEngine.FrustumPlanes.zNear">
<summary>
<para>Z distance from the origin of view space to the near projection plane.</para>
</summary>
</member>
<member name="T:UnityEngine.FullScreenMode">
<summary>
<para>Platform agnostic fullscreen mode. Not all platforms support all modes.</para>
</summary>
</member>
<member name="F:UnityEngine.FullScreenMode.ExclusiveFullScreen">
<summary>
<para>Exclusive Mode.</para>
</summary>
</member>
<member name="F:UnityEngine.FullScreenMode.FullScreenWindow">
<summary>
<para>Fullscreen window.</para>
</summary>
</member>
<member name="F:UnityEngine.FullScreenMode.MaximizedWindow">
<summary>
<para>Maximized window.</para>
</summary>
</member>
<member name="F:UnityEngine.FullScreenMode.Windowed">
<summary>
<para>Windowed.</para>
</summary>
</member>
<member name="T:UnityEngine.GameObject">
<summary>
<para>Base class for all entities in Unity Scenes.</para>
</summary>
</member>
<member name="P:UnityEngine.GameObject.activeInHierarchy">
<summary>
<para>Defines whether the GameObject is active in the Scene.</para>
</summary>
</member>
<member name="P:UnityEngine.GameObject.activeSelf">
<summary>
<para>The local active state of this GameObject. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.GameObject.isStatic">
<summary>
<para>Editor only API that specifies if a game object is static.</para>
</summary>
</member>
<member name="P:UnityEngine.GameObject.layer">
<summary>
<para>The layer the game object is in.</para>
</summary>
</member>
<member name="P:UnityEngine.GameObject.scene">
<summary>
<para>Scene that the GameObject is part of.</para>
</summary>
</member>
<member name="P:UnityEngine.GameObject.tag">
<summary>
<para>The tag of this game object.</para>
</summary>
</member>
<member name="P:UnityEngine.GameObject.transform">
<summary>
<para>The Transform attached to this GameObject.</para>
</summary>
</member>
<member name="M:UnityEngine.GameObject.AddComponent(System.String)">
<summary>
<para>Adds a component class named className to the game object.</para>
</summary>
<param name="className"></param>
</member>
<member name="M:UnityEngine.GameObject.AddComponent(System.Type)">
<summary>
<para>Adds a component class of type componentType to the game object. C# Users can use a generic version.</para>
</summary>
<param name="componentType"></param>
</member>
<member name="M:UnityEngine.GameObject.AddComponent">
<summary>
<para>Generic version. See the page for more details.</para>
</summary>
</member>
<member name="M:UnityEngine.GameObject.BroadcastMessage(System.String)">
<summary>
<para>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</para>
</summary>
<param name="methodName"></param>
<param name="parameter"></param>
<param name="options"></param>
</member>
<member name="M:UnityEngine.GameObject.BroadcastMessage(System.String,System.Object)">
<summary>
<para>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</para>
</summary>
<param name="methodName"></param>
<param name="parameter"></param>
<param name="options"></param>
</member>
<member name="M:UnityEngine.GameObject.BroadcastMessage(System.String,System.Object,UnityEngine.SendMessageOptions)">
<summary>
<para>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</para>
</summary>
<param name="methodName"></param>
<param name="parameter"></param>
<param name="options"></param>
</member>
<member name="M:UnityEngine.GameObject.BroadcastMessage(System.String,UnityEngine.SendMessageOptions)">
<summary>
<para></para>
</summary>
<param name="methodName"></param>
<param name="options"></param>
</member>
<member name="M:UnityEngine.GameObject.CompareTag(System.String)">
<summary>
<para>Is this game object tagged with tag ?</para>
</summary>
<param name="tag">The tag to compare.</param>
</member>
<member name="M:UnityEngine.GameObject.CreatePrimitive(UnityEngine.PrimitiveType)">
<summary>
<para>Creates a game object with a primitive mesh renderer and appropriate collider.</para>
</summary>
<param name="type">The type of primitive object to create.</param>
</member>
<member name="M:UnityEngine.GameObject.#ctor">
<summary>
<para>Creates a new game object, named name.</para>
</summary>
<param name="name">The name that the GameObject is created with.</param>
<param name="components">A list of Components to add to the GameObject on creation.</param>
</member>
<member name="M:UnityEngine.GameObject.#ctor(System.String)">
<summary>
<para>Creates a new game object, named name.</para>
</summary>
<param name="name">The name that the GameObject is created with.</param>
<param name="components">A list of Components to add to the GameObject on creation.</param>
</member>
<member name="M:UnityEngine.GameObject.#ctor(System.String,System.Type[])">
<summary>
<para>Creates a new game object, named name.</para>
</summary>
<param name="name">The name that the GameObject is created with.</param>
<param name="components">A list of Components to add to the GameObject on creation.</param>
</member>
<member name="M:UnityEngine.GameObject.Find(System.String)">
<summary>
<para>Finds a GameObject by name and returns it.</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.GameObject.FindGameObjectsWithTag(System.String)">
<summary>
<para>Returns a list of active GameObjects tagged tag. Returns empty array if no GameObject was found.</para>
</summary>
<param name="tag">The name of the tag to search GameObjects for.</param>
</member>
<member name="M:UnityEngine.GameObject.FindWithTag(System.String)">
<summary>
<para>Returns one active GameObject tagged tag. Returns null if no GameObject was found.</para>
</summary>
<param name="tag">The tag to search for.</param>
</member>
<member name="M:UnityEngine.GameObject.GetComponent(System.Type)">
<summary>
<para>Returns the component of Type type if the game object has one attached, null if it doesn't.</para>
</summary>
<param name="type">The type of Component to retrieve.</param>
</member>
<member name="M:UnityEngine.GameObject.GetComponent">
<summary>
<para>Generic version. See the page for more details.</para>
</summary>
</member>
<member name="M:UnityEngine.GameObject.GetComponent(System.String)">
<summary>
<para>Returns the component with name type if the game object has one attached, null if it doesn't.</para>
</summary>
<param name="type">The type of Component to retrieve.</param>
</member>
<member name="M:UnityEngine.GameObject.GetComponentInChildren(System.Type)">
<summary>
<para>Returns the component of Type type in the GameObject or any of its children using depth first search.</para>
</summary>
<param name="type">The type of Component to retrieve.</param>
<param name="includeInactive"></param>
<returns>
<para>A component of the matching type, if found.</para>
</returns>
</member>
<member name="M:UnityEngine.GameObject.GetComponentInChildren(System.Type,System.Boolean)">
<summary>
<para>Returns the component of Type type in the GameObject or any of its children using depth first search.</para>
</summary>
<param name="type">The type of Component to retrieve.</param>
<param name="includeInactive"></param>
<returns>
<para>A component of the matching type, if found.</para>
</returns>
</member>
<member name="M:UnityEngine.GameObject.GetComponentInChildren()">
<summary>
<para>Generic version. See the page for more details.</para>
</summary>
<param name="includeInactive"></param>
<returns>
<para>A component of the matching type, if found.</para>
</returns>
</member>
<member name="M:UnityEngine.GameObject.GetComponentInChildren(System.Boolean)">
<summary>
<para>Generic version. See the page for more details.</para>
</summary>
<param name="includeInactive"></param>
<returns>
<para>A component of the matching type, if found.</para>
</returns>
</member>
<member name="M:UnityEngine.GameObject.GetComponentInParent(System.Type)">
<summary>
<para>Returns the component of Type type in the GameObject or any of its parents.</para>
</summary>
<param name="type">Type of component to find.</param>
</member>
<member name="M:UnityEngine.GameObject.GetComponentInParent">
<summary>
<para>Returns the component &lt;T&gt; in the GameObject or any of its parents.</para>
</summary>
</member>
<member name="M:UnityEngine.GameObject.GetComponents(System.Type)">
<summary>
<para>Returns all components of Type type in the GameObject.</para>
</summary>
<param name="type">The type of Component to retrieve.</param>
</member>
<member name="M:UnityEngine.GameObject.GetComponents">
<summary>
<para>Generic version. See the page for more details.</para>
</summary>
</member>
<member name="M:UnityEngine.GameObject.GetComponents(System.Type,System.Collections.Generic.List`1&lt;UnityEngine.Component&gt;)">
<summary>
<para>Returns all components of Type type in the GameObject into List results. Note that results is of type Component, not the type of the component retrieved.</para>
</summary>
<param name="type">The type of Component to retrieve.</param>
<param name="results">List to receive the results.</param>
</member>
<member name="M:UnityEngine.GameObject.GetComponents(System.Collections.Generic.List`1&lt;T&gt;)">
<summary>
<para>Returns all components of Type type in the GameObject into List results.</para>
</summary>
<param name="results">List of type T to receive the results.</param>
</member>
<member name="M:UnityEngine.GameObject.GetComponentsInChildren(System.Type)">
<summary>
<para>Returns all components of Type type in the GameObject or any of its children.</para>
</summary>
<param name="type">The type of Component to retrieve.</param>
<param name="includeInactive">Should Components on inactive GameObjects be included in the found set?</param>
</member>
<member name="M:UnityEngine.GameObject.GetComponentsInChildren(System.Type,System.Boolean)">
<summary>
<para>Returns all components of Type type in the GameObject or any of its children.</para>
</summary>
<param name="type">The type of Component to retrieve.</param>
<param name="includeInactive">Should Components on inactive GameObjects be included in the found set?</param>
</member>
<member name="M:UnityEngine.GameObject.GetComponentsInChildren">
<summary>
<para>Generic version. See the page for more details.</para>
</summary>
<param name="includeInactive">Should inactive GameObjects be included in the found set?</param>
<returns>
<para>A list of all found components matching the specified type.</para>
</returns>
</member>
<member name="M:UnityEngine.GameObject.GetComponentsInChildren(System.Boolean)">
<summary>
<para>Generic version. See the page for more details.</para>
</summary>
<param name="includeInactive">Should inactive GameObjects be included in the found set?</param>
<returns>
<para>A list of all found components matching the specified type.</para>
</returns>
</member>
<member name="M:UnityEngine.GameObject.GetComponentsInChildren(System.Collections.Generic.List`1&lt;T&gt;)">
<summary>
<para>Return all found Components into List results.</para>
</summary>
<param name="results">List to receive found Components.</param>
<param name="includeInactive">Should inactive GameObjects be included in the found set?</param>
</member>
<member name="M:UnityEngine.GameObject.GetComponentsInChildren(System.Boolean,System.Collections.Generic.List`1&lt;T&gt;)">
<summary>
<para>Return all found Components into List results.</para>
</summary>
<param name="results">List to receive found Components.</param>
<param name="includeInactive">Should inactive GameObjects be included in the found set?</param>
</member>
<member name="M:UnityEngine.GameObject.GetComponentsInParent(System.Type,System.Boolean)">
<summary>
<para>Returns all components of Type type in the GameObject or any of its parents.</para>
</summary>
<param name="type">The type of Component to retrieve.</param>
<param name="includeInactive">Should inactive Components be included in the found set?</param>
</member>
<member name="M:UnityEngine.GameObject.GetComponentsInParent">
<summary>
<para>Generic version. See the page for more details.</para>
</summary>
<param name="includeInactive">Should inactive Components be included in the found set?</param>
</member>
<member name="M:UnityEngine.GameObject.GetComponentsInParent(System.Boolean)">
<summary>
<para>Generic version. See the page for more details.</para>
</summary>
<param name="includeInactive">Should inactive Components be included in the found set?</param>
</member>
<member name="M:UnityEngine.GameObject.GetComponentsInParent(System.Boolean,System.Collections.Generic.List`1&lt;T&gt;)">
<summary>
<para>Find Components in GameObject or parents, and return them in List results.</para>
</summary>
<param name="includeInactive">Should inactive Components be included in the found set?</param>
<param name="results">List holding the found Components.</param>
</member>
<member name="M:UnityEngine.GameObject.SendMessage(System.String)">
<summary>
<para>Calls the method named methodName on every MonoBehaviour in this game object.</para>
</summary>
<param name="methodName">The name of the method to call.</param>
<param name="value">An optional parameter value to pass to the called method.</param>
<param name="options">Should an error be raised if the method doesn't exist on the target object?</param>
</member>
<member name="M:UnityEngine.GameObject.SendMessage(System.String,System.Object)">
<summary>
<para>Calls the method named methodName on every MonoBehaviour in this game object.</para>
</summary>
<param name="methodName">The name of the method to call.</param>
<param name="value">An optional parameter value to pass to the called method.</param>
<param name="options">Should an error be raised if the method doesn't exist on the target object?</param>
</member>
<member name="M:UnityEngine.GameObject.SendMessage(System.String,System.Object,UnityEngine.SendMessageOptions)">
<summary>
<para>Calls the method named methodName on every MonoBehaviour in this game object.</para>
</summary>
<param name="methodName">The name of the method to call.</param>
<param name="value">An optional parameter value to pass to the called method.</param>
<param name="options">Should an error be raised if the method doesn't exist on the target object?</param>
</member>
<member name="M:UnityEngine.GameObject.SendMessage(System.String,UnityEngine.SendMessageOptions)">
<summary>
<para></para>
</summary>
<param name="methodName"></param>
<param name="options"></param>
</member>
<member name="M:UnityEngine.GameObject.SendMessageUpwards(System.String)">
<summary>
<para>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</para>
</summary>
<param name="methodName">The name of the method to call.</param>
<param name="value">An optional parameter value to pass to the called method.</param>
<param name="options">Should an error be raised if the method doesn't exist on the target object?</param>
</member>
<member name="M:UnityEngine.GameObject.SendMessageUpwards(System.String,System.Object)">
<summary>
<para>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</para>
</summary>
<param name="methodName">The name of the method to call.</param>
<param name="value">An optional parameter value to pass to the called method.</param>
<param name="options">Should an error be raised if the method doesn't exist on the target object?</param>
</member>
<member name="M:UnityEngine.GameObject.SendMessageUpwards(System.String,System.Object,UnityEngine.SendMessageOptions)">
<summary>
<para>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</para>
</summary>
<param name="methodName">The name of the method to call.</param>
<param name="value">An optional parameter value to pass to the called method.</param>
<param name="options">Should an error be raised if the method doesn't exist on the target object?</param>
</member>
<member name="M:UnityEngine.GameObject.SendMessageUpwards(System.String,UnityEngine.SendMessageOptions)">
<summary>
<para></para>
</summary>
<param name="methodName"></param>
<param name="options"></param>
</member>
<member name="M:UnityEngine.GameObject.SetActive(System.Boolean)">
<summary>
<para>ActivatesDeactivates the GameObject, depending on the given true or false/ value.</para>
</summary>
<param name="value">Activate or deactivate the object, where true activates the GameObject and false deactivates the GameObject.</param>
</member>
<member name="T:UnityEngine.GeometryUtility">
<summary>
<para>Utility class for common geometric functions.</para>
</summary>
</member>
<member name="M:UnityEngine.GeometryUtility.CalculateBounds(UnityEngine.Vector3[],UnityEngine.Matrix4x4)">
<summary>
<para>Calculates a bounding box given an array of positions and a transformation matrix.</para>
</summary>
<param name="positions"></param>
<param name="transform"></param>
</member>
<member name="M:UnityEngine.GeometryUtility.CalculateFrustumPlanes(UnityEngine.Camera)">
<summary>
<para>Calculates frustum planes.</para>
</summary>
<param name="camera">The camera with the view frustum that you want to calculate planes from.</param>
<returns>
<para>The planes that form the camera's view frustum.</para>
</returns>
</member>
<member name="M:UnityEngine.GeometryUtility.CalculateFrustumPlanes(UnityEngine.Camera,UnityEngine.Plane[])">
<summary>
<para>Calculates frustum planes.</para>
</summary>
<param name="camera">The camera with the view frustum that you want to calculate planes from.</param>
<param name="planes">An array of 6 Planes that will be overwritten with the calculated plane values.</param>
</member>
<member name="M:UnityEngine.GeometryUtility.CalculateFrustumPlanes(UnityEngine.Matrix4x4)">
<summary>
<para>Calculates frustum planes.</para>
</summary>
<param name="worldToProjectionMatrix">A matrix that transforms from world space to projection space, from which the planes will be calculated.</param>
<returns>
<para>The planes that enclose the projection space described by the matrix.</para>
</returns>
</member>
<member name="M:UnityEngine.GeometryUtility.CalculateFrustumPlanes(UnityEngine.Matrix4x4,UnityEngine.Plane[])">
<summary>
<para>Calculates frustum planes.</para>
</summary>
<param name="worldToProjectionMatrix">A matrix that transforms from world space to projection space, from which the planes will be calculated.</param>
<param name="planes">An array of 6 Planes that will be overwritten with the calculated plane values.</param>
</member>
<member name="M:UnityEngine.GeometryUtility.TestPlanesAABB(UnityEngine.Plane[],UnityEngine.Bounds)">
<summary>
<para>Returns true if bounds are inside the plane array.</para>
</summary>
<param name="planes"></param>
<param name="bounds"></param>
</member>
<member name="M:UnityEngine.GeometryUtility.TryCreatePlaneFromPolygon(UnityEngine.Vector3[],UnityEngine.Plane&amp;)">
<summary>
<para>Creates a plane from a given list of vertices. Works for concave polygons and polygons that have multiple aligned vertices.</para>
</summary>
<param name="vertices">An array of vertex positions that define the shape of a polygon.</param>
<param name="plane">If successful, a valid plane that goes through all the vertices.</param>
<returns>
<para>Returns true on success, false if the algorithm failed to create a plane from the given vertices.</para>
</returns>
</member>
<member name="T:UnityEngine.Gizmos">
<summary>
<para>Gizmos are used to give visual debugging or setup aids in the Scene view.</para>
</summary>
</member>
<member name="P:UnityEngine.Gizmos.color">
<summary>
<para>Sets the color for the gizmos that will be drawn next.</para>
</summary>
</member>
<member name="P:UnityEngine.Gizmos.matrix">
<summary>
<para>Set the gizmo matrix used to draw all gizmos.</para>
</summary>
</member>
<member name="M:UnityEngine.Gizmos.DrawCube(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Draw a solid box with center and size.</para>
</summary>
<param name="center"></param>
<param name="size"></param>
</member>
<member name="M:UnityEngine.Gizmos.DrawFrustum(UnityEngine.Vector3,System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Draw a camera frustum using the currently set Gizmos.matrix for it's location and rotation.</para>
</summary>
<param name="center">The apex of the truncated pyramid.</param>
<param name="fov">Vertical field of view (ie, the angle at the apex in degrees).</param>
<param name="maxRange">Distance of the frustum's far plane.</param>
<param name="minRange">Distance of the frustum's near plane.</param>
<param name="aspect">Width/height ratio.</param>
</member>
<member name="M:UnityEngine.Gizmos.DrawGUITexture(UnityEngine.Rect,UnityEngine.Texture)">
<summary>
<para>Draw a texture in the Scene.</para>
</summary>
<param name="screenRect">The size and position of the texture on the "screen" defined by the XY plane.</param>
<param name="texture">The texture to be displayed.</param>
<param name="mat">An optional material to apply the texture.</param>
<param name="leftBorder">Inset from the rectangle's left edge.</param>
<param name="rightBorder">Inset from the rectangle's right edge.</param>
<param name="topBorder">Inset from the rectangle's top edge.</param>
<param name="bottomBorder">Inset from the rectangle's bottom edge.</param>
</member>
<member name="M:UnityEngine.Gizmos.DrawGUITexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Material)">
<summary>
<para>Draw a texture in the Scene.</para>
</summary>
<param name="screenRect">The size and position of the texture on the "screen" defined by the XY plane.</param>
<param name="texture">The texture to be displayed.</param>
<param name="mat">An optional material to apply the texture.</param>
<param name="leftBorder">Inset from the rectangle's left edge.</param>
<param name="rightBorder">Inset from the rectangle's right edge.</param>
<param name="topBorder">Inset from the rectangle's top edge.</param>
<param name="bottomBorder">Inset from the rectangle's bottom edge.</param>
</member>
<member name="M:UnityEngine.Gizmos.DrawGUITexture(UnityEngine.Rect,UnityEngine.Texture,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Draw a texture in the Scene.</para>
</summary>
<param name="screenRect">The size and position of the texture on the "screen" defined by the XY plane.</param>
<param name="texture">The texture to be displayed.</param>
<param name="mat">An optional material to apply the texture.</param>
<param name="leftBorder">Inset from the rectangle's left edge.</param>
<param name="rightBorder">Inset from the rectangle's right edge.</param>
<param name="topBorder">Inset from the rectangle's top edge.</param>
<param name="bottomBorder">Inset from the rectangle's bottom edge.</param>
</member>
<member name="M:UnityEngine.Gizmos.DrawGUITexture(UnityEngine.Rect,UnityEngine.Texture,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Material)">
<summary>
<para>Draw a texture in the Scene.</para>
</summary>
<param name="screenRect">The size and position of the texture on the "screen" defined by the XY plane.</param>
<param name="texture">The texture to be displayed.</param>
<param name="mat">An optional material to apply the texture.</param>
<param name="leftBorder">Inset from the rectangle's left edge.</param>
<param name="rightBorder">Inset from the rectangle's right edge.</param>
<param name="topBorder">Inset from the rectangle's top edge.</param>
<param name="bottomBorder">Inset from the rectangle's bottom edge.</param>
</member>
<member name="M:UnityEngine.Gizmos.DrawIcon(UnityEngine.Vector3,System.String)">
<summary>
<para>Draw an icon at a position in the Scene view.</para>
</summary>
<param name="center"></param>
<param name="name"></param>
<param name="allowScaling"></param>
</member>
<member name="M:UnityEngine.Gizmos.DrawIcon(UnityEngine.Vector3,System.String,System.Boolean)">
<summary>
<para>Draw an icon at a position in the Scene view.</para>
</summary>
<param name="center"></param>
<param name="name"></param>
<param name="allowScaling"></param>
</member>
<member name="M:UnityEngine.Gizmos.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Draws a line starting at from towards to.</para>
</summary>
<param name="from"></param>
<param name="to"></param>
</member>
<member name="M:UnityEngine.Gizmos.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)">
<summary>
<para>Draws a mesh.</para>
</summary>
<param name="mesh">Mesh to draw as a gizmo.</param>
<param name="position">Position (default is zero).</param>
<param name="rotation">Rotation (default is no rotation).</param>
<param name="scale">Scale (default is no scale).</param>
<param name="submeshIndex">Submesh to draw (default is -1, which draws whole mesh).</param>
</member>
<member name="M:UnityEngine.Gizmos.DrawMesh(UnityEngine.Mesh,System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)">
<summary>
<para>Draws a mesh.</para>
</summary>
<param name="mesh">Mesh to draw as a gizmo.</param>
<param name="position">Position (default is zero).</param>
<param name="rotation">Rotation (default is no rotation).</param>
<param name="scale">Scale (default is no scale).</param>
<param name="submeshIndex">Submesh to draw (default is -1, which draws whole mesh).</param>
</member>
<member name="M:UnityEngine.Gizmos.DrawRay(UnityEngine.Ray)">
<summary>
<para>Draws a ray starting at from to from + direction.</para>
</summary>
<param name="r"></param>
<param name="from"></param>
<param name="direction"></param>
</member>
<member name="M:UnityEngine.Gizmos.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Draws a ray starting at from to from + direction.</para>
</summary>
<param name="r"></param>
<param name="from"></param>
<param name="direction"></param>
</member>
<member name="M:UnityEngine.Gizmos.DrawSphere(UnityEngine.Vector3,System.Single)">
<summary>
<para>Draws a solid sphere with center and radius.</para>
</summary>
<param name="center"></param>
<param name="radius"></param>
</member>
<member name="M:UnityEngine.Gizmos.DrawWireCube(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Draw a wireframe box with center and size.</para>
</summary>
<param name="center"></param>
<param name="size"></param>
</member>
<member name="M:UnityEngine.Gizmos.DrawWireMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)">
<summary>
<para>Draws a wireframe mesh.</para>
</summary>
<param name="mesh">Mesh to draw as a gizmo.</param>
<param name="position">Position (default is zero).</param>
<param name="rotation">Rotation (default is no rotation).</param>
<param name="scale">Scale (default is no scale).</param>
<param name="submeshIndex">Submesh to draw (default is -1, which draws whole mesh).</param>
</member>
<member name="M:UnityEngine.Gizmos.DrawWireMesh(UnityEngine.Mesh,System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)">
<summary>
<para>Draws a wireframe mesh.</para>
</summary>
<param name="mesh">Mesh to draw as a gizmo.</param>
<param name="position">Position (default is zero).</param>
<param name="rotation">Rotation (default is no rotation).</param>
<param name="scale">Scale (default is no scale).</param>
<param name="submeshIndex">Submesh to draw (default is -1, which draws whole mesh).</param>
</member>
<member name="M:UnityEngine.Gizmos.DrawWireSphere(UnityEngine.Vector3,System.Single)">
<summary>
<para>Draws a wireframe sphere with center and radius.</para>
</summary>
<param name="center"></param>
<param name="radius"></param>
</member>
<member name="T:UnityEngine.GL">
<summary>
<para>Low-level graphics library.</para>
</summary>
</member>
<member name="P:UnityEngine.GL.invertCulling">
<summary>
<para>Select whether to invert the backface culling (true) or not (false).</para>
</summary>
</member>
<member name="P:UnityEngine.GL.modelview">
<summary>
<para>The current modelview matrix.</para>
</summary>
</member>
<member name="P:UnityEngine.GL.sRGBWrite">
<summary>
<para>Controls whether Linear-to-sRGB color conversion is performed while rendering.</para>
</summary>
</member>
<member name="P:UnityEngine.GL.wireframe">
<summary>
<para>Should rendering be done in wireframe?</para>
</summary>
</member>
<member name="M:UnityEngine.GL.Begin(System.Int32)">
<summary>
<para>Begin drawing 3D primitives.</para>
</summary>
<param name="mode">Primitives to draw: can be TRIANGLES, TRIANGLE_STRIP, QUADS or LINES.</param>
</member>
<member name="M:UnityEngine.GL.Clear(System.Boolean,System.Boolean,UnityEngine.Color,System.Single)">
<summary>
<para>Clear the current render buffer.</para>
</summary>
<param name="clearDepth">Should the depth buffer be cleared?</param>
<param name="clearColor">Should the color buffer be cleared?</param>
<param name="backgroundColor">The color to clear with, used only if clearColor is true.</param>
<param name="depth">The depth to clear Z buffer with, used only if clearDepth is true.</param>
</member>
<member name="M:UnityEngine.GL.ClearWithSkybox(System.Boolean,UnityEngine.Camera)">
<summary>
<para>Clear the current render buffer with camera's skybox.</para>
</summary>
<param name="clearDepth">Should the depth buffer be cleared?</param>
<param name="camera">Camera to get projection parameters and skybox from.</param>
</member>
<member name="M:UnityEngine.GL.Color(UnityEngine.Color)">
<summary>
<para>Sets current vertex color.</para>
</summary>
<param name="c"></param>
</member>
<member name="M:UnityEngine.GL.End">
<summary>
<para>End drawing 3D primitives.</para>
</summary>
</member>
<member name="M:UnityEngine.GL.Flush">
<summary>
<para>Sends queued-up commands in the driver's command buffer to the GPU.</para>
</summary>
</member>
<member name="M:UnityEngine.GL.GetGPUProjectionMatrix(UnityEngine.Matrix4x4,System.Boolean)">
<summary>
<para>Compute GPU projection matrix from camera's projection matrix.</para>
</summary>
<param name="proj">Source projection matrix.</param>
<param name="renderIntoTexture">Will this projection be used for rendering into a RenderTexture?</param>
<returns>
<para>Adjusted projection matrix for the current graphics API.</para>
</returns>
</member>
<member name="M:UnityEngine.GL.InvalidateState">
<summary>
<para>Invalidate the internally cached render state.</para>
</summary>
</member>
<member name="M:UnityEngine.GL.IssuePluginEvent(System.Int32)">
<summary>
<para>Send a user-defined event to a native code plugin.</para>
</summary>
<param name="eventID">User defined id to send to the callback.</param>
<param name="callback">Native code callback to queue for Unity's renderer to invoke.</param>
</member>
<member name="M:UnityEngine.GL.IssuePluginEvent(System.IntPtr,System.Int32)">
<summary>
<para>Send a user-defined event to a native code plugin.</para>
</summary>
<param name="eventID">User defined id to send to the callback.</param>
<param name="callback">Native code callback to queue for Unity's renderer to invoke.</param>
</member>
<member name="F:UnityEngine.GL.LINE_STRIP">
<summary>
<para>Mode for Begin: draw line strip.</para>
</summary>
</member>
<member name="F:UnityEngine.GL.LINES">
<summary>
<para>Mode for Begin: draw lines.</para>
</summary>
</member>
<member name="M:UnityEngine.GL.LoadIdentity">
<summary>
<para>Load the identity matrix to the current modelview matrix.</para>
</summary>
</member>
<member name="M:UnityEngine.GL.LoadOrtho">
<summary>
<para>Helper function to set up an ortho perspective transform.</para>
</summary>
</member>
<member name="M:UnityEngine.GL.LoadPixelMatrix">
<summary>
<para>Setup a matrix for pixel-correct rendering.</para>
</summary>
</member>
<member name="M:UnityEngine.GL.LoadPixelMatrix(System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Setup a matrix for pixel-correct rendering.</para>
</summary>
<param name="left"></param>
<param name="right"></param>
<param name="bottom"></param>
<param name="top"></param>
</member>
<member name="M:UnityEngine.GL.LoadProjectionMatrix(UnityEngine.Matrix4x4)">
<summary>
<para>Load an arbitrary matrix to the current projection matrix.</para>
</summary>
<param name="mat"></param>
</member>
<member name="M:UnityEngine.GL.MultiTexCoord(System.Int32,UnityEngine.Vector3)">
<summary>
<para>Sets current texture coordinate (v.x,v.y,v.z) to the actual texture unit.</para>
</summary>
<param name="unit"></param>
<param name="v"></param>
</member>
<member name="M:UnityEngine.GL.MultiTexCoord2(System.Int32,System.Single,System.Single)">
<summary>
<para>Sets current texture coordinate (x,y) for the actual texture unit.</para>
</summary>
<param name="unit"></param>
<param name="x"></param>
<param name="y"></param>
</member>
<member name="M:UnityEngine.GL.MultiTexCoord3(System.Int32,System.Single,System.Single,System.Single)">
<summary>
<para>Sets current texture coordinate (x,y,z) to the actual texture unit.</para>
</summary>
<param name="unit"></param>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
</member>
<member name="M:UnityEngine.GL.MultMatrix(UnityEngine.Matrix4x4)">
<summary>
<para>Sets the current modelview matrix to the one specified.</para>
</summary>
<param name="m"></param>
</member>
<member name="M:UnityEngine.GL.PopMatrix">
<summary>
<para>Restores both projection and modelview matrices off the top of the matrix stack.</para>
</summary>
</member>
<member name="M:UnityEngine.GL.PushMatrix">
<summary>
<para>Saves both projection and modelview matrices to the matrix stack.</para>
</summary>
</member>
<member name="F:UnityEngine.GL.QUADS">
<summary>
<para>Mode for Begin: draw quads.</para>
</summary>
</member>
<member name="M:UnityEngine.GL.RenderTargetBarrier">
<summary>
<para>Resolves the render target for subsequent operations sampling from it.</para>
</summary>
</member>
<member name="M:UnityEngine.GL.TexCoord(UnityEngine.Vector3)">
<summary>
<para>Sets current texture coordinate (v.x,v.y,v.z) for all texture units.</para>
</summary>
<param name="v"></param>
</member>
<member name="M:UnityEngine.GL.TexCoord2(System.Single,System.Single)">
<summary>
<para>Sets current texture coordinate (x,y) for all texture units.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
</member>
<member name="M:UnityEngine.GL.TexCoord3(System.Single,System.Single,System.Single)">
<summary>
<para>Sets current texture coordinate (x,y,z) for all texture units.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
</member>
<member name="F:UnityEngine.GL.TRIANGLE_STRIP">
<summary>
<para>Mode for Begin: draw triangle strip.</para>
</summary>
</member>
<member name="F:UnityEngine.GL.TRIANGLES">
<summary>
<para>Mode for Begin: draw triangles.</para>
</summary>
</member>
<member name="M:UnityEngine.GL.Vertex(UnityEngine.Vector3)">
<summary>
<para>Submit a vertex.</para>
</summary>
<param name="v"></param>
</member>
<member name="M:UnityEngine.GL.Vertex3(System.Single,System.Single,System.Single)">
<summary>
<para>Submit a vertex.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
</member>
<member name="M:UnityEngine.GL.Viewport(UnityEngine.Rect)">
<summary>
<para>Set the rendering viewport.</para>
</summary>
<param name="pixelRect"></param>
</member>
<member name="T:UnityEngine.Gradient">
<summary>
<para>Gradient used for animating colors.</para>
</summary>
</member>
<member name="P:UnityEngine.Gradient.alphaKeys">
<summary>
<para>All alpha keys defined in the gradient.</para>
</summary>
</member>
<member name="P:UnityEngine.Gradient.colorKeys">
<summary>
<para>All color keys defined in the gradient.</para>
</summary>
</member>
<member name="P:UnityEngine.Gradient.mode">
<summary>
<para>Control how the gradient is evaluated.</para>
</summary>
</member>
<member name="M:UnityEngine.Gradient.#ctor">
<summary>
<para>Create a new Gradient object.</para>
</summary>
</member>
<member name="M:UnityEngine.Gradient.Evaluate(System.Single)">
<summary>
<para>Calculate color at a given time.</para>
</summary>
<param name="time">Time of the key (0 - 1).</param>
</member>
<member name="M:UnityEngine.Gradient.SetKeys(UnityEngine.GradientColorKey[],UnityEngine.GradientAlphaKey[])">
<summary>
<para>Setup Gradient with an array of color keys and alpha keys.</para>
</summary>
<param name="colorKeys">Color keys of the gradient (maximum 8 color keys).</param>
<param name="alphaKeys">Alpha keys of the gradient (maximum 8 alpha keys).</param>
</member>
<member name="T:UnityEngine.GradientAlphaKey">
<summary>
<para>Alpha key used by Gradient.</para>
</summary>
</member>
<member name="F:UnityEngine.GradientAlphaKey.alpha">
<summary>
<para>Alpha channel of key.</para>
</summary>
</member>
<member name="F:UnityEngine.GradientAlphaKey.time">
<summary>
<para>Time of the key (0 - 1).</para>
</summary>
</member>
<member name="M:UnityEngine.GradientAlphaKey.#ctor(System.Single,System.Single)">
<summary>
<para>Gradient alpha key.</para>
</summary>
<param name="alpha">Alpha of key (0 - 1).</param>
<param name="time">Time of the key (0 - 1).</param>
</member>
<member name="T:UnityEngine.GradientColorKey">
<summary>
<para>Color key used by Gradient.</para>
</summary>
</member>
<member name="F:UnityEngine.GradientColorKey.color">
<summary>
<para>Color of key.</para>
</summary>
</member>
<member name="F:UnityEngine.GradientColorKey.time">
<summary>
<para>Time of the key (0 - 1).</para>
</summary>
</member>
<member name="M:UnityEngine.GradientColorKey.#ctor(UnityEngine.Color,System.Single)">
<summary>
<para>Gradient color key.</para>
</summary>
<param name="color">Color of key.</param>
<param name="time">Time of the key (0 - 1).</param>
<param name="col"></param>
</member>
<member name="T:UnityEngine.GradientMode">
<summary>
<para>Select how gradients will be evaluated.</para>
</summary>
</member>
<member name="F:UnityEngine.GradientMode.Blend">
<summary>
<para>Find the 2 keys adjacent to the requested evaluation time, and linearly interpolate between them to obtain a blended color.</para>
</summary>
</member>
<member name="F:UnityEngine.GradientMode.Fixed">
<summary>
<para>Return a fixed color, by finding the first key whose time value is greater than the requested evaluation time.</para>
</summary>
</member>
<member name="T:UnityEngine.GradientUsageAttribute">
<summary>
<para>Attribute used to configure the usage of the GradientField and Gradient Editor for a gradient.</para>
</summary>
</member>
<member name="F:UnityEngine.GradientUsageAttribute.hdr">
<summary>
<para>If set to true the Gradient uses HDR colors.</para>
</summary>
</member>
<member name="M:UnityEngine.GradientUsageAttribute.#ctor(System.Boolean)">
<summary>
<para>Attribute for Gradient fields. Used for configuring the GUI for the Gradient Editor.</para>
</summary>
<param name="hdr">Set to true if the colors should be treated as HDR colors (default value: false).</param>
</member>
<member name="T:UnityEngine.Graphics">
<summary>
<para>Raw interface to Unity's drawing functions.</para>
</summary>
</member>
<member name="P:UnityEngine.Graphics.activeColorBuffer">
<summary>
<para>Currently active color buffer (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Graphics.activeColorGamut">
<summary>
<para>Returns the currently active color gamut.</para>
</summary>
</member>
<member name="P:UnityEngine.Graphics.activeDepthBuffer">
<summary>
<para>Currently active depth/stencil buffer (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Graphics.activeTier">
<summary>
<para>Graphics Tier classification for current device.
Changing this value affects any subsequently loaded shaders. Initially this value is auto-detected from the hardware in use.</para>
</summary>
</member>
<member name="M:UnityEngine.Graphics.Blit(UnityEngine.Texture,UnityEngine.RenderTexture)">
<summary>
<para>Copies source texture into destination render texture with a shader.</para>
</summary>
<param name="source">Source texture.</param>
<param name="dest">The destination RenderTexture. Set this to null to blit directly to screen. See description for more information.</param>
<param name="mat">Material to use. Material's shader could do some post-processing effect, for example.</param>
<param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param>
<param name="offset">Offset applied to the source texture coordinate.</param>
<param name="scale">Scale applied to the source texture coordinate.</param>
</member>
<member name="M:UnityEngine.Graphics.Blit(UnityEngine.Texture,UnityEngine.RenderTexture,UnityEngine.Material,System.Int32)">
<summary>
<para>Copies source texture into destination render texture with a shader.</para>
</summary>
<param name="source">Source texture.</param>
<param name="dest">The destination RenderTexture. Set this to null to blit directly to screen. See description for more information.</param>
<param name="mat">Material to use. Material's shader could do some post-processing effect, for example.</param>
<param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param>
<param name="offset">Offset applied to the source texture coordinate.</param>
<param name="scale">Scale applied to the source texture coordinate.</param>
</member>
<member name="M:UnityEngine.Graphics.Blit(UnityEngine.Texture,UnityEngine.Material,System.Int32)">
<summary>
<para>Copies source texture into destination render texture with a shader.</para>
</summary>
<param name="source">Source texture.</param>
<param name="dest">The destination RenderTexture. Set this to null to blit directly to screen. See description for more information.</param>
<param name="mat">Material to use. Material's shader could do some post-processing effect, for example.</param>
<param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param>
<param name="offset">Offset applied to the source texture coordinate.</param>
<param name="scale">Scale applied to the source texture coordinate.</param>
</member>
<member name="M:UnityEngine.Graphics.Blit(UnityEngine.Texture,UnityEngine.RenderTexture,UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Copies source texture into destination render texture with a shader.</para>
</summary>
<param name="source">Source texture.</param>
<param name="dest">The destination RenderTexture. Set this to null to blit directly to screen. See description for more information.</param>
<param name="mat">Material to use. Material's shader could do some post-processing effect, for example.</param>
<param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param>
<param name="offset">Offset applied to the source texture coordinate.</param>
<param name="scale">Scale applied to the source texture coordinate.</param>
</member>
<member name="M:UnityEngine.Graphics.BlitMultiTap(UnityEngine.Texture,UnityEngine.RenderTexture,UnityEngine.Material,UnityEngine.Vector2[])">
<summary>
<para>Copies source texture into destination, for multi-tap shader.</para>
</summary>
<param name="source">Source texture.</param>
<param name="dest">Destination RenderTexture, or null to blit directly to screen.</param>
<param name="mat">Material to use for copying. Material's shader should do some post-processing effect.</param>
<param name="offsets">Variable number of filtering offsets. Offsets are given in pixels.</param>
</member>
<member name="M:UnityEngine.Graphics.ClearRandomWriteTargets">
<summary>
<para>Clear random write targets for level pixel shaders.</para>
</summary>
</member>
<member name="M:UnityEngine.Graphics.ConvertTexture(UnityEngine.Texture,UnityEngine.Texture)">
<summary>
<para>This function provides an efficient way to convert between textures of different formats and dimensions.
The destination texture format should be uncompressed and correspond to a supported RenderTextureFormat.</para>
</summary>
<param name="src">Source texture.</param>
<param name="dst">Destination texture.</param>
<param name="srcElement">Source element (e.g. cubemap face). Set this to 0 for 2d source textures.</param>
<param name="dstElement">Destination element (e.g. cubemap face or texture array element).</param>
<returns>
<para>True if the call succeeded.</para>
</returns>
</member>
<member name="M:UnityEngine.Graphics.ConvertTexture(UnityEngine.Texture,System.Int32,UnityEngine.Texture,System.Int32)">
<summary>
<para>This function provides an efficient way to convert between textures of different formats and dimensions.
The destination texture format should be uncompressed and correspond to a supported RenderTextureFormat.</para>
</summary>
<param name="src">Source texture.</param>
<param name="dst">Destination texture.</param>
<param name="srcElement">Source element (e.g. cubemap face). Set this to 0 for 2d source textures.</param>
<param name="dstElement">Destination element (e.g. cubemap face or texture array element).</param>
<returns>
<para>True if the call succeeded.</para>
</returns>
</member>
<member name="M:UnityEngine.Graphics.CopyTexture(UnityEngine.Texture,UnityEngine.Texture)">
<summary>
<para>Copy texture contents.</para>
</summary>
<param name="src">Source texture.</param>
<param name="dst">Destination texture.</param>
<param name="srcElement">Source texture element (cubemap face, texture array layer or 3D texture depth slice).</param>
<param name="srcMip">Source texture mipmap level.</param>
<param name="dstElement">Destination texture element (cubemap face, texture array layer or 3D texture depth slice).</param>
<param name="dstMip">Destination texture mipmap level.</param>
<param name="srcX">X coordinate of source texture region to copy (left side is zero).</param>
<param name="srcY">Y coordinate of source texture region to copy (bottom is zero).</param>
<param name="srcWidth">Width of source texture region to copy.</param>
<param name="srcHeight">Height of source texture region to copy.</param>
<param name="dstX">X coordinate of where to copy region in destination texture (left side is zero).</param>
<param name="dstY">Y coordinate of where to copy region in destination texture (bottom is zero).</param>
</member>
<member name="M:UnityEngine.Graphics.CopyTexture(UnityEngine.Texture,System.Int32,System.Int32,UnityEngine.Texture,System.Int32,System.Int32)">
<summary>
<para>Copy texture contents.</para>
</summary>
<param name="src">Source texture.</param>
<param name="dst">Destination texture.</param>
<param name="srcElement">Source texture element (cubemap face, texture array layer or 3D texture depth slice).</param>
<param name="srcMip">Source texture mipmap level.</param>
<param name="dstElement">Destination texture element (cubemap face, texture array layer or 3D texture depth slice).</param>
<param name="dstMip">Destination texture mipmap level.</param>
<param name="srcX">X coordinate of source texture region to copy (left side is zero).</param>
<param name="srcY">Y coordinate of source texture region to copy (bottom is zero).</param>
<param name="srcWidth">Width of source texture region to copy.</param>
<param name="srcHeight">Height of source texture region to copy.</param>
<param name="dstX">X coordinate of where to copy region in destination texture (left side is zero).</param>
<param name="dstY">Y coordinate of where to copy region in destination texture (bottom is zero).</param>
</member>
<member name="M:UnityEngine.Graphics.CopyTexture(UnityEngine.Texture,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Texture,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Copy texture contents.</para>
</summary>
<param name="src">Source texture.</param>
<param name="dst">Destination texture.</param>
<param name="srcElement">Source texture element (cubemap face, texture array layer or 3D texture depth slice).</param>
<param name="srcMip">Source texture mipmap level.</param>
<param name="dstElement">Destination texture element (cubemap face, texture array layer or 3D texture depth slice).</param>
<param name="dstMip">Destination texture mipmap level.</param>
<param name="srcX">X coordinate of source texture region to copy (left side is zero).</param>
<param name="srcY">Y coordinate of source texture region to copy (bottom is zero).</param>
<param name="srcWidth">Width of source texture region to copy.</param>
<param name="srcHeight">Height of source texture region to copy.</param>
<param name="dstX">X coordinate of where to copy region in destination texture (left side is zero).</param>
<param name="dstY">Y coordinate of where to copy region in destination texture (bottom is zero).</param>
</member>
<member name="M:UnityEngine.Graphics.CreateGPUFence(UnityEngine.Rendering.SynchronisationStage)">
<summary>
<para>Creates a GPUFence which will be passed after the last Blit, Clear, Draw, Dispatch or Texture Copy command prior to this call has been completed on the GPU.</para>
</summary>
<param name="stage">On some platforms there is a significant gap between the vertex processing completing and the pixel processing begining for a given draw call. This parameter allows for the fence to be passed after either the vertex or pixel processing for the proceeding draw has completed. If a compute shader dispatch was the last task submitted then this parameter is ignored.</param>
<returns>
<para>Returns a new GPUFence.</para>
</returns>
</member>
<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,System.Boolean,System.Boolean,System.Boolean)">
<summary>
<para>Draw a mesh.</para>
</summary>
<param name="mesh">The Mesh to draw.</param>
<param name="position">Position of the mesh.</param>
<param name="rotation">Rotation of the mesh.</param>
<param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations).</param>
<param name="material">Material to use.</param>
<param name="layer"> to use.</param>
<param name="camera">If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.</param>
<param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param>
<param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.</param>
<param name="castShadows">Determines whether the mesh can cast shadows.</param>
<param name="receiveShadows">Determines whether the mesh can receive shadows.</param>
<param name="useLightProbes">Should the mesh use light probes?</param>
<param name="probeAnchor">If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.</param>
<param name="lightProbeUsage">LightProbeUsage for the mesh.</param>
<param name="lightProbeProxyVolume"></param>
</member>
<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,UnityEngine.Rendering.ShadowCastingMode,System.Boolean,UnityEngine.Transform,System.Boolean)">
<summary>
<para>Draw a mesh.</para>
</summary>
<param name="mesh">The Mesh to draw.</param>
<param name="position">Position of the mesh.</param>
<param name="rotation">Rotation of the mesh.</param>
<param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations).</param>
<param name="material">Material to use.</param>
<param name="layer"> to use.</param>
<param name="camera">If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.</param>
<param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param>
<param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.</param>
<param name="castShadows">Determines whether the mesh can cast shadows.</param>
<param name="receiveShadows">Determines whether the mesh can receive shadows.</param>
<param name="useLightProbes">Should the mesh use light probes?</param>
<param name="probeAnchor">If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.</param>
<param name="lightProbeUsage">LightProbeUsage for the mesh.</param>
<param name="lightProbeProxyVolume"></param>
</member>
<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,System.Boolean,System.Boolean,System.Boolean)">
<summary>
<para>Draw a mesh.</para>
</summary>
<param name="mesh">The Mesh to draw.</param>
<param name="position">Position of the mesh.</param>
<param name="rotation">Rotation of the mesh.</param>
<param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations).</param>
<param name="material">Material to use.</param>
<param name="layer"> to use.</param>
<param name="camera">If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.</param>
<param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param>
<param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.</param>
<param name="castShadows">Determines whether the mesh can cast shadows.</param>
<param name="receiveShadows">Determines whether the mesh can receive shadows.</param>
<param name="useLightProbes">Should the mesh use light probes?</param>
<param name="probeAnchor">If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.</param>
<param name="lightProbeUsage">LightProbeUsage for the mesh.</param>
<param name="lightProbeProxyVolume"></param>
</member>
<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,UnityEngine.Rendering.ShadowCastingMode,System.Boolean,UnityEngine.Transform,System.Boolean)">
<summary>
<para>Draw a mesh.</para>
</summary>
<param name="mesh">The Mesh to draw.</param>
<param name="position">Position of the mesh.</param>
<param name="rotation">Rotation of the mesh.</param>
<param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations).</param>
<param name="material">Material to use.</param>
<param name="layer"> to use.</param>
<param name="camera">If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.</param>
<param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param>
<param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.</param>
<param name="castShadows">Determines whether the mesh can cast shadows.</param>
<param name="receiveShadows">Determines whether the mesh can receive shadows.</param>
<param name="useLightProbes">Should the mesh use light probes?</param>
<param name="probeAnchor">If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.</param>
<param name="lightProbeUsage">LightProbeUsage for the mesh.</param>
<param name="lightProbeProxyVolume"></param>
</member>
<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,UnityEngine.Rendering.ShadowCastingMode,System.Boolean,UnityEngine.Transform,UnityEngine.Rendering.LightProbeUsage)">
<summary>
<para>Draw a mesh.</para>
</summary>
<param name="mesh">The Mesh to draw.</param>
<param name="position">Position of the mesh.</param>
<param name="rotation">Rotation of the mesh.</param>
<param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations).</param>
<param name="material">Material to use.</param>
<param name="layer"> to use.</param>
<param name="camera">If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.</param>
<param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param>
<param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.</param>
<param name="castShadows">Determines whether the mesh can cast shadows.</param>
<param name="receiveShadows">Determines whether the mesh can receive shadows.</param>
<param name="useLightProbes">Should the mesh use light probes?</param>
<param name="probeAnchor">If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.</param>
<param name="lightProbeUsage">LightProbeUsage for the mesh.</param>
<param name="lightProbeProxyVolume"></param>
</member>
<member name="M:UnityEngine.Graphics.DrawMeshInstanced(UnityEngine.Mesh,System.Int32,UnityEngine.Material,UnityEngine.Matrix4x4[],System.Int32,UnityEngine.MaterialPropertyBlock,UnityEngine.Rendering.ShadowCastingMode,System.Boolean,System.Int32,UnityEngine.Camera,UnityEngine.Rendering.LightProbeUsage,UnityEngine.LightProbeProxyVolume)">
<summary>
<para>Draw the same mesh multiple times using GPU instancing.</para>
</summary>
<param name="mesh">The Mesh to draw.</param>
<param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param>
<param name="material">Material to use.</param>
<param name="matrices">The array of object transformation matrices.</param>
<param name="count">The number of instances to be drawn.</param>
<param name="properties">Additional material properties to apply. See MaterialPropertyBlock.</param>
<param name="castShadows">Should the meshes cast shadows?</param>
<param name="receiveShadows">Should the meshes receive shadows?</param>
<param name="layer"> to use.</param>
<param name="camera">If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given camera only.</param>
<param name="lightProbeUsage">LightProbeUsage for the instances.</param>
<param name="lightProbeProxyVolume"></param>
</member>
<member name="M:UnityEngine.Graphics.DrawMeshInstanced(UnityEngine.Mesh,System.Int32,UnityEngine.Material,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;,UnityEngine.MaterialPropertyBlock,UnityEngine.Rendering.ShadowCastingMode,System.Boolean,System.Int32,UnityEngine.Camera,UnityEngine.Rendering.LightProbeUsage,UnityEngine.LightProbeProxyVolume)">
<summary>
<para>Draw the same mesh multiple times using GPU instancing.</para>
</summary>
<param name="mesh">The Mesh to draw.</param>
<param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param>
<param name="material">Material to use.</param>
<param name="matrices">The array of object transformation matrices.</param>
<param name="count">The number of instances to be drawn.</param>
<param name="properties">Additional material properties to apply. See MaterialPropertyBlock.</param>
<param name="castShadows">Should the meshes cast shadows?</param>
<param name="receiveShadows">Should the meshes receive shadows?</param>
<param name="layer"> to use.</param>
<param name="camera">If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given camera only.</param>
<param name="lightProbeUsage">LightProbeUsage for the instances.</param>
<param name="lightProbeProxyVolume"></param>
</member>
<member name="M:UnityEngine.Graphics.DrawMeshInstancedIndirect(UnityEngine.Mesh,System.Int32,UnityEngine.Material,UnityEngine.Bounds,UnityEngine.ComputeBuffer,System.Int32,UnityEngine.MaterialPropertyBlock,UnityEngine.Rendering.ShadowCastingMode,System.Boolean,System.Int32,UnityEngine.Camera,UnityEngine.Rendering.LightProbeUsage,UnityEngine.LightProbeProxyVolume)">
<summary>
<para>Draw the same mesh multiple times using GPU instancing.</para>
</summary>
<param name="mesh">The Mesh to draw.</param>
<param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param>
<param name="material">Material to use.</param>
<param name="bounds">The bounding volume surrounding the instances you intend to draw.</param>
<param name="bufferWithArgs">The GPU buffer containing the arguments for how many instances of this mesh to draw.</param>
<param name="argsOffset">The byte offset into the buffer, where the draw arguments start.</param>
<param name="properties">Additional material properties to apply. See MaterialPropertyBlock.</param>
<param name="castShadows">Determines whether the mesh can cast shadows.</param>
<param name="receiveShadows">Determines whether the mesh can receive shadows.</param>
<param name="layer"> to use.</param>
<param name="camera">If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given camera only.</param>
<param name="lightProbeUsage">LightProbeUsage for the instances.</param>
<param name="lightProbeProxyVolume"></param>
</member>
<member name="M:UnityEngine.Graphics.DrawMeshNow(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion)">
<summary>
<para>Draw a mesh immediately.</para>
</summary>
<param name="mesh">The Mesh to draw.</param>
<param name="position">Position of the mesh.</param>
<param name="rotation">Rotation of the mesh.</param>
<param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale.</param>
<param name="materialIndex">Subset of the mesh to draw.</param>
</member>
<member name="M:UnityEngine.Graphics.DrawMeshNow(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,System.Int32)">
<summary>
<para>Draw a mesh immediately.</para>
</summary>
<param name="mesh">The Mesh to draw.</param>
<param name="position">Position of the mesh.</param>
<param name="rotation">Rotation of the mesh.</param>
<param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale.</param>
<param name="materialIndex">Subset of the mesh to draw.</param>
</member>
<member name="M:UnityEngine.Graphics.DrawMeshNow(UnityEngine.Mesh,UnityEngine.Matrix4x4)">
<summary>
<para>Draw a mesh immediately.</para>
</summary>
<param name="mesh">The Mesh to draw.</param>
<param name="position">Position of the mesh.</param>
<param name="rotation">Rotation of the mesh.</param>
<param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale.</param>
<param name="materialIndex">Subset of the mesh to draw.</param>
</member>
<member name="M:UnityEngine.Graphics.DrawMeshNow(UnityEngine.Mesh,UnityEngine.Matrix4x4,System.Int32)">
<summary>
<para>Draw a mesh immediately.</para>
</summary>
<param name="mesh">The Mesh to draw.</param>
<param name="position">Position of the mesh.</param>
<param name="rotation">Rotation of the mesh.</param>
<param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale.</param>
<param name="materialIndex">Subset of the mesh to draw.</param>
</member>
<member name="M:UnityEngine.Graphics.DrawProcedural(UnityEngine.MeshTopology,System.Int32,System.Int32)">
<summary>
<para>Draws a fully procedural geometry on the GPU.</para>
</summary>
<param name="topology"></param>
<param name="vertexCount"></param>
<param name="instanceCount"></param>
</member>
<member name="M:UnityEngine.Graphics.DrawProceduralIndirect(UnityEngine.MeshTopology,UnityEngine.ComputeBuffer,System.Int32)">
<summary>
<para>Draws a fully procedural geometry on the GPU.</para>
</summary>
<param name="topology">Topology of the procedural geometry.</param>
<param name="bufferWithArgs">Buffer with draw arguments.</param>
<param name="argsOffset">Byte offset where in the buffer the draw arguments are.</param>
</member>
<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Material)">
<summary>
<para>Draw a texture in screen coordinates.</para>
</summary>
<param name="screenRect">Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.</param>
<param name="texture">Texture to draw.</param>
<param name="sourceRect">Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.</param>
<param name="leftBorder">Number of pixels from the left that are not affected by scale.</param>
<param name="rightBorder">Number of pixels from the right that are not affected by scale.</param>
<param name="topBorder">Number of pixels from the top that are not affected by scale.</param>
<param name="bottomBorder">Number of pixels from the bottom that are not affected by scale.</param>
<param name="color">Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.</param>
<param name="mat">Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.</param>
<param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param>
</member>
<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Material,System.Int32)">
<summary>
<para>Draw a texture in screen coordinates.</para>
</summary>
<param name="screenRect">Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.</param>
<param name="texture">Texture to draw.</param>
<param name="sourceRect">Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.</param>
<param name="leftBorder">Number of pixels from the left that are not affected by scale.</param>
<param name="rightBorder">Number of pixels from the right that are not affected by scale.</param>
<param name="topBorder">Number of pixels from the top that are not affected by scale.</param>
<param name="bottomBorder">Number of pixels from the bottom that are not affected by scale.</param>
<param name="color">Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.</param>
<param name="mat">Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.</param>
<param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param>
</member>
<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Material,System.Int32)">
<summary>
<para>Draw a texture in screen coordinates.</para>
</summary>
<param name="screenRect">Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.</param>
<param name="texture">Texture to draw.</param>
<param name="sourceRect">Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.</param>
<param name="leftBorder">Number of pixels from the left that are not affected by scale.</param>
<param name="rightBorder">Number of pixels from the right that are not affected by scale.</param>
<param name="topBorder">Number of pixels from the top that are not affected by scale.</param>
<param name="bottomBorder">Number of pixels from the bottom that are not affected by scale.</param>
<param name="color">Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.</param>
<param name="mat">Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.</param>
<param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param>
</member>
<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Material,System.Int32)">
<summary>
<para>Draw a texture in screen coordinates.</para>
</summary>
<param name="screenRect">Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.</param>
<param name="texture">Texture to draw.</param>
<param name="sourceRect">Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.</param>
<param name="leftBorder">Number of pixels from the left that are not affected by scale.</param>
<param name="rightBorder">Number of pixels from the right that are not affected by scale.</param>
<param name="topBorder">Number of pixels from the top that are not affected by scale.</param>
<param name="bottomBorder">Number of pixels from the bottom that are not affected by scale.</param>
<param name="color">Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.</param>
<param name="mat">Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.</param>
<param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param>
</member>
<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Color,UnityEngine.Material,System.Int32)">
<summary>
<para>Draw a texture in screen coordinates.</para>
</summary>
<param name="screenRect">Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.</param>
<param name="texture">Texture to draw.</param>
<param name="sourceRect">Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.</param>
<param name="leftBorder">Number of pixels from the left that are not affected by scale.</param>
<param name="rightBorder">Number of pixels from the right that are not affected by scale.</param>
<param name="topBorder">Number of pixels from the top that are not affected by scale.</param>
<param name="bottomBorder">Number of pixels from the bottom that are not affected by scale.</param>
<param name="color">Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.</param>
<param name="mat">Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.</param>
<param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param>
</member>
<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Material)">
<summary>
<para>Draw a texture in screen coordinates.</para>
</summary>
<param name="screenRect">Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.</param>
<param name="texture">Texture to draw.</param>
<param name="sourceRect">Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.</param>
<param name="leftBorder">Number of pixels from the left that are not affected by scale.</param>
<param name="rightBorder">Number of pixels from the right that are not affected by scale.</param>
<param name="topBorder">Number of pixels from the top that are not affected by scale.</param>
<param name="bottomBorder">Number of pixels from the bottom that are not affected by scale.</param>
<param name="color">Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.</param>
<param name="mat">Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.</param>
<param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param>
</member>
<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Material)">
<summary>
<para>Draw a texture in screen coordinates.</para>
</summary>
<param name="screenRect">Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.</param>
<param name="texture">Texture to draw.</param>
<param name="sourceRect">Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.</param>
<param name="leftBorder">Number of pixels from the left that are not affected by scale.</param>
<param name="rightBorder">Number of pixels from the right that are not affected by scale.</param>
<param name="topBorder">Number of pixels from the top that are not affected by scale.</param>
<param name="bottomBorder">Number of pixels from the bottom that are not affected by scale.</param>
<param name="color">Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.</param>
<param name="mat">Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.</param>
<param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param>
</member>
<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Color,UnityEngine.Material)">
<summary>
<para>Draw a texture in screen coordinates.</para>
</summary>
<param name="screenRect">Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.</param>
<param name="texture">Texture to draw.</param>
<param name="sourceRect">Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.</param>
<param name="leftBorder">Number of pixels from the left that are not affected by scale.</param>
<param name="rightBorder">Number of pixels from the right that are not affected by scale.</param>
<param name="topBorder">Number of pixels from the top that are not affected by scale.</param>
<param name="bottomBorder">Number of pixels from the bottom that are not affected by scale.</param>
<param name="color">Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.</param>
<param name="mat">Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.</param>
<param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param>
</member>
<member name="M:UnityEngine.Graphics.ExecuteCommandBuffer(UnityEngine.Rendering.CommandBuffer)">
<summary>
<para>Execute a command buffer.</para>
</summary>
<param name="buffer">The buffer to execute.</param>
</member>
<member name="M:UnityEngine.Graphics.ExecuteCommandBufferAsync(UnityEngine.Rendering.CommandBuffer,UnityEngine.Rendering.ComputeQueueType)">
<summary>
<para>Executes a command buffer on an async compute queue with the queue selected based on the ComputeQueueType parameter passed.
It is required that all of the commands within the command buffer be of a type suitable for execution on the async compute queues. If the buffer contains any commands that are not appropriate then an error will be logged and displayed in the editor window. Specifically the following commands are permitted in a CommandBuffer intended for async execution:
CommandBuffer.BeginSample
CommandBuffer.CopyCounterValue
CommandBuffer.CopyTexture
CommandBuffer.CreateGPUFence
CommandBuffer.DispatchCompute
CommandBuffer.EndSample
CommandBuffer.IssuePluginEvent
CommandBuffer.SetComputeBufferParam
CommandBuffer.SetComputeFloatParam
CommandBuffer.SetComputeFloatParams
CommandBuffer.SetComputeTextureParam
CommandBuffer.SetComputeVectorParam
CommandBuffer.WaitOnGPUFence
All of the commands within the buffer are guaranteed to be executed on the same queue. If the target platform does not support async compute queues then the work is dispatched on the graphics queue.</para>
</summary>
<param name="buffer">The CommandBuffer to be executed.</param>
<param name="queueType">Describes the desired async compute queue the suuplied CommandBuffer should be executed on.</param>
</member>
<member name="M:UnityEngine.Graphics.SetRandomWriteTarget(System.Int32,UnityEngine.ComputeBuffer,System.Boolean)">
<summary>
<para>Set random write target for level pixel shaders.</para>
</summary>
<param name="index">Index of the random write target in the shader.</param>
<param name="uav">RenderTexture to set as write target.</param>
<param name="preserveCounterValue">Whether to leave the append/consume counter value unchanged.</param>
</member>
<member name="M:UnityEngine.Graphics.SetRandomWriteTarget(System.Int32,UnityEngine.RenderTexture)">
<summary>
<para>Set random write target for level pixel shaders.</para>
</summary>
<param name="index">Index of the random write target in the shader.</param>
<param name="uav">RenderTexture to set as write target.</param>
<param name="preserveCounterValue">Whether to leave the append/consume counter value unchanged.</param>
</member>
<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderTexture,System.Int32,UnityEngine.CubemapFace,System.Int32)">
<summary>
<para>Sets current render target.</para>
</summary>
<param name="rt">RenderTexture to set as active render target.</param>
<param name="mipLevel">Mipmap level to render into (use 0 if not mipmapped).</param>
<param name="face">Cubemap face to render into (use Unknown if not a cubemap).</param>
<param name="depthSlice">Depth slice to render into (use 0 if not a 3D or 2DArray render target).</param>
<param name="colorBuffer">Color buffer to render into.</param>
<param name="depthBuffer">Depth buffer to render into.</param>
<param name="colorBuffers">Color buffers to render into (for multiple render target effects).</param>
<param name="setup">Full render target setup information.</param>
</member>
<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderBuffer[],UnityEngine.RenderBuffer)">
<summary>
<para>Sets current render target.</para>
</summary>
<param name="rt">RenderTexture to set as active render target.</param>
<param name="mipLevel">Mipmap level to render into (use 0 if not mipmapped).</param>
<param name="face">Cubemap face to render into (use Unknown if not a cubemap).</param>
<param name="depthSlice">Depth slice to render into (use 0 if not a 3D or 2DArray render target).</param>
<param name="colorBuffer">Color buffer to render into.</param>
<param name="depthBuffer">Depth buffer to render into.</param>
<param name="colorBuffers">Color buffers to render into (for multiple render target effects).</param>
<param name="setup">Full render target setup information.</param>
</member>
<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderBuffer,UnityEngine.RenderBuffer,System.Int32,UnityEngine.CubemapFace,System.Int32)">
<summary>
<para>Sets current render target.</para>
</summary>
<param name="rt">RenderTexture to set as active render target.</param>
<param name="mipLevel">Mipmap level to render into (use 0 if not mipmapped).</param>
<param name="face">Cubemap face to render into (use Unknown if not a cubemap).</param>
<param name="depthSlice">Depth slice to render into (use 0 if not a 3D or 2DArray render target).</param>
<param name="colorBuffer">Color buffer to render into.</param>
<param name="depthBuffer">Depth buffer to render into.</param>
<param name="colorBuffers">Color buffers to render into (for multiple render target effects).</param>
<param name="setup">Full render target setup information.</param>
</member>
<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderTargetSetup)">
<summary>
<para>Sets current render target.</para>
</summary>
<param name="rt">RenderTexture to set as active render target.</param>
<param name="mipLevel">Mipmap level to render into (use 0 if not mipmapped).</param>
<param name="face">Cubemap face to render into (use Unknown if not a cubemap).</param>
<param name="depthSlice">Depth slice to render into (use 0 if not a 3D or 2DArray render target).</param>
<param name="colorBuffer">Color buffer to render into.</param>
<param name="depthBuffer">Depth buffer to render into.</param>
<param name="colorBuffers">Color buffers to render into (for multiple render target effects).</param>
<param name="setup">Full render target setup information.</param>
</member>
<member name="M:UnityEngine.Graphics.WaitOnGPUFence(UnityEngine.Rendering.GPUFence,UnityEngine.Rendering.SynchronisationStage)">
<summary>
<para>Instructs the GPU's processing of the graphics queue to wait until the given GPUFence is passed.</para>
</summary>
<param name="fence">The GPUFence that the GPU will be instructed to wait upon before proceeding with its processing of the graphics queue.</param>
<param name="stage">On some platforms there is a significant gap between the vertex processing completing and the pixel processing begining for a given draw call. This parameter allows for requested wait to be before the next items vertex or pixel processing begins. If a compute shader dispatch is the next item to be submitted then this parameter is ignored.</param>
</member>
<member name="T:UnityEngine.GUIElement">
<summary>
<para>Base class for images &amp; text strings displayed in a GUI.</para>
</summary>
</member>
<member name="M:UnityEngine.GUIElement.GetScreenRect()">
<summary>
<para>Returns bounding rectangle of GUIElement in screen coordinates.</para>
</summary>
<param name="camera"></param>
</member>
<member name="M:UnityEngine.GUIElement.GetScreenRect(UnityEngine.Camera)">
<summary>
<para>Returns bounding rectangle of GUIElement in screen coordinates.</para>
</summary>
<param name="camera"></param>
</member>
<member name="M:UnityEngine.GUIElement.HitTest(UnityEngine.Vector3)">
<summary>
<para>Is a point on screen inside the element?</para>
</summary>
<param name="screenPosition"></param>
<param name="camera"></param>
</member>
<member name="M:UnityEngine.GUIElement.HitTest(UnityEngine.Vector3,UnityEngine.Camera)">
<summary>
<para>Is a point on screen inside the element?</para>
</summary>
<param name="screenPosition"></param>
<param name="camera"></param>
</member>
<member name="T:UnityEngine.GUILayer">
<summary>
<para>Component added to a camera to make it render 2D GUI elements.</para>
</summary>
</member>
<member name="M:UnityEngine.GUILayer.HitTest(UnityEngine.Vector3)">
<summary>
<para>Get the GUI element at a specific screen position.</para>
</summary>
<param name="screenPosition"></param>
</member>
<member name="T:UnityEngine.GUITexture">
<summary>
<para>A texture image used in a 2D GUI.</para>
</summary>
</member>
<member name="P:UnityEngine.GUITexture.border">
<summary>
<para>The border defines the number of pixels from the edge that are not affected by scale.</para>
</summary>
</member>
<member name="P:UnityEngine.GUITexture.color">
<summary>
<para>The color of the GUI texture.</para>
</summary>
</member>
<member name="P:UnityEngine.GUITexture.pixelInset">
<summary>
<para>Pixel inset used for pixel adjustments for size and position.</para>
</summary>
</member>
<member name="P:UnityEngine.GUITexture.texture">
<summary>
<para>The texture used for drawing.</para>
</summary>
</member>
<member name="T:UnityEngine.Gyroscope">
<summary>
<para>Interface into the Gyroscope.</para>
</summary>
</member>
<member name="P:UnityEngine.Gyroscope.attitude">
<summary>
<para>Returns the attitude (ie, orientation in space) of the device.</para>
</summary>
</member>
<member name="P:UnityEngine.Gyroscope.enabled">
<summary>
<para>Sets or retrieves the enabled status of this gyroscope.</para>
</summary>
</member>
<member name="P:UnityEngine.Gyroscope.gravity">
<summary>
<para>Returns the gravity acceleration vector expressed in the device's reference frame.</para>
</summary>
</member>
<member name="P:UnityEngine.Gyroscope.rotationRate">
<summary>
<para>Returns rotation rate as measured by the device's gyroscope.</para>
</summary>
</member>
<member name="P:UnityEngine.Gyroscope.rotationRateUnbiased">
<summary>
<para>Returns unbiased rotation rate as measured by the device's gyroscope.</para>
</summary>
</member>
<member name="P:UnityEngine.Gyroscope.updateInterval">
<summary>
<para>Sets or retrieves gyroscope interval in seconds.</para>
</summary>
</member>
<member name="P:UnityEngine.Gyroscope.userAcceleration">
<summary>
<para>Returns the acceleration that the user is giving to the device.</para>
</summary>
</member>
<member name="T:UnityEngine.Hash128">
<summary>
<para>Represent the hash value.</para>
</summary>
</member>
<member name="P:UnityEngine.Hash128.isValid">
<summary>
<para>Get if the hash value is valid or not. (Read Only)</para>
</summary>
</member>
<member name="M:UnityEngine.Hash128.Compute(System.String)">
<summary>
<para>Compute a hash of the input string.</para>
</summary>
<param name="hashString"></param>
</member>
<member name="M:UnityEngine.Hash128.#ctor(System.UInt32,System.UInt32,System.UInt32,System.UInt32)">
<summary>
<para>Construct the Hash128.</para>
</summary>
<param name="u32_0"></param>
<param name="u32_1"></param>
<param name="u32_2"></param>
<param name="u32_3"></param>
</member>
<member name="M:UnityEngine.Hash128.Parse(System.String)">
<summary>
<para>Convert the input string to Hash128.</para>
</summary>
<param name="hashString"></param>
</member>
<member name="M:UnityEngine.Hash128.ToString">
<summary>
<para>Convert Hash128 to string.</para>
</summary>
</member>
<member name="T:UnityEngine.HashUnsafeUtilities">
<summary>
<para>Utilities to compute hashes with unsafe code.</para>
</summary>
</member>
<member name="M:UnityEngine.HashUnsafeUtilities.ComputeHash128(System.Void*,System.UInt64,System.UInt64*,System.UInt64*)">
<summary>
<para>Compute a 128 bit hash based on a data.</para>
</summary>
<param name="data">Pointer to the data to hash.</param>
<param name="dataSize">The number of bytes to hash.</param>
<param name="hash1">A pointer to store the low 64 bits of the computed hash.</param>
<param name="hash2">A pointer to store the high 64 bits of the computed hash.</param>
<param name="hash">A pointer to the Hash128 to updated with the computed hash.</param>
</member>
<member name="M:UnityEngine.HashUnsafeUtilities.ComputeHash128(System.Void*,System.UInt64,UnityEngine.Hash128*)">
<summary>
<para>Compute a 128 bit hash based on a data.</para>
</summary>
<param name="data">Pointer to the data to hash.</param>
<param name="dataSize">The number of bytes to hash.</param>
<param name="hash1">A pointer to store the low 64 bits of the computed hash.</param>
<param name="hash2">A pointer to store the high 64 bits of the computed hash.</param>
<param name="hash">A pointer to the Hash128 to updated with the computed hash.</param>
</member>
<member name="T:UnityEngine.HashUtilities">
<summary>
<para>Utilities to compute hashes.</para>
</summary>
</member>
<member name="M:UnityEngine.HashUtilities.AppendHash(UnityEngine.Hash128&amp;,UnityEngine.Hash128&amp;)">
<summary>
<para>Append inHash in outHash.</para>
</summary>
<param name="inHash">Hash to append.</param>
<param name="outHash">Hash that will be updated.</param>
</member>
<member name="M:UnityEngine.HashUtilities.ComputeHash128(T&amp;,UnityEngine.Hash128&amp;)">
<summary>
<para>Compute a 128 bit hash based on a value. the type of the value must be a value type.</para>
</summary>
<param name="value">A reference to the value to hash.</param>
<param name="hash">A reference to the Hash128 to updated with the computed hash.</param>
</member>
<member name="M:UnityEngine.HashUtilities.QuantisedMatrixHash(UnityEngine.Matrix4x4&amp;,UnityEngine.Hash128&amp;)">
<summary>
<para>Compute a Hash128 of a Matrix4x4.</para>
</summary>
<param name="value">The Matrix4x4 to hash.</param>
<param name="hash">The computed hash.</param>
</member>
<member name="M:UnityEngine.HashUtilities.QuantisedVectorHash(UnityEngine.Vector3&amp;,UnityEngine.Hash128&amp;)">
<summary>
<para>Compute a Hash128 of a Vector3.</para>
</summary>
<param name="hash">The Vector3 to hash.</param>
<param name="value">The computed hash.</param>
</member>
<member name="T:UnityEngine.HeaderAttribute">
<summary>
<para>Use this PropertyAttribute to add a header above some fields in the Inspector.</para>
</summary>
</member>
<member name="F:UnityEngine.HeaderAttribute.header">
<summary>
<para>The header text.</para>
</summary>
</member>
<member name="M:UnityEngine.HeaderAttribute.#ctor(System.String)">
<summary>
<para>Add a header above some fields in the Inspector.</para>
</summary>
<param name="header">The header text.</param>
</member>
<member name="T:UnityEngine.HelpURLAttribute">
<summary>
<para>Provide a custom documentation URL for a class.</para>
</summary>
</member>
<member name="M:UnityEngine.HelpURLAttribute.#ctor(System.String)">
<summary>
<para>Initialize the HelpURL attribute with a documentation url.</para>
</summary>
<param name="url">The custom documentation URL for this class.</param>
</member>
<member name="P:UnityEngine.HelpURLAttribute.URL">
<summary>
<para>The documentation URL specified for this class.</para>
</summary>
</member>
<member name="T:UnityEngine.HideFlags">
<summary>
<para>Bit mask that controls object destruction, saving and visibility in inspectors.</para>
</summary>
</member>
<member name="F:UnityEngine.HideFlags.DontSave">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.HideFlags.DontSaveInBuild">
<summary>
<para>The object will not be saved when building a player.</para>
</summary>
</member>
<member name="F:UnityEngine.HideFlags.DontSaveInEditor">
<summary>
<para>The object will not be saved to the Scene in the editor.</para>
</summary>
</member>
<member name="F:UnityEngine.HideFlags.DontUnloadUnusedAsset">
<summary>
<para>The object will not be unloaded by Resources.UnloadUnusedAssets.</para>
</summary>
</member>
<member name="F:UnityEngine.HideFlags.HideAndDontSave">
<summary>
<para>The GameObject is not shown in the Hierarchy, not saved to to Scenes, and not unloaded by Resources.UnloadUnusedAssets.</para>
</summary>
</member>
<member name="F:UnityEngine.HideFlags.HideInHierarchy">
<summary>
<para>The object will not appear in the hierarchy.</para>
</summary>
</member>
<member name="F:UnityEngine.HideFlags.HideInInspector">
<summary>
<para>It is not possible to view it in the inspector.</para>
</summary>
</member>
<member name="F:UnityEngine.HideFlags.None">
<summary>
<para>A normal, visible object. This is the default.</para>
</summary>
</member>
<member name="F:UnityEngine.HideFlags.NotEditable">
<summary>
<para>The object is not be editable in the inspector.</para>
</summary>
</member>
<member name="T:UnityEngine.HideInInspector">
<summary>
<para>Makes a variable not show up in the inspector but be serialized.</para>
</summary>
</member>
<member name="?:UnityEngine.IExposedPropertyTable">
<summary>
<para>Interface for objects used as resolvers on ExposedReferences.</para>
</summary>
</member>
<member name="M:UnityEngine.IExposedPropertyTable.ClearReferenceValue(UnityEngine.PropertyName)">
<summary>
<para>Remove a value for the given reference.</para>
</summary>
<param name="id">Identifier of the ExposedReference.</param>
</member>
<member name="M:UnityEngine.IExposedPropertyTable.GetReferenceValue(UnityEngine.PropertyName,System.Boolean&amp;)">
<summary>
<para>Retrieves a value for the given identifier.</para>
</summary>
<param name="id">Identifier of the ExposedReference.</param>
<param name="idValid">Is the identifier valid?</param>
<returns>
<para>The value stored in the table.</para>
</returns>
</member>
<member name="M:UnityEngine.IExposedPropertyTable.SetReferenceValue(UnityEngine.PropertyName,UnityEngine.Object)">
<summary>
<para>Assigns a value for an ExposedReference.</para>
</summary>
<param name="id">Identifier of the ExposedReference.</param>
<param name="value">The value to assigned to the ExposedReference.</param>
</member>
<member name="?:UnityEngine.ILogger">
<summary>
<para>Interface for custom logger implementation.</para>
</summary>
</member>
<member name="P:UnityEngine.ILogger.filterLogType">
<summary>
<para>To selective enable debug log message.</para>
</summary>
</member>
<member name="P:UnityEngine.ILogger.logEnabled">
<summary>
<para>To runtime toggle debug logging [ON/OFF].</para>
</summary>
</member>
<member name="P:UnityEngine.ILogger.logHandler">
<summary>
<para>Set Logger.ILogHandler.</para>
</summary>
</member>
<member name="M:UnityEngine.ILogger.IsLogTypeAllowed(UnityEngine.LogType)">
<summary>
<para>Check logging is enabled based on the LogType.</para>
</summary>
<param name="logType"></param>
<returns>
<para>Retrun true in case logs of LogType will be logged otherwise returns false.</para>
</returns>
</member>
<member name="M:UnityEngine.ILogger.Log(UnityEngine.LogType,System.Object)">
<summary>
<para>Logs message to the Unity Console using default logger.</para>
</summary>
<param name="logType"></param>
<param name="message"></param>
<param name="context"></param>
<param name="tag"></param>
</member>
<member name="M:UnityEngine.ILogger.Log(UnityEngine.LogType,System.Object,UnityEngine.Object)">
<summary>
<para>Logs message to the Unity Console using default logger.</para>
</summary>
<param name="logType"></param>
<param name="message"></param>
<param name="context"></param>
<param name="tag"></param>
</member>
<member name="M:UnityEngine.ILogger.Log(UnityEngine.LogType,System.String,System.Object)">
<summary>
<para>Logs message to the Unity Console using default logger.</para>
</summary>
<param name="logType"></param>
<param name="message"></param>
<param name="context"></param>
<param name="tag"></param>
</member>
<member name="M:UnityEngine.ILogger.Log(UnityEngine.LogType,System.String,System.Object,UnityEngine.Object)">
<summary>
<para>Logs message to the Unity Console using default logger.</para>
</summary>
<param name="logType"></param>
<param name="message"></param>
<param name="context"></param>
<param name="tag"></param>
</member>
<member name="M:UnityEngine.ILogger.Log(System.Object)">
<summary>
<para>Logs message to the Unity Console using default logger.</para>
</summary>
<param name="logType"></param>
<param name="message"></param>
<param name="context"></param>
<param name="tag"></param>
</member>
<member name="M:UnityEngine.ILogger.Log(System.String,System.Object)">
<summary>
<para>Logs message to the Unity Console using default logger.</para>
</summary>
<param name="logType"></param>
<param name="message"></param>
<param name="context"></param>
<param name="tag"></param>
</member>
<member name="M:UnityEngine.ILogger.Log(System.String,System.Object,UnityEngine.Object)">
<summary>
<para>Logs message to the Unity Console using default logger.</para>
</summary>
<param name="logType"></param>
<param name="message"></param>
<param name="context"></param>
<param name="tag"></param>
</member>
<member name="M:UnityEngine.ILogger.LogError(System.String,System.Object)">
<summary>
<para>A variant of ILogger.Log that logs an error message.</para>
</summary>
<param name="tag"></param>
<param name="message"></param>
<param name="context"></param>
</member>
<member name="M:UnityEngine.ILogger.LogError(System.String,System.Object,UnityEngine.Object)">
<summary>
<para>A variant of ILogger.Log that logs an error message.</para>
</summary>
<param name="tag"></param>
<param name="message"></param>
<param name="context"></param>
</member>
<member name="M:UnityEngine.ILogger.LogException(System.Exception)">
<summary>
<para>A variant of ILogger.Log that logs an exception message.</para>
</summary>
<param name="exception"></param>
</member>
<member name="M:UnityEngine.ILogger.LogFormat(UnityEngine.LogType,System.String,System.Object[])">
<summary>
<para>Logs a formatted message.</para>
</summary>
<param name="logType"></param>
<param name="format"></param>
<param name="args"></param>
</member>
<member name="M:UnityEngine.ILogger.LogWarning(System.String,System.Object)">
<summary>
<para>A variant of Logger.Log that logs an warning message.</para>
</summary>
<param name="tag"></param>
<param name="message"></param>
<param name="context"></param>
</member>
<member name="M:UnityEngine.ILogger.LogWarning(System.String,System.Object,UnityEngine.Object)">
<summary>
<para>A variant of Logger.Log that logs an warning message.</para>
</summary>
<param name="tag"></param>
<param name="message"></param>
<param name="context"></param>
</member>
<member name="?:UnityEngine.ILogHandler">
<summary>
<para>Interface for custom log handler implementation.</para>
</summary>
</member>
<member name="M:UnityEngine.ILogHandler.LogException(System.Exception,UnityEngine.Object)">
<summary>
<para>A variant of ILogHandler.LogFormat that logs an exception message.</para>
</summary>
<param name="exception">Runtime Exception.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.ILogHandler.LogFormat(UnityEngine.LogType,UnityEngine.Object,System.String,System.Object[])">
<summary>
<para>Logs a formatted message.</para>
</summary>
<param name="logType">The type of the log message.</param>
<param name="context">Object to which the message applies.</param>
<param name="format">A composite format string.</param>
<param name="args">Format arguments.</param>
</member>
<member name="T:UnityEngine.ImageEffectAfterScale">
<summary>
<para>Any Image Effect with this attribute will be rendered after Dynamic Resolution stage.</para>
</summary>
</member>
<member name="T:UnityEngine.ImageEffectAllowedInSceneView">
<summary>
<para>Any Image Effect with this attribute can be rendered into the Scene view camera.</para>
</summary>
</member>
<member name="T:UnityEngine.ImageEffectOpaque">
<summary>
<para>Any Image Effect with this attribute will be rendered after opaque geometry but before transparent geometry.</para>
</summary>
</member>
<member name="T:UnityEngine.ImageEffectTransformsToLDR">
<summary>
<para>When using HDR rendering it can sometime be desirable to switch to LDR rendering during ImageEffect rendering.</para>
</summary>
</member>
<member name="T:UnityEngine.IMECompositionMode">
<summary>
<para>Controls IME input.</para>
</summary>
</member>
<member name="F:UnityEngine.IMECompositionMode.Auto">
<summary>
<para>Enable IME input only when a text field is selected (default).</para>
</summary>
</member>
<member name="F:UnityEngine.IMECompositionMode.Off">
<summary>
<para>Disable IME input.</para>
</summary>
</member>
<member name="F:UnityEngine.IMECompositionMode.On">
<summary>
<para>Enable IME input.</para>
</summary>
</member>
<member name="T:UnityEngine.Input">
<summary>
<para>Interface into the Input system.</para>
</summary>
</member>
<member name="P:UnityEngine.Input.acceleration">
<summary>
<para>Last measured linear acceleration of a device in three-dimensional space. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Input.accelerationEventCount">
<summary>
<para>Number of acceleration measurements which occurred during last frame.</para>
</summary>
</member>
<member name="P:UnityEngine.Input.accelerationEvents">
<summary>
<para>Returns list of acceleration measurements which occurred during the last frame. (Read Only) (Allocates temporary variables).</para>
</summary>
</member>
<member name="P:UnityEngine.Input.anyKey">
<summary>
<para>Is any key or mouse button currently held down? (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Input.anyKeyDown">
<summary>
<para>Returns true the first frame the user hits any key or mouse button. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Input.backButtonLeavesApp">
<summary>
<para>Should Back button quit the application?
Only usable on Android, Windows Phone or Windows Tablets.</para>
</summary>
</member>
<member name="P:UnityEngine.Input.compass">
<summary>
<para>Property for accessing compass (handheld devices only). (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Input.compensateSensors">
<summary>
<para>This property controls if input sensors should be compensated for screen orientation.</para>
</summary>
</member>
<member name="P:UnityEngine.Input.compositionCursorPos">
<summary>
<para>The current text input position used by IMEs to open windows.</para>
</summary>
</member>
<member name="P:UnityEngine.Input.compositionString">
<summary>
<para>The current IME composition string being typed by the user.</para>
</summary>
</member>
<member name="P:UnityEngine.Input.deviceOrientation">
<summary>
<para>Device physical orientation as reported by OS. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Input.eatKeyPressOnTextFieldFocus">
<summary>
<para>Property indicating whether keypresses are eaten by a textinput if it has focus (default true).</para>
</summary>
</member>
<member name="P:UnityEngine.Input.gyro">
<summary>
<para>Returns default gyroscope.</para>
</summary>
</member>
<member name="P:UnityEngine.Input.imeCompositionMode">
<summary>
<para>Controls enabling and disabling of IME input composition.</para>
</summary>
</member>
<member name="P:UnityEngine.Input.imeIsSelected">
<summary>
<para>Does the user have an IME keyboard input source selected?</para>
</summary>
</member>
<member name="P:UnityEngine.Input.inputString">
<summary>
<para>Returns the keyboard input entered this frame. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Input.location">
<summary>
<para>Property for accessing device location (handheld devices only). (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Input.mousePosition">
<summary>
<para>The current mouse position in pixel coordinates. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Input.mousePresent">
<summary>
<para>Indicates if a mouse device is detected.</para>
</summary>
</member>
<member name="P:UnityEngine.Input.mouseScrollDelta">
<summary>
<para>The current mouse scroll delta. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Input.multiTouchEnabled">
<summary>
<para>Property indicating whether the system handles multiple touches.</para>
</summary>
</member>
<member name="P:UnityEngine.Input.simulateMouseWithTouches">
<summary>
<para>Enables/Disables mouse simulation with touches. By default this option is enabled.</para>
</summary>
</member>
<member name="P:UnityEngine.Input.stylusTouchSupported">
<summary>
<para>Returns true when Stylus Touch is supported by a device or platform.</para>
</summary>
</member>
<member name="P:UnityEngine.Input.touchCount">
<summary>
<para>Number of touches. Guaranteed not to change throughout the frame. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Input.touches">
<summary>
<para>Returns list of objects representing status of all touches during last frame. (Read Only) (Allocates temporary variables).</para>
</summary>
</member>
<member name="P:UnityEngine.Input.touchPressureSupported">
<summary>
<para>Bool value which let's users check if touch pressure is supported.</para>
</summary>
</member>
<member name="P:UnityEngine.Input.touchSupported">
<summary>
<para>Returns whether the device on which application is currently running supports touch input.</para>
</summary>
</member>
<member name="M:UnityEngine.Input.GetAccelerationEvent(System.Int32)">
<summary>
<para>Returns specific acceleration measurement which occurred during last frame. (Does not allocate temporary variables).</para>
</summary>
<param name="index"></param>
</member>
<member name="M:UnityEngine.Input.GetAxis(System.String)">
<summary>
<para>Returns the value of the virtual axis identified by axisName.</para>
</summary>
<param name="axisName"></param>
</member>
<member name="M:UnityEngine.Input.GetAxisRaw(System.String)">
<summary>
<para>Returns the value of the virtual axis identified by axisName with no smoothing filtering applied.</para>
</summary>
<param name="axisName"></param>
</member>
<member name="M:UnityEngine.Input.GetButton(System.String)">
<summary>
<para>Returns true while the virtual button identified by buttonName is held down.</para>
</summary>
<param name="buttonName">The name of the button such as Jump.</param>
<returns>
<para>True when an axis has been pressed and not released.</para>
</returns>
</member>
<member name="M:UnityEngine.Input.GetButtonDown(System.String)">
<summary>
<para>Returns true during the frame the user pressed down the virtual button identified by buttonName.</para>
</summary>
<param name="buttonName"></param>
</member>
<member name="M:UnityEngine.Input.GetButtonUp(System.String)">
<summary>
<para>Returns true the first frame the user releases the virtual button identified by buttonName.</para>
</summary>
<param name="buttonName"></param>
</member>
<member name="M:UnityEngine.Input.GetJoystickNames">
<summary>
<para>Returns an array of strings describing the connected joysticks.</para>
</summary>
</member>
<member name="M:UnityEngine.Input.GetKey(System.String)">
<summary>
<para>Returns true while the user holds down the key identified by name.</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.Input.GetKey(UnityEngine.KeyCode)">
<summary>
<para>Returns true while the user holds down the key identified by the key KeyCode enum parameter.</para>
</summary>
<param name="key"></param>
</member>
<member name="M:UnityEngine.Input.GetKeyDown(System.String)">
<summary>
<para>Returns true during the frame the user starts pressing down the key identified by name.</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.Input.GetKeyDown(UnityEngine.KeyCode)">
<summary>
<para>Returns true during the frame the user starts pressing down the key identified by the key KeyCode enum parameter.</para>
</summary>
<param name="key"></param>
</member>
<member name="M:UnityEngine.Input.GetKeyUp(System.String)">
<summary>
<para>Returns true during the frame the user releases the key identified by name.</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.Input.GetKeyUp(UnityEngine.KeyCode)">
<summary>
<para>Returns true during the frame the user releases the key identified by the key KeyCode enum parameter.</para>
</summary>
<param name="key"></param>
</member>
<member name="M:UnityEngine.Input.GetMouseButton(System.Int32)">
<summary>
<para>Returns whether the given mouse button is held down.</para>
</summary>
<param name="button"></param>
</member>
<member name="M:UnityEngine.Input.GetMouseButtonDown(System.Int32)">
<summary>
<para>Returns true during the frame the user pressed the given mouse button.</para>
</summary>
<param name="button"></param>
</member>
<member name="M:UnityEngine.Input.GetMouseButtonUp(System.Int32)">
<summary>
<para>Returns true during the frame the user releases the given mouse button.</para>
</summary>
<param name="button"></param>
</member>
<member name="M:UnityEngine.Input.GetTouch(System.Int32)">
<summary>
<para>Call Input.GetTouch to obtain a Touch struct.</para>
</summary>
<param name="index">The touch input on the device screen.</param>
<returns>
<para>Touch details in the struct.</para>
</returns>
</member>
<member name="M:UnityEngine.Input.ResetInputAxes">
<summary>
<para>Resets all input. After ResetInputAxes all axes return to 0 and all buttons return to 0 for one frame.</para>
</summary>
</member>
<member name="?:UnityEngine.ISerializationCallbackReceiver">
<summary>
<para>Interface to receive callbacks upon serialization and deserialization.</para>
</summary>
</member>
<member name="M:UnityEngine.ISerializationCallbackReceiver.OnAfterDeserialize">
<summary>
<para>Implement this method to receive a callback after Unity deserializes your object.</para>
</summary>
</member>
<member name="M:UnityEngine.ISerializationCallbackReceiver.OnBeforeSerialize">
<summary>
<para>Implement this method to receive a callback before Unity serializes your object.</para>
</summary>
</member>
<member name="?:UnityEngine.Jobs.IJobParallelForTransform">
<summary>
<para>IJobParallelForTransform.</para>
</summary>
</member>
<member name="M:UnityEngine.Jobs.IJobParallelForTransform.Execute(System.Int32,UnityEngine.Jobs.TransformAccess)">
<summary>
<para>Execute.</para>
</summary>
<param name="index">Index.</param>
<param name="transform">TransformAccessArray.</param>
</member>
<member name="T:UnityEngine.Jobs.IJobParallelForTransformExtensions">
<summary>
<para>Extension methods for IJobParallelForTransform.</para>
</summary>
</member>
<member name="M:UnityEngine.Jobs.IJobParallelForTransformExtensions.Schedule(T,UnityEngine.Jobs.TransformAccessArray,Unity.Jobs.JobHandle)">
<summary>
<para>Schedule.</para>
</summary>
<param name="jobData">Job data.</param>
<param name="transforms">TransformAccessArray.</param>
<param name="dependsOn">Job handle dependency.</param>
<returns>
<para>Job handle.</para>
</returns>
</member>
<member name="T:UnityEngine.Jobs.TransformAccess">
<summary>
<para>Position, rotation and scale of an object.</para>
</summary>
</member>
<member name="P:UnityEngine.Jobs.TransformAccess.localPosition">
<summary>
<para>The position of the transform relative to the parent.</para>
</summary>
</member>
<member name="P:UnityEngine.Jobs.TransformAccess.localRotation">
<summary>
<para>The rotation of the transform relative to the parent transform's rotation.</para>
</summary>
</member>
<member name="P:UnityEngine.Jobs.TransformAccess.localScale">
<summary>
<para>The scale of the transform relative to the parent.</para>
</summary>
</member>
<member name="P:UnityEngine.Jobs.TransformAccess.position">
<summary>
<para>The position of the transform in world space.</para>
</summary>
</member>
<member name="P:UnityEngine.Jobs.TransformAccess.rotation">
<summary>
<para>The rotation of the transform in world space stored as a Quaternion.</para>
</summary>
</member>
<member name="T:UnityEngine.Jobs.TransformAccessArray">
<summary>
<para>TransformAccessArray.</para>
</summary>
</member>
<member name="P:UnityEngine.Jobs.TransformAccessArray.capacity">
<summary>
<para>Returns array capacity.</para>
</summary>
</member>
<member name="P:UnityEngine.Jobs.TransformAccessArray.isCreated">
<summary>
<para>isCreated.</para>
</summary>
</member>
<member name="P:UnityEngine.Jobs.TransformAccessArray.length">
<summary>
<para>Length.</para>
</summary>
</member>
<member name="M:UnityEngine.Jobs.TransformAccessArray.Add(UnityEngine.Transform)">
<summary>
<para>Add.</para>
</summary>
<param name="transform">Transform.</param>
</member>
<member name="M:UnityEngine.Jobs.TransformAccessArray.Allocate(System.Int32,System.Int32,UnityEngine.Jobs.TransformAccessArray&amp;)">
<summary>
<para>Allocate.</para>
</summary>
<param name="capacity">Capacity.</param>
<param name="desiredJobCount">Desired job count.</param>
<param name="array">TransformAccessArray.</param>
</member>
<member name="M:UnityEngine.Jobs.TransformAccessArray.#ctor(UnityEngine.Transform[],System.Int32)">
<summary>
<para>Constructor.</para>
</summary>
<param name="transforms">Transforms.</param>
<param name="desiredJobCount">Desired job count.</param>
<param name="capacity">Capacity.</param>
</member>
<member name="M:UnityEngine.Jobs.TransformAccessArray.#ctor(System.Int32,System.Int32)">
<summary>
<para>Constructor.</para>
</summary>
<param name="transforms">Transforms.</param>
<param name="desiredJobCount">Desired job count.</param>
<param name="capacity">Capacity.</param>
</member>
<member name="M:UnityEngine.Jobs.TransformAccessArray.Dispose">
<summary>
<para>Dispose.</para>
</summary>
</member>
<member name="M:UnityEngine.Jobs.TransformAccessArray.RemoveAtSwapBack(System.Int32)">
<summary>
<para>Remove item at index.</para>
</summary>
<param name="index">Index.</param>
</member>
<member name="M:UnityEngine.Jobs.TransformAccessArray.SetTransforms(UnityEngine.Transform[])">
<summary>
<para>Set transforms.</para>
</summary>
<param name="transforms">Transforms.</param>
</member>
<member name="P:UnityEngine.Jobs.TransformAccessArray.this">
<summary>
<para>Array indexer.</para>
</summary>
</member>
<member name="T:UnityEngine.KeyCode">
<summary>
<para>Key codes returned by Event.keyCode. These map directly to a physical key on the keyboard.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.A">
<summary>
<para>'a' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Alpha0">
<summary>
<para>The '0' key on the top of the alphanumeric keyboard.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Alpha1">
<summary>
<para>The '1' key on the top of the alphanumeric keyboard.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Alpha2">
<summary>
<para>The '2' key on the top of the alphanumeric keyboard.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Alpha3">
<summary>
<para>The '3' key on the top of the alphanumeric keyboard.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Alpha4">
<summary>
<para>The '4' key on the top of the alphanumeric keyboard.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Alpha5">
<summary>
<para>The '5' key on the top of the alphanumeric keyboard.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Alpha6">
<summary>
<para>The '6' key on the top of the alphanumeric keyboard.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Alpha7">
<summary>
<para>The '7' key on the top of the alphanumeric keyboard.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Alpha8">
<summary>
<para>The '8' key on the top of the alphanumeric keyboard.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Alpha9">
<summary>
<para>The '9' key on the top of the alphanumeric keyboard.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.AltGr">
<summary>
<para>Alt Gr key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Ampersand">
<summary>
<para>Ampersand key '&amp;'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Asterisk">
<summary>
<para>Asterisk key '*'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.At">
<summary>
<para>At key '@'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.B">
<summary>
<para>'b' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.BackQuote">
<summary>
<para>Back quote key '`'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Backslash">
<summary>
<para>Backslash key '\'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Backspace">
<summary>
<para>The backspace key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Break">
<summary>
<para>Break key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.C">
<summary>
<para>'c' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.CapsLock">
<summary>
<para>Capslock key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Caret">
<summary>
<para>Caret key '^'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Clear">
<summary>
<para>The Clear key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Colon">
<summary>
<para>Colon ':' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Comma">
<summary>
<para>Comma ',' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.D">
<summary>
<para>'d' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Delete">
<summary>
<para>The forward delete key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Dollar">
<summary>
<para>Dollar sign key '$'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.DoubleQuote">
<summary>
<para>Double quote key '"'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.DownArrow">
<summary>
<para>Down arrow key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.E">
<summary>
<para>'e' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.End">
<summary>
<para>End key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Equals">
<summary>
<para>Equals '=' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Escape">
<summary>
<para>Escape key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Exclaim">
<summary>
<para>Exclamation mark key '!'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F">
<summary>
<para>'f' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F1">
<summary>
<para>F1 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F10">
<summary>
<para>F10 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F11">
<summary>
<para>F11 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F12">
<summary>
<para>F12 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F13">
<summary>
<para>F13 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F14">
<summary>
<para>F14 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F15">
<summary>
<para>F15 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F2">
<summary>
<para>F2 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F3">
<summary>
<para>F3 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F4">
<summary>
<para>F4 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F5">
<summary>
<para>F5 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F6">
<summary>
<para>F6 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F7">
<summary>
<para>F7 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F8">
<summary>
<para>F8 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F9">
<summary>
<para>F9 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.G">
<summary>
<para>'g' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Greater">
<summary>
<para>Greater than '&gt;' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.H">
<summary>
<para>'h' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Hash">
<summary>
<para>Hash key '#'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Help">
<summary>
<para>Help key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Home">
<summary>
<para>Home key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.I">
<summary>
<para>'i' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Insert">
<summary>
<para>Insert key key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.J">
<summary>
<para>'j' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button0">
<summary>
<para>Button 0 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button1">
<summary>
<para>Button 1 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button10">
<summary>
<para>Button 10 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button11">
<summary>
<para>Button 11 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button12">
<summary>
<para>Button 12 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button13">
<summary>
<para>Button 13 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button14">
<summary>
<para>Button 14 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button15">
<summary>
<para>Button 15 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button16">
<summary>
<para>Button 16 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button17">
<summary>
<para>Button 17 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button18">
<summary>
<para>Button 18 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button19">
<summary>
<para>Button 19 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button2">
<summary>
<para>Button 2 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button3">
<summary>
<para>Button 3 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button4">
<summary>
<para>Button 4 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button5">
<summary>
<para>Button 5 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button6">
<summary>
<para>Button 6 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button7">
<summary>
<para>Button 7 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button8">
<summary>
<para>Button 8 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button9">
<summary>
<para>Button 9 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button0">
<summary>
<para>Button 0 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button1">
<summary>
<para>Button 1 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button10">
<summary>
<para>Button 10 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button11">
<summary>
<para>Button 11 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button12">
<summary>
<para>Button 12 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button13">
<summary>
<para>Button 13 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button14">
<summary>
<para>Button 14 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button15">
<summary>
<para>Button 15 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button16">
<summary>
<para>Button 16 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button17">
<summary>
<para>Button 17 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button18">
<summary>
<para>Button 18 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button19">
<summary>
<para>Button 19 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button2">
<summary>
<para>Button 2 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button3">
<summary>
<para>Button 3 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button4">
<summary>
<para>Button 4 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button5">
<summary>
<para>Button 5 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button6">
<summary>
<para>Button 6 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button7">
<summary>
<para>Button 7 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button8">
<summary>
<para>Button 8 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button9">
<summary>
<para>Button 9 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button0">
<summary>
<para>Button 0 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button1">
<summary>
<para>Button 1 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button10">
<summary>
<para>Button 10 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button11">
<summary>
<para>Button 11 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button12">
<summary>
<para>Button 12 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button13">
<summary>
<para>Button 13 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button14">
<summary>
<para>Button 14 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button15">
<summary>
<para>Button 15 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button16">
<summary>
<para>Button 16 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button17">
<summary>
<para>Button 17 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button18">
<summary>
<para>Button 18 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button19">
<summary>
<para>Button 19 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button2">
<summary>
<para>Button 2 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button3">
<summary>
<para>Button 3 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button4">
<summary>
<para>Button 4 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button5">
<summary>
<para>Button 5 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button6">
<summary>
<para>Button 6 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button7">
<summary>
<para>Button 7 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button8">
<summary>
<para>Button 8 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button9">
<summary>
<para>Button 9 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button0">
<summary>
<para>Button 0 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button1">
<summary>
<para>Button 1 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button10">
<summary>
<para>Button 10 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button11">
<summary>
<para>Button 11 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button12">
<summary>
<para>Button 12 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button13">
<summary>
<para>Button 13 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button14">
<summary>
<para>Button 14 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button15">
<summary>
<para>Button 15 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button16">
<summary>
<para>Button 16 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button17">
<summary>
<para>Button 17 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button18">
<summary>
<para>Button 18 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button19">
<summary>
<para>Button 19 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button2">
<summary>
<para>Button 2 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button3">
<summary>
<para>Button 3 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button4">
<summary>
<para>Button 4 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button5">
<summary>
<para>Button 5 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button6">
<summary>
<para>Button 6 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button7">
<summary>
<para>Button 7 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button8">
<summary>
<para>Button 8 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button9">
<summary>
<para>Button 9 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button0">
<summary>
<para>Button 0 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button1">
<summary>
<para>Button 1 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button10">
<summary>
<para>Button 10 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button11">
<summary>
<para>Button 11 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button12">
<summary>
<para>Button 12 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button13">
<summary>
<para>Button 13 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button14">
<summary>
<para>Button 14 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button15">
<summary>
<para>Button 15 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button16">
<summary>
<para>Button 16 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button17">
<summary>
<para>Button 17 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button18">
<summary>
<para>Button 18 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button19">
<summary>
<para>Button 19 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button2">
<summary>
<para>Button 2 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button3">
<summary>
<para>Button 3 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button4">
<summary>
<para>Button 4 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button5">
<summary>
<para>Button 5 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button6">
<summary>
<para>Button 6 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button7">
<summary>
<para>Button 7 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button8">
<summary>
<para>Button 8 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button9">
<summary>
<para>Button 9 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button0">
<summary>
<para>Button 0 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button1">
<summary>
<para>Button 1 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button10">
<summary>
<para>Button 10 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button11">
<summary>
<para>Button 11 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button12">
<summary>
<para>Button 12 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button13">
<summary>
<para>Button 13 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button14">
<summary>
<para>Button 14 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button15">
<summary>
<para>Button 15 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button16">
<summary>
<para>Button 16 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button17">
<summary>
<para>Button 17 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button18">
<summary>
<para>Button 18 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button19">
<summary>
<para>Button 19 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button2">
<summary>
<para>Button 2 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button3">
<summary>
<para>Button 3 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button4">
<summary>
<para>Button 4 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button5">
<summary>
<para>Button 5 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button6">
<summary>
<para>Button 6 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button7">
<summary>
<para>Button 7 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button8">
<summary>
<para>Button 8 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button9">
<summary>
<para>Button 9 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button0">
<summary>
<para>Button 0 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button1">
<summary>
<para>Button 1 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button10">
<summary>
<para>Button 10 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button11">
<summary>
<para>Button 11 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button12">
<summary>
<para>Button 12 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button13">
<summary>
<para>Button 13 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button14">
<summary>
<para>Button 14 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button15">
<summary>
<para>Button 15 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button16">
<summary>
<para>Button 16 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button17">
<summary>
<para>Button 17 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button18">
<summary>
<para>Button 18 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button19">
<summary>
<para>Button 19 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button2">
<summary>
<para>Button 2 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button3">
<summary>
<para>Button 3 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button4">
<summary>
<para>Button 4 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button5">
<summary>
<para>Button 5 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button6">
<summary>
<para>Button 6 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button7">
<summary>
<para>Button 7 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button8">
<summary>
<para>Button 8 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button9">
<summary>
<para>Button 9 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button0">
<summary>
<para>Button 0 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button1">
<summary>
<para>Button 1 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button10">
<summary>
<para>Button 10 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button11">
<summary>
<para>Button 11 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button12">
<summary>
<para>Button 12 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button13">
<summary>
<para>Button 13 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button14">
<summary>
<para>Button 14 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button15">
<summary>
<para>Button 15 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button16">
<summary>
<para>Button 16 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button17">
<summary>
<para>Button 17 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button18">
<summary>
<para>Button 18 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button19">
<summary>
<para>Button 19 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button2">
<summary>
<para>Button 2 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button3">
<summary>
<para>Button 3 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button4">
<summary>
<para>Button 4 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button5">
<summary>
<para>Button 5 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button6">
<summary>
<para>Button 6 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button7">
<summary>
<para>Button 7 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button8">
<summary>
<para>Button 8 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button9">
<summary>
<para>Button 9 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton0">
<summary>
<para>Button 0 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton1">
<summary>
<para>Button 1 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton10">
<summary>
<para>Button 10 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton11">
<summary>
<para>Button 11 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton12">
<summary>
<para>Button 12 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton13">
<summary>
<para>Button 13 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton14">
<summary>
<para>Button 14 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton15">
<summary>
<para>Button 15 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton16">
<summary>
<para>Button 16 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton17">
<summary>
<para>Button 17 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton18">
<summary>
<para>Button 18 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton19">
<summary>
<para>Button 19 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton2">
<summary>
<para>Button 2 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton3">
<summary>
<para>Button 3 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton4">
<summary>
<para>Button 4 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton5">
<summary>
<para>Button 5 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton6">
<summary>
<para>Button 6 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton7">
<summary>
<para>Button 7 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton8">
<summary>
<para>Button 8 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton9">
<summary>
<para>Button 9 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.K">
<summary>
<para>'k' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Keypad0">
<summary>
<para>Numeric keypad 0.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Keypad1">
<summary>
<para>Numeric keypad 1.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Keypad2">
<summary>
<para>Numeric keypad 2.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Keypad3">
<summary>
<para>Numeric keypad 3.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Keypad4">
<summary>
<para>Numeric keypad 4.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Keypad5">
<summary>
<para>Numeric keypad 5.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Keypad6">
<summary>
<para>Numeric keypad 6.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Keypad7">
<summary>
<para>Numeric keypad 7.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Keypad8">
<summary>
<para>Numeric keypad 8.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Keypad9">
<summary>
<para>Numeric keypad 9.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.KeypadDivide">
<summary>
<para>Numeric keypad '/'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.KeypadEnter">
<summary>
<para>Numeric keypad Enter.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.KeypadEquals">
<summary>
<para>Numeric keypad '='.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.KeypadMinus">
<summary>
<para>Numeric keypad '-'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.KeypadMultiply">
<summary>
<para>Numeric keypad '*'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.KeypadPeriod">
<summary>
<para>Numeric keypad '.'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.KeypadPlus">
<summary>
<para>Numeric keypad '+'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.L">
<summary>
<para>'l' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.LeftAlt">
<summary>
<para>Left Alt key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.LeftApple">
<summary>
<para>Left Command key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.LeftArrow">
<summary>
<para>Left arrow key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.LeftBracket">
<summary>
<para>Left square bracket key '['.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.LeftCommand">
<summary>
<para>Left Command key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.LeftControl">
<summary>
<para>Left Control key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.LeftCurlyBracket">
<summary>
<para>Left curly bracket key '{'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.LeftParen">
<summary>
<para>Left Parenthesis key '('.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.LeftShift">
<summary>
<para>Left shift key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.LeftWindows">
<summary>
<para>Left Windows key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Less">
<summary>
<para>Less than '&lt;' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.M">
<summary>
<para>'m' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Menu">
<summary>
<para>Menu key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Minus">
<summary>
<para>Minus '-' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Mouse0">
<summary>
<para>The Left (or primary) mouse button.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Mouse1">
<summary>
<para>Right mouse button (or secondary mouse button).</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Mouse2">
<summary>
<para>Middle mouse button (or third button).</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Mouse3">
<summary>
<para>Additional (fourth) mouse button.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Mouse4">
<summary>
<para>Additional (fifth) mouse button.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Mouse5">
<summary>
<para>Additional (or sixth) mouse button.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Mouse6">
<summary>
<para>Additional (or seventh) mouse button.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.N">
<summary>
<para>'n' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.None">
<summary>
<para>Not assigned (never returned as the result of a keystroke).</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Numlock">
<summary>
<para>Numlock key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.O">
<summary>
<para>'o' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.P">
<summary>
<para>'p' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.PageDown">
<summary>
<para>Page down.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.PageUp">
<summary>
<para>Page up.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Pause">
<summary>
<para>Pause on PC machines.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Percent">
<summary>
<para>Percent '%' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Period">
<summary>
<para>Period '.' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Pipe">
<summary>
<para>Pipe '|' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Plus">
<summary>
<para>Plus key '+'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Print">
<summary>
<para>Print key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Q">
<summary>
<para>'q' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Question">
<summary>
<para>Question mark '?' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Quote">
<summary>
<para>Quote key '.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.R">
<summary>
<para>'r' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Return">
<summary>
<para>Return key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.RightAlt">
<summary>
<para>Right Alt key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.RightApple">
<summary>
<para>Right Command key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.RightArrow">
<summary>
<para>Right arrow key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.RightBracket">
<summary>
<para>Right square bracket key ']'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.RightCommand">
<summary>
<para>Right Command key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.RightControl">
<summary>
<para>Right Control key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.RightCurlyBracket">
<summary>
<para>Right curly bracket key '}'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.RightParen">
<summary>
<para>Right Parenthesis key ')'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.RightShift">
<summary>
<para>Right shift key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.RightWindows">
<summary>
<para>Right Windows key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.S">
<summary>
<para>'s' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.ScrollLock">
<summary>
<para>Scroll lock key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Semicolon">
<summary>
<para>Semicolon ';' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Slash">
<summary>
<para>Slash '/' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Space">
<summary>
<para>Space key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.SysReq">
<summary>
<para>Sys Req key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.T">
<summary>
<para>'t' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Tab">
<summary>
<para>The tab key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Tilde">
<summary>
<para>Tilde '~' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.U">
<summary>
<para>'u' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Underscore">
<summary>
<para>Underscore '_' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.UpArrow">
<summary>
<para>Up arrow key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.V">
<summary>
<para>'v' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.W">
<summary>
<para>'w' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.X">
<summary>
<para>'x' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Y">
<summary>
<para>'y' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Z">
<summary>
<para>'z' key.</para>
</summary>
</member>
<member name="T:UnityEngine.Keyframe">
<summary>
<para>A single keyframe that can be injected into an animation curve.</para>
</summary>
</member>
<member name="P:UnityEngine.Keyframe.inTangent">
<summary>
<para>Sets the incoming tangent for this key. The incoming tangent affects the slope of the curve from the previous key to this key.</para>
</summary>
</member>
<member name="P:UnityEngine.Keyframe.inWeight">
<summary>
<para>Sets the incoming weight for this key. The incoming weight affects the slope of the curve from the previous key to this key.</para>
</summary>
</member>
<member name="P:UnityEngine.Keyframe.outTangent">
<summary>
<para>Sets the outgoing tangent for this key. The outgoing tangent affects the slope of the curve from this key to the next key.</para>
</summary>
</member>
<member name="P:UnityEngine.Keyframe.outWeight">
<summary>
<para>Sets the outgoing weight for this key. The outgoing weight affects the slope of the curve from this key to the next key.</para>
</summary>
</member>
<member name="P:UnityEngine.Keyframe.tangentMode">
<summary>
<para>TangentMode is deprecated. Use AnimationUtility.SetKeyLeftTangentMode or AnimationUtility.SetKeyRightTangentMode instead.</para>
</summary>
</member>
<member name="P:UnityEngine.Keyframe.time">
<summary>
<para>The time of the keyframe.</para>
</summary>
</member>
<member name="P:UnityEngine.Keyframe.value">
<summary>
<para>The value of the curve at keyframe.</para>
</summary>
</member>
<member name="P:UnityEngine.Keyframe.weightedMode">
<summary>
<para>Weighted mode for the keyframe.</para>
</summary>
</member>
<member name="M:UnityEngine.Keyframe.#ctor(System.Single,System.Single)">
<summary>
<para>Create a keyframe.</para>
</summary>
<param name="time"></param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Keyframe.#ctor(System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Create a keyframe.</para>
</summary>
<param name="time"></param>
<param name="value"></param>
<param name="inTangent"></param>
<param name="outTangent"></param>
</member>
<member name="M:UnityEngine.Keyframe.#ctor(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Create a keyframe.</para>
</summary>
<param name="time"></param>
<param name="value"></param>
<param name="inTangent"></param>
<param name="outTangent"></param>
<param name="inWeight"></param>
<param name="outWeight"></param>
</member>
<member name="T:UnityEngine.LayerMask">
<summary>
<para>Specifies Layers to use in a Physics.Raycast.</para>
</summary>
</member>
<member name="P:UnityEngine.LayerMask.value">
<summary>
<para>Converts a layer mask value to an integer value.</para>
</summary>
</member>
<member name="M:UnityEngine.LayerMask.GetMask(System.String[])">
<summary>
<para>Given a set of layer names as defined by either a Builtin or a User Layer in the, returns the equivalent layer mask for all of them.</para>
</summary>
<param name="layerNames">List of layer names to convert to a layer mask.</param>
<returns>
<para>The layer mask created from the layerNames.</para>
</returns>
</member>
<member name="?:UnityEngine.LayerMask.implop_LayerMask(int)(System.Int32)">
<summary>
<para>Implicitly converts an integer to a LayerMask.</para>
</summary>
<param name="intVal"></param>
</member>
<member name="M:UnityEngine.LayerMask.LayerToName(System.Int32)">
<summary>
<para>Given a layer number, returns the name of the layer as defined in either a Builtin or a User Layer in the.</para>
</summary>
<param name="layer"></param>
</member>
<member name="M:UnityEngine.LayerMask.NameToLayer(System.String)">
<summary>
<para>Given a layer name, returns the layer index as defined by either a Builtin or a User Layer in the.</para>
</summary>
<param name="layerName"></param>
</member>
<member name="T:UnityEngine.LensFlare">
<summary>
<para>Script interface for a.</para>
</summary>
</member>
<member name="P:UnityEngine.LensFlare.brightness">
<summary>
<para>The strength of the flare.</para>
</summary>
</member>
<member name="P:UnityEngine.LensFlare.color">
<summary>
<para>The color of the flare.</para>
</summary>
</member>
<member name="P:UnityEngine.LensFlare.fadeSpeed">
<summary>
<para>The fade speed of the flare.</para>
</summary>
</member>
<member name="P:UnityEngine.LensFlare.flare">
<summary>
<para>The to use.</para>
</summary>
</member>
<member name="T:UnityEngine.Light">
<summary>
<para>Script interface for.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.bakingOutput">
<summary>
<para>This property describes the output of the last Global Illumination bake.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.bounceIntensity">
<summary>
<para>The multiplier that defines the strength of the bounce lighting.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.color">
<summary>
<para>The color of the light.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.colorTemperature">
<summary>
<para>
The color temperature of the light.
Correlated Color Temperature (abbreviated as CCT) is multiplied with the color filter when calculating the final color of a light source. The color temperature of the electromagnetic radiation emitted from an ideal black body is defined as its surface temperature in Kelvin. White is 6500K according to the D65 standard. Candle light is 1800K.
If you want to use lightsUseCCT, lightsUseLinearIntensity has to be enabled to ensure physically correct output.
See Also: GraphicsSettings.lightsUseLinearIntensity, GraphicsSettings.lightsUseCCT.
</para>
</summary>
</member>
<member name="P:UnityEngine.Light.commandBufferCount">
<summary>
<para>Number of command buffers set up on this light (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Light.cookie">
<summary>
<para>The cookie texture projected by the light.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.cookieSize">
<summary>
<para>The size of a directional light's cookie.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.cullingMask">
<summary>
<para>This is used to light certain objects in the Scene selectively.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.flare">
<summary>
<para>The to use for this light.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.intensity">
<summary>
<para>The Intensity of a light is multiplied with the Light color.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.layerShadowCullDistances">
<summary>
<para>Per-light, per-layer shadow culling distances.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.lightShadowCasterMode">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.range">
<summary>
<para>The range of the light.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.renderMode">
<summary>
<para>How to render the light.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.shadowBias">
<summary>
<para>Shadow mapping constant bias.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.shadowCustomResolution">
<summary>
<para>The custom resolution of the shadow map.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.shadowNearPlane">
<summary>
<para>Near plane value to use for shadow frustums.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.shadowNormalBias">
<summary>
<para>Shadow mapping normal-based bias.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.shadowResolution">
<summary>
<para>The resolution of the shadow map.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.shadows">
<summary>
<para>How this light casts shadows</para>
</summary>
</member>
<member name="P:UnityEngine.Light.shadowStrength">
<summary>
<para>Strength of light's shadows.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.spotAngle">
<summary>
<para>The angle of the light's spotlight cone in degrees.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.type">
<summary>
<para>The type of the light.</para>
</summary>
</member>
<member name="M:UnityEngine.Light.AddCommandBuffer(UnityEngine.Rendering.LightEvent,UnityEngine.Rendering.CommandBuffer)">
<summary>
<para>Add a command buffer to be executed at a specified place.</para>
</summary>
<param name="evt">When to execute the command buffer during rendering.</param>
<param name="buffer">The buffer to execute.</param>
<param name="shadowPassMask">A mask specifying which shadow passes to execute the buffer for.</param>
</member>
<member name="M:UnityEngine.Light.AddCommandBuffer(UnityEngine.Rendering.LightEvent,UnityEngine.Rendering.CommandBuffer,UnityEngine.Rendering.ShadowMapPass)">
<summary>
<para>Add a command buffer to be executed at a specified place.</para>
</summary>
<param name="evt">When to execute the command buffer during rendering.</param>
<param name="buffer">The buffer to execute.</param>
<param name="shadowPassMask">A mask specifying which shadow passes to execute the buffer for.</param>
</member>
<member name="M:UnityEngine.Light.AddCommandBufferAsync(UnityEngine.Rendering.LightEvent,UnityEngine.Rendering.CommandBuffer,UnityEngine.Rendering.ComputeQueueType)">
<summary>
<para>Adds a command buffer to the GPU's async compute queues and executes that command buffer when graphics processing reaches a given point.</para>
</summary>
<param name="evt">The point during the graphics processing at which this command buffer should commence on the GPU.</param>
<param name="buffer">The buffer to execute.</param>
<param name="queueType">The desired async compute queue type to execute the buffer on.</param>
<param name="shadowPassMask">A mask specifying which shadow passes to execute the buffer for.</param>
</member>
<member name="M:UnityEngine.Light.AddCommandBufferAsync(UnityEngine.Rendering.LightEvent,UnityEngine.Rendering.CommandBuffer,UnityEngine.Rendering.ShadowMapPass,UnityEngine.Rendering.ComputeQueueType)">
<summary>
<para>Adds a command buffer to the GPU's async compute queues and executes that command buffer when graphics processing reaches a given point.</para>
</summary>
<param name="evt">The point during the graphics processing at which this command buffer should commence on the GPU.</param>
<param name="buffer">The buffer to execute.</param>
<param name="queueType">The desired async compute queue type to execute the buffer on.</param>
<param name="shadowPassMask">A mask specifying which shadow passes to execute the buffer for.</param>
</member>
<member name="M:UnityEngine.Light.GetCommandBuffers(UnityEngine.Rendering.LightEvent)">
<summary>
<para>Get command buffers to be executed at a specified place.</para>
</summary>
<param name="evt">When to execute the command buffer during rendering.</param>
<returns>
<para>Array of command buffers.</para>
</returns>
</member>
<member name="M:UnityEngine.Light.RemoveAllCommandBuffers">
<summary>
<para>Remove all command buffers set on this light.</para>
</summary>
</member>
<member name="M:UnityEngine.Light.RemoveCommandBuffer(UnityEngine.Rendering.LightEvent,UnityEngine.Rendering.CommandBuffer)">
<summary>
<para>Remove command buffer from execution at a specified place.</para>
</summary>
<param name="evt">When to execute the command buffer during rendering.</param>
<param name="buffer">The buffer to execute.</param>
</member>
<member name="M:UnityEngine.Light.RemoveCommandBuffers(UnityEngine.Rendering.LightEvent)">
<summary>
<para>Remove command buffers from execution at a specified place.</para>
</summary>
<param name="evt">When to execute the command buffer during rendering.</param>
</member>
<member name="M:UnityEngine.Light.Reset">
<summary>
<para>Revert all light parameters to default.</para>
</summary>
</member>
<member name="T:UnityEngine.LightBakingOutput">
<summary>
<para>Struct describing the result of a Global Illumination bake for a given light.</para>
</summary>
</member>
<member name="F:UnityEngine.LightBakingOutput.isBaked">
<summary>
<para>Is the light contribution already stored in lightmaps and/or lightprobes?</para>
</summary>
</member>
<member name="F:UnityEngine.LightBakingOutput.lightmapBakeType">
<summary>
<para>This property describes what part of a light's contribution was baked.</para>
</summary>
</member>
<member name="F:UnityEngine.LightBakingOutput.mixedLightingMode">
<summary>
<para>In case of a LightmapBakeType.Mixed light, describes what Mixed mode was used to bake the light, irrelevant otherwise.</para>
</summary>
</member>
<member name="F:UnityEngine.LightBakingOutput.occlusionMaskChannel">
<summary>
<para>In case of a LightmapBakeType.Mixed light, contains the index of the occlusion mask channel to use if any, otherwise -1.</para>
</summary>
</member>
<member name="F:UnityEngine.LightBakingOutput.probeOcclusionLightIndex">
<summary>
<para>In case of a LightmapBakeType.Mixed light, contains the index of the light as seen from the occlusion probes point of view if any, otherwise -1.</para>
</summary>
</member>
<member name="T:UnityEngine.LightmapBakeType">
<summary>
<para>Enum describing what part of a light contribution can be baked.</para>
</summary>
</member>
<member name="F:UnityEngine.LightmapBakeType.Baked">
<summary>
<para>Baked lights cannot move or change in any way during run time. All lighting for static objects gets baked into lightmaps. Lighting and shadows for dynamic objects gets baked into Light Probes.</para>
</summary>
</member>
<member name="F:UnityEngine.LightmapBakeType.Mixed">
<summary>
<para>Mixed lights allow a mix of realtime and baked lighting, based on the Mixed Lighting Mode used. These lights cannot move, but can change color and intensity at run time. Changes to color and intensity only affect direct lighting as indirect lighting gets baked. If using Subtractive mode, changes to color or intensity are not calculated at run time on static objects.</para>
</summary>
</member>
<member name="F:UnityEngine.LightmapBakeType.Realtime">
<summary>
<para>Realtime lights cast run time light and shadows. They can change position, orientation, color, brightness, and many other properties at run time. No lighting gets baked into lightmaps or light probes..</para>
</summary>
</member>
<member name="T:UnityEngine.LightmapData">
<summary>
<para>Data of a lightmap.</para>
</summary>
</member>
<member name="P:UnityEngine.LightmapData.lightmapColor">
<summary>
<para>Lightmap storing color of incoming light.</para>
</summary>
</member>
<member name="P:UnityEngine.LightmapData.lightmapDir">
<summary>
<para>Lightmap storing dominant direction of incoming light.</para>
</summary>
</member>
<member name="P:UnityEngine.LightmapData.shadowMask">
<summary>
<para>Texture storing occlusion mask per light (ShadowMask, up to four lights).</para>
</summary>
</member>
<member name="T:UnityEngine.LightmapSettings">
<summary>
<para>Stores lightmaps of the Scene.</para>
</summary>
</member>
<member name="P:UnityEngine.LightmapSettings.lightmaps">
<summary>
<para>Lightmap array.</para>
</summary>
</member>
<member name="P:UnityEngine.LightmapSettings.lightmapsMode">
<summary>
<para>NonDirectional or CombinedDirectional Specular lightmaps rendering mode.</para>
</summary>
</member>
<member name="P:UnityEngine.LightmapSettings.lightProbes">
<summary>
<para>Holds all data needed by the light probes.</para>
</summary>
</member>
<member name="T:UnityEngine.LightmapsMode">
<summary>
<para>Lightmap (and lighting) configuration mode, controls how lightmaps interact with lighting and what kind of information they store.</para>
</summary>
</member>
<member name="F:UnityEngine.LightmapsMode.CombinedDirectional">
<summary>
<para>Directional information for direct light is combined with directional information for indirect light, encoded as 2 lightmaps.</para>
</summary>
</member>
<member name="F:UnityEngine.LightmapsMode.NonDirectional">
<summary>
<para>Light intensity (no directional information), encoded as 1 lightmap.</para>
</summary>
</member>
<member name="T:UnityEngine.LightmapsModeLegacy">
<summary>
<para>Single, dual, or directional lightmaps rendering mode, used only in GIWorkflowMode.Legacy</para>
</summary>
</member>
<member name="F:UnityEngine.LightmapsModeLegacy.Directional">
<summary>
<para>Directional rendering mode.</para>
</summary>
</member>
<member name="F:UnityEngine.LightmapsModeLegacy.Dual">
<summary>
<para>Dual lightmap rendering mode.</para>
</summary>
</member>
<member name="F:UnityEngine.LightmapsModeLegacy.Single">
<summary>
<para>Single, traditional lightmap rendering mode.</para>
</summary>
</member>
<member name="T:UnityEngine.LightProbeGroup">
<summary>
<para>Light Probe Group.</para>
</summary>
</member>
<member name="P:UnityEngine.LightProbeGroup.probePositions">
<summary>
<para>Editor only function to access and modify probe positions.</para>
</summary>
</member>
<member name="T:UnityEngine.LightProbeProxyVolume">
<summary>
<para>The Light Probe Proxy Volume component offers the possibility to use higher resolution lighting for large non-static GameObjects.</para>
</summary>
</member>
<member name="P:UnityEngine.LightProbeProxyVolume.boundingBoxMode">
<summary>
<para>The bounding box mode for generating the 3D grid of interpolated Light Probes.</para>
</summary>
</member>
<member name="P:UnityEngine.LightProbeProxyVolume.boundsGlobal">
<summary>
<para>The world-space bounding box in which the 3D grid of interpolated Light Probes is generated.</para>
</summary>
</member>
<member name="P:UnityEngine.LightProbeProxyVolume.gridResolutionX">
<summary>
<para>The 3D grid resolution on the z-axis.</para>
</summary>
</member>
<member name="P:UnityEngine.LightProbeProxyVolume.gridResolutionY">
<summary>
<para>The 3D grid resolution on the y-axis.</para>
</summary>
</member>
<member name="P:UnityEngine.LightProbeProxyVolume.gridResolutionZ">
<summary>
<para>The 3D grid resolution on the z-axis.</para>
</summary>
</member>
<member name="P:UnityEngine.LightProbeProxyVolume.isFeatureSupported">
<summary>
<para>Checks if Light Probe Proxy Volumes are supported.</para>
</summary>
</member>
<member name="P:UnityEngine.LightProbeProxyVolume.originCustom">
<summary>
<para>The local-space origin of the bounding box in which the 3D grid of interpolated Light Probes is generated.</para>
</summary>
</member>
<member name="P:UnityEngine.LightProbeProxyVolume.probeDensity">
<summary>
<para>Interpolated Light Probe density.</para>
</summary>
</member>
<member name="P:UnityEngine.LightProbeProxyVolume.probePositionMode">
<summary>
<para>The mode in which the interpolated Light Probe positions are generated.</para>
</summary>
</member>
<member name="P:UnityEngine.LightProbeProxyVolume.qualityMode">
<summary>
<para>Determines how many Spherical Harmonics bands will be evaluated to compute the ambient color.</para>
</summary>
</member>
<member name="P:UnityEngine.LightProbeProxyVolume.refreshMode">
<summary>
<para>Sets the way the Light Probe Proxy Volume refreshes.</para>
</summary>
</member>
<member name="P:UnityEngine.LightProbeProxyVolume.resolutionMode">
<summary>
<para>The resolution mode for generating the grid of interpolated Light Probes.</para>
</summary>
</member>
<member name="P:UnityEngine.LightProbeProxyVolume.sizeCustom">
<summary>
<para>The size of the bounding box in which the 3D grid of interpolated Light Probes is generated.</para>
</summary>
</member>
<member name="T:UnityEngine.LightProbeProxyVolume.BoundingBoxMode">
<summary>
<para>The bounding box mode for generating a grid of interpolated Light Probes.</para>
</summary>
</member>
<member name="F:UnityEngine.LightProbeProxyVolume.BoundingBoxMode.AutomaticLocal">
<summary>
<para>The bounding box encloses the current Renderer and all the relevant Renderers down the hierarchy, in local space.</para>
</summary>
</member>
<member name="F:UnityEngine.LightProbeProxyVolume.BoundingBoxMode.AutomaticWorld">
<summary>
<para>The bounding box encloses the current Renderer and all the relevant Renderers down the hierarchy, in world space.</para>
</summary>
</member>
<member name="F:UnityEngine.LightProbeProxyVolume.BoundingBoxMode.Custom">
<summary>
<para>A custom local-space bounding box is used. The user is able to edit the bounding box.</para>
</summary>
</member>
<member name="T:UnityEngine.LightProbeProxyVolume.ProbePositionMode">
<summary>
<para>The mode in which the interpolated Light Probe positions are generated.</para>
</summary>
</member>
<member name="F:UnityEngine.LightProbeProxyVolume.ProbePositionMode.CellCenter">
<summary>
<para>Divide the volume in cells based on resolution, and generate interpolated Light Probe positions in the center of the cells.</para>
</summary>
</member>
<member name="F:UnityEngine.LightProbeProxyVolume.ProbePositionMode.CellCorner">
<summary>
<para>Divide the volume in cells based on resolution, and generate interpolated Light Probes positions in the corner/edge of the cells.</para>
</summary>
</member>
<member name="T:UnityEngine.LightProbeProxyVolume.QualityMode">
<summary>
<para>An enum describing the Quality option used by the Light Probe Proxy Volume component.</para>
</summary>
</member>
<member name="F:UnityEngine.LightProbeProxyVolume.QualityMode.Low">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.LightProbeProxyVolume.QualityMode.Normal">
<summary>
<para>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.</para>
</summary>
</member>
<member name="T:UnityEngine.LightProbeProxyVolume.RefreshMode">
<summary>
<para>An enum describing the way a Light Probe Proxy Volume refreshes in the Player.</para>
</summary>
</member>
<member name="F:UnityEngine.LightProbeProxyVolume.RefreshMode.Automatic">
<summary>
<para>Automatically detects updates in Light Probes and triggers an update of the Light Probe volume.</para>
</summary>
</member>
<member name="F:UnityEngine.LightProbeProxyVolume.RefreshMode.EveryFrame">
<summary>
<para>Causes Unity to update the Light Probe Proxy Volume every frame.</para>
</summary>
</member>
<member name="F:UnityEngine.LightProbeProxyVolume.RefreshMode.ViaScripting">
<summary>
<para>Use this option to indicate that the Light Probe Proxy Volume is never to be automatically updated by Unity.</para>
</summary>
</member>
<member name="T:UnityEngine.LightProbeProxyVolume.ResolutionMode">
<summary>
<para>The resolution mode for generating a grid of interpolated Light Probes.</para>
</summary>
</member>
<member name="F:UnityEngine.LightProbeProxyVolume.ResolutionMode.Automatic">
<summary>
<para>The automatic mode uses a number of interpolated Light Probes per unit area, and uses the bounding volume size to compute the resolution. The final resolution value is a power of 2.</para>
</summary>
</member>
<member name="F:UnityEngine.LightProbeProxyVolume.ResolutionMode.Custom">
<summary>
<para>The custom mode allows you to specify the 3D grid resolution.</para>
</summary>
</member>
<member name="M:UnityEngine.LightProbeProxyVolume.Update">
<summary>
<para>Triggers an update of the Light Probe Proxy Volume.</para>
</summary>
</member>
<member name="T:UnityEngine.LightProbes">
<summary>
<para>Stores light probes for the Scene.</para>
</summary>
</member>
<member name="P:UnityEngine.LightProbes.bakedProbes">
<summary>
<para>Coefficients of baked light probes.</para>
</summary>
</member>
<member name="P:UnityEngine.LightProbes.cellCount">
<summary>
<para>The number of cells space is divided into (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.LightProbes.count">
<summary>
<para>The number of light probes (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.LightProbes.positions">
<summary>
<para>Positions of the baked light probes (Read Only).</para>
</summary>
</member>
<member name="M:UnityEngine.LightProbes.CalculateInterpolatedLightAndOcclusionProbes(UnityEngine.Vector3[],UnityEngine.Rendering.SphericalHarmonicsL2[],UnityEngine.Vector4[])">
<summary>
<para>Calculate light probes and occlusion probes at the given world space positions.</para>
</summary>
<param name="positions">The array of world space positions used to evaluate the probes.</param>
<param name="lightProbes">The array where the resulting light probes are written to.</param>
<param name="occlusionProbes">The array where the resulting occlusion probes are written to.</param>
</member>
<member name="M:UnityEngine.LightProbes.CalculateInterpolatedLightAndOcclusionProbes(System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Rendering.SphericalHarmonicsL2&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)">
<summary>
<para>Calculate light probes and occlusion probes at the given world space positions.</para>
</summary>
<param name="positions">The array of world space positions used to evaluate the probes.</param>
<param name="lightProbes">The array where the resulting light probes are written to.</param>
<param name="occlusionProbes">The array where the resulting occlusion probes are written to.</param>
</member>
<member name="M:UnityEngine.LightProbes.GetInterpolatedProbe(UnityEngine.Vector3,UnityEngine.Renderer,UnityEngine.Rendering.SphericalHarmonicsL2&amp;)">
<summary>
<para>Returns an interpolated probe for the given position for both realtime and baked light probes combined.</para>
</summary>
<param name="position"></param>
<param name="renderer"></param>
<param name="probe"></param>
</member>
<member name="T:UnityEngine.LightRenderMode">
<summary>
<para>How the Light is rendered.</para>
</summary>
</member>
<member name="F:UnityEngine.LightRenderMode.Auto">
<summary>
<para>Automatically choose the render mode.</para>
</summary>
</member>
<member name="F:UnityEngine.LightRenderMode.ForcePixel">
<summary>
<para>Force the Light to be a pixel light.</para>
</summary>
</member>
<member name="F:UnityEngine.LightRenderMode.ForceVertex">
<summary>
<para>Force the Light to be a vertex light.</para>
</summary>
</member>
<member name="T:UnityEngine.LightShadowCasterMode">
<summary>
<para>Allows mixed lights to control shadow caster culling when Shadowmasks are present.</para>
</summary>
</member>
<member name="F:UnityEngine.LightShadowCasterMode.Default">
<summary>
<para>Use the global Shadowmask Mode from the quality settings.</para>
</summary>
</member>
<member name="F:UnityEngine.LightShadowCasterMode.Everything">
<summary>
<para>Render all shadow casters into the shadow map. This corresponds with the distance Shadowmask mode.</para>
</summary>
</member>
<member name="F:UnityEngine.LightShadowCasterMode.NonLightmappedOnly">
<summary>
<para>Render only non-lightmapped objects into the shadow map. This corresponds with the Shadowmask mode.</para>
</summary>
</member>
<member name="T:UnityEngine.LightShadows">
<summary>
<para>Shadow casting options for a Light.</para>
</summary>
</member>
<member name="F:UnityEngine.LightShadows.Hard">
<summary>
<para>Cast "hard" shadows (with no shadow filtering).</para>
</summary>
</member>
<member name="F:UnityEngine.LightShadows.None">
<summary>
<para>Do not cast shadows (default).</para>
</summary>
</member>
<member name="F:UnityEngine.LightShadows.Soft">
<summary>
<para>Cast "soft" shadows (with 4x PCF filtering).</para>
</summary>
</member>
<member name="T:UnityEngine.LightType">
<summary>
<para>The type of a Light.</para>
</summary>
</member>
<member name="F:UnityEngine.LightType.Directional">
<summary>
<para>The light is a directional light.</para>
</summary>
</member>
<member name="F:UnityEngine.LightType.Disc">
<summary>
<para>The light is a disc shaped area light. It affects only baked lightmaps and lightprobes.</para>
</summary>
</member>
<member name="F:UnityEngine.LightType.Point">
<summary>
<para>The light is a point light.</para>
</summary>
</member>
<member name="F:UnityEngine.LightType.Rectangle">
<summary>
<para>The light is a rectangle shaped area light. It affects only baked lightmaps and lightprobes.</para>
</summary>
</member>
<member name="F:UnityEngine.LightType.Spot">
<summary>
<para>The light is a spot light.</para>
</summary>
</member>
<member name="T:UnityEngine.LineAlignment">
<summary>
<para>Control the direction lines face, when using the LineRenderer or TrailRenderer.</para>
</summary>
</member>
<member name="F:UnityEngine.LineAlignment.Local">
<summary>
<para>Lines face the direction of the Transform Component.</para>
</summary>
</member>
<member name="F:UnityEngine.LineAlignment.TransformZ">
<summary>
<para>Lines face the Z axis of the Transform Component.</para>
</summary>
</member>
<member name="F:UnityEngine.LineAlignment.View">
<summary>
<para>Lines face the camera.</para>
</summary>
</member>
<member name="T:UnityEngine.LineRenderer">
<summary>
<para>The line renderer is used to draw free-floating lines in 3D space.</para>
</summary>
</member>
<member name="P:UnityEngine.LineRenderer.alignment">
<summary>
<para>Select whether the line will face the camera, or the orientation of the Transform Component.</para>
</summary>
</member>
<member name="P:UnityEngine.LineRenderer.colorGradient">
<summary>
<para>Set the color gradient describing the color of the line at various points along its length.</para>
</summary>
</member>
<member name="P:UnityEngine.LineRenderer.endColor">
<summary>
<para>Set the color at the end of the line.</para>
</summary>
</member>
<member name="P:UnityEngine.LineRenderer.endWidth">
<summary>
<para>Set the width at the end of the line.</para>
</summary>
</member>
<member name="P:UnityEngine.LineRenderer.generateLightingData">
<summary>
<para>Configures a line to generate Normals and Tangents. With this data, Scene lighting can affect the line via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders.</para>
</summary>
</member>
<member name="P:UnityEngine.LineRenderer.loop">
<summary>
<para>Connect the start and end positions of the line together to form a continuous loop.</para>
</summary>
</member>
<member name="P:UnityEngine.LineRenderer.numCapVertices">
<summary>
<para>Set this to a value greater than 0, to get rounded corners on each end of the line.</para>
</summary>
</member>
<member name="P:UnityEngine.LineRenderer.numCornerVertices">
<summary>
<para>Set this to a value greater than 0, to get rounded corners between each segment of the line.</para>
</summary>
</member>
<member name="P:UnityEngine.LineRenderer.numPositions">
<summary>
<para>Set the number of line segments.</para>
</summary>
</member>
<member name="P:UnityEngine.LineRenderer.positionCount">
<summary>
<para>Set/get the number of vertices.</para>
</summary>
</member>
<member name="P:UnityEngine.LineRenderer.shadowBias">
<summary>
<para>Apply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the line width at each segment.</para>
</summary>
</member>
<member name="P:UnityEngine.LineRenderer.startColor">
<summary>
<para>Set the color at the start of the line.</para>
</summary>
</member>
<member name="P:UnityEngine.LineRenderer.startWidth">
<summary>
<para>Set the width at the start of the line.</para>
</summary>
</member>
<member name="P:UnityEngine.LineRenderer.textureMode">
<summary>
<para>Choose whether the U coordinate of the line texture is tiled or stretched.</para>
</summary>
</member>
<member name="P:UnityEngine.LineRenderer.useWorldSpace">
<summary>
<para>If enabled, the lines are defined in world space.</para>
</summary>
</member>
<member name="P:UnityEngine.LineRenderer.widthCurve">
<summary>
<para>Set the curve describing the width of the line at various points along its length.</para>
</summary>
</member>
<member name="P:UnityEngine.LineRenderer.widthMultiplier">
<summary>
<para>Set an overall multiplier that is applied to the LineRenderer.widthCurve to get the final width of the line.</para>
</summary>
</member>
<member name="M:UnityEngine.LineRenderer.BakeMesh(UnityEngine.Mesh,System.Boolean)">
<summary>
<para>Creates a snapshot of LineRenderer and stores it in mesh.</para>
</summary>
<param name="mesh">A static mesh that will receive the snapshot of the line.</param>
<param name="camera">The camera used for determining which way camera-space lines will face.</param>
<param name="useTransform">Include the rotation and scale of the Transform in the baked mesh.</param>
</member>
<member name="M:UnityEngine.LineRenderer.BakeMesh(UnityEngine.Mesh)">
<summary>
<para>Creates a snapshot of LineRenderer and stores it in mesh.</para>
</summary>
<param name="mesh">A static mesh that will receive the snapshot of the line.</param>
<param name="camera">The camera used for determining which way camera-space lines will face.</param>
<param name="useTransform">Include the rotation and scale of the Transform in the baked mesh.</param>
</member>
<member name="M:UnityEngine.LineRenderer.BakeMesh(UnityEngine.Mesh,UnityEngine.Camera,System.Boolean)">
<summary>
<para>Creates a snapshot of LineRenderer and stores it in mesh.</para>
</summary>
<param name="mesh">A static mesh that will receive the snapshot of the line.</param>
<param name="camera">The camera used for determining which way camera-space lines will face.</param>
<param name="useTransform">Include the rotation and scale of the Transform in the baked mesh.</param>
</member>
<member name="M:UnityEngine.LineRenderer.BakeMesh(UnityEngine.Mesh,UnityEngine.Camera)">
<summary>
<para>Creates a snapshot of LineRenderer and stores it in mesh.</para>
</summary>
<param name="mesh">A static mesh that will receive the snapshot of the line.</param>
<param name="camera">The camera used for determining which way camera-space lines will face.</param>
<param name="useTransform">Include the rotation and scale of the Transform in the baked mesh.</param>
</member>
<member name="M:UnityEngine.LineRenderer.GetPosition(System.Int32)">
<summary>
<para>Get the position of a vertex in the line.</para>
</summary>
<param name="index">The index of the position to retrieve.</param>
<returns>
<para>The position at the specified index in the array.</para>
</returns>
</member>
<member name="M:UnityEngine.LineRenderer.GetPositions(UnityEngine.Vector3[])">
<summary>
<para>Get the positions of all vertices in the line.</para>
</summary>
<param name="positions">The array of positions to retrieve. The array passed should be of at least positionCount in size.</param>
<returns>
<para>How many positions were actually stored in the output array.</para>
</returns>
</member>
<member name="M:UnityEngine.LineRenderer.SetColors(UnityEngine.Color,UnityEngine.Color)">
<summary>
<para>Set the line color at the start and at the end.</para>
</summary>
<param name="start"></param>
<param name="end"></param>
</member>
<member name="M:UnityEngine.LineRenderer.SetPosition(System.Int32,UnityEngine.Vector3)">
<summary>
<para>Set the position of a vertex in the line.</para>
</summary>
<param name="index">Which position to set.</param>
<param name="position">The new position.</param>
</member>
<member name="M:UnityEngine.LineRenderer.SetPositions(UnityEngine.Vector3[])">
<summary>
<para>Set the positions of all vertices in the line.</para>
</summary>
<param name="positions">The array of positions to set.</param>
</member>
<member name="M:UnityEngine.LineRenderer.SetVertexCount(System.Int32)">
<summary>
<para>Set the number of line segments.</para>
</summary>
<param name="count"></param>
</member>
<member name="M:UnityEngine.LineRenderer.SetWidth(System.Single,System.Single)">
<summary>
<para>Set the line width at the start and at the end.</para>
</summary>
<param name="start"></param>
<param name="end"></param>
</member>
<member name="M:UnityEngine.LineRenderer.Simplify(System.Single)">
<summary>
<para>Generates a simplified version of the original line by removing points that fall within the specified tolerance.</para>
</summary>
<param name="tolerance">This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect.</param>
</member>
<member name="T:UnityEngine.LineTextureMode">
<summary>
<para>Choose how textures are applied to Lines and Trails.</para>
</summary>
</member>
<member name="F:UnityEngine.LineTextureMode.DistributePerSegment">
<summary>
<para>Map the texture once along the entire length of the line, assuming all vertices are evenly spaced.</para>
</summary>
</member>
<member name="F:UnityEngine.LineTextureMode.RepeatPerSegment">
<summary>
<para>Repeat the texture along the line, repeating at a rate of once per line segment. To adjust the tiling rate, use Material.SetTextureScale.</para>
</summary>
</member>
<member name="F:UnityEngine.LineTextureMode.Stretch">
<summary>
<para>Map the texture once along the entire length of the line.</para>
</summary>
</member>
<member name="F:UnityEngine.LineTextureMode.Tile">
<summary>
<para>Repeat the texture along the line, based on its length in world units. To set the tiling rate, use Material.SetTextureScale.</para>
</summary>
</member>
<member name="T:UnityEngine.LineUtility">
<summary>
<para>A collection of common line functions.</para>
</summary>
</member>
<member name="M:UnityEngine.LineUtility.Simplify(System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;,System.Single,System.Collections.Generic.List`1&lt;System.Int32&gt;)">
<summary>
<para>Generates a simplified version of the original line by removing points that fall within the specified tolerance.</para>
</summary>
<param name="points">The points that make up the original line.</param>
<param name="tolerance">This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect.</param>
<param name="pointsToKeep">Populated by this function. Contains the indexes of the points that should be generate a simplified version..</param>
<param name="simplifiedPoints">Populated by this function. Contains the points that form the simplified line.</param>
</member>
<member name="M:UnityEngine.LineUtility.Simplify(System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;,System.Single,System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;)">
<summary>
<para>Generates a simplified version of the original line by removing points that fall within the specified tolerance.</para>
</summary>
<param name="points">The points that make up the original line.</param>
<param name="tolerance">This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect.</param>
<param name="pointsToKeep">Populated by this function. Contains the indexes of the points that should be generate a simplified version..</param>
<param name="simplifiedPoints">Populated by this function. Contains the points that form the simplified line.</param>
</member>
<member name="M:UnityEngine.LineUtility.Simplify(System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;,System.Single,System.Collections.Generic.List`1&lt;System.Int32&gt;)">
<summary>
<para>Generates a simplified version of the original line by removing points that fall within the specified tolerance.</para>
</summary>
<param name="points">The points that make up the original line.</param>
<param name="tolerance">This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect.</param>
<param name="pointsToKeep">Populated by this function. Contains the indexes of the points that should be generate a simplified version..</param>
<param name="simplifiedPoints">Populated by this function. Contains the points that form the simplified line.</param>
</member>
<member name="M:UnityEngine.LineUtility.Simplify(System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;,System.Single,System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;)">
<summary>
<para>Generates a simplified version of the original line by removing points that fall within the specified tolerance.</para>
</summary>
<param name="points">The points that make up the original line.</param>
<param name="tolerance">This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect.</param>
<param name="pointsToKeep">Populated by this function. Contains the indexes of the points that should be generate a simplified version..</param>
<param name="simplifiedPoints">Populated by this function. Contains the points that form the simplified line.</param>
</member>
<member name="T:UnityEngine.LocationInfo">
<summary>
<para>Structure describing device location.</para>
</summary>
</member>
<member name="P:UnityEngine.LocationInfo.altitude">
<summary>
<para>Geographical device location altitude.</para>
</summary>
</member>
<member name="P:UnityEngine.LocationInfo.horizontalAccuracy">
<summary>
<para>Horizontal accuracy of the location.</para>
</summary>
</member>
<member name="P:UnityEngine.LocationInfo.latitude">
<summary>
<para>Geographical device location latitude.</para>
</summary>
</member>
<member name="P:UnityEngine.LocationInfo.longitude">
<summary>
<para>Geographical device location latitude.</para>
</summary>
</member>
<member name="P:UnityEngine.LocationInfo.timestamp">
<summary>
<para>Timestamp (in seconds since 1970) when location was last time updated.</para>
</summary>
</member>
<member name="P:UnityEngine.LocationInfo.verticalAccuracy">
<summary>
<para>Vertical accuracy of the location.</para>
</summary>
</member>
<member name="T:UnityEngine.LocationService">
<summary>
<para>Interface into location functionality.</para>
</summary>
</member>
<member name="P:UnityEngine.LocationService.isEnabledByUser">
<summary>
<para>Specifies whether location service is enabled in user settings.</para>
</summary>
</member>
<member name="P:UnityEngine.LocationService.lastData">
<summary>
<para>Last measured device geographical location.</para>
</summary>
</member>
<member name="P:UnityEngine.LocationService.status">
<summary>
<para>Returns location service status.</para>
</summary>
</member>
<member name="M:UnityEngine.LocationService.Start">
<summary>
<para>Starts location service updates. Last location coordinates could be.</para>
</summary>
<param name="desiredAccuracyInMeters"></param>
<param name="updateDistanceInMeters"></param>
</member>
<member name="M:UnityEngine.LocationService.Start(System.Single)">
<summary>
<para>Starts location service updates. Last location coordinates could be.</para>
</summary>
<param name="desiredAccuracyInMeters"></param>
<param name="updateDistanceInMeters"></param>
</member>
<member name="M:UnityEngine.LocationService.Start(System.Single,System.Single)">
<summary>
<para>Starts location service updates. Last location coordinates could be.</para>
</summary>
<param name="desiredAccuracyInMeters"></param>
<param name="updateDistanceInMeters"></param>
</member>
<member name="M:UnityEngine.LocationService.Stop">
<summary>
<para>Stops location service updates. This could be useful for saving battery life.</para>
</summary>
</member>
<member name="T:UnityEngine.LocationServiceStatus">
<summary>
<para>Describes location service status.</para>
</summary>
</member>
<member name="F:UnityEngine.LocationServiceStatus.Failed">
<summary>
<para>Location service failed (user denied access to location service).</para>
</summary>
</member>
<member name="F:UnityEngine.LocationServiceStatus.Initializing">
<summary>
<para>Location service is initializing, some time later it will switch to.</para>
</summary>
</member>
<member name="F:UnityEngine.LocationServiceStatus.Running">
<summary>
<para>Location service is running and locations could be queried.</para>
</summary>
</member>
<member name="F:UnityEngine.LocationServiceStatus.Stopped">
<summary>
<para>Location service is stopped.</para>
</summary>
</member>
<member name="T:UnityEngine.LOD">
<summary>
<para>Structure for building a LOD for passing to the SetLODs function.</para>
</summary>
</member>
<member name="F:UnityEngine.LOD.fadeTransitionWidth">
<summary>
<para>Width of the cross-fade transition zone (proportion to the current LOD's whole length) [0-1]. Only used if it's not animated.</para>
</summary>
</member>
<member name="F:UnityEngine.LOD.renderers">
<summary>
<para>List of renderers for this LOD level.</para>
</summary>
</member>
<member name="F:UnityEngine.LOD.screenRelativeTransitionHeight">
<summary>
<para>The screen relative height to use for the transition [0-1].</para>
</summary>
</member>
<member name="M:UnityEngine.LOD.#ctor(System.Single,UnityEngine.Renderer[])">
<summary>
<para>Construct a LOD.</para>
</summary>
<param name="screenRelativeTransitionHeight">The screen relative height to use for the transition [0-1].</param>
<param name="renderers">An array of renderers to use for this LOD level.</param>
</member>
<member name="T:UnityEngine.LODFadeMode">
<summary>
<para>The LOD fade modes. Modes other than LODFadeMode.None will result in Unity calculating a blend factor for blending/interpolating between two neighbouring LODs and pass it to your shader.</para>
</summary>
</member>
<member name="F:UnityEngine.LODFadeMode.CrossFade">
<summary>
<para>Perform cross-fade style blending between the current LOD and the next LOD if the distance to camera falls in the range specified by the LOD.fadeTransitionWidth of each LOD.</para>
</summary>
</member>
<member name="F:UnityEngine.LODFadeMode.None">
<summary>
<para>Indicates the LOD fading is turned off.</para>
</summary>
</member>
<member name="F:UnityEngine.LODFadeMode.SpeedTree">
<summary>
<para>By specifying this mode, your LODGroup will perform a SpeedTree-style LOD fading scheme:
* For all the mesh LODs other than the last (most crude) mesh LOD, the fade factor is calculated as the percentage of the object's current screen height, compared to the whole range of the LOD. It is 1, if the camera is right at the position where the previous LOD switches out and 0, if the next LOD is just about to switch in.
* For the last mesh LOD and the billboard LOD, the cross-fade mode is used.</para>
</summary>
</member>
<member name="T:UnityEngine.LODGroup">
<summary>
<para>LODGroup lets you group multiple Renderers into LOD levels.</para>
</summary>
</member>
<member name="P:UnityEngine.LODGroup.animateCrossFading">
<summary>
<para>Specify if the cross-fading should be animated by time. The animation duration is specified globally as crossFadeAnimationDuration.</para>
</summary>
</member>
<member name="P:UnityEngine.LODGroup.crossFadeAnimationDuration">
<summary>
<para>The cross-fading animation duration in seconds. ArgumentException will be thrown if it is set to zero or a negative value.</para>
</summary>
</member>
<member name="P:UnityEngine.LODGroup.enabled">
<summary>
<para>Enable / Disable the LODGroup - Disabling will turn off all renderers.</para>
</summary>
</member>
<member name="P:UnityEngine.LODGroup.fadeMode">
<summary>
<para>The LOD fade mode used.</para>
</summary>
</member>
<member name="P:UnityEngine.LODGroup.localReferencePoint">
<summary>
<para>The local reference point against which the LOD distance is calculated.</para>
</summary>
</member>
<member name="P:UnityEngine.LODGroup.lodCount">
<summary>
<para>The number of LOD levels.</para>
</summary>
</member>
<member name="P:UnityEngine.LODGroup.size">
<summary>
<para>The size of the LOD object in local space.</para>
</summary>
</member>
<member name="M:UnityEngine.LODGroup.ForceLOD(System.Int32)">
<summary>
<para></para>
</summary>
<param name="index">The LOD level to use. Passing index &lt; 0 will return to standard LOD processing.</param>
</member>
<member name="M:UnityEngine.LODGroup.GetLODs">
<summary>
<para>Returns the array of LODs.</para>
</summary>
<returns>
<para>The LOD array.</para>
</returns>
</member>
<member name="M:UnityEngine.LODGroup.RecalculateBounds">
<summary>
<para>Recalculate the bounding region for the LODGroup (Relatively slow, do not call often).</para>
</summary>
</member>
<member name="M:UnityEngine.LODGroup.SetLODs(UnityEngine.LOD[])">
<summary>
<para>Set the LODs for the LOD group. This will remove any existing LODs configured on the LODGroup.</para>
</summary>
<param name="lods">The LODs to use for this group.</param>
</member>
<member name="T:UnityEngine.Logger">
<summary>
<para>Initializes a new instance of the Logger.</para>
</summary>
</member>
<member name="P:UnityEngine.Logger.filterLogType">
<summary>
<para>To selective enable debug log message.</para>
</summary>
</member>
<member name="P:UnityEngine.Logger.logEnabled">
<summary>
<para>To runtime toggle debug logging [ON/OFF].</para>
</summary>
</member>
<member name="P:UnityEngine.Logger.logHandler">
<summary>
<para>Set Logger.ILogHandler.</para>
</summary>
</member>
<member name="M:UnityEngine.Logger.#ctor(UnityEngine.ILogHandler)">
<summary>
<para>Create a custom Logger.</para>
</summary>
<param name="logHandler">Pass in default log handler or custom log handler.</param>
</member>
<member name="M:UnityEngine.Logger.IsLogTypeAllowed(UnityEngine.LogType)">
<summary>
<para>Check logging is enabled based on the LogType.</para>
</summary>
<param name="logType">The type of the log message.</param>
<returns>
<para>Retrun true in case logs of LogType will be logged otherwise returns false.</para>
</returns>
</member>
<member name="M:UnityEngine.Logger.Log(UnityEngine.LogType,System.Object)">
<summary>
<para>Logs message to the Unity Console using default logger.</para>
</summary>
<param name="logType">The type of the log message.</param>
<param name="tag">Used to identify the source of a log message. It usually identifies the class where the log call occurs.</param>
<param name="message">String or object to be converted to string representation for display.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Logger.Log(UnityEngine.LogType,System.Object,UnityEngine.Object)">
<summary>
<para>Logs message to the Unity Console using default logger.</para>
</summary>
<param name="logType">The type of the log message.</param>
<param name="tag">Used to identify the source of a log message. It usually identifies the class where the log call occurs.</param>
<param name="message">String or object to be converted to string representation for display.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Logger.Log(UnityEngine.LogType,System.String,System.Object)">
<summary>
<para>Logs message to the Unity Console using default logger.</para>
</summary>
<param name="logType">The type of the log message.</param>
<param name="tag">Used to identify the source of a log message. It usually identifies the class where the log call occurs.</param>
<param name="message">String or object to be converted to string representation for display.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Logger.Log(UnityEngine.LogType,System.String,System.Object,UnityEngine.Object)">
<summary>
<para>Logs message to the Unity Console using default logger.</para>
</summary>
<param name="logType">The type of the log message.</param>
<param name="tag">Used to identify the source of a log message. It usually identifies the class where the log call occurs.</param>
<param name="message">String or object to be converted to string representation for display.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Logger.Log(System.Object)">
<summary>
<para>Logs message to the Unity Console using default logger.</para>
</summary>
<param name="logType">The type of the log message.</param>
<param name="tag">Used to identify the source of a log message. It usually identifies the class where the log call occurs.</param>
<param name="message">String or object to be converted to string representation for display.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Logger.Log(System.String,System.Object)">
<summary>
<para>Logs message to the Unity Console using default logger.</para>
</summary>
<param name="logType">The type of the log message.</param>
<param name="tag">Used to identify the source of a log message. It usually identifies the class where the log call occurs.</param>
<param name="message">String or object to be converted to string representation for display.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Logger.Log(System.String,System.Object,UnityEngine.Object)">
<summary>
<para>Logs message to the Unity Console using default logger.</para>
</summary>
<param name="logType">The type of the log message.</param>
<param name="tag">Used to identify the source of a log message. It usually identifies the class where the log call occurs.</param>
<param name="message">String or object to be converted to string representation for display.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Logger.LogError(System.String,System.Object)">
<summary>
<para>A variant of Logger.Log that logs an error message.</para>
</summary>
<param name="tag">Used to identify the source of a log message. It usually identifies the class where the log call occurs.</param>
<param name="message">String or object to be converted to string representation for display.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Logger.LogError(System.String,System.Object,UnityEngine.Object)">
<summary>
<para>A variant of Logger.Log that logs an error message.</para>
</summary>
<param name="tag">Used to identify the source of a log message. It usually identifies the class where the log call occurs.</param>
<param name="message">String or object to be converted to string representation for display.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Logger.LogException(System.Exception)">
<summary>
<para>A variant of Logger.Log that logs an exception message.</para>
</summary>
<param name="exception">Runtime Exception.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Logger.LogException(System.Exception,UnityEngine.Object)">
<summary>
<para>A variant of Logger.Log that logs an exception message.</para>
</summary>
<param name="exception">Runtime Exception.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Logger.LogFormat(UnityEngine.LogType,System.String,System.Object[])">
<summary>
<para>Logs a formatted message.</para>
</summary>
<param name="logType">The type of the log message.</param>
<param name="context">Object to which the message applies.</param>
<param name="format">A composite format string.</param>
<param name="args">Format arguments.</param>
</member>
<member name="M:UnityEngine.Logger.LogFormat(UnityEngine.LogType,UnityEngine.Object,System.String,System.Object[])">
<summary>
<para>Logs a formatted message.</para>
</summary>
<param name="logType">The type of the log message.</param>
<param name="context">Object to which the message applies.</param>
<param name="format">A composite format string.</param>
<param name="args">Format arguments.</param>
</member>
<member name="M:UnityEngine.Logger.LogWarning(System.String,System.Object)">
<summary>
<para>A variant of Logger.Log that logs an warning message.</para>
</summary>
<param name="tag">Used to identify the source of a log message. It usually identifies the class where the log call occurs.</param>
<param name="message">String or object to be converted to string representation for display.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Logger.LogWarning(System.String,System.Object,UnityEngine.Object)">
<summary>
<para>A variant of Logger.Log that logs an warning message.</para>
</summary>
<param name="tag">Used to identify the source of a log message. It usually identifies the class where the log call occurs.</param>
<param name="message">String or object to be converted to string representation for display.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="T:UnityEngine.LogType">
<summary>
<para>The type of the log message in Debug.unityLogger.Log or delegate registered with Application.RegisterLogCallback.</para>
</summary>
</member>
<member name="F:UnityEngine.LogType.Assert">
<summary>
<para>LogType used for Asserts. (These could also indicate an error inside Unity itself.)</para>
</summary>
</member>
<member name="F:UnityEngine.LogType.Error">
<summary>
<para>LogType used for Errors.</para>
</summary>
</member>
<member name="F:UnityEngine.LogType.Exception">
<summary>
<para>LogType used for Exceptions.</para>
</summary>
</member>
<member name="F:UnityEngine.LogType.Log">
<summary>
<para>LogType used for regular log messages.</para>
</summary>
</member>
<member name="F:UnityEngine.LogType.Warning">
<summary>
<para>LogType used for Warnings.</para>
</summary>
</member>
<member name="T:UnityEngine.Material">
<summary>
<para>The material class.</para>
</summary>
</member>
<member name="P:UnityEngine.Material.color">
<summary>
<para>The main material's color.</para>
</summary>
</member>
<member name="P:UnityEngine.Material.doubleSidedGI">
<summary>
<para>Gets and sets whether the Double Sided Global Illumination setting is enabled for this material.</para>
</summary>
</member>
<member name="P:UnityEngine.Material.enableInstancing">
<summary>
<para>Gets and sets whether GPU instancing is enabled for this material.</para>
</summary>
</member>
<member name="P:UnityEngine.Material.globalIlluminationFlags">
<summary>
<para>Defines how the material should interact with lightmaps and lightprobes.</para>
</summary>
</member>
<member name="P:UnityEngine.Material.mainTexture">
<summary>
<para>The material's texture.</para>
</summary>
</member>
<member name="P:UnityEngine.Material.mainTextureOffset">
<summary>
<para>The texture offset of the main texture.</para>
</summary>
</member>
<member name="P:UnityEngine.Material.mainTextureScale">
<summary>
<para>The texture scale of the main texture.</para>
</summary>
</member>
<member name="P:UnityEngine.Material.passCount">
<summary>
<para>How many passes are in this material (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Material.renderQueue">
<summary>
<para>Render queue of this material.</para>
</summary>
</member>
<member name="P:UnityEngine.Material.shader">
<summary>
<para>The shader used by the material.</para>
</summary>
</member>
<member name="P:UnityEngine.Material.shaderKeywords">
<summary>
<para>Additional shader keywords set by this material.</para>
</summary>
</member>
<member name="M:UnityEngine.Material.CopyPropertiesFromMaterial(UnityEngine.Material)">
<summary>
<para>Copy properties from other material into this material.</para>
</summary>
<param name="mat"></param>
</member>
<member name="M:UnityEngine.Material.#ctor(System.String)">
<summary>
<para></para>
</summary>
<param name="contents"></param>
</member>
<member name="M:UnityEngine.Material.#ctor(UnityEngine.Shader)">
<summary>
<para>Create a temporary Material.</para>
</summary>
<param name="shader">Create a material with a given Shader.</param>
<param name="source">Create a material by copying all properties from another material.</param>
</member>
<member name="M:UnityEngine.Material.#ctor(UnityEngine.Material)">
<summary>
<para>Create a temporary Material.</para>
</summary>
<param name="shader">Create a material with a given Shader.</param>
<param name="source">Create a material by copying all properties from another material.</param>
</member>
<member name="M:UnityEngine.Material.DisableKeyword(System.String)">
<summary>
<para>Unset a shader keyword.</para>
</summary>
<param name="keyword"></param>
</member>
<member name="M:UnityEngine.Material.EnableKeyword(System.String)">
<summary>
<para>Sets a shader keyword that is enabled by this material.</para>
</summary>
<param name="keyword"></param>
</member>
<member name="M:UnityEngine.Material.FindPass(System.String)">
<summary>
<para>Returns the index of the pass passName.</para>
</summary>
<param name="passName"></param>
</member>
<member name="M:UnityEngine.Material.GetColor(System.String)">
<summary>
<para>Get a named color value.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Material.GetColor(System.Int32)">
<summary>
<para>Get a named color value.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Material.GetColorArray(System.String)">
<summary>
<para>Get a named color array.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Material.GetColorArray(System.Int32)">
<summary>
<para>Get a named color array.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Material.GetColorArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Color&gt;)">
<summary>
<para>Fetch a named color array into a list.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="values">The list to hold the returned array.</param>
</member>
<member name="M:UnityEngine.Material.GetColorArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Color&gt;)">
<summary>
<para>Fetch a named color array into a list.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="values">The list to hold the returned array.</param>
</member>
<member name="M:UnityEngine.Material.GetFloat(System.String)">
<summary>
<para>Get a named float value.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Material.GetFloat(System.Int32)">
<summary>
<para>Get a named float value.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Material.GetFloatArray(System.String)">
<summary>
<para>Get a named float array.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
</member>
<member name="M:UnityEngine.Material.GetFloatArray(System.Int32)">
<summary>
<para>Get a named float array.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
</member>
<member name="M:UnityEngine.Material.GetFloatArray(System.String,System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Fetch a named float array into a list.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="values">The list to hold the returned array.</param>
</member>
<member name="M:UnityEngine.Material.GetFloatArray(System.Int32,System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Fetch a named float array into a list.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="values">The list to hold the returned array.</param>
</member>
<member name="M:UnityEngine.Material.GetInt(System.String)">
<summary>
<para>Get a named integer value.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Material.GetInt(System.Int32)">
<summary>
<para>Get a named integer value.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Material.GetMatrix(System.String)">
<summary>
<para>Get a named matrix value from the shader.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Material.GetMatrix(System.Int32)">
<summary>
<para>Get a named matrix value from the shader.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Material.GetMatrixArray(System.String)">
<summary>
<para>Get a named matrix array.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
</member>
<member name="M:UnityEngine.Material.GetMatrixArray(System.Int32)">
<summary>
<para>Get a named matrix array.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
</member>
<member name="M:UnityEngine.Material.GetMatrixArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)">
<summary>
<para>Fetch a named matrix array into a list.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="values">The list to hold the returned array.</param>
</member>
<member name="M:UnityEngine.Material.GetMatrixArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)">
<summary>
<para>Fetch a named matrix array into a list.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="values">The list to hold the returned array.</param>
</member>
<member name="M:UnityEngine.Material.GetPassName(System.Int32)">
<summary>
<para>Returns the name of the shader pass at index pass.</para>
</summary>
<param name="pass"></param>
</member>
<member name="M:UnityEngine.Material.GetShaderPassEnabled(System.String)">
<summary>
<para>Checks whether a given Shader pass is enabled on this Material.</para>
</summary>
<param name="passName">Shader pass name (case insensitive).</param>
<returns>
<para>True if the Shader pass is enabled.</para>
</returns>
</member>
<member name="M:UnityEngine.Material.GetTag(System.String,System.Boolean)">
<summary>
<para>Get the value of material's shader tag.</para>
</summary>
<param name="tag"></param>
<param name="searchFallbacks"></param>
<param name="defaultValue"></param>
</member>
<member name="M:UnityEngine.Material.GetTag(System.String,System.Boolean,System.String)">
<summary>
<para>Get the value of material's shader tag.</para>
</summary>
<param name="tag"></param>
<param name="searchFallbacks"></param>
<param name="defaultValue"></param>
</member>
<member name="M:UnityEngine.Material.GetTexture(System.String)">
<summary>
<para>Get a named texture.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Material.GetTexture(System.Int32)">
<summary>
<para>Get a named texture.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Material.GetTextureOffset(System.String)">
<summary>
<para>Gets the placement offset of texture propertyName.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Material.GetTextureOffset(System.Int32)">
<summary>
<para>Gets the placement offset of texture propertyName.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Material.GetTexturePropertyNameIDs">
<summary>
<para>Return the name IDs of all texture properties exposed on this material.</para>
</summary>
<param name="outNames">IDs of all texture properties exposed on this material.</param>
<returns>
<para>IDs of all texture properties exposed on this material.</para>
</returns>
</member>
<member name="M:UnityEngine.Material.GetTexturePropertyNameIDs(System.Collections.Generic.List`1&lt;System.Int32&gt;)">
<summary>
<para>Return the name IDs of all texture properties exposed on this material.</para>
</summary>
<param name="outNames">IDs of all texture properties exposed on this material.</param>
<returns>
<para>IDs of all texture properties exposed on this material.</para>
</returns>
</member>
<member name="M:UnityEngine.Material.GetTexturePropertyNames">
<summary>
<para>Returns the names of all texture properties exposed on this material.</para>
</summary>
<param name="outNames">Names of all texture properties exposed on this material.</param>
<returns>
<para>Names of all texture properties exposed on this material.</para>
</returns>
</member>
<member name="M:UnityEngine.Material.GetTexturePropertyNames(System.Collections.Generic.List`1&lt;System.String&gt;)">
<summary>
<para>Returns the names of all texture properties exposed on this material.</para>
</summary>
<param name="outNames">Names of all texture properties exposed on this material.</param>
<returns>
<para>Names of all texture properties exposed on this material.</para>
</returns>
</member>
<member name="M:UnityEngine.Material.GetTextureScale(System.String)">
<summary>
<para>Gets the placement scale of texture propertyName.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Material.GetTextureScale(System.Int32)">
<summary>
<para>Gets the placement scale of texture propertyName.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Material.GetVector(System.String)">
<summary>
<para>Get a named vector value.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Material.GetVector(System.Int32)">
<summary>
<para>Get a named vector value.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Material.GetVectorArray(System.String)">
<summary>
<para>Get a named vector array.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
</member>
<member name="M:UnityEngine.Material.GetVectorArray(System.Int32)">
<summary>
<para>Get a named vector array.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
</member>
<member name="M:UnityEngine.Material.GetVectorArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)">
<summary>
<para>Fetch a named vector array into a list.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="values">The list to hold the returned array.</param>
</member>
<member name="M:UnityEngine.Material.GetVectorArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)">
<summary>
<para>Fetch a named vector array into a list.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="values">The list to hold the returned array.</param>
</member>
<member name="M:UnityEngine.Material.HasProperty(System.String)">
<summary>
<para>Checks if material's shader has a property of a given name.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Material.HasProperty(System.Int32)">
<summary>
<para>Checks if material's shader has a property of a given name.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Material.IsKeywordEnabled(System.String)">
<summary>
<para>Is the shader keyword enabled on this material?</para>
</summary>
<param name="keyword"></param>
</member>
<member name="M:UnityEngine.Material.Lerp(UnityEngine.Material,UnityEngine.Material,System.Single)">
<summary>
<para>Interpolate properties between two materials.</para>
</summary>
<param name="start"></param>
<param name="end"></param>
<param name="t"></param>
</member>
<member name="M:UnityEngine.Material.SetBuffer(System.String,UnityEngine.ComputeBuffer)">
<summary>
<para>Sets a named ComputeBuffer value.</para>
</summary>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="name">Property name.</param>
<param name="value">The ComputeBuffer value to set.</param>
</member>
<member name="M:UnityEngine.Material.SetBuffer(System.Int32,UnityEngine.ComputeBuffer)">
<summary>
<para>Sets a named ComputeBuffer value.</para>
</summary>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="name">Property name.</param>
<param name="value">The ComputeBuffer value to set.</param>
</member>
<member name="M:UnityEngine.Material.SetColor(System.String,UnityEngine.Color)">
<summary>
<para>Sets a named color value.</para>
</summary>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="name">Property name, e.g. "_Color".</param>
<param name="value">Color value to set.</param>
</member>
<member name="M:UnityEngine.Material.SetColor(System.Int32,UnityEngine.Color)">
<summary>
<para>Sets a named color value.</para>
</summary>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="name">Property name, e.g. "_Color".</param>
<param name="value">Color value to set.</param>
</member>
<member name="M:UnityEngine.Material.SetColorArray(System.String,UnityEngine.Color[])">
<summary>
<para>Sets a color array property.</para>
</summary>
<param name="name">Property name.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="values">Array of values to set.</param>
</member>
<member name="M:UnityEngine.Material.SetColorArray(System.Int32,UnityEngine.Color[])">
<summary>
<para>Sets a color array property.</para>
</summary>
<param name="name">Property name.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="values">Array of values to set.</param>
</member>
<member name="M:UnityEngine.Material.SetColorArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Color&gt;)">
<summary>
<para>Sets a color array property.</para>
</summary>
<param name="name">Property name.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="values">Array of values to set.</param>
</member>
<member name="M:UnityEngine.Material.SetColorArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Color&gt;)">
<summary>
<para>Sets a color array property.</para>
</summary>
<param name="name">Property name.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="values">Array of values to set.</param>
</member>
<member name="M:UnityEngine.Material.SetFloat(System.String,System.Single)">
<summary>
<para>Sets a named float value.</para>
</summary>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="value">Float value to set.</param>
<param name="name">Property name, e.g. "_Glossiness".</param>
</member>
<member name="M:UnityEngine.Material.SetFloat(System.Int32,System.Single)">
<summary>
<para>Sets a named float value.</para>
</summary>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="value">Float value to set.</param>
<param name="name">Property name, e.g. "_Glossiness".</param>
</member>
<member name="M:UnityEngine.Material.SetFloatArray(System.String,System.Single[])">
<summary>
<para>Sets a float array property.</para>
</summary>
<param name="name">Property name.</param>
<param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param>
<param name="values">Array of values to set.</param>
</member>
<member name="M:UnityEngine.Material.SetFloatArray(System.Int32,System.Single[])">
<summary>
<para>Sets a float array property.</para>
</summary>
<param name="name">Property name.</param>
<param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param>
<param name="values">Array of values to set.</param>
</member>
<member name="M:UnityEngine.Material.SetFloatArray(System.String,System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Sets a float array property.</para>
</summary>
<param name="name">Property name.</param>
<param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param>
<param name="values">Array of values to set.</param>
</member>
<member name="M:UnityEngine.Material.SetFloatArray(System.Int32,System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Sets a float array property.</para>
</summary>
<param name="name">Property name.</param>
<param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param>
<param name="values">Array of values to set.</param>
</member>
<member name="M:UnityEngine.Material.SetInt(System.String,System.Int32)">
<summary>
<para>Sets a named integer value.</para>
</summary>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="value">Integer value to set.</param>
<param name="name">Property name, e.g. "_SrcBlend".</param>
</member>
<member name="M:UnityEngine.Material.SetInt(System.Int32,System.Int32)">
<summary>
<para>Sets a named integer value.</para>
</summary>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="value">Integer value to set.</param>
<param name="name">Property name, e.g. "_SrcBlend".</param>
</member>
<member name="M:UnityEngine.Material.SetMatrix(System.String,UnityEngine.Matrix4x4)">
<summary>
<para>Sets a named matrix for the shader.</para>
</summary>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="name">Property name, e.g. "_CubemapRotation".</param>
<param name="value">Matrix value to set.</param>
</member>
<member name="M:UnityEngine.Material.SetMatrix(System.Int32,UnityEngine.Matrix4x4)">
<summary>
<para>Sets a named matrix for the shader.</para>
</summary>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="name">Property name, e.g. "_CubemapRotation".</param>
<param name="value">Matrix value to set.</param>
</member>
<member name="M:UnityEngine.Material.SetMatrixArray(System.String,UnityEngine.Matrix4x4[])">
<summary>
<para>Sets a matrix array property.</para>
</summary>
<param name="name">Property name.</param>
<param name="values">Array of values to set.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
</member>
<member name="M:UnityEngine.Material.SetMatrixArray(System.Int32,UnityEngine.Matrix4x4[])">
<summary>
<para>Sets a matrix array property.</para>
</summary>
<param name="name">Property name.</param>
<param name="values">Array of values to set.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
</member>
<member name="M:UnityEngine.Material.SetMatrixArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)">
<summary>
<para>Sets a matrix array property.</para>
</summary>
<param name="name">Property name.</param>
<param name="values">Array of values to set.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
</member>
<member name="M:UnityEngine.Material.SetMatrixArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)">
<summary>
<para>Sets a matrix array property.</para>
</summary>
<param name="name">Property name.</param>
<param name="values">Array of values to set.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
</member>
<member name="M:UnityEngine.Material.SetOverrideTag(System.String,System.String)">
<summary>
<para>Sets an override tag/value on the material.</para>
</summary>
<param name="tag">Name of the tag to set.</param>
<param name="val">Name of the value to set. Empty string to clear the override flag.</param>
</member>
<member name="M:UnityEngine.Material.SetPass(System.Int32)">
<summary>
<para>Activate the given pass for rendering.</para>
</summary>
<param name="pass">Shader pass number to setup.</param>
<returns>
<para>If false is returned, no rendering should be done.</para>
</returns>
</member>
<member name="M:UnityEngine.Material.SetShaderPassEnabled(System.String,System.Boolean)">
<summary>
<para>Enables or disables a Shader pass on a per-Material level.</para>
</summary>
<param name="passName">Shader pass name (case insensitive).</param>
<param name="enabled">Flag indicating whether this Shader pass should be enabled.</param>
</member>
<member name="M:UnityEngine.Material.SetTexture(System.String,UnityEngine.Texture)">
<summary>
<para>Sets a named texture.</para>
</summary>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="name">Property name, e.g. "_MainTex".</param>
<param name="value">Texture to set.</param>
</member>
<member name="M:UnityEngine.Material.SetTexture(System.Int32,UnityEngine.Texture)">
<summary>
<para>Sets a named texture.</para>
</summary>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="name">Property name, e.g. "_MainTex".</param>
<param name="value">Texture to set.</param>
</member>
<member name="M:UnityEngine.Material.SetTextureOffset(System.String,UnityEngine.Vector2)">
<summary>
<para>Sets the placement offset of texture propertyName.</para>
</summary>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="name">Property name, for example: "_MainTex".</param>
<param name="value">Texture placement offset.</param>
</member>
<member name="M:UnityEngine.Material.SetTextureOffset(System.Int32,UnityEngine.Vector2)">
<summary>
<para>Sets the placement offset of texture propertyName.</para>
</summary>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="name">Property name, for example: "_MainTex".</param>
<param name="value">Texture placement offset.</param>
</member>
<member name="M:UnityEngine.Material.SetTextureScale(System.String,UnityEngine.Vector2)">
<summary>
<para>Sets the placement scale of texture propertyName.</para>
</summary>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="name">Property name, e.g. "_MainTex".</param>
<param name="value">Texture placement scale.</param>
</member>
<member name="M:UnityEngine.Material.SetTextureScale(System.Int32,UnityEngine.Vector2)">
<summary>
<para>Sets the placement scale of texture propertyName.</para>
</summary>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="name">Property name, e.g. "_MainTex".</param>
<param name="value">Texture placement scale.</param>
</member>
<member name="M:UnityEngine.Material.SetVector(System.String,UnityEngine.Vector4)">
<summary>
<para>Sets a named vector value.</para>
</summary>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="name">Property name, e.g. "_WaveAndDistance".</param>
<param name="value">Vector value to set.</param>
</member>
<member name="M:UnityEngine.Material.SetVector(System.Int32,UnityEngine.Vector4)">
<summary>
<para>Sets a named vector value.</para>
</summary>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
<param name="name">Property name, e.g. "_WaveAndDistance".</param>
<param name="value">Vector value to set.</param>
</member>
<member name="M:UnityEngine.Material.SetVectorArray(System.String,UnityEngine.Vector4[])">
<summary>
<para>Sets a vector array property.</para>
</summary>
<param name="name">Property name.</param>
<param name="values">Array of values to set.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
</member>
<member name="M:UnityEngine.Material.SetVectorArray(System.Int32,UnityEngine.Vector4[])">
<summary>
<para>Sets a vector array property.</para>
</summary>
<param name="name">Property name.</param>
<param name="values">Array of values to set.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
</member>
<member name="M:UnityEngine.Material.SetVectorArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)">
<summary>
<para>Sets a vector array property.</para>
</summary>
<param name="name">Property name.</param>
<param name="values">Array of values to set.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
</member>
<member name="M:UnityEngine.Material.SetVectorArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)">
<summary>
<para>Sets a vector array property.</para>
</summary>
<param name="name">Property name.</param>
<param name="values">Array of values to set.</param>
<param name="nameID">Property name ID, use Shader.PropertyToID to get it.</param>
</member>
<member name="T:UnityEngine.MaterialGlobalIlluminationFlags">
<summary>
<para>How the material interacts with lightmaps and lightprobes.</para>
</summary>
</member>
<member name="F:UnityEngine.MaterialGlobalIlluminationFlags.AnyEmissive">
<summary>
<para>Helper Mask to be used to query the enum only based on whether realtime GI or baked GI is set, ignoring all other bits.</para>
</summary>
</member>
<member name="F:UnityEngine.MaterialGlobalIlluminationFlags.BakedEmissive">
<summary>
<para>The emissive lighting affects baked Global Illumination. It emits lighting into baked lightmaps and baked lightprobes.</para>
</summary>
</member>
<member name="F:UnityEngine.MaterialGlobalIlluminationFlags.EmissiveIsBlack">
<summary>
<para>The emissive lighting is guaranteed to be black. This lets the lightmapping system know that it doesn't have to extract emissive lighting information from the material and can simply assume it is completely black.</para>
</summary>
</member>
<member name="F:UnityEngine.MaterialGlobalIlluminationFlags.None">
<summary>
<para>The emissive lighting does not affect Global Illumination at all.</para>
</summary>
</member>
<member name="F:UnityEngine.MaterialGlobalIlluminationFlags.RealtimeEmissive">
<summary>
<para>The emissive lighting will affect realtime Global Illumination. It emits lighting into realtime lightmaps and realtime lightprobes.</para>
</summary>
</member>
<member name="T:UnityEngine.MaterialPropertyBlock">
<summary>
<para>A block of material values to apply.</para>
</summary>
</member>
<member name="P:UnityEngine.MaterialPropertyBlock.isEmpty">
<summary>
<para>Is the material property block empty? (Read Only)</para>
</summary>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.Clear">
<summary>
<para>Clear material property values.</para>
</summary>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.CopyProbeOcclusionArrayFrom(UnityEngine.Vector4[])">
<summary>
<para>This function copies the entire source array into a Vector4 property array named unity_ProbesOcclusion for use with instanced rendering.</para>
</summary>
<param name="occlusionProbes">The array of probe occlusion values to copy from.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.CopyProbeOcclusionArrayFrom(System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)">
<summary>
<para>This function copies the entire source array into a Vector4 property array named unity_ProbesOcclusion for use with instanced rendering.</para>
</summary>
<param name="occlusionProbes">The array of probe occlusion values to copy from.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.CopyProbeOcclusionArrayFrom(UnityEngine.Vector4[],System.Int32,System.Int32,System.Int32)">
<summary>
<para>This function copies the source array into a Vector4 property array named unity_ProbesOcclusion with the specified source and destination range for use with instanced rendering.</para>
</summary>
<param name="occlusionProbes">The array of probe occlusion values to copy from.</param>
<param name="sourceStart">The index of the first element in the source array to copy from.</param>
<param name="destStart">The index of the first element in the destination MaterialPropertyBlock array to copy to.</param>
<param name="count">The number of elements to copy.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.CopyProbeOcclusionArrayFrom(System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;,System.Int32,System.Int32,System.Int32)">
<summary>
<para>This function copies the source array into a Vector4 property array named unity_ProbesOcclusion with the specified source and destination range for use with instanced rendering.</para>
</summary>
<param name="occlusionProbes">The array of probe occlusion values to copy from.</param>
<param name="sourceStart">The index of the first element in the source array to copy from.</param>
<param name="destStart">The index of the first element in the destination MaterialPropertyBlock array to copy to.</param>
<param name="count">The number of elements to copy.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.CopySHCoefficientArraysFrom(System.Collections.Generic.List`1&lt;UnityEngine.Rendering.SphericalHarmonicsL2&gt;)">
<summary>
<para>This function converts and copies the entire source array into 7 Vector4 property arrays named unity_SHAr, unity_SHAg, unity_SHAb, unity_SHBr, unity_SHBg, unity_SHBb and unity_SHC for use with instanced rendering.</para>
</summary>
<param name="lightProbes">The array of SH values to copy from.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.CopySHCoefficientArraysFrom(UnityEngine.Rendering.SphericalHarmonicsL2[])">
<summary>
<para>This function converts and copies the entire source array into 7 Vector4 property arrays named unity_SHAr, unity_SHAg, unity_SHAb, unity_SHBr, unity_SHBg, unity_SHBb and unity_SHC for use with instanced rendering.</para>
</summary>
<param name="lightProbes">The array of SH values to copy from.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.CopySHCoefficientArraysFrom(UnityEngine.Rendering.SphericalHarmonicsL2[],System.Int32,System.Int32,System.Int32)">
<summary>
<para>This function converts and copies the source array into 7 Vector4 property arrays named unity_SHAr, unity_SHAg, unity_SHAb, unity_SHBr, unity_SHBg, unity_SHBb and unity_SHC with the specified source and destination range for use with instanced rendering.</para>
</summary>
<param name="lightProbes">The array of SH values to copy from.</param>
<param name="sourceStart">The index of the first element in the source array to copy from.</param>
<param name="destStart">The index of the first element in the destination MaterialPropertyBlock array to copy to.</param>
<param name="count">The number of elements to copy.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.CopySHCoefficientArraysFrom(System.Collections.Generic.List`1&lt;UnityEngine.Rendering.SphericalHarmonicsL2&gt;,System.Int32,System.Int32,System.Int32)">
<summary>
<para>This function converts and copies the source array into 7 Vector4 property arrays named unity_SHAr, unity_SHAg, unity_SHAb, unity_SHBr, unity_SHBg, unity_SHBb and unity_SHC with the specified source and destination range for use with instanced rendering.</para>
</summary>
<param name="lightProbes">The array of SH values to copy from.</param>
<param name="sourceStart">The index of the first element in the source array to copy from.</param>
<param name="destStart">The index of the first element in the destination MaterialPropertyBlock array to copy to.</param>
<param name="count">The number of elements to copy.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetColor(System.String)">
<summary>
<para>Get a color from the property block.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetColor(System.Int32)">
<summary>
<para>Get a color from the property block.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetFloat(System.String)">
<summary>
<para>Get a float from the property block.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetFloat(System.Int32)">
<summary>
<para>Get a float from the property block.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetFloatArray(System.String)">
<summary>
<para>Get a float array from the property block.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetFloatArray(System.Int32)">
<summary>
<para>Get a float array from the property block.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetFloatArray(System.String,System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Fetch a float array from the property block into a list.</para>
</summary>
<param name="values">The list to hold the returned array.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetFloatArray(System.Int32,System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Fetch a float array from the property block into a list.</para>
</summary>
<param name="values">The list to hold the returned array.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetInt(System.String)">
<summary>
<para>Get an int from the property block.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetInt(System.Int32)">
<summary>
<para>Get an int from the property block.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetMatrix(System.String)">
<summary>
<para>Get a matrix from the property block.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetMatrix(System.Int32)">
<summary>
<para>Get a matrix from the property block.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetMatrixArray(System.String)">
<summary>
<para>Get a matrix array from the property block.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetMatrixArray(System.Int32)">
<summary>
<para>Get a matrix array from the property block.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetMatrixArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)">
<summary>
<para>Fetch a matrix array from the property block into a list.</para>
</summary>
<param name="values">The list to hold the returned array.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetMatrixArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)">
<summary>
<para>Fetch a matrix array from the property block into a list.</para>
</summary>
<param name="values">The list to hold the returned array.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetTexture(System.String)">
<summary>
<para>Get a texture from the property block.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetTexture(System.Int32)">
<summary>
<para>Get a texture from the property block.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetVector(System.String)">
<summary>
<para>Get a vector from the property block.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetVector(System.Int32)">
<summary>
<para>Get a vector from the property block.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetVectorArray(System.String)">
<summary>
<para>Get a vector array from the property block.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetVectorArray(System.Int32)">
<summary>
<para>Get a vector array from the property block.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetVectorArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)">
<summary>
<para>Fetch a vector array from the property block into a list.</para>
</summary>
<param name="values">The list to hold the returned array.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetVectorArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)">
<summary>
<para>Fetch a vector array from the property block into a list.</para>
</summary>
<param name="values">The list to hold the returned array.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetBuffer(System.String,UnityEngine.ComputeBuffer)">
<summary>
<para>Set a ComputeBuffer property.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="value">The ComputeBuffer to set.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetBuffer(System.Int32,UnityEngine.ComputeBuffer)">
<summary>
<para>Set a ComputeBuffer property.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="value">The ComputeBuffer to set.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetColor(System.String,UnityEngine.Color)">
<summary>
<para>Set a color property.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="value">The Color value to set.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetColor(System.Int32,UnityEngine.Color)">
<summary>
<para>Set a color property.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="value">The Color value to set.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetFloat(System.String,System.Single)">
<summary>
<para>Set a float property.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="value">The float value to set.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetFloat(System.Int32,System.Single)">
<summary>
<para>Set a float property.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="value">The float value to set.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetFloatArray(System.String,System.Single[])">
<summary>
<para>Set a float array property.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="values">The array to set.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetFloatArray(System.Int32,System.Single[])">
<summary>
<para>Set a float array property.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="values">The array to set.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetFloatArray(System.String,System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Set a float array property.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="values">The array to set.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetFloatArray(System.Int32,System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Set a float array property.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="values">The array to set.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetInt(System.Int32,System.Int32)">
<summary>
<para>Adds a property to the block. If an int property with the given name already exists, the old value is replaced.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="value">The int value to set.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetInt(System.String,System.Int32)">
<summary>
<para>Adds a property to the block. If an int property with the given name already exists, the old value is replaced.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="value">The int value to set.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetMatrix(System.String,UnityEngine.Matrix4x4)">
<summary>
<para>Set a matrix property.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="value">The matrix value to set.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetMatrix(System.Int32,UnityEngine.Matrix4x4)">
<summary>
<para>Set a matrix property.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="value">The matrix value to set.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetMatrixArray(System.String,UnityEngine.Matrix4x4[])">
<summary>
<para>Set a matrix array property.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="values">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="nameID">The array to set.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetMatrixArray(System.Int32,UnityEngine.Matrix4x4[])">
<summary>
<para>Set a matrix array property.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="values">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="nameID">The array to set.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetMatrixArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)">
<summary>
<para>Set a matrix array property.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="values">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="nameID">The array to set.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetMatrixArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)">
<summary>
<para>Set a matrix array property.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="values">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="nameID">The array to set.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetTexture(System.String,UnityEngine.Texture)">
<summary>
<para>Set a texture property.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="value">The Texture to set.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetTexture(System.Int32,UnityEngine.Texture)">
<summary>
<para>Set a texture property.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="value">The Texture to set.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetVector(System.String,UnityEngine.Vector4)">
<summary>
<para>Set a vector property.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="value">The Vector4 value to set.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetVector(System.Int32,UnityEngine.Vector4)">
<summary>
<para>Set a vector property.</para>
</summary>
<param name="name">The name of the property.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="value">The Vector4 value to set.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetVectorArray(System.String,UnityEngine.Vector4[])">
<summary>
<para>Set a vector array property.</para>
</summary>
<param name="nameID">The name of the property.</param>
<param name="values">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The array to set.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetVectorArray(System.Int32,UnityEngine.Vector4[])">
<summary>
<para>Set a vector array property.</para>
</summary>
<param name="nameID">The name of the property.</param>
<param name="values">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The array to set.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetVectorArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)">
<summary>
<para>Set a vector array property.</para>
</summary>
<param name="nameID">The name of the property.</param>
<param name="values">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The array to set.</param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetVectorArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)">
<summary>
<para>Set a vector array property.</para>
</summary>
<param name="nameID">The name of the property.</param>
<param name="values">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The array to set.</param>
</member>
<member name="T:UnityEngine.Mathf">
<summary>
<para>A collection of common math functions.</para>
</summary>
</member>
<member name="M:UnityEngine.Mathf.Abs(System.Single)">
<summary>
<para>Returns the absolute value of f.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.Abs(System.Int32)">
<summary>
<para>Returns the absolute value of value.</para>
</summary>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Mathf.Acos(System.Single)">
<summary>
<para>Returns the arc-cosine of f - the angle in radians whose cosine is f.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.Approximately(System.Single,System.Single)">
<summary>
<para>Compares two floating point values and returns true if they are similar.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Mathf.Asin(System.Single)">
<summary>
<para>Returns the arc-sine of f - the angle in radians whose sine is f.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.Atan(System.Single)">
<summary>
<para>Returns the arc-tangent of f - the angle in radians whose tangent is f.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.Atan2(System.Single,System.Single)">
<summary>
<para>Returns the angle in radians whose Tan is y/x.</para>
</summary>
<param name="y"></param>
<param name="x"></param>
</member>
<member name="M:UnityEngine.Mathf.Ceil(System.Single)">
<summary>
<para>Returns the smallest integer greater to or equal to f.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.CeilToInt(System.Single)">
<summary>
<para>Returns the smallest integer greater to or equal to f.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.Clamp(System.Single,System.Single,System.Single)">
<summary>
<para>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.</para>
</summary>
<param name="value">The floating point value to restrict inside the range defined by the min and max values.</param>
<param name="min">The minimum floating point value to compare against.</param>
<param name="max">The maximum floating point value to compare against.</param>
<returns>
<para>The float result between the min and max values.</para>
</returns>
</member>
<member name="M:UnityEngine.Mathf.Clamp(System.Int32,System.Int32,System.Int32)">
<summary>
<para>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.</para>
</summary>
<param name="value">The integer point value to restrict inside the min-to-max range</param>
<param name="min">The minimum integer point value to compare against.</param>
<param name="max">The maximum integer point value to compare against.</param>
<returns>
<para>The int result between min and max values.</para>
</returns>
</member>
<member name="M:UnityEngine.Mathf.Clamp01(System.Single)">
<summary>
<para>Clamps value between 0 and 1 and returns value.</para>
</summary>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Mathf.ClosestPowerOfTwo(System.Int32)">
<summary>
<para>Returns the closest power of two value.</para>
</summary>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Mathf.CorrelatedColorTemperatureToRGB(System.Single)">
<summary>
<para>Convert a color temperature in Kelvin to RGB color.</para>
</summary>
<param name="kelvin">Temperature in Kelvin. Range 1000 to 40000 Kelvin.</param>
<returns>
<para>Correlated Color Temperature as floating point RGB color.</para>
</returns>
</member>
<member name="M:UnityEngine.Mathf.Cos(System.Single)">
<summary>
<para>Returns the cosine of angle f.</para>
</summary>
<param name="f">The input angle, in radians.</param>
<returns>
<para>The return value between -1 and 1.</para>
</returns>
</member>
<member name="F:UnityEngine.Mathf.Deg2Rad">
<summary>
<para>Degrees-to-radians conversion constant (Read Only).</para>
</summary>
</member>
<member name="M:UnityEngine.Mathf.DeltaAngle(System.Single,System.Single)">
<summary>
<para>Calculates the shortest difference between two given angles given in degrees.</para>
</summary>
<param name="current"></param>
<param name="target"></param>
</member>
<member name="F:UnityEngine.Mathf.Epsilon">
<summary>
<para>A tiny floating point value (Read Only).</para>
</summary>
</member>
<member name="M:UnityEngine.Mathf.Exp(System.Single)">
<summary>
<para>Returns e raised to the specified power.</para>
</summary>
<param name="power"></param>
</member>
<member name="M:UnityEngine.Mathf.Floor(System.Single)">
<summary>
<para>Returns the largest integer smaller than or equal to f.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.FloorToInt(System.Single)">
<summary>
<para>Returns the largest integer smaller to or equal to f.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.GammaToLinearSpace(System.Single)">
<summary>
<para>Converts the given value from gamma (sRGB) to linear color space.</para>
</summary>
<param name="value"></param>
</member>
<member name="F:UnityEngine.Mathf.Infinity">
<summary>
<para>A representation of positive infinity (Read Only).</para>
</summary>
</member>
<member name="M:UnityEngine.Mathf.InverseLerp(System.Single,System.Single,System.Single)">
<summary>
<para>Calculates the linear parameter t that produces the interpolant value within the range [a, b].</para>
</summary>
<param name="a">Start value.</param>
<param name="b">End value.</param>
<param name="value">Value between start and end.</param>
<returns>
<para>Percentage of value between start and end.</para>
</returns>
</member>
<member name="M:UnityEngine.Mathf.IsPowerOfTwo(System.Int32)">
<summary>
<para>Returns true if the value is power of two.</para>
</summary>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Mathf.Lerp(System.Single,System.Single,System.Single)">
<summary>
<para>Linearly interpolates between a and b by t.</para>
</summary>
<param name="a">The start value.</param>
<param name="b">The end value.</param>
<param name="t">The interpolation value between the two floats.</param>
<returns>
<para>The interpolated float result between the two float values.</para>
</returns>
</member>
<member name="M:UnityEngine.Mathf.LerpAngle(System.Single,System.Single,System.Single)">
<summary>
<para>Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="t"></param>
</member>
<member name="M:UnityEngine.Mathf.LerpUnclamped(System.Single,System.Single,System.Single)">
<summary>
<para>Linearly interpolates between a and b by t with no limit to t.</para>
</summary>
<param name="a">The start value.</param>
<param name="b">The end value.</param>
<param name="t">The interpolation between the two floats.</param>
<returns>
<para>The float value as a result from the linear interpolation.</para>
</returns>
</member>
<member name="M:UnityEngine.Mathf.LinearToGammaSpace(System.Single)">
<summary>
<para>Converts the given value from linear to gamma (sRGB) color space.</para>
</summary>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Mathf.Log(System.Single,System.Single)">
<summary>
<para>Returns the logarithm of a specified number in a specified base.</para>
</summary>
<param name="f"></param>
<param name="p"></param>
</member>
<member name="M:UnityEngine.Mathf.Log(System.Single)">
<summary>
<para>Returns the natural (base e) logarithm of a specified number.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.Log10(System.Single)">
<summary>
<para>Returns the base 10 logarithm of a specified number.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.Max(System.Single,System.Single)">
<summary>
<para>Returns largest of two or more values.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="values"></param>
</member>
<member name="M:UnityEngine.Mathf.Max(System.Single[])">
<summary>
<para>Returns largest of two or more values.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="values"></param>
</member>
<member name="M:UnityEngine.Mathf.Max(System.Int32,System.Int32)">
<summary>
<para>Returns the largest of two or more values.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="values"></param>
</member>
<member name="M:UnityEngine.Mathf.Max(System.Int32[])">
<summary>
<para>Returns the largest of two or more values.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="values"></param>
</member>
<member name="M:UnityEngine.Mathf.Min(System.Single,System.Single)">
<summary>
<para>Returns the smallest of two or more values.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="values"></param>
</member>
<member name="M:UnityEngine.Mathf.Min(System.Single[])">
<summary>
<para>Returns the smallest of two or more values.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="values"></param>
</member>
<member name="M:UnityEngine.Mathf.Min(System.Int32,System.Int32)">
<summary>
<para>Returns the smallest of two or more values.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="values"></param>
</member>
<member name="M:UnityEngine.Mathf.Min(System.Int32[])">
<summary>
<para>Returns the smallest of two or more values.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="values"></param>
</member>
<member name="M:UnityEngine.Mathf.MoveTowards(System.Single,System.Single,System.Single)">
<summary>
<para>Moves a value current towards target.</para>
</summary>
<param name="current">The current value.</param>
<param name="target">The value to move towards.</param>
<param name="maxDelta">The maximum change that should be applied to the value.</param>
</member>
<member name="M:UnityEngine.Mathf.MoveTowardsAngle(System.Single,System.Single,System.Single)">
<summary>
<para>Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.</para>
</summary>
<param name="current"></param>
<param name="target"></param>
<param name="maxDelta"></param>
</member>
<member name="F:UnityEngine.Mathf.NegativeInfinity">
<summary>
<para>A representation of negative infinity (Read Only).</para>
</summary>
</member>
<member name="M:UnityEngine.Mathf.NextPowerOfTwo(System.Int32)">
<summary>
<para>Returns the next power of two that is equal to, or greater than, the argument.</para>
</summary>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Mathf.PerlinNoise(System.Single,System.Single)">
<summary>
<para>Generate 2D Perlin noise.</para>
</summary>
<param name="x">X-coordinate of sample point.</param>
<param name="y">Y-coordinate of sample point.</param>
<returns>
<para>Value between 0.0 and 1.0. (Return value might be slightly beyond 1.0.)</para>
</returns>
</member>
<member name="F:UnityEngine.Mathf.PI">
<summary>
<para>The well-known 3.14159265358979... value (Read Only).</para>
</summary>
</member>
<member name="M:UnityEngine.Mathf.PingPong(System.Single,System.Single)">
<summary>
<para>PingPongs the value t, so that it is never larger than length and never smaller than 0.</para>
</summary>
<param name="t"></param>
<param name="length"></param>
</member>
<member name="M:UnityEngine.Mathf.Pow(System.Single,System.Single)">
<summary>
<para>Returns f raised to power p.</para>
</summary>
<param name="f"></param>
<param name="p"></param>
</member>
<member name="F:UnityEngine.Mathf.Rad2Deg">
<summary>
<para>Radians-to-degrees conversion constant (Read Only).</para>
</summary>
</member>
<member name="M:UnityEngine.Mathf.Repeat(System.Single,System.Single)">
<summary>
<para>Loops the value t, so that it is never larger than length and never smaller than 0.</para>
</summary>
<param name="t"></param>
<param name="length"></param>
</member>
<member name="M:UnityEngine.Mathf.Round(System.Single)">
<summary>
<para>Returns f rounded to the nearest integer.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.RoundToInt(System.Single)">
<summary>
<para>Returns f rounded to the nearest integer.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.Sign(System.Single)">
<summary>
<para>Returns the sign of f.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.Sin(System.Single)">
<summary>
<para>Returns the sine of angle f.</para>
</summary>
<param name="f">The input angle, in radians.</param>
<returns>
<para>The return value between -1 and +1.</para>
</returns>
</member>
<member name="M:UnityEngine.Mathf.SmoothDamp(System.Single,System.Single,System.Single&amp;,System.Single)">
<summary>
<para>Gradually changes a value towards a desired goal over time.</para>
</summary>
<param name="current">The current position.</param>
<param name="target">The position we are trying to reach.</param>
<param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param>
<param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param>
<param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param>
<param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param>
</member>
<member name="M:UnityEngine.Mathf.SmoothDamp(System.Single,System.Single,System.Single&amp;,System.Single,System.Single)">
<summary>
<para>Gradually changes a value towards a desired goal over time.</para>
</summary>
<param name="current">The current position.</param>
<param name="target">The position we are trying to reach.</param>
<param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param>
<param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param>
<param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param>
<param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param>
</member>
<member name="M:UnityEngine.Mathf.SmoothDamp(System.Single,System.Single,System.Single&amp;,System.Single,System.Single,System.Single)">
<summary>
<para>Gradually changes a value towards a desired goal over time.</para>
</summary>
<param name="current">The current position.</param>
<param name="target">The position we are trying to reach.</param>
<param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param>
<param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param>
<param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param>
<param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param>
</member>
<member name="M:UnityEngine.Mathf.SmoothDampAngle(System.Single,System.Single,System.Single&amp;,System.Single)">
<summary>
<para>Gradually changes an angle given in degrees towards a desired goal angle over time.</para>
</summary>
<param name="current">The current position.</param>
<param name="target">The position we are trying to reach.</param>
<param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param>
<param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param>
<param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param>
<param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param>
</member>
<member name="M:UnityEngine.Mathf.SmoothDampAngle(System.Single,System.Single,System.Single&amp;,System.Single,System.Single)">
<summary>
<para>Gradually changes an angle given in degrees towards a desired goal angle over time.</para>
</summary>
<param name="current">The current position.</param>
<param name="target">The position we are trying to reach.</param>
<param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param>
<param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param>
<param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param>
<param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param>
</member>
<member name="M:UnityEngine.Mathf.SmoothDampAngle(System.Single,System.Single,System.Single&amp;,System.Single,System.Single,System.Single)">
<summary>
<para>Gradually changes an angle given in degrees towards a desired goal angle over time.</para>
</summary>
<param name="current">The current position.</param>
<param name="target">The position we are trying to reach.</param>
<param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param>
<param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param>
<param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param>
<param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param>
</member>
<member name="M:UnityEngine.Mathf.SmoothStep(System.Single,System.Single,System.Single)">
<summary>
<para>Interpolates between min and max with smoothing at the limits.</para>
</summary>
<param name="from"></param>
<param name="to"></param>
<param name="t"></param>
</member>
<member name="M:UnityEngine.Mathf.Sqrt(System.Single)">
<summary>
<para>Returns square root of f.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.Tan(System.Single)">
<summary>
<para>Returns the tangent of angle f in radians.</para>
</summary>
<param name="f"></param>
</member>
<member name="T:UnityEngine.Matrix4x4">
<summary>
<para>A standard 4x4 transformation matrix.</para>
</summary>
</member>
<member name="P:UnityEngine.Matrix4x4.decomposeProjection">
<summary>
<para>This property takes a projection matrix and returns the six plane coordinates that define a projection frustum.</para>
</summary>
</member>
<member name="P:UnityEngine.Matrix4x4.determinant">
<summary>
<para>The determinant of the matrix.</para>
</summary>
</member>
<member name="P:UnityEngine.Matrix4x4.identity">
<summary>
<para>Returns the identity matrix (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Matrix4x4.inverse">
<summary>
<para>The inverse of this matrix (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Matrix4x4.isIdentity">
<summary>
<para>Is this the identity matrix?</para>
</summary>
</member>
<member name="P:UnityEngine.Matrix4x4.lossyScale">
<summary>
<para>Attempts to get a scale value from the matrix.</para>
</summary>
</member>
<member name="P:UnityEngine.Matrix4x4.rotation">
<summary>
<para>Attempts to get a rotation quaternion from this matrix.</para>
</summary>
</member>
<member name="P:UnityEngine.Matrix4x4.transpose">
<summary>
<para>Returns the transpose of this matrix (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Matrix4x4.zero">
<summary>
<para>Returns a matrix with all elements set to zero (Read Only).</para>
</summary>
</member>
<member name="M:UnityEngine.Matrix4x4.Frustum(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>This function returns a projection matrix with viewing frustum that has a near plane defined by the coordinates that were passed in.</para>
</summary>
<param name="left">The X coordinate of the left side of the near projection plane in view space.</param>
<param name="right">The X coordinate of the right side of the near projection plane in view space.</param>
<param name="bottom">The Y coordinate of the bottom side of the near projection plane in view space.</param>
<param name="top">The Y coordinate of the top side of the near projection plane in view space.</param>
<param name="zNear">Z distance to the near plane from the origin in view space.</param>
<param name="zFar">Z distance to the far plane from the origin in view space.</param>
<param name="frustumPlanes">Frustum planes struct that contains the view space coordinates of that define a viewing frustum.</param>
<param name="fp"></param>
<returns>
<para>A projection matrix with a viewing frustum defined by the plane coordinates passed in.</para>
</returns>
</member>
<member name="M:UnityEngine.Matrix4x4.Frustum(UnityEngine.FrustumPlanes)">
<summary>
<para>This function returns a projection matrix with viewing frustum that has a near plane defined by the coordinates that were passed in.</para>
</summary>
<param name="left">The X coordinate of the left side of the near projection plane in view space.</param>
<param name="right">The X coordinate of the right side of the near projection plane in view space.</param>
<param name="bottom">The Y coordinate of the bottom side of the near projection plane in view space.</param>
<param name="top">The Y coordinate of the top side of the near projection plane in view space.</param>
<param name="zNear">Z distance to the near plane from the origin in view space.</param>
<param name="zFar">Z distance to the far plane from the origin in view space.</param>
<param name="frustumPlanes">Frustum planes struct that contains the view space coordinates of that define a viewing frustum.</param>
<param name="fp"></param>
<returns>
<para>A projection matrix with a viewing frustum defined by the plane coordinates passed in.</para>
</returns>
</member>
<member name="M:UnityEngine.Matrix4x4.GetColumn(System.Int32)">
<summary>
<para>Get a column of the matrix.</para>
</summary>
<param name="index"></param>
</member>
<member name="M:UnityEngine.Matrix4x4.GetRow(System.Int32)">
<summary>
<para>Returns a row of the matrix.</para>
</summary>
<param name="index"></param>
</member>
<member name="M:UnityEngine.Matrix4x4.LookAt(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Given a source point, a target point, and an up vector, computes a transformation matrix that corresponds to a camera viewing the target from the source, such that the right-hand vector is perpendicular to the up vector.</para>
</summary>
<param name="from">The source point.</param>
<param name="to">The target point.</param>
<param name="up">The vector describing the up direction (typically Vector3.up).</param>
<returns>
<para>The resulting transformation matrix.</para>
</returns>
</member>
<member name="M:UnityEngine.Matrix4x4.MultiplyPoint(UnityEngine.Vector3)">
<summary>
<para>Transforms a position by this matrix (generic).</para>
</summary>
<param name="point"></param>
</member>
<member name="M:UnityEngine.Matrix4x4.MultiplyPoint3x4(UnityEngine.Vector3)">
<summary>
<para>Transforms a position by this matrix (fast).</para>
</summary>
<param name="point"></param>
</member>
<member name="M:UnityEngine.Matrix4x4.MultiplyVector(UnityEngine.Vector3)">
<summary>
<para>Transforms a direction by this matrix.</para>
</summary>
<param name="vector"></param>
</member>
<member name="?:UnityEngine.Matrix4x4.op_Multiply(UnityEngine.Matrix4x4,UnityEngine.Matrix4x4)">
<summary>
<para>Multiplies two matrices.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Matrix4x4.op_Multiply(UnityEngine.Matrix4x4,UnityEngine.Vector4)">
<summary>
<para>Transforms a Vector4 by a matrix.</para>
</summary>
<param name="lhs"></param>
<param name="vector"></param>
</member>
<member name="M:UnityEngine.Matrix4x4.Ortho(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Creates an orthogonal projection matrix.</para>
</summary>
<param name="left"></param>
<param name="right"></param>
<param name="bottom"></param>
<param name="top"></param>
<param name="zNear"></param>
<param name="zFar"></param>
</member>
<member name="M:UnityEngine.Matrix4x4.Perspective(System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Creates a perspective projection matrix.</para>
</summary>
<param name="fov"></param>
<param name="aspect"></param>
<param name="zNear"></param>
<param name="zFar"></param>
</member>
<member name="M:UnityEngine.Matrix4x4.Rotate(UnityEngine.Quaternion)">
<summary>
<para>Creates a rotation matrix.</para>
</summary>
<param name="q"></param>
</member>
<member name="M:UnityEngine.Matrix4x4.Scale(UnityEngine.Vector3)">
<summary>
<para>Creates a scaling matrix.</para>
</summary>
<param name="vector"></param>
</member>
<member name="M:UnityEngine.Matrix4x4.SetColumn(System.Int32,UnityEngine.Vector4)">
<summary>
<para>Sets a column of the matrix.</para>
</summary>
<param name="index"></param>
<param name="column"></param>
</member>
<member name="M:UnityEngine.Matrix4x4.SetRow(System.Int32,UnityEngine.Vector4)">
<summary>
<para>Sets a row of the matrix.</para>
</summary>
<param name="index"></param>
<param name="row"></param>
</member>
<member name="M:UnityEngine.Matrix4x4.SetTRS(UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)">
<summary>
<para>Sets this matrix to a translation, rotation and scaling matrix.</para>
</summary>
<param name="pos"></param>
<param name="q"></param>
<param name="s"></param>
</member>
<member name="P:UnityEngine.Matrix4x4.this">
<summary>
<para>Access element at [row, column].</para>
</summary>
</member>
<member name="P:UnityEngine.Matrix4x4.this">
<summary>
<para>Access element at sequential index (0..15 inclusive).</para>
</summary>
</member>
<member name="M:UnityEngine.Matrix4x4.ToString">
<summary>
<para>Returns a nicely formatted string for this matrix.</para>
</summary>
<param name="format"></param>
</member>
<member name="M:UnityEngine.Matrix4x4.ToString(System.String)">
<summary>
<para>Returns a nicely formatted string for this matrix.</para>
</summary>
<param name="format"></param>
</member>
<member name="M:UnityEngine.Matrix4x4.TransformPlane(UnityEngine.Plane)">
<summary>
<para>Returns a plane that is transformed in space.</para>
</summary>
<param name="plane"></param>
</member>
<member name="M:UnityEngine.Matrix4x4.Translate(UnityEngine.Vector3)">
<summary>
<para>Creates a translation matrix.</para>
</summary>
<param name="vector"></param>
</member>
<member name="M:UnityEngine.Matrix4x4.TRS(UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)">
<summary>
<para>Creates a translation, rotation and scaling matrix.</para>
</summary>
<param name="pos"></param>
<param name="q"></param>
<param name="s"></param>
</member>
<member name="M:UnityEngine.Matrix4x4.ValidTRS">
<summary>
<para>Checks if this matrix is a valid transform matrix.</para>
</summary>
</member>
<member name="T:UnityEngine.Mesh">
<summary>
<para>A class that allows creating or modifying meshes from scripts.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.bindposes">
<summary>
<para>The bind poses. The bind pose at each index refers to the bone with the same index.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.blendShapeCount">
<summary>
<para>Returns BlendShape count on this mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.boneWeights">
<summary>
<para>The bone weights of each vertex.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.bounds">
<summary>
<para>The bounding volume of the mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.colors">
<summary>
<para>Vertex colors of the Mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.colors32">
<summary>
<para>Vertex colors of the Mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.indexFormat">
<summary>
<para>Format of the mesh index buffer data.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.isReadable">
<summary>
<para>Returns true if the Mesh is read/write enabled, or false if it is not.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.normals">
<summary>
<para>The normals of the Mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.subMeshCount">
<summary>
<para>The number of sub-meshes inside the Mesh object.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.tangents">
<summary>
<para>The tangents of the Mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.triangles">
<summary>
<para>An array containing all triangles in the Mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.uv">
<summary>
<para>The base texture coordinates of the Mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.uv2">
<summary>
<para>The second texture coordinate set of the mesh, if present.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.uv3">
<summary>
<para>The third texture coordinate set of the mesh, if present.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.uv4">
<summary>
<para>The fourth texture coordinate set of the mesh, if present.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.uv5">
<summary>
<para>The fifth texture coordinate set of the mesh, if present.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.uv6">
<summary>
<para>The sixth texture coordinate set of the mesh, if present.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.uv7">
<summary>
<para>The seventh texture coordinate set of the mesh, if present.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.uv8">
<summary>
<para>The eighth texture coordinate set of the mesh, if present.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.vertexBufferCount">
<summary>
<para>Gets the number of vertex buffers present in the Mesh. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.vertexCount">
<summary>
<para>Returns the number of vertices in the Mesh (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.vertices">
<summary>
<para>Returns a copy of the vertex positions or assigns a new vertex positions array.</para>
</summary>
</member>
<member name="M:UnityEngine.Mesh.AddBlendShapeFrame(System.String,System.Single,UnityEngine.Vector3[],UnityEngine.Vector3[],UnityEngine.Vector3[])">
<summary>
<para>Adds a new blend shape frame.</para>
</summary>
<param name="shapeName">Name of the blend shape to add a frame to.</param>
<param name="frameWeight">Weight for the frame being added.</param>
<param name="deltaVertices">Delta vertices for the frame being added.</param>
<param name="deltaNormals">Delta normals for the frame being added.</param>
<param name="deltaTangents">Delta tangents for the frame being added.</param>
</member>
<member name="M:UnityEngine.Mesh.Clear(System.Boolean)">
<summary>
<para>Clears all vertex data and all triangle indices.</para>
</summary>
<param name="keepVertexLayout"></param>
</member>
<member name="M:UnityEngine.Mesh.ClearBlendShapes">
<summary>
<para>Clears all blend shapes from Mesh.</para>
</summary>
</member>
<member name="M:UnityEngine.Mesh.CombineMeshes(UnityEngine.CombineInstance[],System.Boolean,System.Boolean,System.Boolean)">
<summary>
<para>Combines several Meshes into this Mesh.</para>
</summary>
<param name="combine">Descriptions of the Meshes to combine.</param>
<param name="mergeSubMeshes">Defines whether Meshes should be combined into a single sub-mesh.</param>
<param name="useMatrices">Defines whether the transforms supplied in the CombineInstance array should be used or ignored.</param>
<param name="hasLightmapData"></param>
</member>
<member name="M:UnityEngine.Mesh.#ctor">
<summary>
<para>Creates an empty Mesh.</para>
</summary>
</member>
<member name="M:UnityEngine.Mesh.GetBaseVertex(System.Int32)">
<summary>
<para>Gets the base vertex index of the given sub-mesh.</para>
</summary>
<param name="submesh">The sub-mesh index. See subMeshCount.</param>
<returns>
<para>The offset applied to all vertex indices of this sub-mesh.</para>
</returns>
</member>
<member name="M:UnityEngine.Mesh.GetBindposes(System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)">
<summary>
<para>Gets the bind poses for this instance.</para>
</summary>
<param name="bindposes">A list of bind poses to populate.</param>
</member>
<member name="M:UnityEngine.Mesh.GetBlendShapeFrameCount(System.Int32)">
<summary>
<para>Returns the frame count for a blend shape.</para>
</summary>
<param name="shapeIndex">The shape index to get frame count from.</param>
</member>
<member name="M:UnityEngine.Mesh.GetBlendShapeFrameVertices(System.Int32,System.Int32,UnityEngine.Vector3[],UnityEngine.Vector3[],UnityEngine.Vector3[])">
<summary>
<para>Retreives deltaVertices, deltaNormals and deltaTangents of a blend shape frame.</para>
</summary>
<param name="shapeIndex">The shape index of the frame.</param>
<param name="frameIndex">The frame index to get the weight from.</param>
<param name="deltaVertices">Delta vertices output array for the frame being retreived.</param>
<param name="deltaNormals">Delta normals output array for the frame being retreived.</param>
<param name="deltaTangents">Delta tangents output array for the frame being retreived.</param>
</member>
<member name="M:UnityEngine.Mesh.GetBlendShapeFrameWeight(System.Int32,System.Int32)">
<summary>
<para>Returns the weight of a blend shape frame.</para>
</summary>
<param name="shapeIndex">The shape index of the frame.</param>
<param name="frameIndex">The frame index to get the weight from.</param>
</member>
<member name="M:UnityEngine.Mesh.GetBlendShapeIndex(System.String)">
<summary>
<para>Returns index of BlendShape by given name.</para>
</summary>
<param name="blendShapeName"></param>
</member>
<member name="M:UnityEngine.Mesh.GetBlendShapeName(System.Int32)">
<summary>
<para>Returns name of BlendShape by given index.</para>
</summary>
<param name="shapeIndex"></param>
</member>
<member name="M:UnityEngine.Mesh.GetBoneWeights(System.Collections.Generic.List`1&lt;UnityEngine.BoneWeight&gt;)">
<summary>
<para>Gets the bone weights for this instance.</para>
</summary>
<param name="boneWeights">A list of bone weights to populate.</param>
</member>
<member name="M:UnityEngine.Mesh.GetColors(System.Collections.Generic.List`1&lt;UnityEngine.Color&gt;)">
<summary>
<para>Gets the vertex colors for this instance.</para>
</summary>
<param name="colors">A list of vertex colors to populate.</param>
</member>
<member name="M:UnityEngine.Mesh.GetColors(System.Collections.Generic.List`1&lt;UnityEngine.Color32&gt;)">
<summary>
<para>Gets the vertex colors for this instance.</para>
</summary>
<param name="colors">A list of vertex colors to populate.</param>
</member>
<member name="M:UnityEngine.Mesh.GetIndexCount(System.Int32)">
<summary>
<para>Gets the index count of the given sub-mesh.</para>
</summary>
<param name="submesh"></param>
</member>
<member name="M:UnityEngine.Mesh.GetIndexStart(System.Int32)">
<summary>
<para>Gets the starting index location within the Mesh's index buffer, for the given sub-mesh.</para>
</summary>
<param name="submesh"></param>
</member>
<member name="M:UnityEngine.Mesh.GetIndices(System.Collections.Generic.List`1&lt;System.Int32&gt;,System.Int32)">
<summary>
<para>Fetches the index list for the specified sub-mesh.</para>
</summary>
<param name="indices">A list of indices to populate.</param>
<param name="submesh">The sub-mesh index. See subMeshCount.</param>
<param name="applyBaseVertex">True (default value) will apply base vertex offset to returned indices.</param>
</member>
<member name="M:UnityEngine.Mesh.GetIndices(System.Int32)">
<summary>
<para>Fetches the index list for the specified sub-mesh.</para>
</summary>
<param name="indices">A list of indices to populate.</param>
<param name="submesh">The sub-mesh index. See subMeshCount.</param>
<param name="applyBaseVertex">True (default value) will apply base vertex offset to returned indices.</param>
</member>
<member name="M:UnityEngine.Mesh.GetNativeIndexBufferPtr">
<summary>
<para>Retrieves a native (underlying graphics API) pointer to the index buffer.</para>
</summary>
<returns>
<para>Pointer to the underlying graphics API index buffer.</para>
</returns>
</member>
<member name="M:UnityEngine.Mesh.GetNativeVertexBufferPtr(System.Int32)">
<summary>
<para>Retrieves a native (underlying graphics API) pointer to the vertex buffer.</para>
</summary>
<param name="bufferIndex">Which vertex buffer to get (some Meshes might have more than one). See vertexBufferCount.</param>
<param name="index"></param>
<returns>
<para>Pointer to the underlying graphics API vertex buffer.</para>
</returns>
</member>
<member name="M:UnityEngine.Mesh.GetNormals(System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;)">
<summary>
<para>Gets the vertex normals for this instance.</para>
</summary>
<param name="normals">A list of vertex normals to populate.</param>
</member>
<member name="M:UnityEngine.Mesh.GetTangents(System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)">
<summary>
<para>Gets the tangents for this instance.</para>
</summary>
<param name="tangents">A list of tangents to populate.</param>
</member>
<member name="M:UnityEngine.Mesh.GetTopology(System.Int32)">
<summary>
<para>Gets the topology of a sub-mesh.</para>
</summary>
<param name="submesh"></param>
</member>
<member name="M:UnityEngine.Mesh.GetTriangles(System.Int32)">
<summary>
<para>Fetches the triangle list for the specified sub-mesh on this object.</para>
</summary>
<param name="triangles">A list of vertex indices to populate.</param>
<param name="submesh">The sub-mesh index. See subMeshCount.</param>
<param name="applyBaseVertex">True (default value) will apply base vertex offset to returned indices.</param>
</member>
<member name="M:UnityEngine.Mesh.GetTriangles(System.Int32,System.Boolean)">
<summary>
<para>Fetches the triangle list for the specified sub-mesh on this object.</para>
</summary>
<param name="triangles">A list of vertex indices to populate.</param>
<param name="submesh">The sub-mesh index. See subMeshCount.</param>
<param name="applyBaseVertex">True (default value) will apply base vertex offset to returned indices.</param>
</member>
<member name="M:UnityEngine.Mesh.GetTriangles(System.Collections.Generic.List`1&lt;System.Int32&gt;,System.Int32,System.Boolean)">
<summary>
<para>Fetches the triangle list for the specified sub-mesh on this object.</para>
</summary>
<param name="triangles">A list of vertex indices to populate.</param>
<param name="submesh">The sub-mesh index. See subMeshCount.</param>
<param name="applyBaseVertex">True (default value) will apply base vertex offset to returned indices.</param>
</member>
<member name="M:UnityEngine.Mesh.GetTriangles(System.Collections.Generic.List`1&lt;System.Int32&gt;,System.Int32)">
<summary>
<para>Fetches the triangle list for the specified sub-mesh on this object.</para>
</summary>
<param name="triangles">A list of vertex indices to populate.</param>
<param name="submesh">The sub-mesh index. See subMeshCount.</param>
<param name="applyBaseVertex">True (default value) will apply base vertex offset to returned indices.</param>
</member>
<member name="M:UnityEngine.Mesh.GetUVDistributionMetric(System.Int32)">
<summary>
<para>The UV distribution metric can be used to calculate the desired mipmap level based on the position of the camera.</para>
</summary>
<param name="uvSetIndex">UV set index to return the UV distibution metric for. 0 for first.</param>
<returns>
<para>Average of triangle area / uv area.</para>
</returns>
</member>
<member name="M:UnityEngine.Mesh.GetUVs(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;)">
<summary>
<para>Gets the UVs of the Mesh.</para>
</summary>
<param name="channel">The UV channel. Indices start at 0, which corresponds to uv. Note that 1 corresponds to uv2.</param>
<param name="uvs">A list of UVs to populate.</param>
</member>
<member name="M:UnityEngine.Mesh.GetUVs(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;)">
<summary>
<para>Gets the UVs of the Mesh.</para>
</summary>
<param name="channel">The UV channel. Indices start at 0, which corresponds to uv. Note that 1 corresponds to uv2.</param>
<param name="uvs">A list of UVs to populate.</param>
</member>
<member name="M:UnityEngine.Mesh.GetUVs(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)">
<summary>
<para>Gets the UVs of the Mesh.</para>
</summary>
<param name="channel">The UV channel. Indices start at 0, which corresponds to uv. Note that 1 corresponds to uv2.</param>
<param name="uvs">A list of UVs to populate.</param>
</member>
<member name="M:UnityEngine.Mesh.GetVertices(System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;)">
<summary>
<para>Gets the vertex positions for this instance.</para>
</summary>
<param name="vertices">A list of vertex positions to populate.</param>
</member>
<member name="M:UnityEngine.Mesh.MarkDynamic">
<summary>
<para>Optimize mesh for frequent updates.</para>
</summary>
</member>
<member name="M:UnityEngine.Mesh.Optimize">
<summary>
<para>Optimizes the Mesh for display.</para>
</summary>
</member>
<member name="M:UnityEngine.Mesh.RecalculateBounds">
<summary>
<para>Recalculate the bounding volume of the Mesh from the vertices.</para>
</summary>
</member>
<member name="M:UnityEngine.Mesh.RecalculateNormals">
<summary>
<para>Recalculates the normals of the Mesh from the triangles and vertices.</para>
</summary>
</member>
<member name="M:UnityEngine.Mesh.RecalculateTangents">
<summary>
<para>Recalculates the tangents of the Mesh from the normals and texture coordinates.</para>
</summary>
</member>
<member name="M:UnityEngine.Mesh.SetColors(System.Collections.Generic.List`1&lt;UnityEngine.Color&gt;)">
<summary>
<para>Vertex colors of the Mesh.</para>
</summary>
<param name="inColors">Per-Vertex Colours.</param>
</member>
<member name="M:UnityEngine.Mesh.SetColors(System.Collections.Generic.List`1&lt;UnityEngine.Color32&gt;)">
<summary>
<para>Vertex colors of the Mesh.</para>
</summary>
<param name="inColors">Per-Vertex Colours.</param>
</member>
<member name="M:UnityEngine.Mesh.SetIndices(System.Int32[],UnityEngine.MeshTopology,System.Int32,System.Boolean)">
<summary>
<para>Sets the index buffer for the sub-mesh.</para>
</summary>
<param name="indices">The array of indices that define the Mesh.</param>
<param name="topology">The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology.</param>
<param name="submesh">The sub-mesh to modify.</param>
<param name="calculateBounds">Calculate the bounding box of the Mesh after setting the indices. This is done by default.
Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices.</param>
<param name="baseVertex">Optional vertex offset that is added to all triangle vertex indices.</param>
</member>
<member name="M:UnityEngine.Mesh.SetIndices(System.Int32[],UnityEngine.MeshTopology,System.Int32)">
<summary>
<para>Sets the index buffer for the sub-mesh.</para>
</summary>
<param name="indices">The array of indices that define the Mesh.</param>
<param name="topology">The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology.</param>
<param name="submesh">The sub-mesh to modify.</param>
<param name="calculateBounds">Calculate the bounding box of the Mesh after setting the indices. This is done by default.
Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices.</param>
<param name="baseVertex">Optional vertex offset that is added to all triangle vertex indices.</param>
</member>
<member name="M:UnityEngine.Mesh.SetIndices(System.Int32[],UnityEngine.MeshTopology,System.Int32,System.Boolean,System.Int32)">
<summary>
<para>Sets the index buffer for the sub-mesh.</para>
</summary>
<param name="indices">The array of indices that define the Mesh.</param>
<param name="topology">The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology.</param>
<param name="submesh">The sub-mesh to modify.</param>
<param name="calculateBounds">Calculate the bounding box of the Mesh after setting the indices. This is done by default.
Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices.</param>
<param name="baseVertex">Optional vertex offset that is added to all triangle vertex indices.</param>
</member>
<member name="M:UnityEngine.Mesh.SetNormals(System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;)">
<summary>
<para>Set the normals of the Mesh.</para>
</summary>
<param name="inNormals">Per-vertex normals.</param>
</member>
<member name="M:UnityEngine.Mesh.SetTangents(System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)">
<summary>
<para>Set the tangents of the Mesh.</para>
</summary>
<param name="inTangents">Per-vertex tangents.</param>
</member>
<member name="M:UnityEngine.Mesh.SetTriangles(System.Int32[],System.Int32,System.Boolean,System.Int32)">
<summary>
<para>Sets the triangle list for the sub-mesh.</para>
</summary>
<param name="triangles">The list of indices that define the triangles.</param>
<param name="submesh">The sub-mesh to modify.</param>
<param name="calculateBounds">Calculate the bounding box of the Mesh after setting the triangles. This is done by default.
Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles.</param>
<param name="baseVertex">Optional vertex offset that is added to all triangle vertex indices.</param>
</member>
<member name="M:UnityEngine.Mesh.SetTriangles(System.Int32[],System.Int32)">
<summary>
<para>Sets the triangle list for the sub-mesh.</para>
</summary>
<param name="triangles">The list of indices that define the triangles.</param>
<param name="submesh">The sub-mesh to modify.</param>
<param name="calculateBounds">Calculate the bounding box of the Mesh after setting the triangles. This is done by default.
Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles.</param>
<param name="baseVertex">Optional vertex offset that is added to all triangle vertex indices.</param>
</member>
<member name="M:UnityEngine.Mesh.SetTriangles(System.Collections.Generic.List`1&lt;System.Int32&gt;,System.Int32,System.Boolean,System.Int32)">
<summary>
<para>Sets the triangle list for the sub-mesh.</para>
</summary>
<param name="triangles">The list of indices that define the triangles.</param>
<param name="submesh">The sub-mesh to modify.</param>
<param name="calculateBounds">Calculate the bounding box of the Mesh after setting the triangles. This is done by default.
Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles.</param>
<param name="baseVertex">Optional vertex offset that is added to all triangle vertex indices.</param>
</member>
<member name="M:UnityEngine.Mesh.SetTriangles(System.Collections.Generic.List`1&lt;System.Int32&gt;,System.Int32)">
<summary>
<para>Sets the triangle list for the sub-mesh.</para>
</summary>
<param name="triangles">The list of indices that define the triangles.</param>
<param name="submesh">The sub-mesh to modify.</param>
<param name="calculateBounds">Calculate the bounding box of the Mesh after setting the triangles. This is done by default.
Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles.</param>
<param name="baseVertex">Optional vertex offset that is added to all triangle vertex indices.</param>
</member>
<member name="M:UnityEngine.Mesh.SetUVs(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;)">
<summary>
<para>Sets the UVs of the Mesh.</para>
</summary>
<param name="channel">The UV channel. Indices start at 0, which corresponds to uv. Note that 1 corresponds to uv2.</param>
<param name="uvs">List of UVs to set for the given index.</param>
</member>
<member name="M:UnityEngine.Mesh.SetUVs(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;)">
<summary>
<para>Sets the UVs of the Mesh.</para>
</summary>
<param name="channel">The UV channel. Indices start at 0, which corresponds to uv. Note that 1 corresponds to uv2.</param>
<param name="uvs">List of UVs to set for the given index.</param>
</member>
<member name="M:UnityEngine.Mesh.SetUVs(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)">
<summary>
<para>Sets the UVs of the Mesh.</para>
</summary>
<param name="channel">The UV channel. Indices start at 0, which corresponds to uv. Note that 1 corresponds to uv2.</param>
<param name="uvs">List of UVs to set for the given index.</param>
</member>
<member name="M:UnityEngine.Mesh.SetVertices(System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;)">
<summary>
<para>Assigns a new vertex positions array.</para>
</summary>
<param name="inVertices">Per-vertex position.</param>
</member>
<member name="M:UnityEngine.Mesh.UploadMeshData(System.Boolean)">
<summary>
<para>Upload previously done Mesh modifications to the graphics API.</para>
</summary>
<param name="markNoLongerReadable">Frees up system memory copy of mesh data when set to true.</param>
</member>
<member name="T:UnityEngine.MeshFilter">
<summary>
<para>A class to access the Mesh of the.</para>
</summary>
</member>
<member name="P:UnityEngine.MeshFilter.mesh">
<summary>
<para>Returns the instantiated Mesh assigned to the mesh filter.</para>
</summary>
</member>
<member name="P:UnityEngine.MeshFilter.sharedMesh">
<summary>
<para>Returns the shared mesh of the mesh filter.</para>
</summary>
</member>
<member name="T:UnityEngine.MeshRenderer">
<summary>
<para>Renders meshes inserted by the MeshFilter or TextMesh.</para>
</summary>
</member>
<member name="P:UnityEngine.MeshRenderer.additionalVertexStreams">
<summary>
<para>Vertex attributes in this mesh will override or add attributes of the primary mesh in the MeshRenderer.</para>
</summary>
</member>
<member name="P:UnityEngine.MeshRenderer.subMeshStartIndex">
<summary>
<para>Index of the first sub-mesh to use from the Mesh associated with this MeshRenderer (Read Only).</para>
</summary>
</member>
<member name="T:UnityEngine.MeshTopology">
<summary>
<para>Topology of Mesh faces.</para>
</summary>
</member>
<member name="F:UnityEngine.MeshTopology.Lines">
<summary>
<para>Mesh is made from lines.</para>
</summary>
</member>
<member name="F:UnityEngine.MeshTopology.LineStrip">
<summary>
<para>Mesh is a line strip.</para>
</summary>
</member>
<member name="F:UnityEngine.MeshTopology.Points">
<summary>
<para>Mesh is made from points.</para>
</summary>
</member>
<member name="F:UnityEngine.MeshTopology.Quads">
<summary>
<para>Mesh is made from quads.</para>
</summary>
</member>
<member name="F:UnityEngine.MeshTopology.Triangles">
<summary>
<para>Mesh is made from triangles.</para>
</summary>
</member>
<member name="T:UnityEngine.MinAttribute">
<summary>
<para>Attribute used to make a float or int variable in a script be restricted to a specific minimum value.</para>
</summary>
</member>
<member name="F:UnityEngine.MinAttribute.min">
<summary>
<para>The minimum allowed value.</para>
</summary>
</member>
<member name="M:UnityEngine.MinAttribute.#ctor(System.Single)">
<summary>
<para>Attribute used to make a float or int variable in a script be restricted to a specific minimum value.</para>
</summary>
<param name="min">The minimum allowed value.</param>
</member>
<member name="T:UnityEngine.MixedLightingMode">
<summary>
<para>Enum describing what lighting mode to be used with Mixed lights.</para>
</summary>
</member>
<member name="F:UnityEngine.MixedLightingMode.IndirectOnly">
<summary>
<para>Mixed lights provide realtime direct lighting while indirect light is baked into lightmaps and light probes.</para>
</summary>
</member>
<member name="F:UnityEngine.MixedLightingMode.Shadowmask">
<summary>
<para>Mixed lights provide realtime direct lighting. Indirect lighting gets baked into lightmaps and light probes. Shadowmasks and light probe occlusion get generated for baked shadows. The Shadowmask Mode used at run time can be set in the Quality Settings panel.</para>
</summary>
</member>
<member name="F:UnityEngine.MixedLightingMode.Subtractive">
<summary>
<para>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.</para>
</summary>
</member>
<member name="T:UnityEngine.MonoBehaviour">
<summary>
<para>MonoBehaviour is the base class from which every Unity script derives.</para>
</summary>
</member>
<member name="M:UnityEngine.MonoBehaviour.print(System.Object)">
<summary>
<para>Logs message to the Unity Console (identical to Debug.Log).</para>
</summary>
<param name="message"></param>
</member>
<member name="P:UnityEngine.MonoBehaviour.useGUILayout">
<summary>
<para>Disabling this lets you skip the GUI layout phase.</para>
</summary>
</member>
<member name="M:UnityEngine.MonoBehaviour.CancelInvoke">
<summary>
<para>Cancels all Invoke calls on this MonoBehaviour.</para>
</summary>
</member>
<member name="M:UnityEngine.MonoBehaviour.CancelInvoke(System.String)">
<summary>
<para>Cancels all Invoke calls with name methodName on this behaviour.</para>
</summary>
<param name="methodName"></param>
</member>
<member name="M:UnityEngine.MonoBehaviour.Invoke(System.String,System.Single)">
<summary>
<para>Invokes the method methodName in time seconds.</para>
</summary>
<param name="methodName"></param>
<param name="time"></param>
</member>
<member name="M:UnityEngine.MonoBehaviour.InvokeRepeating(System.String,System.Single,System.Single)">
<summary>
<para>Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds.</para>
</summary>
<param name="methodName"></param>
<param name="time"></param>
<param name="repeatRate"></param>
</member>
<member name="M:UnityEngine.MonoBehaviour.IsInvoking(System.String)">
<summary>
<para>Is any invoke on methodName pending?</para>
</summary>
<param name="methodName"></param>
</member>
<member name="M:UnityEngine.MonoBehaviour.IsInvoking">
<summary>
<para>Is any invoke pending on this MonoBehaviour?</para>
</summary>
</member>
<member name="M:UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)">
<summary>
<para>Starts a coroutine.</para>
</summary>
<param name="routine"></param>
</member>
<member name="M:UnityEngine.MonoBehaviour.StartCoroutine(System.String,System.Object)">
<summary>
<para>Starts a coroutine named methodName.</para>
</summary>
<param name="methodName"></param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.MonoBehaviour.StartCoroutine(System.String)">
<summary>
<para>Starts a coroutine named methodName.</para>
</summary>
<param name="methodName"></param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.MonoBehaviour.StartCoroutine">
<summary>
<para>Starts a Coroutine named coroutine.</para>
</summary>
<param name="coroutine">Name of the created Coroutine.</param>
</member>
<member name="M:UnityEngine.MonoBehaviour.StopAllCoroutines">
<summary>
<para>Stops all coroutines running on this behaviour.</para>
</summary>
</member>
<member name="M:UnityEngine.MonoBehaviour.StopCoroutine(System.String)">
<summary>
<para>Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour.</para>
</summary>
<param name="methodName">Name of coroutine.</param>
<param name="routine">Name of the function in code, including coroutines.</param>
</member>
<member name="M:UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)">
<summary>
<para>Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour.</para>
</summary>
<param name="methodName">Name of coroutine.</param>
<param name="routine">Name of the function in code, including coroutines.</param>
</member>
<member name="M:UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)">
<summary>
<para>Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour.</para>
</summary>
<param name="methodName">Name of coroutine.</param>
<param name="routine">Name of the function in code, including coroutines.</param>
</member>
<member name="T:UnityEngine.MotionVectorGenerationMode">
<summary>
<para>The type of motion vectors that should be generated.</para>
</summary>
</member>
<member name="F:UnityEngine.MotionVectorGenerationMode.Camera">
<summary>
<para>Use only camera movement to track motion.</para>
</summary>
</member>
<member name="F:UnityEngine.MotionVectorGenerationMode.ForceNoMotion">
<summary>
<para>Do not track motion. Motion vectors will be 0.</para>
</summary>
</member>
<member name="F:UnityEngine.MotionVectorGenerationMode.Object">
<summary>
<para>Use a specific pass (if required) to track motion.</para>
</summary>
</member>
<member name="T:UnityEngine.MultilineAttribute">
<summary>
<para>Attribute to make a string be edited with a multi-line textfield.</para>
</summary>
</member>
<member name="M:UnityEngine.MultilineAttribute.#ctor">
<summary>
<para>Attribute used to make a string value be shown in a multiline textarea.</para>
</summary>
<param name="lines">How many lines of text to make room for. Default is 3.</param>
</member>
<member name="M:UnityEngine.MultilineAttribute.#ctor(System.Int32)">
<summary>
<para>Attribute used to make a string value be shown in a multiline textarea.</para>
</summary>
<param name="lines">How many lines of text to make room for. Default is 3.</param>
</member>
<member name="T:UnityEngine.Networking.PlayerConnection.MessageEventArgs">
<summary>
<para>Arguments passed to Action callbacks registered in PlayerConnection.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.PlayerConnection.MessageEventArgs.data">
<summary>
<para>Data that is received.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.PlayerConnection.MessageEventArgs.playerId">
<summary>
<para>The Player ID that the data is received from.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.PlayerConnection.PlayerConnection">
<summary>
<para>Used for handling the network connection from the Player to the Editor.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.PlayerConnection.PlayerConnection.instance">
<summary>
<para>Singleton instance.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.PlayerConnection.PlayerConnection.isConnected">
<summary>
<para>Returns true when Editor is connected to the player.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.PlayerConnection.PlayerConnection.BlockUntilRecvMsg(System.Guid,System.Int32)">
<summary>
<para>Blocks the calling thread until either a message with the specified messageId is received or the specified time-out elapses.</para>
</summary>
<param name="messageId">The type ID of the message that is sent to the Editor.</param>
<param name="timeout">The time-out specified in milliseconds.</param>
<returns>
<para>Returns true when the message is received and false if the call timed out.</para>
</returns>
</member>
<member name="M:UnityEngine.Networking.PlayerConnection.PlayerConnection.DisconnectAll">
<summary>
<para>This disconnects all of the active connections.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.PlayerConnection.PlayerConnection.Register(System.Guid,UnityEngine.Events.UnityAction`1&lt;UnityEngine.Networking.PlayerConnection.MessageEventArgs&gt;)">
<summary>
<para>Registers a listener for a specific message ID, with an Action to be executed whenever that message is received by the Editor.
This ID must be the same as for messages sent from EditorConnection.Send().</para>
</summary>
<param name="messageId">The message ID that should cause the Action callback to be executed when received.</param>
<param name="callback">Action that is executed when a message with ID messageId is received by the Editor.
The callback includes the data that is sent from the Player, and the Player ID.
The Player ID is always 1, because only one Editor can be connected.</param>
</member>
<member name="M:UnityEngine.Networking.PlayerConnection.PlayerConnection.RegisterConnection(UnityEngine.Events.UnityAction`1&lt;System.Int32&gt;)">
<summary>
<para>Registers a callback that is invoked when the Editor connects to the Player.</para>
</summary>
<param name="callback">Action called when Player connects, with the Player ID of the Editor.</param>
</member>
<member name="M:UnityEngine.Networking.PlayerConnection.PlayerConnection.RegisterDisconnection(UnityEngine.Events.UnityAction`1&lt;System.Int32&gt;)">
<summary>
<para>Registers a callback to be called when Editor disconnects.</para>
</summary>
<param name="callback">The Action that is called when a Player disconnects.</param>
</member>
<member name="M:UnityEngine.Networking.PlayerConnection.PlayerConnection.Send(System.Guid,System.Byte[])">
<summary>
<para>Sends data to the Editor.</para>
</summary>
<param name="messageId">The type ID of the message that is sent to the Editor.</param>
<param name="data"></param>
</member>
<member name="M:UnityEngine.Networking.PlayerConnection.PlayerConnection.Unregister(System.Guid,UnityEngine.Events.UnityAction`1&lt;UnityEngine.Networking.PlayerConnection.MessageEventArgs&gt;)">
<summary>
<para>Deregisters a message listener.</para>
</summary>
<param name="messageId">Message ID associated with the callback that you wish to deregister.</param>
<param name="callback">The associated callback function you wish to deregister.</param>
</member>
<member name="T:UnityEngine.NetworkReachability">
<summary>
<para>Describes network reachability options.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkReachability.NotReachable">
<summary>
<para>Network is not reachable.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkReachability.ReachableViaCarrierDataNetwork">
<summary>
<para>Network is reachable via carrier data network.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkReachability.ReachableViaLocalAreaNetwork">
<summary>
<para>Network is reachable via WiFi or cable.</para>
</summary>
</member>
<member name="T:UnityEngine.NPOTSupport">
<summary>
<para>NPOT Texture2D|textures support.</para>
</summary>
</member>
<member name="F:UnityEngine.NPOTSupport.Full">
<summary>
<para>Full NPOT support.</para>
</summary>
</member>
<member name="F:UnityEngine.NPOTSupport.None">
<summary>
<para>NPOT textures are not supported. Will be upscaled/padded at loading time.</para>
</summary>
</member>
<member name="F:UnityEngine.NPOTSupport.Restricted">
<summary>
<para>Limited NPOT support: no mip-maps and clamp TextureWrapMode|wrap mode will be forced.</para>
</summary>
</member>
<member name="T:UnityEngine.Object">
<summary>
<para>Base class for all objects Unity can reference.</para>
</summary>
</member>
<member name="P:UnityEngine.Object.hideFlags">
<summary>
<para>Should the object be hidden, saved with the Scene or modifiable by the user?</para>
</summary>
</member>
<member name="P:UnityEngine.Object.name">
<summary>
<para>The name of the object.</para>
</summary>
</member>
<member name="M:UnityEngine.Object.Destroy(UnityEngine.Object)">
<summary>
<para>Removes a gameobject, component or asset.</para>
</summary>
<param name="obj">The object to destroy.</param>
<param name="t">The optional amount of time to delay before destroying the object.</param>
</member>
<member name="M:UnityEngine.Object.Destroy(UnityEngine.Object,System.Single)">
<summary>
<para>Removes a gameobject, component or asset.</para>
</summary>
<param name="obj">The object to destroy.</param>
<param name="t">The optional amount of time to delay before destroying the object.</param>
</member>
<member name="M:UnityEngine.Object.DestroyImmediate(UnityEngine.Object)">
<summary>
<para>Destroys the object obj immediately. You are strongly recommended to use Destroy instead.</para>
</summary>
<param name="obj">Object to be destroyed.</param>
<param name="allowDestroyingAssets">Set to true to allow assets to be destroyed.</param>
</member>
<member name="M:UnityEngine.Object.DestroyImmediate(UnityEngine.Object,System.Boolean)">
<summary>
<para>Destroys the object obj immediately. You are strongly recommended to use Destroy instead.</para>
</summary>
<param name="obj">Object to be destroyed.</param>
<param name="allowDestroyingAssets">Set to true to allow assets to be destroyed.</param>
</member>
<member name="M:UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)">
<summary>
<para>Do not destroy the target Object when loading a new Scene.</para>
</summary>
<param name="target">An Object not destroyed on Scene change.</param>
</member>
<member name="M:UnityEngine.Object.FindObjectOfType(System.Type)">
<summary>
<para>Returns the first active loaded object of Type type.</para>
</summary>
<param name="type">The type of object to find.</param>
<returns>
<para>This returns the Object that matches the specified type. It returns null if no Object matches the type.</para>
</returns>
</member>
<member name="M:UnityEngine.Object.FindObjectsOfType(System.Type)">
<summary>
<para>Returns a list of all active loaded objects of Type type.</para>
</summary>
<param name="type">The type of object to find.</param>
<returns>
<para>The array of objects found matching the type specified.</para>
</returns>
</member>
<member name="M:UnityEngine.Object.FindObjectsOfTypeAll(System.Type)">
<summary>
<para>Returns a list of all active and inactive loaded objects of Type type.</para>
</summary>
<param name="type">The type of object to find.</param>
<returns>
<para>The array of objects found matching the type specified.</para>
</returns>
</member>
<member name="M:UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)">
<summary>
<para>Returns a list of all active and inactive loaded objects of Type type, including assets.</para>
</summary>
<param name="type">The type of object or asset to find.</param>
<returns>
<para>The array of objects and assets found matching the type specified.</para>
</returns>
</member>
<member name="M:UnityEngine.Object.GetInstanceID">
<summary>
<para>Returns the instance id of the object.</para>
</summary>
</member>
<member name="?:UnityEngine.Object.implop_bool(Object)(UnityEngine.Object)">
<summary>
<para>Does the object exist?</para>
</summary>
<param name="exists"></param>
</member>
<member name="M:UnityEngine.Object.Instantiate(UnityEngine.Object)">
<summary>
<para>Clones the object original and returns the clone.</para>
</summary>
<param name="original">An existing object that you want to make a copy of.</param>
<param name="position">Position for the new object.</param>
<param name="rotation">Orientation of the new object.</param>
<param name="parent">Parent that will be assigned to the new object.</param>
<param name="instantiateInWorldSpace">Pass true when assigning a parent Object to maintain the world position of the Object, instead of setting its position relative to the new parent. Pass false to set the Object's position relative to its new parent.</param>
<returns>
<para>The instantiated clone.</para>
</returns>
</member>
<member name="M:UnityEngine.Object.Instantiate(UnityEngine.Object,UnityEngine.Transform)">
<summary>
<para>Clones the object original and returns the clone.</para>
</summary>
<param name="original">An existing object that you want to make a copy of.</param>
<param name="position">Position for the new object.</param>
<param name="rotation">Orientation of the new object.</param>
<param name="parent">Parent that will be assigned to the new object.</param>
<param name="instantiateInWorldSpace">Pass true when assigning a parent Object to maintain the world position of the Object, instead of setting its position relative to the new parent. Pass false to set the Object's position relative to its new parent.</param>
<returns>
<para>The instantiated clone.</para>
</returns>
</member>
<member name="M:UnityEngine.Object.Instantiate(UnityEngine.Object,UnityEngine.Transform,System.Boolean)">
<summary>
<para>Clones the object original and returns the clone.</para>
</summary>
<param name="original">An existing object that you want to make a copy of.</param>
<param name="position">Position for the new object.</param>
<param name="rotation">Orientation of the new object.</param>
<param name="parent">Parent that will be assigned to the new object.</param>
<param name="instantiateInWorldSpace">Pass true when assigning a parent Object to maintain the world position of the Object, instead of setting its position relative to the new parent. Pass false to set the Object's position relative to its new parent.</param>
<returns>
<para>The instantiated clone.</para>
</returns>
</member>
<member name="M:UnityEngine.Object.Instantiate(UnityEngine.Object,UnityEngine.Vector3,UnityEngine.Quaternion)">
<summary>
<para>Clones the object original and returns the clone.</para>
</summary>
<param name="original">An existing object that you want to make a copy of.</param>
<param name="position">Position for the new object.</param>
<param name="rotation">Orientation of the new object.</param>
<param name="parent">Parent that will be assigned to the new object.</param>
<param name="instantiateInWorldSpace">Pass true when assigning a parent Object to maintain the world position of the Object, instead of setting its position relative to the new parent. Pass false to set the Object's position relative to its new parent.</param>
<returns>
<para>The instantiated clone.</para>
</returns>
</member>
<member name="M:UnityEngine.Object.Instantiate(UnityEngine.Object,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Transform)">
<summary>
<para>Clones the object original and returns the clone.</para>
</summary>
<param name="original">An existing object that you want to make a copy of.</param>
<param name="position">Position for the new object.</param>
<param name="rotation">Orientation of the new object.</param>
<param name="parent">Parent that will be assigned to the new object.</param>
<param name="instantiateInWorldSpace">Pass true when assigning a parent Object to maintain the world position of the Object, instead of setting its position relative to the new parent. Pass false to set the Object's position relative to its new parent.</param>
<returns>
<para>The instantiated clone.</para>
</returns>
</member>
<member name="M:UnityEngine.Object.Instantiate(T)">
<summary>
<para>You can also use Generics to instantiate objects. See the page for more details.</para>
</summary>
<param name="original">Object of type T that you want to make a clone of.</param>
<param name="parent"></param>
<param name="worldPositionStays"></param>
<param name="position"></param>
<param name="rotation"></param>
<returns>
<para>Object of type T.</para>
</returns>
</member>
<member name="M:UnityEngine.Object.Instantiate(T,UnityEngine.Transform)">
<summary>
<para>You can also use Generics to instantiate objects. See the page for more details.</para>
</summary>
<param name="original">Object of type T that you want to make a clone of.</param>
<param name="parent"></param>
<param name="worldPositionStays"></param>
<param name="position"></param>
<param name="rotation"></param>
<returns>
<para>Object of type T.</para>
</returns>
</member>
<member name="M:UnityEngine.Object.Instantiate(T,UnityEngine.Transform,System.Boolean)">
<summary>
<para>You can also use Generics to instantiate objects. See the page for more details.</para>
</summary>
<param name="original">Object of type T that you want to make a clone of.</param>
<param name="parent"></param>
<param name="worldPositionStays"></param>
<param name="position"></param>
<param name="rotation"></param>
<returns>
<para>Object of type T.</para>
</returns>
</member>
<member name="M:UnityEngine.Object.Instantiate(T,UnityEngine.Vector3,UnityEngine.Quaternion)">
<summary>
<para>You can also use Generics to instantiate objects. See the page for more details.</para>
</summary>
<param name="original">Object of type T that you want to make a clone of.</param>
<param name="parent"></param>
<param name="worldPositionStays"></param>
<param name="position"></param>
<param name="rotation"></param>
<returns>
<para>Object of type T.</para>
</returns>
</member>
<member name="M:UnityEngine.Object.Instantiate(T,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Transform)">
<summary>
<para>You can also use Generics to instantiate objects. See the page for more details.</para>
</summary>
<param name="original">Object of type T that you want to make a clone of.</param>
<param name="parent"></param>
<param name="worldPositionStays"></param>
<param name="position"></param>
<param name="rotation"></param>
<returns>
<para>Object of type T.</para>
</returns>
</member>
<member name="?:UnityEngine.Object.op_Equal(UnityEngine.Object,UnityEngine.Object)">
<summary>
<para>Compares two object references to see if they refer to the same object.</para>
</summary>
<param name="x">The first Object.</param>
<param name="y">The Object to compare against the first.</param>
</member>
<member name="?:UnityEngine.Object.op_NotEqual(UnityEngine.Object,UnityEngine.Object)">
<summary>
<para>Compares if two objects refer to a different object.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
</member>
<member name="M:UnityEngine.Object.ToString">
<summary>
<para>Returns the name of the GameObject.</para>
</summary>
<returns>
<para>The name returned by ToString.</para>
</returns>
</member>
<member name="T:UnityEngine.OcclusionArea">
<summary>
<para>OcclusionArea is an area in which occlusion culling is performed.</para>
</summary>
</member>
<member name="P:UnityEngine.OcclusionArea.center">
<summary>
<para>Center of the occlusion area relative to the transform.</para>
</summary>
</member>
<member name="P:UnityEngine.OcclusionArea.size">
<summary>
<para>Size that the occlusion area will have.</para>
</summary>
</member>
<member name="T:UnityEngine.OcclusionPortal">
<summary>
<para>The portal for dynamically changing occlusion at runtime.</para>
</summary>
</member>
<member name="P:UnityEngine.OcclusionPortal.open">
<summary>
<para>Gets / sets the portal's open state.</para>
</summary>
</member>
<member name="T:UnityEngine.OperatingSystemFamily">
<summary>
<para>Enumeration for SystemInfo.operatingSystemFamily.</para>
</summary>
</member>
<member name="F:UnityEngine.OperatingSystemFamily.Linux">
<summary>
<para>Linux operating system family.</para>
</summary>
</member>
<member name="F:UnityEngine.OperatingSystemFamily.MacOSX">
<summary>
<para>macOS operating system family.</para>
</summary>
</member>
<member name="F:UnityEngine.OperatingSystemFamily.Other">
<summary>
<para>Returned for operating systems that do not fall into any other category.</para>
</summary>
</member>
<member name="F:UnityEngine.OperatingSystemFamily.Windows">
<summary>
<para>Windows operating system family.</para>
</summary>
</member>
<member name="T:UnityEngine.Ping">
<summary>
<para>Ping any given IP address (given in dot notation).</para>
</summary>
</member>
<member name="P:UnityEngine.Ping.ip">
<summary>
<para>The IP target of the ping.</para>
</summary>
</member>
<member name="P:UnityEngine.Ping.isDone">
<summary>
<para>Has the ping function completed?</para>
</summary>
</member>
<member name="P:UnityEngine.Ping.time">
<summary>
<para>This property contains the ping time result after isDone returns true.</para>
</summary>
</member>
<member name="M:UnityEngine.Ping.#ctor(System.String)">
<summary>
<para>Perform a ping to the supplied target IP address.</para>
</summary>
<param name="address"></param>
</member>
<member name="T:UnityEngine.Plane">
<summary>
<para>Representation of a plane in 3D space.</para>
</summary>
</member>
<member name="P:UnityEngine.Plane.distance">
<summary>
<para>Distance from the origin to the plane.</para>
</summary>
</member>
<member name="P:UnityEngine.Plane.flipped">
<summary>
<para>Returns a copy of the plane that faces in the opposite direction.</para>
</summary>
</member>
<member name="P:UnityEngine.Plane.normal">
<summary>
<para>Normal vector of the plane.</para>
</summary>
</member>
<member name="M:UnityEngine.Plane.ClosestPointOnPlane(UnityEngine.Vector3)">
<summary>
<para>For a given point returns the closest point on the plane.</para>
</summary>
<param name="point">The point to project onto the plane.</param>
<returns>
<para>A point on the plane that is closest to point.</para>
</returns>
</member>
<member name="M:UnityEngine.Plane.#ctor(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Creates a plane.</para>
</summary>
<param name="inNormal"></param>
<param name="inPoint"></param>
</member>
<member name="M:UnityEngine.Plane.#ctor(UnityEngine.Vector3,System.Single)">
<summary>
<para>Creates a plane.</para>
</summary>
<param name="inNormal"></param>
<param name="d"></param>
</member>
<member name="M:UnityEngine.Plane.#ctor(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Creates a plane.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="c"></param>
</member>
<member name="M:UnityEngine.Plane.Flip">
<summary>
<para>Makes the plane face in the opposite direction.</para>
</summary>
</member>
<member name="M:UnityEngine.Plane.GetDistanceToPoint(UnityEngine.Vector3)">
<summary>
<para>Returns a signed distance from plane to point.</para>
</summary>
<param name="point"></param>
</member>
<member name="M:UnityEngine.Plane.GetSide(UnityEngine.Vector3)">
<summary>
<para>Is a point on the positive side of the plane?</para>
</summary>
<param name="point"></param>
</member>
<member name="M:UnityEngine.Plane.Raycast(UnityEngine.Ray,System.Single&amp;)">
<summary>
<para>Intersects a ray with the plane.</para>
</summary>
<param name="ray"></param>
<param name="enter"></param>
</member>
<member name="M:UnityEngine.Plane.SameSide(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Are two points on the same side of the plane?</para>
</summary>
<param name="inPt0"></param>
<param name="inPt1"></param>
</member>
<member name="M:UnityEngine.Plane.Set3Points(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Sets a plane using three points that lie within it. The points go around clockwise as you look down on the top surface of the plane.</para>
</summary>
<param name="a">First point in clockwise order.</param>
<param name="b">Second point in clockwise order.</param>
<param name="c">Third point in clockwise order.</param>
</member>
<member name="M:UnityEngine.Plane.SetNormalAndPosition(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Sets a plane using a point that lies within it along with a normal to orient it.</para>
</summary>
<param name="inNormal">The plane's normal vector.</param>
<param name="inPoint">A point that lies on the plane.</param>
</member>
<member name="M:UnityEngine.Plane.Translate(UnityEngine.Plane,UnityEngine.Vector3)">
<summary>
<para>Returns a copy of the given plane that is moved in space by the given translation.</para>
</summary>
<param name="plane">The plane to move in space.</param>
<param name="translation">The offset in space to move the plane with.</param>
<returns>
<para>The translated plane.</para>
</returns>
</member>
<member name="M:UnityEngine.Plane.Translate(UnityEngine.Vector3)">
<summary>
<para>Moves the plane in space by the translation vector.</para>
</summary>
<param name="translation">The offset in space to move the plane with.</param>
</member>
<member name="T:UnityEngine.Playables.DataStreamType">
<summary>
<para>Describes the type of information that flows in and out of a Playable. This also specifies that this Playable is connectable to others of the same type.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.DataStreamType.Animation">
<summary>
<para>Describes that the information flowing in and out of the Playable is of Animation type.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.DataStreamType.Audio">
<summary>
<para>Describes that the information flowing in and out of the Playable is of Audio type.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.DataStreamType.None">
<summary>
<para>Describes that the Playable does not have any particular type. This is use for Playables that execute script code, or that create their own playable graphs, such as the Sequence.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.DataStreamType.Texture">
<summary>
<para>Describes that the information flowing in and out of the Playable is of type Texture.</para>
</summary>
</member>
<member name="T:UnityEngine.Playables.DirectorUpdateMode">
<summary>
<para>Defines what time source is used to update a Director graph.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.DirectorUpdateMode.DSPClock">
<summary>
<para>Update is based on DSP (Digital Sound Processing) clock. Use this for graphs that need to be synchronized with Audio.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.DirectorUpdateMode.GameTime">
<summary>
<para>Update is based on Time.time. Use this for graphs that need to be synchronized on gameplay, and that need to be paused when the game is paused.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.DirectorUpdateMode.Manual">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.DirectorUpdateMode.UnscaledGameTime">
<summary>
<para>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.</para>
</summary>
</member>
<member name="T:UnityEngine.Playables.DirectorWrapMode">
<summary>
<para>Wrap mode for Playables.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.DirectorWrapMode.Hold">
<summary>
<para>Hold the last frame when the playable time reaches it's duration.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.DirectorWrapMode.Loop">
<summary>
<para>Loop back to zero time and continue playing.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.DirectorWrapMode.None">
<summary>
<para>Do not keep playing when the time reaches the duration.</para>
</summary>
</member>
<member name="T:UnityEngine.Playables.FrameData">
<summary>
<para>This structure contains the frame information a Playable receives in Playable.PrepareFrame.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.FrameData.deltaTime">
<summary>
<para>Time difference between this frame and the preceding frame.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.FrameData.effectiveParentDelay">
<summary>
<para>The accumulated delay of the parent Playable during the PlayableGraph traversal.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.FrameData.effectiveParentSpeed">
<summary>
<para>The accumulated speed of the parent Playable during the PlayableGraph traversal.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.FrameData.effectivePlayState">
<summary>
<para>The accumulated play state of this playable.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.FrameData.effectiveSpeed">
<summary>
<para>The accumulated speed of the Playable during the PlayableGraph traversal.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.FrameData.effectiveWeight">
<summary>
<para>The accumulated weight of the Playable during the PlayableGraph traversal.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.FrameData.evaluationType">
<summary>
<para>Indicates the type of evaluation that caused PlayableGraph.PrepareFrame to be called.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.FrameData.frameId">
<summary>
<para>The current frame identifier.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.FrameData.output">
<summary>
<para>The PlayableOutput that initiated this graph traversal.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.FrameData.seekOccurred">
<summary>
<para>Indicates that the local time was explicitly set.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.FrameData.timeHeld">
<summary>
<para>Indicates the local time did not advance because it has reached the duration and the extrapolation mode is set to Hold.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.FrameData.timeLooped">
<summary>
<para>Indicates the local time wrapped because it has reached the duration and the extrapolation mode is set to Loop.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.FrameData.weight">
<summary>
<para>The weight of the current Playable.</para>
</summary>
</member>
<member name="T:UnityEngine.Playables.FrameData.EvaluationType">
<summary>
<para>Describes the cause for the evaluation of a PlayableGraph.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.FrameData.EvaluationType.Evaluate">
<summary>
<para>Indicates the graph was updated due to a call to PlayableGraph.Evaluate.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.FrameData.EvaluationType.Playback">
<summary>
<para>Indicates the graph was called by the runtime during normal playback due to PlayableGraph.Play being called.</para>
</summary>
</member>
<member name="?:UnityEngine.Playables.INotification">
<summary>
<para>The base interface for all notifications sent through the playable system.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.INotification.id">
<summary>
<para>The identifier is a name that identifies this notifications, or class of notifications.</para>
</summary>
</member>
<member name="?:UnityEngine.Playables.INotificationReceiver">
<summary>
<para>Implement this interface to create a class that will receives notifications from PlayableOutput.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.INotificationReceiver.OnNotify(UnityEngine.Playables.Playable,UnityEngine.Playables.INotification,System.Object)">
<summary>
<para>The method called when a notification is raised.</para>
</summary>
<param name="origin">The playable that sent the notification.</param>
<param name="notification">The received notification.</param>
<param name="context">User defined data that depends on the type of notification. Uses this to pass necessary information that can change with each invocation.</param>
</member>
<member name="?:UnityEngine.Playables.IPlayable">
<summary>
<para>Interface implemented by all C# Playable implementations.</para>
</summary>
</member>
<member name="?:UnityEngine.Playables.IPlayableAsset">
<summary>
<para>Interface that permits a class to inject playables into a graph.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.IPlayableAsset.duration">
<summary>
<para>Duration in seconds.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.IPlayableAsset.outputs">
<summary>
<para>A description of the PlayableOutputs generated by this asset.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.IPlayableAsset.CreatePlayable(UnityEngine.Playables.PlayableGraph,UnityEngine.GameObject)">
<summary>
<para>Implement this method to have your asset inject playables into the given graph.</para>
</summary>
<param name="graph">The graph to inject playables into.</param>
<param name="owner">The game object which initiated the build.</param>
<returns>
<para>The playable injected into the graph, or the root playable if multiple playables are injected.</para>
</returns>
</member>
<member name="?:UnityEngine.Playables.IPlayableBehaviour">
<summary>
<para>Interface implemented by all C# Playable Behaviour implementations.</para>
</summary>
</member>
<member name="?:UnityEngine.Playables.IPlayableOutput">
<summary>
<para>Interface implemented by all C# Playable output implementations.</para>
</summary>
</member>
<member name="T:UnityEngine.Playables.Notification">
<summary>
<para>Default implementation for Playable notifications.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.Notification.id">
<summary>
<para>The name that identifies this notification.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.Notification.#ctor(System.String)">
<summary>
<para>Creates a new notification with the name specified in the argument.</para>
</summary>
<param name="name">The name that identifies this notifications.</param>
</member>
<member name="T:UnityEngine.Playables.Playable">
<summary>
<para>Playables are customizable runtime objects that can be connected together and are contained in a PlayableGraph to create complex behaviours.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.Playable.Null">
<summary>
<para>Returns an invalid Playable.</para>
</summary>
</member>
<member name="T:UnityEngine.Playables.PlayableAsset">
<summary>
<para>A base class for assets that can be used to instantiate a Playable at runtime.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableAsset.duration">
<summary>
<para>The playback duration in seconds of the instantiated Playable.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableAsset.outputs">
<summary>
<para>A description of the outputs of the instantiated Playable.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableAsset.CreatePlayable(UnityEngine.Playables.PlayableGraph,UnityEngine.GameObject)">
<summary>
<para>Implement this method to have your asset inject playables into the given graph.</para>
</summary>
<param name="graph">The graph to inject playables into.</param>
<param name="owner">The game object which initiated the build.</param>
<returns>
<para>The playable injected into the graph, or the root playable if multiple playables are injected.</para>
</returns>
</member>
<member name="T:UnityEngine.Playables.PlayableBehaviour">
<summary>
<para>PlayableBehaviour is the base class from which every custom playable script derives.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableBehaviour.OnBehaviourDelay(UnityEngine.Playables.Playable,UnityEngine.Playables.FrameData)">
<summary>
<para>This function is called when the Playable play state is changed to Playables.PlayState.Delayed.</para>
</summary>
<param name="playable">The Playable that owns the current PlayableBehaviour.</param>
<param name="info">A FrameData structure that contains information about the current frame context.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableBehaviour.OnBehaviourPause(UnityEngine.Playables.Playable,UnityEngine.Playables.FrameData)">
<summary>
<para>This method is invoked when one of the following situations occurs:
&lt;br&gt;&lt;br&gt;
The effective play state during traversal is changed to Playables.PlayState.Paused. This state is indicated by FrameData.effectivePlayState.&lt;br&gt;&lt;br&gt;
The PlayableGraph is stopped while the playable play state is Playing. This state is indicated by PlayableGraph.IsPlaying returning true.</para>
</summary>
<param name="playable">The Playable that owns the current PlayableBehaviour.</param>
<param name="info">A FrameData structure that contains information about the current frame context.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableBehaviour.OnBehaviourPlay(UnityEngine.Playables.Playable,UnityEngine.Playables.FrameData)">
<summary>
<para>This function is called when the Playable play state is changed to Playables.PlayState.Playing.</para>
</summary>
<param name="playable">The Playable that owns the current PlayableBehaviour.</param>
<param name="info">A FrameData structure that contains information about the current frame context.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableBehaviour.OnGraphStart(UnityEngine.Playables.Playable)">
<summary>
<para>This function is called when the PlayableGraph that owns this PlayableBehaviour starts.</para>
</summary>
<param name="playable">The Playable that owns the current PlayableBehaviour.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableBehaviour.OnGraphStop(UnityEngine.Playables.Playable)">
<summary>
<para>This function is called when the PlayableGraph that owns this PlayableBehaviour stops.</para>
</summary>
<param name="playable">The Playable that owns the current PlayableBehaviour.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableBehaviour.OnPlayableCreate(UnityEngine.Playables.Playable)">
<summary>
<para>This function is called when the Playable that owns the PlayableBehaviour is created.</para>
</summary>
<param name="playable">The Playable that owns the current PlayableBehaviour.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableBehaviour.OnPlayableDestroy(UnityEngine.Playables.Playable)">
<summary>
<para>This function is called when the Playable that owns the PlayableBehaviour is destroyed.</para>
</summary>
<param name="playable">The Playable that owns the current PlayableBehaviour.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableBehaviour.PrepareData(UnityEngine.Playables.Playable,UnityEngine.Playables.FrameData)">
<summary>
<para>This function is called during the PrepareData phase of the PlayableGraph.</para>
</summary>
<param name="playable">The Playable that owns the current PlayableBehaviour.</param>
<param name="info">A FrameData structure that contains information about the current frame context.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableBehaviour.PrepareFrame(UnityEngine.Playables.Playable,UnityEngine.Playables.FrameData)">
<summary>
<para>This function is called during the PrepareFrame phase of the PlayableGraph.</para>
</summary>
<param name="playable">The Playable that owns the current PlayableBehaviour.</param>
<param name="info">A FrameData structure that contains information about the current frame context.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableBehaviour.ProcessFrame(UnityEngine.Playables.Playable,UnityEngine.Playables.FrameData,System.Object)">
<summary>
<para>This function is called during the ProcessFrame phase of the PlayableGraph.</para>
</summary>
<param name="playable">The Playable that owns the current PlayableBehaviour.</param>
<param name="info">A FrameData structure that contains information about the current frame context.</param>
<param name="playerData">The user data of the ScriptPlayableOutput that initiated the process pass.</param>
</member>
<member name="T:UnityEngine.Playables.PlayableBinding">
<summary>
<para>Struct that holds information regarding an output of a PlayableAsset.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableBinding.outputTargetType">
<summary>
<para>The type of target required by the PlayableOutput for this PlayableBinding.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableBinding.sourceObject">
<summary>
<para>A reference to a UnityEngine.Object that acts a key for this binding.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableBinding.streamName">
<summary>
<para>The name of the output or input stream.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableBinding.streamType">
<summary>
<para>The type of the output or input stream.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.PlayableBinding.DefaultDuration">
<summary>
<para>The default duration used when a PlayableOutput has no fixed duration.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.PlayableBinding.None">
<summary>
<para>A constant to represent a PlayableAsset has no bindings.</para>
</summary>
</member>
<member name="T:UnityEngine.Playables.PlayableExtensions">
<summary>
<para>Extensions for all the types that implements IPlayable.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.AddInput(U,V,System.Int32,System.Single)">
<summary>
<para>Create a new input port and connect it to the output port of the given Playable.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<param name="sourcePlayable">The Playable to connect to.</param>
<param name="sourceOutputIndex">The output port of the Playable.</param>
<param name="weight">The weight of the created input port.</param>
<returns>
<para>The index of the newly created input port.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.ConnectInput(U,System.Int32,V,System.Int32,System.Single)">
<summary>
<para>Connect the output port of a Playable to one of the input ports.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<param name="inputIndex">The input port index.</param>
<param name="sourcePlayable">The Playable to connect to.</param>
<param name="sourceOutputIndex">The output port of the Playable.</param>
<param name="weight">The weight of the input port.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.Destroy(U)">
<summary>
<para>Destroys the current Playable.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.DisconnectInput(U,System.Int32)">
<summary>
<para>Disconnect the input port of a Playable.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<param name="inputPort">The input port index.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.GetDelay(U)">
<summary>
<para>Returns the delay of the playable.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<returns>
<para>The delay in seconds.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.GetDuration(U)">
<summary>
<para>Returns the duration of the Playable.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<returns>
<para>The duration in seconds.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.GetGraph(U)">
<summary>
<para>Returns the PlayableGraph that owns this Playable. A Playable can only be used in the graph that was used to create it.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<returns>
<para>The PlayableGraph associated with the current Playable.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.GetInput(U,System.Int32)">
<summary>
<para>Returns the Playable connected at the given input port index.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<param name="inputPort">The port index.</param>
<returns>
<para>Playable connected at the index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected via PlayableGraph.Disconnect.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.GetInputCount(U)">
<summary>
<para>Returns the number of inputs supported by the Playable.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<returns>
<para>The count of inputs on the Playable.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.GetInputWeight(U,System.Int32)">
<summary>
<para>Returns the weight of the Playable connected at the given input port index.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<param name="inputIndex">The port index.</param>
<returns>
<para>The current weight of the connected Playable.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.GetLeadTime(U)">
<summary>
<para>Returns the Playable lead time in seconds.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.GetOutput(U,System.Int32)">
<summary>
<para>Returns the Playable connected at the given output port index.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<param name="outputPort">The port index.</param>
<returns>
<para>Playable connected at the output index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected via PlayableGraph.Disconnect.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.GetOutputCount(U)">
<summary>
<para>Returns the number of outputs supported by the Playable.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<returns>
<para>The count of outputs on the Playable.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.GetPlayState(U)">
<summary>
<para>Returns the current PlayState of the Playable.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<returns>
<para>The current PlayState of the Playable.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.GetPreviousTime(U)">
<summary>
<para>Returns the previous local time of the Playable.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<returns>
<para>The previous time in seconds.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.GetPropagateSetTime(U)">
<summary>
<para>Returns the time propagation behavior of this Playable.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<returns>
<para>True if time propagation is enabled.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.GetSpeed(U)">
<summary>
<para>Returns the speed multiplier that is applied to the the current Playable.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<returns>
<para>The current speed.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.GetTime(U)">
<summary>
<para>Returns the current local time of the Playable.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<returns>
<para>The current time in seconds.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.GetTraversalMode(U)">
<summary>
<para>Returns the propagation mode for the multi-output playable.</para>
</summary>
<param name="playable"></param>
<returns>
<para>Traversal mode (Mix or Passthrough).</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.IsDelayed(U)">
<summary>
<para>Returns whether or not the Playable has a delay.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<returns>
<para>True if the playable is delayed, false otherwise.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.IsDone(U)">
<summary>
<para>Returns a flag indicating that a playable has completed its operation.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<returns>
<para>True if the playable has completed its operation, false otherwise.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.IsNull(U)">
<summary>
<para>Returns true if the Playable is null, false otherwise.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.IsValid(U)">
<summary>
<para>Returns the vality of the current Playable.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<returns>
<para>True if the Playable is properly constructed by the PlayableGraph and has not been destroyed, false otherwise.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.Pause(U)">
<summary>
<para>Tells to pause the Playable.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.Play(U)">
<summary>
<para>Starts to play the Playable.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.SetDelay(U,System.Double)">
<summary>
<para>Set a delay until the playable starts.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<param name="delay">The delay in seconds.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.SetDone(U,System.Boolean)">
<summary>
<para>Changes a flag indicating that a playable has completed its operation.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<param name="value">True if the operation is completed, false otherwise.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.SetDuration(U,System.Double)">
<summary>
<para>Changes the duration of the Playable.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<param name="value">The new duration in seconds, must be a positive value.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.SetInputCount(U,System.Int32)">
<summary>
<para>Changes the number of inputs supported by the Playable.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.SetInputWeight(U,System.Int32,System.Single)">
<summary>
<para>Changes the weight of the Playable connected to the current Playable.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<param name="input">The connected Playable to change.</param>
<param name="weight">The weight. Should be between 0 and 1.</param>
<param name="inputIndex"></param>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.SetInputWeight(U,V,System.Single)">
<summary>
<para>Changes the weight of the Playable connected to the current Playable.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<param name="input">The connected Playable to change.</param>
<param name="weight">The weight. Should be between 0 and 1.</param>
<param name="inputIndex"></param>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.SetLeadTime(U,System.Single)">
<summary>
<para>Sets the Playable lead time in seconds.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<param name="value">The new lead time in seconds.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.SetOutputCount(U,System.Int32)">
<summary>
<para>Changes the number of outputs supported by the Playable.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.SetPlayState(U,UnityEngine.Playables.PlayState)">
<summary>
<para>Changes the current PlayState of the Playable.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<param name="value">The new PlayState.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.SetPropagateSetTime(U,System.Boolean)">
<summary>
<para>Changes the time propagation behavior of this Playable.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<param name="value">True to enable time propagation.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.SetSpeed(U,System.Double)">
<summary>
<para>Changes the speed multiplier that is applied to the the current Playable.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<param name="value">The new speed.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.SetTime(U,System.Double)">
<summary>
<para>Changes the current local time of the Playable.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<param name="value">The current time in seconds.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableExtensions.SetTraversalMode(U,UnityEngine.Playables.PlayableTraversalMode)">
<summary>
<para>Sets the propagation mode of PrepareFrame and ProcessFrame for the multi-output playable.</para>
</summary>
<param name="playable">The Playable used by this operation.</param>
<param name="mode">The new traversal mode.</param>
</member>
<member name="T:UnityEngine.Playables.PlayableGraph">
<summary>
<para>Use the PlayableGraph to manage Playable creations and destructions.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableGraph.Connect(U,System.Int32,V,System.Int32)">
<summary>
<para>Connects two Playable instances.</para>
</summary>
<param name="source">The source playable or its handle.</param>
<param name="sourceOutputPort">The port used in the source playable.</param>
<param name="destination">The destination playable or its handle.</param>
<param name="destinationInputPort">The port used in the destination playable.</param>
<returns>
<para>Returns true if connection is successful.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableGraph.Create">
<summary>
<para>Creates a PlayableGraph.</para>
</summary>
<param name="name">The name of the graph.</param>
<returns>
<para>The newly created PlayableGraph.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableGraph.Create(System.String)">
<summary>
<para>Creates a PlayableGraph.</para>
</summary>
<param name="name">The name of the graph.</param>
<returns>
<para>The newly created PlayableGraph.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableGraph.Destroy">
<summary>
<para>Destroys the graph.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableGraph.DestroyOutput(U)">
<summary>
<para>Destroys the PlayableOutput.</para>
</summary>
<param name="output">The output to destroy.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableGraph.DestroyPlayable(U)">
<summary>
<para>Destroys the Playable.</para>
</summary>
<param name="playable">The playable to destroy.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableGraph.DestroySubgraph(U)">
<summary>
<para>Destroys the Playable and all its inputs, recursively.</para>
</summary>
<param name="playable">The Playable to destroy.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableGraph.Disconnect(U,System.Int32)">
<summary>
<para>Disconnects the Playable. The connections determine the topology of the PlayableGraph and how it is evaluated.</para>
</summary>
<param name="input">The source playabe or its handle.</param>
<param name="inputPort">The port used in the source playable.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableGraph.Evaluate(System.Single)">
<summary>
<para>Evaluates all the PlayableOutputs in the graph, and updates all the connected Playables in the graph.</para>
</summary>
<param name="deltaTime">The time in seconds by which to advance each Playable in the graph.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableGraph.Evaluate">
<summary>
<para>Evaluates all the PlayableOutputs in the graph, and updates all the connected Playables in the graph.</para>
</summary>
<param name="deltaTime">The time in seconds by which to advance each Playable in the graph.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableGraph.GetOutput(System.Int32)">
<summary>
<para>Get PlayableOutput at the given index in the graph.</para>
</summary>
<param name="index">The output index.</param>
<returns>
<para>The PlayableOutput at this given index, otherwise null.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableGraph.GetOutputByType(System.Int32)">
<summary>
<para>Get PlayableOutput of the requested type at the given index in the graph.</para>
</summary>
<param name="index">The output index.</param>
<returns>
<para>The PlayableOutput at the given index among all the PlayableOutput of the same type T.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableGraph.GetOutputCount">
<summary>
<para>Returns the number of PlayableOutput in the graph.</para>
</summary>
<returns>
<para>The number of PlayableOutput in the graph.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableGraph.GetOutputCountByType">
<summary>
<para>Get the number of PlayableOutput of the requested type in the graph.</para>
</summary>
<returns>
<para>The number of PlayableOutput of the same type T in the graph.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableGraph.GetPlayableCount">
<summary>
<para>Returns the number of Playable owned by the Graph.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableGraph.GetResolver">
<summary>
<para>Returns the table used by the graph to resolve ExposedReferences.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableGraph.GetRootPlayable(System.Int32)">
<summary>
<para>Returns the Playable with no output connections at the given index.</para>
</summary>
<param name="index">The index of the root Playable.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableGraph.GetRootPlayableCount">
<summary>
<para>Returns the number of Playable owned by the Graph that have no connected outputs.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableGraph.GetTimeUpdateMode">
<summary>
<para>Returns how time is incremented when playing back.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableGraph.IsDone">
<summary>
<para>Indicates that a graph has completed its operations.</para>
</summary>
<returns>
<para>A boolean indicating if the graph is done playing or not.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableGraph.IsPlaying">
<summary>
<para>Indicates that a graph is presently running.</para>
</summary>
<returns>
<para>A boolean indicating if the graph is playing or not.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableGraph.IsValid">
<summary>
<para>Returns true if the PlayableGraph has been properly constructed using PlayableGraph.CreateGraph and is not deleted.</para>
</summary>
<returns>
<para>A boolean indicating if the graph is invalid or not.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableGraph.Play">
<summary>
<para>Plays the graph.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableGraph.SetResolver(UnityEngine.IExposedPropertyTable)">
<summary>
<para>Changes the table used by the graph to resolve ExposedReferences.</para>
</summary>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Playables.PlayableGraph.SetTimeUpdateMode(UnityEngine.Playables.DirectorUpdateMode)">
<summary>
<para>Changes how time is incremented when playing back.</para>
</summary>
<param name="value">The new DirectorUpdateMode.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableGraph.Stop">
<summary>
<para>Stops the graph, if it is playing.</para>
</summary>
</member>
<member name="T:UnityEngine.Playables.PlayableOutput">
<summary>
<para>See: Playables.IPlayableOutput.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableOutput.Null">
<summary>
<para>Returns an invalid PlayableOutput.</para>
</summary>
</member>
<member name="T:UnityEngine.Playables.PlayableOutputExtensions">
<summary>
<para>Extensions for all the types that implements IPlayableOutput.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableOutputExtensions.AddNotificationReceiver(U,UnityEngine.Playables.INotificationReceiver)">
<summary>
<para>Registers a new receiver that listens for notifications.</para>
</summary>
<param name="output">The target output.</param>
<param name="receiver">The receiver to register.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableOutputExtensions.GetNotificationReceivers(U)">
<summary>
<para>Retrieves the list of notification receivers currently registered on the output.</para>
</summary>
<param name="output">The output holding the receivers.</param>
<returns>
<para>Returns the list of registered receivers.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableOutputExtensions.GetSourceOutputPort(U)">
<summary>
<para>Returns the source playable's output connection index.</para>
</summary>
<param name="output">The PlayableOutput used by this operation.</param>
<returns>
<para>The output port.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableOutputExtensions.GetSourcePlayable(U)">
<summary>
<para>Returns the source playable.</para>
</summary>
<param name="output">The PlayableOutput used by this operation.</param>
<returns>
<para>The source playable.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableOutputExtensions.GetUserData(U)">
<summary>
<para>Returns the opaque user data. This is the same value as the last last argument of ProcessFrame.</para>
</summary>
<param name="output">The PlayableOutput used by this operation.</param>
<returns>
<para>The user data.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableOutputExtensions.GetWeight(U)">
<summary>
<para>Returns the weight of the connection from the PlayableOutput to the source playable.</para>
</summary>
<param name="output">The PlayableOutput used by this operation.</param>
<returns>
<para>The weight of the connection to the source playable.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableOutputExtensions.IsOutputNull(U)">
<summary>
<para>Returns true if the PlayableOutput is null, false otherwise.</para>
</summary>
<param name="output">The PlayableOutput used by this operation.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableOutputExtensions.IsOutputValid(U)">
<summary>
<para></para>
</summary>
<param name="output">The PlayableOutput used by this operation.</param>
<returns>
<para>True if the PlayableOutput has not yet been destroyed and false otherwise.</para>
</returns>
</member>
<member name="M:UnityEngine.Playables.PlayableOutputExtensions.PushNotification(U,UnityEngine.Playables.Playable,UnityEngine.Playables.INotification,System.Object)">
<summary>
<para>Queues a notification to be sent through the Playable system.</para>
</summary>
<param name="output">The output sending the notification.</param>
<param name="origin">The originating playable of the notification.</param>
<param name="notification">The notification to be sent.</param>
<param name="context">Extra information about the state when the notification was fired.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableOutputExtensions.RemoveNotificationReceiver(U,UnityEngine.Playables.INotificationReceiver)">
<summary>
<para>Unregisters a receiver on the output.</para>
</summary>
<param name="output">The target output.</param>
<param name="receiver">The receiver to unregister.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableOutputExtensions.SetReferenceObject(U,UnityEngine.Object)">
<summary>
<para>Sets the bound object to a new value. Used to associate an output to an object (Track asset in case of Timeline).</para>
</summary>
<param name="output">The PlayableOutput used by this operation.</param>
<param name="value">The new reference object value.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableOutputExtensions.SetSourceOutputPort(U,System.Int32)">
<summary>
<para>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.</para>
</summary>
<param name="output">The PlayableOutput used by this operation.</param>
<param name="value">The new output port value.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableOutputExtensions.SetSourcePlayable(U,V,System.Int32)">
<summary>
<para>Sets which playable that computes the output and which sub-tree index.</para>
</summary>
<param name="output">The PlayableOutput used by this operation.</param>
<param name="value">The new source Playable.</param>
<param name="port">The new output port value.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableOutputExtensions.SetSourcePlayable(U,V)">
<summary>
<para>Sets which playable that computes the output.</para>
</summary>
<param name="output">The PlayableOutput used by this operation.</param>
<param name="value">The new source Playable.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableOutputExtensions.SetUserData(U,UnityEngine.Object)">
<summary>
<para>Sets the opaque user data. This same data is passed as the last argument to ProcessFrame.</para>
</summary>
<param name="output">The PlayableOutput used by this operation.</param>
<param name="value">The new user data.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableOutputExtensions.SetWeight(U,System.Single)">
<summary>
<para>Sets the weight of the connection from the PlayableOutput to the source playable.</para>
</summary>
<param name="output">The PlayableOutput used by this operation.</param>
<param name="value">The new weight.</param>
</member>
<member name="T:UnityEngine.Playables.PlayableTraversalMode">
<summary>
<para>Traversal mode for Playables.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.PlayableTraversalMode.Mix">
<summary>
<para>Causes the Playable to prepare and process it's inputs when demanded by an output.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.PlayableTraversalMode.Passthrough">
<summary>
<para>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.</para>
</summary>
</member>
<member name="T:UnityEngine.Playables.PlayState">
<summary>
<para>Status of a Playable.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.PlayState.Delayed">
<summary>
<para>The Playable has been delayed, using PlayableExtensions.SetDelay. It will not start until the delay is entirely consumed.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.PlayState.Paused">
<summary>
<para>The Playable has been paused. Its local time will not advance.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.PlayState.Playing">
<summary>
<para>The Playable is currently Playing.</para>
</summary>
</member>
<member name="T:UnityEngine.Playables.ScriptPlayable`1">
<summary>
<para>A IPlayable implementation that contains a PlayableBehaviour for the PlayableGraph. PlayableBehaviour can be used to write custom Playable that implement their own PrepareFrame callback.</para>
</summary>
</member>
<member name="T:UnityEngine.Playables.ScriptPlayableBinding">
<summary>
<para>A PlayableBinding that contains information representing a ScriptingPlayableOutput.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.ScriptPlayableBinding.Create(System.String,UnityEngine.Object,System.Type)">
<summary>
<para>Creates a PlayableBinding that contains information representing a ScriptPlayableOutput.</para>
</summary>
<param name="key">A reference to a UnityEngine.Object that acts as a key for this binding.</param>
<param name="type">The type of object that will be bound to the ScriptPlayableOutput.</param>
<param name="name">The name of the ScriptPlayableOutput.</param>
<returns>
<para>Returns a PlayableBinding that contains information that is used to create a ScriptPlayableOutput.</para>
</returns>
</member>
<member name="T:UnityEngine.Playables.ScriptPlayableOutput">
<summary>
<para>A IPlayableOutput implementation that contains a script output for the a PlayableGraph.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.ScriptPlayableOutput.Create(UnityEngine.Playables.PlayableGraph,System.String)">
<summary>
<para>Creates a new ScriptPlayableOutput in the associated PlayableGraph.</para>
</summary>
<param name="graph">The PlayableGraph that will contain the ScriptPlayableOutput.</param>
<param name="name">The name of this ScriptPlayableOutput.</param>
<returns>
<para>The created ScriptPlayableOutput.</para>
</returns>
</member>
<member name="P:UnityEngine.Playables.ScriptPlayableOutput.Null">
<summary>
<para>Returns an invalid ScriptPlayableOutput.</para>
</summary>
</member>
<member name="T:UnityEngine.PlayerPrefs">
<summary>
<para>Stores and accesses player preferences between game sessions.</para>
</summary>
</member>
<member name="M:UnityEngine.PlayerPrefs.DeleteAll">
<summary>
<para>Removes all keys and values from the preferences. Use with caution.</para>
</summary>
</member>
<member name="M:UnityEngine.PlayerPrefs.DeleteKey(System.String)">
<summary>
<para>Removes key and its corresponding value from the preferences.</para>
</summary>
<param name="key"></param>
</member>
<member name="M:UnityEngine.PlayerPrefs.GetFloat(System.String)">
<summary>
<para>Returns the value corresponding to key in the preference file if it exists.</para>
</summary>
<param name="key"></param>
<param name="defaultValue"></param>
</member>
<member name="M:UnityEngine.PlayerPrefs.GetFloat(System.String,System.Single)">
<summary>
<para>Returns the value corresponding to key in the preference file if it exists.</para>
</summary>
<param name="key"></param>
<param name="defaultValue"></param>
</member>
<member name="M:UnityEngine.PlayerPrefs.GetInt(System.String)">
<summary>
<para>Returns the value corresponding to key in the preference file if it exists.</para>
</summary>
<param name="key"></param>
<param name="defaultValue"></param>
</member>
<member name="M:UnityEngine.PlayerPrefs.GetInt(System.String,System.Int32)">
<summary>
<para>Returns the value corresponding to key in the preference file if it exists.</para>
</summary>
<param name="key"></param>
<param name="defaultValue"></param>
</member>
<member name="M:UnityEngine.PlayerPrefs.GetString(System.String)">
<summary>
<para>Returns the value corresponding to key in the preference file if it exists.</para>
</summary>
<param name="key"></param>
<param name="defaultValue"></param>
</member>
<member name="M:UnityEngine.PlayerPrefs.GetString(System.String,System.String)">
<summary>
<para>Returns the value corresponding to key in the preference file if it exists.</para>
</summary>
<param name="key"></param>
<param name="defaultValue"></param>
</member>
<member name="M:UnityEngine.PlayerPrefs.HasKey(System.String)">
<summary>
<para>Returns true if key exists in the preferences.</para>
</summary>
<param name="key"></param>
</member>
<member name="M:UnityEngine.PlayerPrefs.Save">
<summary>
<para>Writes all modified preferences to disk.</para>
</summary>
</member>
<member name="M:UnityEngine.PlayerPrefs.SetFloat(System.String,System.Single)">
<summary>
<para>Sets the value of the preference identified by key.</para>
</summary>
<param name="key"></param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.PlayerPrefs.SetInt(System.String,System.Int32)">
<summary>
<para>Sets the value of the preference identified by key.</para>
</summary>
<param name="key"></param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.PlayerPrefs.SetString(System.String,System.String)">
<summary>
<para>Sets the value of the preference identified by key.</para>
</summary>
<param name="key"></param>
<param name="value"></param>
</member>
<member name="T:UnityEngine.PlayerPrefsException">
<summary>
<para>An exception thrown by the PlayerPrefs class in a web player build.</para>
</summary>
</member>
<member name="T:UnityEngine.Pose">
<summary>
<para>Representation of a Position, and a Rotation in 3D Space</para>
</summary>
</member>
<member name="P:UnityEngine.Pose.forward">
<summary>
<para>Returns the forward vector of the pose.</para>
</summary>
</member>
<member name="P:UnityEngine.Pose.identity">
<summary>
<para>Shorthand for pose which represents zero position, and an identity rotation.</para>
</summary>
</member>
<member name="F:UnityEngine.Pose.position">
<summary>
<para>The position component of the pose.</para>
</summary>
</member>
<member name="P:UnityEngine.Pose.right">
<summary>
<para>Returns the right vector of the pose.</para>
</summary>
</member>
<member name="F:UnityEngine.Pose.rotation">
<summary>
<para>The rotation component of the pose.</para>
</summary>
</member>
<member name="P:UnityEngine.Pose.up">
<summary>
<para>Returns the up vector of the pose.</para>
</summary>
</member>
<member name="M:UnityEngine.Pose.#ctor">
<summary>
<para>Creates a new pose with the given vector, and quaternion values.</para>
</summary>
</member>
<member name="M:UnityEngine.Pose.GetTransformedBy(UnityEngine.Pose)">
<summary>
<para>Transforms the current pose into the local space of the provided pose.</para>
</summary>
<param name="lhs"></param>
</member>
<member name="M:UnityEngine.Pose.GetTransformedBy(UnityEngine.Transform)">
<summary>
<para>Transforms the current pose into the local space of the provided pose.</para>
</summary>
<param name="lhs"></param>
</member>
<member name="?:UnityEngine.Pose.op_Equal(UnityEngine.Pose,UnityEngine.Pose)">
<summary>
<para>Returns true if two poses are equal.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="?:UnityEngine.Pose.op_NotEqual(UnityEngine.Pose,UnityEngine.Pose)">
<summary>
<para>Returns true if two poses are not equal.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="T:UnityEngine.PreferBinarySerialization">
<summary>
<para>Prefer ScriptableObject derived type to use binary serialization regardless of project's asset serialization mode.</para>
</summary>
</member>
<member name="T:UnityEngine.PrimitiveType">
<summary>
<para>The various primitives that can be created using the GameObject.CreatePrimitive function.</para>
</summary>
</member>
<member name="F:UnityEngine.PrimitiveType.Capsule">
<summary>
<para>A capsule primitive.</para>
</summary>
</member>
<member name="F:UnityEngine.PrimitiveType.Cube">
<summary>
<para>A cube primitive.</para>
</summary>
</member>
<member name="F:UnityEngine.PrimitiveType.Cylinder">
<summary>
<para>A cylinder primitive.</para>
</summary>
</member>
<member name="F:UnityEngine.PrimitiveType.Plane">
<summary>
<para>A plane primitive.</para>
</summary>
</member>
<member name="F:UnityEngine.PrimitiveType.Quad">
<summary>
<para>A quad primitive.</para>
</summary>
</member>
<member name="F:UnityEngine.PrimitiveType.Sphere">
<summary>
<para>A sphere primitive.</para>
</summary>
</member>
<member name="T:UnityEngine.Profiling.CustomSampler">
<summary>
<para>Custom CPU Profiler label used for profiling arbitrary code blocks.</para>
</summary>
</member>
<member name="M:UnityEngine.Profiling.CustomSampler.Begin">
<summary>
<para>Begin profiling a piece of code with a custom label defined by this instance of CustomSampler.</para>
</summary>
<param name="targetObject"></param>
</member>
<member name="M:UnityEngine.Profiling.CustomSampler.Begin(UnityEngine.Object)">
<summary>
<para>Begin profiling a piece of code with a custom label defined by this instance of CustomSampler.</para>
</summary>
<param name="targetObject"></param>
</member>
<member name="M:UnityEngine.Profiling.CustomSampler.Create(System.String)">
<summary>
<para>Creates a new CustomSampler for profiling parts of your code.</para>
</summary>
<param name="name">Name of the Sampler.</param>
<returns>
<para>CustomSampler object or null if a built-in Sampler with the same name exists.</para>
</returns>
</member>
<member name="M:UnityEngine.Profiling.CustomSampler.End">
<summary>
<para>End profiling a piece of code with a custom label.</para>
</summary>
</member>
<member name="T:UnityEngine.Profiling.Memory.Experimental.CaptureFlags">
<summary>
<para>Flags that specify which fields to capture in a snapshot.</para>
</summary>
</member>
<member name="F:UnityEngine.Profiling.Memory.Experimental.CaptureFlags.ManagedObjects">
<summary>
<para>Corresponds to the ManagedHeapSections, ManagedStacks, Connections, TypeDescriptions fields in a Memory Snapshot.</para>
</summary>
</member>
<member name="F:UnityEngine.Profiling.Memory.Experimental.CaptureFlags.NativeAllocations">
<summary>
<para>Corresponds to the NativeAllocations, NativeMemoryRegions, NativeRootReferences, and NativeMemoryLabels fields in a Memory Snapshot.</para>
</summary>
</member>
<member name="F:UnityEngine.Profiling.Memory.Experimental.CaptureFlags.NativeAllocationSites">
<summary>
<para>Corresponds to the NativeAllocationSite field in a Memory Snapshot.</para>
</summary>
</member>
<member name="F:UnityEngine.Profiling.Memory.Experimental.CaptureFlags.NativeObjects">
<summary>
<para>Corresponds to the NativeObject and NativeType fields in a Memory Snapshot.</para>
</summary>
</member>
<member name="F:UnityEngine.Profiling.Memory.Experimental.CaptureFlags.NativeStackTraces">
<summary>
<para>Corresponds to the NativeCallstackSymbol field in a Memory Snapshot.</para>
</summary>
</member>
<member name="T:UnityEngine.Profiling.Memory.Experimental.MemoryProfiler">
<summary>
<para>Memory profiling API container class.</para>
</summary>
</member>
<member name="?:UnityEngine.Profiling.Memory.Experimental.MemoryProfiler.createMetaData(System.Action`1&lt;UnityEngine.Profiling.Memory.Experimental.MetaData&gt;)">
<summary>
<para>Event to which meta data collection methods can be subscribed to.</para>
</summary>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Profiling.Memory.Experimental.MemoryProfiler.TakeSnapshot(System.String,System.Action`2&lt;System.String,System.Boolean&gt;,UnityEngine.Profiling.Memory.Experimental.CaptureFlags)">
<summary>
<para>Trigger memory snapshot capture.</para>
</summary>
<param name="path">Destination path for the memory snapshot file.</param>
<param name="finishCallback">Event that is fired once the memory snapshot has finished the process of capturing data.</param>
<param name="captureFlags">Flag mask defining the content of the memory snapshot.</param>
</member>
<member name="M:UnityEngine.Profiling.Memory.Experimental.MemoryProfiler.TakeTempSnapshot(System.Action`2&lt;System.String,System.Boolean&gt;,UnityEngine.Profiling.Memory.Experimental.CaptureFlags)">
<summary>
<para>Trigger memory snapshot capture to Application.temporaryCachePath folder.</para>
</summary>
<param name="finishCallback">Event that is fired once the memory snapshot has finished the process of capturing data.</param>
<param name="captureFlags">Flag mask defining the content of the memory snapshot.</param>
</member>
<member name="T:UnityEngine.Profiling.Memory.Experimental.MetaData">
<summary>
<para>Container for memory snapshot meta data.</para>
</summary>
</member>
<member name="F:UnityEngine.Profiling.Memory.Experimental.MetaData.content">
<summary>
<para>User defined meta data.</para>
</summary>
</member>
<member name="F:UnityEngine.Profiling.Memory.Experimental.MetaData.platform">
<summary>
<para>Memory snapshot meta data containing platform information.</para>
</summary>
</member>
<member name="F:UnityEngine.Profiling.Memory.Experimental.MetaData.screenshot">
<summary>
<para>Screenshot stored in the memory snapshot.</para>
</summary>
</member>
<member name="T:UnityEngine.Profiling.Profiler">
<summary>
<para>Controls the from script.</para>
</summary>
</member>
<member name="P:UnityEngine.Profiling.Profiler.areaCount">
<summary>
<para>The number of ProfilerArea|Profiler Areas that you can profile.</para>
</summary>
</member>
<member name="P:UnityEngine.Profiling.Profiler.enableBinaryLog">
<summary>
<para>Enables the logging of profiling data to a file.</para>
</summary>
</member>
<member name="P:UnityEngine.Profiling.Profiler.enabled">
<summary>
<para>Enables the Profiler.</para>
</summary>
</member>
<member name="P:UnityEngine.Profiling.Profiler.logFile">
<summary>
<para>Specifies the file to use when writing profiling data.</para>
</summary>
</member>
<member name="P:UnityEngine.Profiling.Profiler.maxNumberOfSamplesPerFrame">
<summary>
<para>Resize the profiler sample buffers to allow the desired amount of samples per thread.</para>
</summary>
</member>
<member name="P:UnityEngine.Profiling.Profiler.maxUsedMemory">
<summary>
<para>Sets the maximum amount of memory that Profiler uses for buffering data. This property is expressed in bytes.</para>
</summary>
</member>
<member name="P:UnityEngine.Profiling.Profiler.usedHeapSize">
<summary>
<para>Heap size used by the program.</para>
</summary>
<returns>
<para>Size of the used heap in bytes, (or 0 if the profiler is disabled).</para>
</returns>
</member>
<member name="P:UnityEngine.Profiling.Profiler.usedHeapSizeLong">
<summary>
<para>Returns the number of bytes that Unity has allocated. This does not include bytes allocated by external libraries or drivers.</para>
</summary>
<returns>
<para>Size of the memory allocated by Unity (or 0 if the profiler is disabled).</para>
</returns>
</member>
<member name="M:UnityEngine.Profiling.Profiler.AddFramesFromFile(System.String)">
<summary>
<para>Displays the recorded profile data in the profiler.</para>
</summary>
<param name="file">The name of the file containing the frame data, including extension.</param>
</member>
<member name="M:UnityEngine.Profiling.Profiler.BeginSample(System.String)">
<summary>
<para>Begin profiling a piece of code with a custom label.</para>
</summary>
<param name="name">A string to identify the sample in the Profiler window.</param>
<param name="targetObject">An object that provides context to the sample,.</param>
</member>
<member name="M:UnityEngine.Profiling.Profiler.BeginSample(System.String,UnityEngine.Object)">
<summary>
<para>Begin profiling a piece of code with a custom label.</para>
</summary>
<param name="name">A string to identify the sample in the Profiler window.</param>
<param name="targetObject">An object that provides context to the sample,.</param>
</member>
<member name="M:UnityEngine.Profiling.Profiler.BeginThreadProfiling(System.String,System.String)">
<summary>
<para>Enables profiling on the thread from which you call this method.</para>
</summary>
<param name="threadGroupName">The name of the thread group to which the thread belongs.</param>
<param name="threadName">The name of the thread.</param>
</member>
<member name="M:UnityEngine.Profiling.Profiler.EndSample">
<summary>
<para>Ends the current profiling sample.</para>
</summary>
</member>
<member name="M:UnityEngine.Profiling.Profiler.EndThreadProfiling">
<summary>
<para>Frees the internal resources used by the Profiler for the thread.</para>
</summary>
</member>
<member name="M:UnityEngine.Profiling.Profiler.GetAllocatedMemoryForGraphicsDriver">
<summary>
<para>Returns the amount of allocated memory for the graphics driver, in bytes.
Only available in development players and editor.</para>
</summary>
</member>
<member name="M:UnityEngine.Profiling.Profiler.GetAreaEnabled(UnityEngine.Profiling.ProfilerArea)">
<summary>
<para>Returns whether or not a given ProfilerArea is currently enabled.</para>
</summary>
<param name="area">Which area you want to check the state of.</param>
<returns>
<para>Returns whether or not a given ProfilerArea is currently enabled.</para>
</returns>
</member>
<member name="M:UnityEngine.Profiling.Profiler.GetMonoHeapSize">
<summary>
<para>Returns the size of the mono heap.</para>
</summary>
</member>
<member name="M:UnityEngine.Profiling.Profiler.GetMonoHeapSizeLong">
<summary>
<para>Returns the size of the reserved space for managed-memory.</para>
</summary>
<returns>
<para>The size of the managed heap. This returns 0 if the Profiler is not available.</para>
</returns>
</member>
<member name="M:UnityEngine.Profiling.Profiler.GetMonoUsedSize">
<summary>
<para>Returns the used size from mono.</para>
</summary>
</member>
<member name="M:UnityEngine.Profiling.Profiler.GetMonoUsedSizeLong">
<summary>
<para>The allocated managed-memory for live objects and non-collected objects.</para>
</summary>
<returns>
<para>A long integer value of the memory in use. This returns 0 if the Profiler is not available.</para>
</returns>
</member>
<member name="M:UnityEngine.Profiling.Profiler.GetRuntimeMemorySize(UnityEngine.Object)">
<summary>
<para>Returns the runtime memory usage of the resource.</para>
</summary>
<param name="o"></param>
</member>
<member name="M:UnityEngine.Profiling.Profiler.GetRuntimeMemorySizeLong(UnityEngine.Object)">
<summary>
<para>Gathers the native-memory used by a Unity object.</para>
</summary>
<param name="o">The target Unity object.</param>
<returns>
<para>The amount of native-memory used by a Unity object. This returns 0 if the Profiler is not available.</para>
</returns>
</member>
<member name="M:UnityEngine.Profiling.Profiler.GetTempAllocatorSize">
<summary>
<para>Returns the size of the temp allocator.</para>
</summary>
<returns>
<para>Size in bytes.</para>
</returns>
</member>
<member name="M:UnityEngine.Profiling.Profiler.GetTotalAllocatedMemory">
<summary>
<para>Returns the amount of allocated and used system memory.</para>
</summary>
</member>
<member name="M:UnityEngine.Profiling.Profiler.GetTotalAllocatedMemoryLong">
<summary>
<para>The total memory allocated by the internal allocators in Unity. Unity reserves large pools of memory from the system. This function returns the amount of used memory in those pools.</para>
</summary>
<returns>
<para>The amount of memory allocated by Unity. This returns 0 if the Profiler is not available.</para>
</returns>
</member>
<member name="M:UnityEngine.Profiling.Profiler.GetTotalReservedMemory">
<summary>
<para>Returns the amount of reserved system memory.</para>
</summary>
</member>
<member name="M:UnityEngine.Profiling.Profiler.GetTotalReservedMemoryLong">
<summary>
<para>The total memory Unity has reserved.</para>
</summary>
<returns>
<para>Memory reserved by Unity in bytes. This returns 0 if the Profiler is not available.</para>
</returns>
</member>
<member name="M:UnityEngine.Profiling.Profiler.GetTotalUnusedReservedMemory">
<summary>
<para>Returns the amount of reserved but not used system memory.</para>
</summary>
</member>
<member name="M:UnityEngine.Profiling.Profiler.GetTotalUnusedReservedMemoryLong">
<summary>
<para>Unity allocates memory in pools for usage when unity needs to allocate memory. This function returns the amount of unused memory in these pools.</para>
</summary>
<returns>
<para>The amount of unused memory in the reserved pools. This returns 0 if the Profiler is not available.</para>
</returns>
</member>
<member name="M:UnityEngine.Profiling.Profiler.SetAreaEnabled(UnityEngine.Profiling.ProfilerArea,System.Boolean)">
<summary>
<para>Enable or disable a given ProfilerArea.</para>
</summary>
<param name="area">The area you want to enable or disable.</param>
<param name="enabled">Enable or disable the collection of data for this area.</param>
</member>
<member name="M:UnityEngine.Profiling.Profiler.SetTempAllocatorRequestedSize(System.UInt32)">
<summary>
<para>Sets the size of the temp allocator.</para>
</summary>
<param name="size">Size in bytes.</param>
<returns>
<para>Returns true if requested size was successfully set. Will return false if value is disallowed (too small).</para>
</returns>
</member>
<member name="T:UnityEngine.Profiling.ProfilerArea">
<summary>
<para>The different areas of profiling, corresponding to the charts in ProfilerWindow.</para>
</summary>
</member>
<member name="F:UnityEngine.Profiling.ProfilerArea.Audio">
<summary>
<para>Audio statistics.</para>
</summary>
</member>
<member name="F:UnityEngine.Profiling.ProfilerArea.CPU">
<summary>
<para>CPU statistics.</para>
</summary>
</member>
<member name="F:UnityEngine.Profiling.ProfilerArea.GlobalIllumination">
<summary>
<para>Global Illumination statistics.</para>
</summary>
</member>
<member name="F:UnityEngine.Profiling.ProfilerArea.GPU">
<summary>
<para>GPU statistics.</para>
</summary>
</member>
<member name="F:UnityEngine.Profiling.ProfilerArea.Memory">
<summary>
<para>Memory statistics.</para>
</summary>
</member>
<member name="F:UnityEngine.Profiling.ProfilerArea.NetworkMessages">
<summary>
<para>Network messages statistics.</para>
</summary>
</member>
<member name="F:UnityEngine.Profiling.ProfilerArea.NetworkOperations">
<summary>
<para>Network operations statistics.</para>
</summary>
</member>
<member name="F:UnityEngine.Profiling.ProfilerArea.Physics">
<summary>
<para>3D Physics statistics.</para>
</summary>
</member>
<member name="F:UnityEngine.Profiling.ProfilerArea.Physics2D">
<summary>
<para>2D physics statistics.</para>
</summary>
</member>
<member name="F:UnityEngine.Profiling.ProfilerArea.Rendering">
<summary>
<para>Rendering statistics.</para>
</summary>
</member>
<member name="F:UnityEngine.Profiling.ProfilerArea.UI">
<summary>
<para>UI statistics.</para>
</summary>
</member>
<member name="F:UnityEngine.Profiling.ProfilerArea.UIDetails">
<summary>
<para>Detailed UI statistics.</para>
</summary>
</member>
<member name="F:UnityEngine.Profiling.ProfilerArea.Video">
<summary>
<para>Video playback statistics.</para>
</summary>
</member>
<member name="T:UnityEngine.Profiling.Recorder">
<summary>
<para>Records profiling data produced by a specific Sampler.</para>
</summary>
</member>
<member name="P:UnityEngine.Profiling.Recorder.elapsedNanoseconds">
<summary>
<para>Accumulated time of Begin/End pairs for the previous frame in nanoseconds. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Profiling.Recorder.enabled">
<summary>
<para>Enables recording.</para>
</summary>
</member>
<member name="P:UnityEngine.Profiling.Recorder.isValid">
<summary>
<para>Returns true if Recorder is valid and can collect data. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Profiling.Recorder.sampleBlockCount">
<summary>
<para>Number of time Begin/End pairs was called during the previous frame. (Read Only)</para>
</summary>
</member>
<member name="M:UnityEngine.Profiling.Recorder.CollectFromAllThreads">
<summary>
<para>Configures the recorder to collect samples from all threads.</para>
</summary>
</member>
<member name="M:UnityEngine.Profiling.Recorder.FilterToCurrentThread">
<summary>
<para>Configures the recorder to only collect data from the current thread.</para>
</summary>
</member>
<member name="M:UnityEngine.Profiling.Recorder.Get(System.String)">
<summary>
<para>Use this function to get a Recorder for the specific Profiler label.</para>
</summary>
<param name="samplerName">Sampler name.</param>
<returns>
<para>Recorder object for the specified Sampler.</para>
</returns>
</member>
<member name="T:UnityEngine.Profiling.Sampler">
<summary>
<para>Provides control over a CPU Profiler label.</para>
</summary>
</member>
<member name="P:UnityEngine.Profiling.Sampler.isValid">
<summary>
<para>Returns true if Sampler is valid. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Profiling.Sampler.name">
<summary>
<para>Sampler name. (Read Only)</para>
</summary>
</member>
<member name="M:UnityEngine.Profiling.Sampler.Get(System.String)">
<summary>
<para>Returns Sampler object for the specific CPU Profiler label.</para>
</summary>
<param name="name">Profiler Sampler name.</param>
<returns>
<para>Sampler object which represents specific profiler label.</para>
</returns>
</member>
<member name="M:UnityEngine.Profiling.Sampler.GetNames(System.Collections.Generic.List`1&lt;System.String&gt;)">
<summary>
<para>Returns number and names of all registered Profiler labels.</para>
</summary>
<param name="names">Preallocated list the Sampler names are written to. Or null if you want to get number of Samplers only.</param>
<returns>
<para>Number of active Samplers.</para>
</returns>
</member>
<member name="M:UnityEngine.Profiling.Sampler.GetRecorder">
<summary>
<para>Returns Recorder associated with the Sampler.</para>
</summary>
<returns>
<para>Recorder object associated with the Sampler.</para>
</returns>
</member>
<member name="T:UnityEngine.Projector">
<summary>
<para>A script interface for a.</para>
</summary>
</member>
<member name="P:UnityEngine.Projector.aspectRatio">
<summary>
<para>The aspect ratio of the projection.</para>
</summary>
</member>
<member name="P:UnityEngine.Projector.farClipPlane">
<summary>
<para>The far clipping plane distance.</para>
</summary>
</member>
<member name="P:UnityEngine.Projector.fieldOfView">
<summary>
<para>The field of view of the projection in degrees.</para>
</summary>
</member>
<member name="P:UnityEngine.Projector.ignoreLayers">
<summary>
<para>Which object layers are ignored by the projector.</para>
</summary>
</member>
<member name="P:UnityEngine.Projector.material">
<summary>
<para>The material that will be projected onto every object.</para>
</summary>
</member>
<member name="P:UnityEngine.Projector.nearClipPlane">
<summary>
<para>The near clipping plane distance.</para>
</summary>
</member>
<member name="P:UnityEngine.Projector.orthographic">
<summary>
<para>Is the projection orthographic (true) or perspective (false)?</para>
</summary>
</member>
<member name="P:UnityEngine.Projector.orthographicSize">
<summary>
<para>Projection's half-size when in orthographic mode.</para>
</summary>
</member>
<member name="T:UnityEngine.PropertyAttribute">
<summary>
<para>Base class to derive custom property attributes from. Use this to create custom attributes for script variables.</para>
</summary>
</member>
<member name="P:UnityEngine.PropertyAttribute.order">
<summary>
<para>Optional field to specify the order that multiple DecorationDrawers should be drawn in.</para>
</summary>
</member>
<member name="T:UnityEngine.PropertyName">
<summary>
<para>Represents a string as an int for efficient lookup and comparison. Use this for common PropertyNames.
Internally stores just an int to represent the string. A PropertyName can be created from a string but can not be converted back to a string. The same string always results in the same int representing that string. Thus this is a very efficient string representation in both memory and speed when all you need is comparison.
PropertyName is serializable.
ToString() is only implemented for debugging purposes in the editor it returns "theName:3737" in the player it returns "Unknown:3737".</para>
</summary>
</member>
<member name="M:UnityEngine.PropertyName.#ctor(System.String)">
<summary>
<para>Initializes the PropertyName using a string.</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.PropertyName.Equals(System.Object)">
<summary>
<para>Determines whether this instance and a specified object, which must also be a PropertyName object, have the same value.</para>
</summary>
<param name="other"></param>
</member>
<member name="M:UnityEngine.PropertyName.GetHashCode">
<summary>
<para>Returns the hash code for this PropertyName.</para>
</summary>
</member>
<member name="?:UnityEngine.PropertyName.implop_PropertyName(string)(System.String)">
<summary>
<para>Converts the string passed into a PropertyName. See Also: PropertyName.ctor(System.String).</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.PropertyName.IsNullOrEmpty(UnityEngine.PropertyName)">
<summary>
<para>Indicates whether the specified PropertyName is an Empty string.</para>
</summary>
<param name="prop"></param>
</member>
<member name="?:UnityEngine.PropertyName.op_Equal(UnityEngine.PropertyName,UnityEngine.PropertyName)">
<summary>
<para>Determines whether two specified PropertyName have the same string value. Because two PropertyNames initialized with the same string value always have the same name index, we can simply perform a comparison of two ints to find out if the string value equals.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.PropertyName.op_NotEqual(UnityEngine.PropertyName,UnityEngine.PropertyName)">
<summary>
<para>Determines whether two specified PropertyName have a different string value.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="M:UnityEngine.PropertyName.ToString">
<summary>
<para>For debugging purposes only. Returns the string value representing the string in the Editor.
Returns "UnityEngine.PropertyName" in the player.</para>
</summary>
</member>
<member name="T:UnityEngine.QualitySettings">
<summary>
<para>Script interface for.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.activeColorSpace">
<summary>
<para>Active color space (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.anisotropicFiltering">
<summary>
<para>Global anisotropic filtering mode.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.antiAliasing">
<summary>
<para>Set The AA Filtering option.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.asyncUploadBufferSize">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.asyncUploadPersistentBuffer">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.asyncUploadTimeSlice">
<summary>
<para>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 asyncUploadTimeSlice to set the time-slice in milliseconds for asynchronous texture uploads per
frame. Minimum value is 1 and maximum is 33.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.billboardsFaceCameraPosition">
<summary>
<para>If enabled, billboards will face towards camera position rather than camera orientation.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.blendWeights">
<summary>
<para>Blend weights.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.desiredColorSpace">
<summary>
<para>Desired color space (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.lodBias">
<summary>
<para>Global multiplier for the LOD's switching distance.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.masterTextureLimit">
<summary>
<para>A texture size limit applied to all textures.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.maximumLODLevel">
<summary>
<para>A maximum LOD level. All LOD groups.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.maxQueuedFrames">
<summary>
<para>Maximum number of frames queued up by graphics driver.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.names">
<summary>
<para>The indexed list of available Quality Settings.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.particleRaycastBudget">
<summary>
<para>Budget for how many ray casts can be performed per frame for approximate collision testing.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.pixelLightCount">
<summary>
<para>The maximum number of pixel lights that should affect any object.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.realtimeReflectionProbes">
<summary>
<para>Enables realtime reflection probes.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.resolutionScalingFixedDPIFactor">
<summary>
<para>In resolution scaling mode, this factor is used to multiply with the target Fixed DPI specified to get the actual Fixed DPI to use for this quality setting.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.shadowCascade2Split">
<summary>
<para>The normalized cascade distribution for a 2 cascade setup. The value defines the position of the cascade with respect to Zero.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.shadowCascade4Split">
<summary>
<para>The normalized cascade start position for a 4 cascade setup. Each member of the vector defines the normalized position of the coresponding cascade with respect to Zero.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.shadowCascades">
<summary>
<para>Number of cascades to use for directional light shadows.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.shadowDistance">
<summary>
<para>Shadow drawing distance.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.shadowmaskMode">
<summary>
<para>The rendering mode of Shadowmask.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.shadowNearPlaneOffset">
<summary>
<para>Offset shadow frustum near plane.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.shadowProjection">
<summary>
<para>Directional light shadow projection.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.shadowResolution">
<summary>
<para>The default resolution of the shadow maps.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.shadows">
<summary>
<para>Realtime Shadows type to be used.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.softParticles">
<summary>
<para>Should soft blending be used for particles?</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.softVegetation">
<summary>
<para>Use a two-pass shader for the vegetation in the terrain engine.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.streamingMipmapsActive">
<summary>
<para>Enable automatic streaming of texture mipmap levels based on their distance from all active cameras.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.streamingMipmapsAddAllCameras">
<summary>
<para>Process all enabled Cameras for texture streaming (rather than just those with StreamingController components).</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.streamingMipmapsMaxFileIORequests">
<summary>
<para>The maximum number of active texture file IO requests from the texture streaming system.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.streamingMipmapsMaxLevelReduction">
<summary>
<para>The maximum number of mipmap levels to discard for each texture.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.streamingMipmapsMemoryBudget">
<summary>
<para>The total amount of memory to be used by streaming and non-streaming textures.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.streamingMipmapsRenderersPerFrame">
<summary>
<para>Number of renderers used to process each frame during the calculation of desired mipmap levels for the associated textures.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.vSyncCount">
<summary>
<para>The VSync Count.</para>
</summary>
</member>
<member name="M:UnityEngine.QualitySettings.DecreaseLevel(System.Boolean)">
<summary>
<para>Decrease the current quality level.</para>
</summary>
<param name="applyExpensiveChanges">Should expensive changes be applied (Anti-aliasing etc).</param>
</member>
<member name="M:UnityEngine.QualitySettings.GetQualityLevel">
<summary>
<para>Returns the current graphics quality level.</para>
</summary>
</member>
<member name="M:UnityEngine.QualitySettings.IncreaseLevel(System.Boolean)">
<summary>
<para>Increase the current quality level.</para>
</summary>
<param name="applyExpensiveChanges">Should expensive changes be applied (Anti-aliasing etc).</param>
</member>
<member name="M:UnityEngine.QualitySettings.SetQualityLevel(System.Int32,System.Boolean)">
<summary>
<para>Sets a new graphics quality level.</para>
</summary>
<param name="index">Quality index to set.</param>
<param name="applyExpensiveChanges">Should expensive changes be applied (Anti-aliasing etc).</param>
</member>
<member name="T:UnityEngine.Quaternion">
<summary>
<para>Quaternions are used to represent rotations.</para>
</summary>
</member>
<member name="P:UnityEngine.Quaternion.eulerAngles">
<summary>
<para>Returns or sets the euler angle representation of the rotation.</para>
</summary>
</member>
<member name="P:UnityEngine.Quaternion.identity">
<summary>
<para>The identity rotation (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Quaternion.normalized">
<summary>
<para>Returns this quaternion with a magnitude of 1 (Read Only).</para>
</summary>
</member>
<member name="F:UnityEngine.Quaternion.w">
<summary>
<para>W component of the Quaternion. Do not directly modify quaternions.</para>
</summary>
</member>
<member name="F:UnityEngine.Quaternion.x">
<summary>
<para>X component of the Quaternion. Don't modify this directly unless you know quaternions inside out.</para>
</summary>
</member>
<member name="F:UnityEngine.Quaternion.y">
<summary>
<para>Y component of the Quaternion. Don't modify this directly unless you know quaternions inside out.</para>
</summary>
</member>
<member name="F:UnityEngine.Quaternion.z">
<summary>
<para>Z component of the Quaternion. Don't modify this directly unless you know quaternions inside out.</para>
</summary>
</member>
<member name="M:UnityEngine.Quaternion.Angle(UnityEngine.Quaternion,UnityEngine.Quaternion)">
<summary>
<para>Returns the angle in degrees between two rotations a and b.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Quaternion.AngleAxis(System.Single,UnityEngine.Vector3)">
<summary>
<para>Creates a rotation which rotates angle degrees around axis.</para>
</summary>
<param name="angle"></param>
<param name="axis"></param>
</member>
<member name="M:UnityEngine.Quaternion.#ctor(System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Constructs new Quaternion with given x,y,z,w components.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
<param name="w"></param>
</member>
<member name="M:UnityEngine.Quaternion.Dot(UnityEngine.Quaternion,UnityEngine.Quaternion)">
<summary>
<para>The dot product between two rotations.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Quaternion.Euler(System.Single,System.Single,System.Single)">
<summary>
<para>Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
</member>
<member name="M:UnityEngine.Quaternion.Euler(UnityEngine.Vector3)">
<summary>
<para>Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis.</para>
</summary>
<param name="euler"></param>
</member>
<member name="M:UnityEngine.Quaternion.FromToRotation(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Creates a rotation which rotates from fromDirection to toDirection.</para>
</summary>
<param name="fromDirection"></param>
<param name="toDirection"></param>
</member>
<member name="M:UnityEngine.Quaternion.Inverse(UnityEngine.Quaternion)">
<summary>
<para>Returns the Inverse of rotation.</para>
</summary>
<param name="rotation"></param>
</member>
<member name="M:UnityEngine.Quaternion.Lerp(UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single)">
<summary>
<para>Interpolates between a and b by t and normalizes the result afterwards. The parameter t is clamped to the range [0, 1].</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="t"></param>
</member>
<member name="M:UnityEngine.Quaternion.LerpUnclamped(UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single)">
<summary>
<para>Interpolates between a and b by t and normalizes the result afterwards. The parameter t is not clamped.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="t"></param>
</member>
<member name="M:UnityEngine.Quaternion.LookRotation(UnityEngine.Vector3)">
<summary>
<para>Creates a rotation with the specified forward and upwards directions.</para>
</summary>
<param name="forward">The direction to look in.</param>
<param name="upwards">The vector that defines in which direction up is.</param>
</member>
<member name="M:UnityEngine.Quaternion.LookRotation(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Creates a rotation with the specified forward and upwards directions.</para>
</summary>
<param name="forward">The direction to look in.</param>
<param name="upwards">The vector that defines in which direction up is.</param>
</member>
<member name="M:UnityEngine.Quaternion.Normalize(UnityEngine.Quaternion)">
<summary>
<para>Converts this quaternion to one with the same orientation but with a magnitude of 1.</para>
</summary>
<param name="q"></param>
</member>
<member name="?:UnityEngine.Quaternion.op_Equal(UnityEngine.Quaternion,UnityEngine.Quaternion)">
<summary>
<para>Are two quaternions equal to each other?</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Quaternion.op_Multiply(UnityEngine.Quaternion,UnityEngine.Quaternion)">
<summary>
<para>Combines rotations lhs and rhs.</para>
</summary>
<param name="lhs">Left-hand side quaternion.</param>
<param name="rhs">Right-hand side quaternion.</param>
</member>
<member name="?:UnityEngine.Quaternion.op_Multiply(UnityEngine.Quaternion,UnityEngine.Vector3)">
<summary>
<para>Rotates the point point with rotation.</para>
</summary>
<param name="rotation"></param>
<param name="point"></param>
</member>
<member name="M:UnityEngine.Quaternion.RotateTowards(UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single)">
<summary>
<para>Rotates a rotation from towards to.</para>
</summary>
<param name="from"></param>
<param name="to"></param>
<param name="maxDegreesDelta"></param>
</member>
<member name="M:UnityEngine.Quaternion.Set(System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Set x, y, z and w components of an existing Quaternion.</para>
</summary>
<param name="newX"></param>
<param name="newY"></param>
<param name="newZ"></param>
<param name="newW"></param>
</member>
<member name="M:UnityEngine.Quaternion.SetFromToRotation(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Creates a rotation which rotates from fromDirection to toDirection.</para>
</summary>
<param name="fromDirection"></param>
<param name="toDirection"></param>
</member>
<member name="M:UnityEngine.Quaternion.SetLookRotation(UnityEngine.Vector3)">
<summary>
<para>Creates a rotation with the specified forward and upwards directions.</para>
</summary>
<param name="view">The direction to look in.</param>
<param name="up">The vector that defines in which direction up is.</param>
</member>
<member name="M:UnityEngine.Quaternion.SetLookRotation(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Creates a rotation with the specified forward and upwards directions.</para>
</summary>
<param name="view">The direction to look in.</param>
<param name="up">The vector that defines in which direction up is.</param>
</member>
<member name="M:UnityEngine.Quaternion.Slerp(UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single)">
<summary>
<para>Spherically interpolates between a and b by t. The parameter t is clamped to the range [0, 1].</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="t"></param>
</member>
<member name="M:UnityEngine.Quaternion.SlerpUnclamped(UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single)">
<summary>
<para>Spherically interpolates between a and b by t. The parameter t is not clamped.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="t"></param>
</member>
<member name="P:UnityEngine.Quaternion.this">
<summary>
<para>Access the x, y, z, w components using [0], [1], [2], [3] respectively.</para>
</summary>
</member>
<member name="M:UnityEngine.Quaternion.ToAngleAxis(System.Single&amp;,UnityEngine.Vector3&amp;)">
<summary>
<para>Converts a rotation to angle-axis representation (angles in degrees).</para>
</summary>
<param name="angle"></param>
<param name="axis"></param>
</member>
<member name="M:UnityEngine.Quaternion.ToString">
<summary>
<para>Returns a nicely formatted string of the Quaternion.</para>
</summary>
<param name="format"></param>
</member>
<member name="M:UnityEngine.Quaternion.ToString(System.String)">
<summary>
<para>Returns a nicely formatted string of the Quaternion.</para>
</summary>
<param name="format"></param>
</member>
<member name="T:UnityEngine.Random">
<summary>
<para>Class for generating random data.</para>
</summary>
</member>
<member name="P:UnityEngine.Random.insideUnitCircle">
<summary>
<para>Returns a random point inside a circle with radius 1 (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Random.insideUnitSphere">
<summary>
<para>Returns a random point inside a sphere with radius 1 (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Random.onUnitSphere">
<summary>
<para>Returns a random point on the surface of a sphere with radius 1 (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Random.rotation">
<summary>
<para>Returns a random rotation (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Random.rotationUniform">
<summary>
<para>Returns a random rotation with uniform distribution (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Random.state">
<summary>
<para>Gets/Sets the full internal state of the random number generator.</para>
</summary>
</member>
<member name="P:UnityEngine.Random.value">
<summary>
<para>Returns a random number between 0.0 [inclusive] and 1.0 [inclusive] (Read Only).</para>
</summary>
</member>
<member name="M:UnityEngine.Random.ColorHSV">
<summary>
<para>Generates a random color from HSV and alpha ranges.</para>
</summary>
<param name="hueMin">Minimum hue [0..1].</param>
<param name="hueMax">Maximum hue [0..1].</param>
<param name="saturationMin">Minimum saturation [0..1].</param>
<param name="saturationMax">Maximum saturation[0..1].</param>
<param name="valueMin">Minimum value [0..1].</param>
<param name="valueMax">Maximum value [0..1].</param>
<param name="alphaMin">Minimum alpha [0..1].</param>
<param name="alphaMax">Maximum alpha [0..1].</param>
<returns>
<para>A random color with HSV and alpha values in the input ranges.</para>
</returns>
</member>
<member name="M:UnityEngine.Random.ColorHSV(System.Single,System.Single)">
<summary>
<para>Generates a random color from HSV and alpha ranges.</para>
</summary>
<param name="hueMin">Minimum hue [0..1].</param>
<param name="hueMax">Maximum hue [0..1].</param>
<param name="saturationMin">Minimum saturation [0..1].</param>
<param name="saturationMax">Maximum saturation[0..1].</param>
<param name="valueMin">Minimum value [0..1].</param>
<param name="valueMax">Maximum value [0..1].</param>
<param name="alphaMin">Minimum alpha [0..1].</param>
<param name="alphaMax">Maximum alpha [0..1].</param>
<returns>
<para>A random color with HSV and alpha values in the input ranges.</para>
</returns>
</member>
<member name="M:UnityEngine.Random.ColorHSV(System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Generates a random color from HSV and alpha ranges.</para>
</summary>
<param name="hueMin">Minimum hue [0..1].</param>
<param name="hueMax">Maximum hue [0..1].</param>
<param name="saturationMin">Minimum saturation [0..1].</param>
<param name="saturationMax">Maximum saturation[0..1].</param>
<param name="valueMin">Minimum value [0..1].</param>
<param name="valueMax">Maximum value [0..1].</param>
<param name="alphaMin">Minimum alpha [0..1].</param>
<param name="alphaMax">Maximum alpha [0..1].</param>
<returns>
<para>A random color with HSV and alpha values in the input ranges.</para>
</returns>
</member>
<member name="M:UnityEngine.Random.ColorHSV(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Generates a random color from HSV and alpha ranges.</para>
</summary>
<param name="hueMin">Minimum hue [0..1].</param>
<param name="hueMax">Maximum hue [0..1].</param>
<param name="saturationMin">Minimum saturation [0..1].</param>
<param name="saturationMax">Maximum saturation[0..1].</param>
<param name="valueMin">Minimum value [0..1].</param>
<param name="valueMax">Maximum value [0..1].</param>
<param name="alphaMin">Minimum alpha [0..1].</param>
<param name="alphaMax">Maximum alpha [0..1].</param>
<returns>
<para>A random color with HSV and alpha values in the input ranges.</para>
</returns>
</member>
<member name="M:UnityEngine.Random.ColorHSV(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Generates a random color from HSV and alpha ranges.</para>
</summary>
<param name="hueMin">Minimum hue [0..1].</param>
<param name="hueMax">Maximum hue [0..1].</param>
<param name="saturationMin">Minimum saturation [0..1].</param>
<param name="saturationMax">Maximum saturation[0..1].</param>
<param name="valueMin">Minimum value [0..1].</param>
<param name="valueMax">Maximum value [0..1].</param>
<param name="alphaMin">Minimum alpha [0..1].</param>
<param name="alphaMax">Maximum alpha [0..1].</param>
<returns>
<para>A random color with HSV and alpha values in the input ranges.</para>
</returns>
</member>
<member name="M:UnityEngine.Random.InitState(System.Int32)">
<summary>
<para>Initializes the random number generator state with a seed.</para>
</summary>
<param name="seed">Seed used to initialize the random number generator.</param>
</member>
<member name="M:UnityEngine.Random.Range(System.Single,System.Single)">
<summary>
<para>Return a random float number between min [inclusive] and max [inclusive] (Read Only).</para>
</summary>
<param name="min"></param>
<param name="max"></param>
</member>
<member name="M:UnityEngine.Random.Range(System.Int32,System.Int32)">
<summary>
<para>Return a random integer number between min [inclusive] and max [exclusive] (Read Only).</para>
</summary>
<param name="min"></param>
<param name="max"></param>
</member>
<member name="T:UnityEngine.Random.State">
<summary>
<para>Serializable structure used to hold the full internal state of the random number generator. See Also: Random.state.</para>
</summary>
</member>
<member name="T:UnityEngine.RangeAttribute">
<summary>
<para>Attribute used to make a float or int variable in a script be restricted to a specific range.</para>
</summary>
</member>
<member name="M:UnityEngine.RangeAttribute.#ctor(System.Single,System.Single)">
<summary>
<para>Attribute used to make a float or int variable in a script be restricted to a specific range.</para>
</summary>
<param name="min">The minimum allowed value.</param>
<param name="max">The maximum allowed value.</param>
</member>
<member name="T:UnityEngine.RangeInt">
<summary>
<para>Describes an integer range.</para>
</summary>
</member>
<member name="P:UnityEngine.RangeInt.end">
<summary>
<para>The end index of the range (not inclusive).</para>
</summary>
</member>
<member name="F:UnityEngine.RangeInt.length">
<summary>
<para>The length of the range.</para>
</summary>
</member>
<member name="F:UnityEngine.RangeInt.start">
<summary>
<para>The starting index of the range, where 0 is the first position, 1 is the second, 2 is the third, and so on.</para>
</summary>
</member>
<member name="M:UnityEngine.RangeInt.#ctor(System.Int32,System.Int32)">
<summary>
<para>Constructs a new RangeInt with given start, length values.</para>
</summary>
<param name="start">The starting index of the range.</param>
<param name="length">The length of the range.</param>
</member>
<member name="T:UnityEngine.Ray">
<summary>
<para>Representation of rays.</para>
</summary>
</member>
<member name="P:UnityEngine.Ray.direction">
<summary>
<para>The direction of the ray.</para>
</summary>
</member>
<member name="P:UnityEngine.Ray.origin">
<summary>
<para>The origin point of the ray.</para>
</summary>
</member>
<member name="M:UnityEngine.Ray.#ctor(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Creates a ray starting at origin along direction.</para>
</summary>
<param name="origin"></param>
<param name="direction"></param>
</member>
<member name="M:UnityEngine.Ray.GetPoint(System.Single)">
<summary>
<para>Returns a point at distance units along the ray.</para>
</summary>
<param name="distance"></param>
</member>
<member name="M:UnityEngine.Ray.ToString">
<summary>
<para>Returns a nicely formatted string for this ray.</para>
</summary>
<param name="format"></param>
</member>
<member name="M:UnityEngine.Ray.ToString(System.String)">
<summary>
<para>Returns a nicely formatted string for this ray.</para>
</summary>
<param name="format"></param>
</member>
<member name="T:UnityEngine.Ray2D">
<summary>
<para>A ray in 2D space.</para>
</summary>
</member>
<member name="P:UnityEngine.Ray2D.direction">
<summary>
<para>The direction of the ray in world space.</para>
</summary>
</member>
<member name="P:UnityEngine.Ray2D.origin">
<summary>
<para>The starting point of the ray in world space.</para>
</summary>
</member>
<member name="M:UnityEngine.Ray2D.#ctor(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Creates a 2D ray starting at origin along direction.</para>
</summary>
<param name="Vector2">Origin.</param>
<param name="Vector2">Direction.</param>
<param name="origin"></param>
<param name="direction"></param>
</member>
<member name="M:UnityEngine.Ray2D.GetPoint(System.Single)">
<summary>
<para>Get a point that lies a given distance along a ray.</para>
</summary>
<param name="distance">Distance of the desired point along the path of the ray.</param>
</member>
<member name="T:UnityEngine.Rect">
<summary>
<para>A 2D Rectangle defined by X and Y position, width and height.</para>
</summary>
</member>
<member name="P:UnityEngine.Rect.center">
<summary>
<para>The position of the center of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.Rect.height">
<summary>
<para>The height of the rectangle, measured from the Y position.</para>
</summary>
</member>
<member name="P:UnityEngine.Rect.max">
<summary>
<para>The position of the maximum corner of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.Rect.min">
<summary>
<para>The position of the minimum corner of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.Rect.position">
<summary>
<para>The X and Y position of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.Rect.size">
<summary>
<para>The width and height of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.Rect.width">
<summary>
<para>The width of the rectangle, measured from the X position.</para>
</summary>
</member>
<member name="P:UnityEngine.Rect.x">
<summary>
<para>The X coordinate of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.Rect.xMax">
<summary>
<para>The maximum X coordinate of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.Rect.xMin">
<summary>
<para>The minimum X coordinate of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.Rect.y">
<summary>
<para>The Y coordinate of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.Rect.yMax">
<summary>
<para>The maximum Y coordinate of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.Rect.yMin">
<summary>
<para>The minimum Y coordinate of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.Rect.zero">
<summary>
<para>Shorthand for writing new Rect(0,0,0,0).</para>
</summary>
</member>
<member name="M:UnityEngine.Rect.Contains(UnityEngine.Vector2)">
<summary>
<para>Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.</para>
</summary>
<param name="point">Point to test.</param>
<param name="allowInverse">Does the test allow the Rect's width and height to be negative?</param>
<returns>
<para>True if the point lies within the specified rectangle.</para>
</returns>
</member>
<member name="M:UnityEngine.Rect.Contains(UnityEngine.Vector3)">
<summary>
<para>Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.</para>
</summary>
<param name="point">Point to test.</param>
<param name="allowInverse">Does the test allow the Rect's width and height to be negative?</param>
<returns>
<para>True if the point lies within the specified rectangle.</para>
</returns>
</member>
<member name="M:UnityEngine.Rect.Contains(UnityEngine.Vector3,System.Boolean)">
<summary>
<para>Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.</para>
</summary>
<param name="point">Point to test.</param>
<param name="allowInverse">Does the test allow the Rect's width and height to be negative?</param>
<returns>
<para>True if the point lies within the specified rectangle.</para>
</returns>
</member>
<member name="M:UnityEngine.Rect.#ctor(System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Creates a new rectangle.</para>
</summary>
<param name="x">The X value the rect is measured from.</param>
<param name="y">The Y value the rect is measured from.</param>
<param name="width">The width of the rectangle.</param>
<param name="height">The height of the rectangle.</param>
</member>
<member name="M:UnityEngine.Rect.#ctor(UnityEngine.Rect)">
<summary>
<para></para>
</summary>
<param name="source"></param>
</member>
<member name="M:UnityEngine.Rect.#ctor(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Creates a rectangle given a size and position.</para>
</summary>
<param name="position">The position of the minimum corner of the rect.</param>
<param name="size">The width and height of the rect.</param>
</member>
<member name="M:UnityEngine.Rect.MinMaxRect(System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Creates a rectangle from min/max coordinate values.</para>
</summary>
<param name="xmin">The minimum X coordinate.</param>
<param name="ymin">The minimum Y coordinate.</param>
<param name="xmax">The maximum X coordinate.</param>
<param name="ymax">The maximum Y coordinate.</param>
<returns>
<para>A rectangle matching the specified coordinates.</para>
</returns>
</member>
<member name="M:UnityEngine.Rect.NormalizedToPoint(UnityEngine.Rect,UnityEngine.Vector2)">
<summary>
<para>Returns a point inside a rectangle, given normalized coordinates.</para>
</summary>
<param name="rectangle">Rectangle to get a point inside.</param>
<param name="normalizedRectCoordinates">Normalized coordinates to get a point for.</param>
</member>
<member name="?:UnityEngine.Rect.op_Equal(UnityEngine.Rect,UnityEngine.Rect)">
<summary>
<para>Returns true if the rectangles are the same.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="M:UnityEngine.Rect.Overlaps(UnityEngine.Rect)">
<summary>
<para>Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.</para>
</summary>
<param name="other">Other rectangle to test overlapping with.</param>
<param name="allowInverse">Does the test allow the widths and heights of the Rects to be negative?</param>
</member>
<member name="M:UnityEngine.Rect.Overlaps(UnityEngine.Rect,System.Boolean)">
<summary>
<para>Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.</para>
</summary>
<param name="other">Other rectangle to test overlapping with.</param>
<param name="allowInverse">Does the test allow the widths and heights of the Rects to be negative?</param>
</member>
<member name="M:UnityEngine.Rect.PointToNormalized(UnityEngine.Rect,UnityEngine.Vector2)">
<summary>
<para>Returns the normalized coordinates cooresponding the the point.</para>
</summary>
<param name="rectangle">Rectangle to get normalized coordinates inside.</param>
<param name="point">A point inside the rectangle to get normalized coordinates for.</param>
</member>
<member name="M:UnityEngine.Rect.Set(System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Set components of an existing Rect.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="width"></param>
<param name="height"></param>
</member>
<member name="M:UnityEngine.Rect.ToString">
<summary>
<para>Returns a nicely formatted string for this Rect.</para>
</summary>
<param name="format"></param>
</member>
<member name="M:UnityEngine.Rect.ToString(System.String)">
<summary>
<para>Returns a nicely formatted string for this Rect.</para>
</summary>
<param name="format"></param>
</member>
<member name="T:UnityEngine.RectInt">
<summary>
<para>A 2D Rectangle defined by x, y, width, height with integers.</para>
</summary>
</member>
<member name="P:UnityEngine.RectInt.allPositionsWithin">
<summary>
<para>A RectInt.PositionCollection that contains all positions within the RectInt.</para>
</summary>
</member>
<member name="P:UnityEngine.RectInt.center">
<summary>
<para>Center coordinate of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.RectInt.height">
<summary>
<para>Height of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.RectInt.max">
<summary>
<para>Upper right corner of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.RectInt.min">
<summary>
<para>Lower left corner of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.RectInt.position">
<summary>
<para>Returns the position (x, y) of the RectInt.</para>
</summary>
</member>
<member name="P:UnityEngine.RectInt.size">
<summary>
<para>Returns the width and height of the RectInt.</para>
</summary>
</member>
<member name="P:UnityEngine.RectInt.width">
<summary>
<para>Width of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.RectInt.x">
<summary>
<para>Left coordinate of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.RectInt.xMax">
<summary>
<para>Returns the maximum X value of the RectInt.</para>
</summary>
</member>
<member name="P:UnityEngine.RectInt.xMin">
<summary>
<para>Returns the minimum X value of the RectInt.</para>
</summary>
</member>
<member name="P:UnityEngine.RectInt.y">
<summary>
<para>Top coordinate of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.RectInt.yMax">
<summary>
<para>Returns the maximum Y value of the RectInt.</para>
</summary>
</member>
<member name="P:UnityEngine.RectInt.yMin">
<summary>
<para>Returns the minimum Y value of the RectInt.</para>
</summary>
</member>
<member name="M:UnityEngine.RectInt.ClampToBounds(UnityEngine.RectInt)">
<summary>
<para>Clamps the position and size of the RectInt to the given bounds.</para>
</summary>
<param name="bounds">Bounds to clamp the RectInt.</param>
</member>
<member name="M:UnityEngine.RectInt.Contains(UnityEngine.Vector2Int)">
<summary>
<para>Returns true if the given position is within the RectInt.</para>
</summary>
<param name="position">Position to check.</param>
<param name="inclusive">Whether the max limits are included in the check.</param>
<returns>
<para>Whether the position is within the RectInt.</para>
</returns>
</member>
<member name="M:UnityEngine.RectInt.Contains">
<summary>
<para>Returns true if the given position is within the RectInt.</para>
</summary>
<param name="position">Position to check.</param>
<param name="inclusive">Whether the max limits are included in the check.</param>
<returns>
<para>Whether the position is within the RectInt.</para>
</returns>
</member>
<member name="M:UnityEngine.RectInt.Equals(UnityEngine.RectInt)">
<summary>
<para>Returns true if the given RectInt is equal to this RectInt.</para>
</summary>
<param name="other"></param>
</member>
<member name="T:UnityEngine.RectInt.PositionEnumerator">
<summary>
<para>An iterator that allows you to iterate over all positions within the RectInt.</para>
</summary>
</member>
<member name="P:UnityEngine.RectInt.PositionEnumerator.Current">
<summary>
<para>Current position of the enumerator.</para>
</summary>
</member>
<member name="M:UnityEngine.RectInt.PositionEnumerator.GetEnumerator">
<summary>
<para>Returns this as an iterator that allows you to iterate over all positions within the RectInt.</para>
</summary>
<returns>
<para>This RectInt.PositionEnumerator.</para>
</returns>
</member>
<member name="M:UnityEngine.RectInt.PositionEnumerator.MoveNext">
<summary>
<para>Moves the enumerator to the next position.</para>
</summary>
<returns>
<para>Whether the enumerator has successfully moved to the next position.</para>
</returns>
</member>
<member name="M:UnityEngine.RectInt.PositionEnumerator.Reset">
<summary>
<para>Resets this enumerator to its starting state.</para>
</summary>
</member>
<member name="M:UnityEngine.RectInt.SetMinMax(UnityEngine.Vector2Int,UnityEngine.Vector2Int)">
<summary>
<para>Sets the bounds to the min and max value of the rect.</para>
</summary>
<param name="minPosition"></param>
<param name="maxPosition"></param>
</member>
<member name="M:UnityEngine.RectInt.ToString">
<summary>
<para>Returns the x, y, width and height of the RectInt.</para>
</summary>
</member>
<member name="T:UnityEngine.RectOffset">
<summary>
<para>Offsets for rectangles, borders, etc.</para>
</summary>
</member>
<member name="P:UnityEngine.RectOffset.bottom">
<summary>
<para>Bottom edge size.</para>
</summary>
</member>
<member name="P:UnityEngine.RectOffset.horizontal">
<summary>
<para>Shortcut for left + right. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.RectOffset.left">
<summary>
<para>Left edge size.</para>
</summary>
</member>
<member name="P:UnityEngine.RectOffset.right">
<summary>
<para>Right edge size.</para>
</summary>
</member>
<member name="P:UnityEngine.RectOffset.top">
<summary>
<para>Top edge size.</para>
</summary>
</member>
<member name="P:UnityEngine.RectOffset.vertical">
<summary>
<para>Shortcut for top + bottom. (Read Only)</para>
</summary>
</member>
<member name="M:UnityEngine.RectOffset.Add(UnityEngine.Rect)">
<summary>
<para>Add the border offsets to a rect.</para>
</summary>
<param name="rect"></param>
</member>
<member name="M:UnityEngine.RectOffset.#ctor">
<summary>
<para>Creates a new rectangle with offsets.</para>
</summary>
<param name="left"></param>
<param name="right"></param>
<param name="top"></param>
<param name="bottom"></param>
</member>
<member name="M:UnityEngine.RectOffset.#ctor(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Creates a new rectangle with offsets.</para>
</summary>
<param name="left"></param>
<param name="right"></param>
<param name="top"></param>
<param name="bottom"></param>
</member>
<member name="M:UnityEngine.RectOffset.Remove(UnityEngine.Rect)">
<summary>
<para>Remove the border offsets from a rect.</para>
</summary>
<param name="rect"></param>
</member>
<member name="T:UnityEngine.RectTransform">
<summary>
<para>Position, size, anchor and pivot information for a rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.RectTransform.anchoredPosition">
<summary>
<para>The position of the pivot of this RectTransform relative to the anchor reference point.</para>
</summary>
</member>
<member name="P:UnityEngine.RectTransform.anchoredPosition3D">
<summary>
<para>The 3D position of the pivot of this RectTransform relative to the anchor reference point.</para>
</summary>
</member>
<member name="P:UnityEngine.RectTransform.anchorMax">
<summary>
<para>The normalized position in the parent RectTransform that the upper right corner is anchored to.</para>
</summary>
</member>
<member name="P:UnityEngine.RectTransform.anchorMin">
<summary>
<para>The normalized position in the parent RectTransform that the lower left corner is anchored to.</para>
</summary>
</member>
<member name="P:UnityEngine.RectTransform.offsetMax">
<summary>
<para>The offset of the upper right corner of the rectangle relative to the upper right anchor.</para>
</summary>
</member>
<member name="P:UnityEngine.RectTransform.offsetMin">
<summary>
<para>The offset of the lower left corner of the rectangle relative to the lower left anchor.</para>
</summary>
</member>
<member name="P:UnityEngine.RectTransform.pivot">
<summary>
<para>The normalized position in this RectTransform that it rotates around.</para>
</summary>
</member>
<member name="?:UnityEngine.RectTransform.reapplyDrivenProperties(UnityEngine.RectTransform/ReapplyDrivenProperties)">
<summary>
<para>Event that is invoked for RectTransforms that need to have their driven properties reapplied.</para>
</summary>
<param name="value"></param>
</member>
<member name="P:UnityEngine.RectTransform.rect">
<summary>
<para>The calculated rectangle in the local space of the Transform.</para>
</summary>
</member>
<member name="P:UnityEngine.RectTransform.sizeDelta">
<summary>
<para>The size of this RectTransform relative to the distances between the anchors.</para>
</summary>
</member>
<member name="T:UnityEngine.RectTransform.Axis">
<summary>
<para>An axis that can be horizontal or vertical.</para>
</summary>
</member>
<member name="F:UnityEngine.RectTransform.Axis.Horizontal">
<summary>
<para>Horizontal.</para>
</summary>
</member>
<member name="F:UnityEngine.RectTransform.Axis.Vertical">
<summary>
<para>Vertical.</para>
</summary>
</member>
<member name="T:UnityEngine.RectTransform.Edge">
<summary>
<para>Enum used to specify one edge of a rectangle.</para>
</summary>
</member>
<member name="F:UnityEngine.RectTransform.Edge.Bottom">
<summary>
<para>The bottom edge.</para>
</summary>
</member>
<member name="F:UnityEngine.RectTransform.Edge.Left">
<summary>
<para>The left edge.</para>
</summary>
</member>
<member name="F:UnityEngine.RectTransform.Edge.Right">
<summary>
<para>The right edge.</para>
</summary>
</member>
<member name="F:UnityEngine.RectTransform.Edge.Top">
<summary>
<para>The top edge.</para>
</summary>
</member>
<member name="M:UnityEngine.RectTransform.ForceUpdateRectTransforms">
<summary>
<para>Force the recalculation of RectTransforms internal data.</para>
</summary>
</member>
<member name="M:UnityEngine.RectTransform.GetLocalCorners(UnityEngine.Vector3[])">
<summary>
<para>Get the corners of the calculated rectangle in the local space of its Transform.</para>
</summary>
<param name="fourCornersArray">The array that corners are filled into.</param>
</member>
<member name="M:UnityEngine.RectTransform.GetWorldCorners(UnityEngine.Vector3[])">
<summary>
<para>Get the corners of the calculated rectangle in world space.</para>
</summary>
<param name="fourCornersArray">The array that corners are filled into.</param>
</member>
<member name="T:UnityEngine.RectTransform.ReapplyDrivenProperties">
<summary>
<para>Delegate used for the reapplyDrivenProperties event.</para>
</summary>
<param name="driven"></param>
</member>
<member name="M:UnityEngine.RectTransform.SetInsetAndSizeFromParentEdge(UnityEngine.RectTransform/Edge,System.Single,System.Single)">
<summary>
<para>Set the distance of this rectangle relative to a specified edge of the parent rectangle, while also setting its size.</para>
</summary>
<param name="edge">The edge of the parent rectangle to inset from.</param>
<param name="inset">The inset distance.</param>
<param name="size">The size of the rectangle along the same direction of the inset.</param>
</member>
<member name="M:UnityEngine.RectTransform.SetSizeWithCurrentAnchors(UnityEngine.RectTransform/Axis,System.Single)">
<summary>
<para>Makes the RectTransform calculated rect be a given size on the specified axis.</para>
</summary>
<param name="axis">The axis to specify the size along.</param>
<param name="size">The desired size along the specified axis.</param>
</member>
<member name="T:UnityEngine.ReflectionProbe">
<summary>
<para>The reflection probe is used to capture the surroundings into a texture which is passed to the shaders and used for reflections.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.backgroundColor">
<summary>
<para>The color with which the texture of reflection probe will be cleared.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.bakedTexture">
<summary>
<para>Reference to the baked texture of the reflection probe's surrounding.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.blendDistance">
<summary>
<para>Distance around probe used for blending (used in deferred probes).</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.bounds">
<summary>
<para>The bounding volume of the reflection probe (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.boxProjection">
<summary>
<para>Should this reflection probe use box projection?</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.center">
<summary>
<para>The center of the box area in which reflections will be applied to the objects. Measured in the probes's local space.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.clearFlags">
<summary>
<para>How the reflection probe clears the background.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.cullingMask">
<summary>
<para>This is used to render parts of the reflecion probe's surrounding selectively.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.customBakedTexture">
<summary>
<para>Reference to the baked texture of the reflection probe's surrounding. Use this to assign custom reflection texture.</para>
</summary>
</member>
<member name="?:UnityEngine.ReflectionProbe.defaultReflectionSet(System.Action`1&lt;UnityEngine.Cubemap&gt;)">
<summary>
<para>Adds a delegate to get notifications when the default specular Cubemap is changed.</para>
</summary>
<param name="value"></param>
</member>
<member name="P:UnityEngine.ReflectionProbe.defaultTexture">
<summary>
<para>Texture which is used outside of all reflection probes (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.defaultTextureHDRDecodeValues">
<summary>
<para>HDR decode values of the default reflection probe texture.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.farClipPlane">
<summary>
<para>The far clipping plane distance when rendering the probe.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.hdr">
<summary>
<para>Should this reflection probe use HDR rendering?</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.importance">
<summary>
<para>Reflection probe importance.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.intensity">
<summary>
<para>The intensity modifier that is applied to the texture of reflection probe in the shader.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.mode">
<summary>
<para>Should reflection probe texture be generated in the Editor (ReflectionProbeMode.Baked) or should probe use custom specified texure (ReflectionProbeMode.Custom)?</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.nearClipPlane">
<summary>
<para>The near clipping plane distance when rendering the probe.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.realtimeTexture">
<summary>
<para>Reference to the realtime texture of the reflection probe's surroundings. Use this to assign a RenderTexture to use for realtime reflection.</para>
</summary>
</member>
<member name="?:UnityEngine.ReflectionProbe.reflectionProbeChanged(System.Action`2&lt;UnityEngine.ReflectionProbe,UnityEngine.ReflectionProbe/ReflectionProbeEvent&gt;)">
<summary>
<para>Adds a delegate to get notifications when a Reflection Probe is added to a Scene or removed from a Scene.</para>
</summary>
<param name="value"></param>
</member>
<member name="P:UnityEngine.ReflectionProbe.refreshMode">
<summary>
<para>Sets the way the probe will refresh.
See Also: ReflectionProbeRefreshMode.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.resolution">
<summary>
<para>Resolution of the underlying reflection texture in pixels.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.shadowDistance">
<summary>
<para>Shadow drawing distance when rendering the probe.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.size">
<summary>
<para>The size of the box area in which reflections will be applied to the objects. Measured in the probes's local space.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.texture">
<summary>
<para>Texture which is passed to the shader of the objects in the vicinity of the reflection probe (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.textureHDRDecodeValues">
<summary>
<para>HDR decode values of the reflection probe texture.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.timeSlicingMode">
<summary>
<para>Sets this probe time-slicing mode
See Also: ReflectionProbeTimeSlicingMode.</para>
</summary>
</member>
<member name="M:UnityEngine.ReflectionProbe.BlendCubemap(UnityEngine.Texture,UnityEngine.Texture,System.Single,UnityEngine.RenderTexture)">
<summary>
<para>Utility method to blend 2 cubemaps into a target render texture.</para>
</summary>
<param name="src">Cubemap to blend from.</param>
<param name="dst">Cubemap to blend to.</param>
<param name="blend">Blend weight.</param>
<param name="target">RenderTexture which will hold the result of the blend.</param>
<returns>
<para>Returns trues if cubemaps were blended, false otherwise.</para>
</returns>
</member>
<member name="M:UnityEngine.ReflectionProbe.IsFinishedRendering(System.Int32)">
<summary>
<para>Checks if a probe has finished a time-sliced render.</para>
</summary>
<param name="renderId">An integer representing the RenderID as returned by the RenderProbe method.</param>
<returns>
<para>
True if the render has finished, false otherwise.
See Also: timeSlicingMode
</para>
</returns>
</member>
<member name="T:UnityEngine.ReflectionProbe.ReflectionProbeEvent">
<summary>
<para>Types of events that occur when ReflectionProbe components are used in a Scene.</para>
</summary>
</member>
<member name="F:UnityEngine.ReflectionProbe.ReflectionProbeEvent.ReflectionProbeAdded">
<summary>
<para>An event that occurs when a Reflection Probe component is added to a Scene or enabled in a Scene.</para>
</summary>
</member>
<member name="F:UnityEngine.ReflectionProbe.ReflectionProbeEvent.ReflectionProbeRemoved">
<summary>
<para>An event that occurs when a Reflection Probe component is unloaded from a Scene or disabled in a Scene.</para>
</summary>
</member>
<member name="M:UnityEngine.ReflectionProbe.RenderProbe(UnityEngine.RenderTexture)">
<summary>
<para>Refreshes the probe's cubemap.</para>
</summary>
<param name="targetTexture">Target RendeTexture in which rendering should be done. Specifying null will update the probe's default texture.</param>
<returns>
<para>
An integer representing a RenderID which can subsequently be used to check if the probe has finished rendering while rendering in time-slice mode.
See Also: IsFinishedRendering
See Also: timeSlicingMode
</para>
</returns>
</member>
<member name="M:UnityEngine.ReflectionProbe.Reset">
<summary>
<para>Revert all ReflectionProbe parameters to default.</para>
</summary>
</member>
<member name="T:UnityEngine.RenderBuffer">
<summary>
<para>Color or depth buffer part of a RenderTexture.</para>
</summary>
</member>
<member name="M:UnityEngine.RenderBuffer.GetNativeRenderBufferPtr">
<summary>
<para>Returns native RenderBuffer. Be warned this is not native Texture, but rather pointer to unity struct that can be used with native unity API. Currently such API exists only on iOS.</para>
</summary>
</member>
<member name="T:UnityEngine.Renderer">
<summary>
<para>General functionality for all renderers.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.allowOcclusionWhenDynamic">
<summary>
<para>Controls if dynamic occlusion culling should be performed for this renderer.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.bounds">
<summary>
<para>The bounding volume of the renderer (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.enabled">
<summary>
<para>Makes the rendered 3D object visible if enabled.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.isPartOfStaticBatch">
<summary>
<para>Has this renderer been statically batched with any other renderers?</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.isVisible">
<summary>
<para>Is this renderer visible in any camera? (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.lightmapIndex">
<summary>
<para>The index of the baked lightmap applied to this renderer.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.lightmapScaleOffset">
<summary>
<para>The UV scale &amp; offset used for a lightmap.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.lightProbeProxyVolumeOverride">
<summary>
<para>If set, the Renderer will use the Light Probe Proxy Volume component attached to the source GameObject.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.lightProbeUsage">
<summary>
<para>The light probe interpolation type.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.localToWorldMatrix">
<summary>
<para>Matrix that transforms a point from local space into world space (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.material">
<summary>
<para>Returns the first instantiated Material assigned to the renderer.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.materials">
<summary>
<para>Returns all the instantiated materials of this object.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.motionVectorGenerationMode">
<summary>
<para>Specifies the mode for motion vector rendering.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.motionVectors">
<summary>
<para>Specifies whether this renderer has a per-object motion vector pass.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.probeAnchor">
<summary>
<para>If set, Renderer will use this Transform's position to find the light or reflection probe.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.realtimeLightmapIndex">
<summary>
<para>The index of the realtime lightmap applied to this renderer.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.realtimeLightmapScaleOffset">
<summary>
<para>The UV scale &amp; offset used for a realtime lightmap.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.receiveShadows">
<summary>
<para>Does this object receive shadows?</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.reflectionProbeUsage">
<summary>
<para>Should reflection probes be used for this Renderer?</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.rendererPriority">
<summary>
<para>This value sorts renderers by priority. Lower values are rendered first and higher values are rendered last.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.renderingLayerMask">
<summary>
<para>Determines which rendering layer this renderer lives on.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.shadowCastingMode">
<summary>
<para>Does this object cast shadows?</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.sharedMaterial">
<summary>
<para>The shared material of this object.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.sharedMaterials">
<summary>
<para>All the shared materials of this object.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.sortingLayerID">
<summary>
<para>Unique ID of the Renderer's sorting layer.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.sortingLayerName">
<summary>
<para>Name of the Renderer's sorting layer.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.sortingOrder">
<summary>
<para>Renderer's order within a sorting layer.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.useLightProbes">
<summary>
<para>Should light probes be used for this Renderer?</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.worldToLocalMatrix">
<summary>
<para>Matrix that transforms a point from world space into local space (Read Only).</para>
</summary>
</member>
<member name="M:UnityEngine.Renderer.GetClosestReflectionProbes(System.Collections.Generic.List`1&lt;UnityEngine.Rendering.ReflectionProbeBlendInfo&gt;)">
<summary>
<para>Returns an array of closest reflection probes with weights, weight shows how much influence the probe has on the renderer, this value is also used when blending between reflection probes occur.</para>
</summary>
<param name="result"></param>
</member>
<member name="M:UnityEngine.Renderer.GetMaterials(System.Collections.Generic.List`1&lt;UnityEngine.Material&gt;)">
<summary>
<para>Returns all the instantiated materials of this object.</para>
</summary>
<param name="m">A list of materials to populate.</param>
</member>
<member name="M:UnityEngine.Renderer.GetPropertyBlock(UnityEngine.MaterialPropertyBlock)">
<summary>
<para>Get per-Renderer or per-Material property block.</para>
</summary>
<param name="properties">Material parameters to retrieve.</param>
<param name="materialIndex">The index of the Material you want to get overridden parameters from. The index ranges from 0 to Renderer.sharedMaterials.Length-1.</param>
</member>
<member name="M:UnityEngine.Renderer.GetPropertyBlock(UnityEngine.MaterialPropertyBlock,System.Int32)">
<summary>
<para>Get per-Renderer or per-Material property block.</para>
</summary>
<param name="properties">Material parameters to retrieve.</param>
<param name="materialIndex">The index of the Material you want to get overridden parameters from. The index ranges from 0 to Renderer.sharedMaterials.Length-1.</param>
</member>
<member name="M:UnityEngine.Renderer.GetSharedMaterials(System.Collections.Generic.List`1&lt;UnityEngine.Material&gt;)">
<summary>
<para>Returns all the shared materials of this object.</para>
</summary>
<param name="m">A list of materials to populate.</param>
</member>
<member name="M:UnityEngine.Renderer.HasPropertyBlock">
<summary>
<para>Returns true if the Renderer has a material property block attached via SetPropertyBlock.</para>
</summary>
</member>
<member name="M:UnityEngine.Renderer.SetPropertyBlock(UnityEngine.MaterialPropertyBlock)">
<summary>
<para>Lets you set or clear per-renderer or per-material parameter overrides.</para>
</summary>
<param name="properties">Property block with values you want to override.</param>
<param name="materialIndex">The index of the Material you want to override the parameters of. The index ranges from 0 to Renderer.sharedMaterial.Length-1.</param>
</member>
<member name="M:UnityEngine.Renderer.SetPropertyBlock(UnityEngine.MaterialPropertyBlock,System.Int32)">
<summary>
<para>Lets you set or clear per-renderer or per-material parameter overrides.</para>
</summary>
<param name="properties">Property block with values you want to override.</param>
<param name="materialIndex">The index of the Material you want to override the parameters of. The index ranges from 0 to Renderer.sharedMaterial.Length-1.</param>
</member>
<member name="T:UnityEngine.RendererExtensions">
<summary>
<para>Extension methods to the Renderer class, used only for the UpdateGIMaterials method used by the Global Illumination System.</para>
</summary>
</member>
<member name="M:UnityEngine.RendererExtensions.UpdateGIMaterials(UnityEngine.Renderer)">
<summary>
<para>Schedules an update of the albedo and emissive Textures of a system that contains the Renderer.</para>
</summary>
<param name="renderer"></param>
</member>
<member name="T:UnityEngine.Rendering.AmbientMode">
<summary>
<para>Ambient lighting mode.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.AmbientMode.Custom">
<summary>
<para>Ambient lighting is defined by a custom cubemap.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.AmbientMode.Flat">
<summary>
<para>Flat ambient lighting.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.AmbientMode.Skybox">
<summary>
<para>Skybox-based or custom ambient lighting.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.AmbientMode.Trilight">
<summary>
<para>Trilight ambient lighting.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.AsyncGPUReadback">
<summary>
<para>Allows the asynchronous read back of GPU resources.</para>
</summary>
</member>
<member name="M:UnityEngine.Rendering.AsyncGPUReadback.Request(UnityEngine.ComputeBuffer)">
<summary>
<para>Triggers a request to asynchronously fetch the data from a GPU resource.</para>
</summary>
<param name="src">The resource to read the data from.</param>
<param name="size">Size in bytes of the data to be retrieved from the ComputeBuffer.</param>
<param name="offset">Offset in bytes in the ComputeBuffer.</param>
<param name="mipIndex">The index of the mipmap to be fetched.</param>
<param name="dstFormat">The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.</param>
<param name="x">Starting X coordinate in pixels of the Texture data to be fetched.</param>
<param name="width">Width in pixels of the Texture data to be fetched.</param>
<param name="y">Starting Y coordinate in pixels of the Texture data to be fetched.</param>
<param name="height">Height in pixels of the Texture data to be fetched.</param>
<param name="z">Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.</param>
<param name="depth">Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.</param>
<param name="callback">An optional delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.</param>
<returns>
<para>An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available.</para>
</returns>
</member>
<member name="M:UnityEngine.Rendering.AsyncGPUReadback.Request(UnityEngine.ComputeBuffer,System.Int32,System.Int32)">
<summary>
<para>Triggers a request to asynchronously fetch the data from a GPU resource.</para>
</summary>
<param name="src">The resource to read the data from.</param>
<param name="size">Size in bytes of the data to be retrieved from the ComputeBuffer.</param>
<param name="offset">Offset in bytes in the ComputeBuffer.</param>
<param name="mipIndex">The index of the mipmap to be fetched.</param>
<param name="dstFormat">The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.</param>
<param name="x">Starting X coordinate in pixels of the Texture data to be fetched.</param>
<param name="width">Width in pixels of the Texture data to be fetched.</param>
<param name="y">Starting Y coordinate in pixels of the Texture data to be fetched.</param>
<param name="height">Height in pixels of the Texture data to be fetched.</param>
<param name="z">Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.</param>
<param name="depth">Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.</param>
<param name="callback">An optional delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.</param>
<returns>
<para>An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available.</para>
</returns>
</member>
<member name="M:UnityEngine.Rendering.AsyncGPUReadback.Request(UnityEngine.Texture,System.Int32)">
<summary>
<para>Triggers a request to asynchronously fetch the data from a GPU resource.</para>
</summary>
<param name="src">The resource to read the data from.</param>
<param name="size">Size in bytes of the data to be retrieved from the ComputeBuffer.</param>
<param name="offset">Offset in bytes in the ComputeBuffer.</param>
<param name="mipIndex">The index of the mipmap to be fetched.</param>
<param name="dstFormat">The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.</param>
<param name="x">Starting X coordinate in pixels of the Texture data to be fetched.</param>
<param name="width">Width in pixels of the Texture data to be fetched.</param>
<param name="y">Starting Y coordinate in pixels of the Texture data to be fetched.</param>
<param name="height">Height in pixels of the Texture data to be fetched.</param>
<param name="z">Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.</param>
<param name="depth">Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.</param>
<param name="callback">An optional delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.</param>
<returns>
<para>An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available.</para>
</returns>
</member>
<member name="M:UnityEngine.Rendering.AsyncGPUReadback.Request(UnityEngine.Texture,System.Int32,UnityEngine.TextureFormat)">
<summary>
<para>Triggers a request to asynchronously fetch the data from a GPU resource.</para>
</summary>
<param name="src">The resource to read the data from.</param>
<param name="size">Size in bytes of the data to be retrieved from the ComputeBuffer.</param>
<param name="offset">Offset in bytes in the ComputeBuffer.</param>
<param name="mipIndex">The index of the mipmap to be fetched.</param>
<param name="dstFormat">The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.</param>
<param name="x">Starting X coordinate in pixels of the Texture data to be fetched.</param>
<param name="width">Width in pixels of the Texture data to be fetched.</param>
<param name="y">Starting Y coordinate in pixels of the Texture data to be fetched.</param>
<param name="height">Height in pixels of the Texture data to be fetched.</param>
<param name="z">Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.</param>
<param name="depth">Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.</param>
<param name="callback">An optional delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.</param>
<returns>
<para>An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available.</para>
</returns>
</member>
<member name="M:UnityEngine.Rendering.AsyncGPUReadback.Request(UnityEngine.Texture,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Triggers a request to asynchronously fetch the data from a GPU resource.</para>
</summary>
<param name="src">The resource to read the data from.</param>
<param name="size">Size in bytes of the data to be retrieved from the ComputeBuffer.</param>
<param name="offset">Offset in bytes in the ComputeBuffer.</param>
<param name="mipIndex">The index of the mipmap to be fetched.</param>
<param name="dstFormat">The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.</param>
<param name="x">Starting X coordinate in pixels of the Texture data to be fetched.</param>
<param name="width">Width in pixels of the Texture data to be fetched.</param>
<param name="y">Starting Y coordinate in pixels of the Texture data to be fetched.</param>
<param name="height">Height in pixels of the Texture data to be fetched.</param>
<param name="z">Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.</param>
<param name="depth">Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.</param>
<param name="callback">An optional delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.</param>
<returns>
<para>An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available.</para>
</returns>
</member>
<member name="M:UnityEngine.Rendering.AsyncGPUReadback.Request(UnityEngine.Texture,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.TextureFormat)">
<summary>
<para>Triggers a request to asynchronously fetch the data from a GPU resource.</para>
</summary>
<param name="src">The resource to read the data from.</param>
<param name="size">Size in bytes of the data to be retrieved from the ComputeBuffer.</param>
<param name="offset">Offset in bytes in the ComputeBuffer.</param>
<param name="mipIndex">The index of the mipmap to be fetched.</param>
<param name="dstFormat">The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.</param>
<param name="x">Starting X coordinate in pixels of the Texture data to be fetched.</param>
<param name="width">Width in pixels of the Texture data to be fetched.</param>
<param name="y">Starting Y coordinate in pixels of the Texture data to be fetched.</param>
<param name="height">Height in pixels of the Texture data to be fetched.</param>
<param name="z">Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.</param>
<param name="depth">Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.</param>
<param name="callback">An optional delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.</param>
<returns>
<para>An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available.</para>
</returns>
</member>
<member name="T:UnityEngine.Rendering.AsyncGPUReadbackRequest">
<summary>
<para>Represents an asynchronous request for a GPU resource.</para>
</summary>
</member>
<member name="P:UnityEngine.Rendering.AsyncGPUReadbackRequest.depth">
<summary>
<para>When reading data from a ComputeBuffer, depth is 1, otherwise, the property takes the value of the requested depth from the texture.</para>
</summary>
</member>
<member name="P:UnityEngine.Rendering.AsyncGPUReadbackRequest.done">
<summary>
<para>Checks whether the request has been processed.</para>
</summary>
</member>
<member name="P:UnityEngine.Rendering.AsyncGPUReadbackRequest.hasError">
<summary>
<para>This property is true if the request has encountered an error.</para>
</summary>
</member>
<member name="P:UnityEngine.Rendering.AsyncGPUReadbackRequest.height">
<summary>
<para>When reading data from a ComputeBuffer, height is 1, otherwise, the property takes the value of the requested height from the texture.</para>
</summary>
</member>
<member name="P:UnityEngine.Rendering.AsyncGPUReadbackRequest.layerCount">
<summary>
<para>Number of layers in the current request.</para>
</summary>
</member>
<member name="P:UnityEngine.Rendering.AsyncGPUReadbackRequest.layerDataSize">
<summary>
<para>The size in bytes of one layer of the readback data.</para>
</summary>
</member>
<member name="P:UnityEngine.Rendering.AsyncGPUReadbackRequest.width">
<summary>
<para>The width of the requested GPU data.</para>
</summary>
</member>
<member name="M:UnityEngine.Rendering.AsyncGPUReadbackRequest.GetData(System.Int32)">
<summary>
<para>Fetches the data of a successful request.</para>
</summary>
<param name="layer">The index of the layer to retrieve.</param>
</member>
<member name="M:UnityEngine.Rendering.AsyncGPUReadbackRequest.Update">
<summary>
<para>Triggers an update of the request.</para>
</summary>
</member>
<member name="M:UnityEngine.Rendering.AsyncGPUReadbackRequest.WaitForCompletion">
<summary>
<para>Waits for completion of the request.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.BlendMode">
<summary>
<para>Blend mode for controlling the blending.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendMode.DstAlpha">
<summary>
<para>Blend factor is (Ad, Ad, Ad, Ad).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendMode.DstColor">
<summary>
<para>Blend factor is (Rd, Gd, Bd, Ad).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendMode.One">
<summary>
<para>Blend factor is (1, 1, 1, 1).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendMode.OneMinusDstAlpha">
<summary>
<para>Blend factor is (1 - Ad, 1 - Ad, 1 - Ad, 1 - Ad).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendMode.OneMinusDstColor">
<summary>
<para>Blend factor is (1 - Rd, 1 - Gd, 1 - Bd, 1 - Ad).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha">
<summary>
<para>Blend factor is (1 - As, 1 - As, 1 - As, 1 - As).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendMode.OneMinusSrcColor">
<summary>
<para>Blend factor is (1 - Rs, 1 - Gs, 1 - Bs, 1 - As).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendMode.SrcAlpha">
<summary>
<para>Blend factor is (As, As, As, As).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendMode.SrcAlphaSaturate">
<summary>
<para>Blend factor is (f, f, f, 1); where f = min(As, 1 - Ad).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendMode.SrcColor">
<summary>
<para>Blend factor is (Rs, Gs, Bs, As).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendMode.Zero">
<summary>
<para>Blend factor is (0, 0, 0, 0).</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.BlendOp">
<summary>
<para>Blend operation.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.Add">
<summary>
<para>Add (s + d).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.ColorBurn">
<summary>
<para>Color burn (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.ColorDodge">
<summary>
<para>Color dodge (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.Darken">
<summary>
<para>Darken (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.Difference">
<summary>
<para>Difference (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.Exclusion">
<summary>
<para>Exclusion (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.HardLight">
<summary>
<para>Hard light (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.HSLColor">
<summary>
<para>HSL color (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.HSLHue">
<summary>
<para>HSL Hue (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.HSLLuminosity">
<summary>
<para>HSL luminosity (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.HSLSaturation">
<summary>
<para>HSL saturation (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.Lighten">
<summary>
<para>Lighten (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalAnd">
<summary>
<para>Logical AND (s &amp; d) (D3D11.1 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalAndInverted">
<summary>
<para>Logical inverted AND (!s &amp; d) (D3D11.1 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalAndReverse">
<summary>
<para>Logical reverse AND (s &amp; !d) (D3D11.1 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalClear">
<summary>
<para>Logical Clear (0).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalCopy">
<summary>
<para>Logical Copy (s) (D3D11.1 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalCopyInverted">
<summary>
<para>Logical inverted Copy (!s) (D3D11.1 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalEquivalence">
<summary>
<para>Logical Equivalence !(s XOR d) (D3D11.1 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalInvert">
<summary>
<para>Logical Inverse (!d) (D3D11.1 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalNand">
<summary>
<para>Logical NAND !(s &amp; d). D3D11.1 only.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalNoop">
<summary>
<para>Logical No-op (d) (D3D11.1 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalNor">
<summary>
<para>Logical NOR !(s | d) (D3D11.1 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalOr">
<summary>
<para>Logical OR (s | d) (D3D11.1 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalOrInverted">
<summary>
<para>Logical inverted OR (!s | d) (D3D11.1 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalOrReverse">
<summary>
<para>Logical reverse OR (s | !d) (D3D11.1 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalSet">
<summary>
<para>Logical SET (1) (D3D11.1 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalXor">
<summary>
<para>Logical XOR (s XOR d) (D3D11.1 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.Max">
<summary>
<para>Max.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.Min">
<summary>
<para>Min.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.Multiply">
<summary>
<para>Multiply (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.Overlay">
<summary>
<para>Overlay (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.ReverseSubtract">
<summary>
<para>Reverse subtract.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.Screen">
<summary>
<para>Screen (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.SoftLight">
<summary>
<para>Soft light (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.Subtract">
<summary>
<para>Subtract.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.BuiltinRenderTextureType">
<summary>
<para>Built-in temporary render textures produced during camera's rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.BufferPtr">
<summary>
<para>The raw RenderBuffer pointer to be used.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.CameraTarget">
<summary>
<para>Target texture of currently rendering camera.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.CurrentActive">
<summary>
<para>Currently active render target.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.Depth">
<summary>
<para>Camera's depth texture.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.DepthNormals">
<summary>
<para>Camera's depth+normals texture.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.GBuffer0">
<summary>
<para>Deferred shading G-buffer #0 (typically diffuse color).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.GBuffer1">
<summary>
<para>Deferred shading G-buffer #1 (typically specular + roughness).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.GBuffer2">
<summary>
<para>Deferred shading G-buffer #2 (typically normals).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.GBuffer3">
<summary>
<para>Deferred shading G-buffer #3 (typically emission/lighting).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.GBuffer4">
<summary>
<para>Deferred shading G-buffer #4 (typically occlusion mask for static lights if any).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.GBuffer5">
<summary>
<para>G-buffer #5 Available.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.GBuffer6">
<summary>
<para>G-buffer #6 Available.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.GBuffer7">
<summary>
<para>G-buffer #7 Available.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.MotionVectors">
<summary>
<para>Motion Vectors generated when the camera has motion vectors enabled.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.PrepassLight">
<summary>
<para>Deferred lighting light buffer.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.PrepassLightSpec">
<summary>
<para>Deferred lighting HDR specular light buffer (Xbox 360 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.PrepassNormalsSpec">
<summary>
<para>Deferred lighting (normals+specular) G-buffer.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.PropertyName">
<summary>
<para>A globally set property name.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.Reflections">
<summary>
<para>Reflections gathered from default reflection and reflections probes.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.RenderTexture">
<summary>
<para>The given RenderTexture.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.ResolvedDepth">
<summary>
<para>Resolved depth buffer from deferred.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.BuiltinShaderDefine">
<summary>
<para>Defines set by editor when compiling shaders, depending on target platform and tier.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderDefine.SHADER_API_DESKTOP">
<summary>
<para>SHADER_API_DESKTOP is set when compiling shader for "desktop" platforms.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderDefine.SHADER_API_MOBILE">
<summary>
<para>SHADER_API_MOBILE is set when compiling shader for mobile platforms.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_COLORSPACE_GAMMA">
<summary>
<para>UNITY_COLORSPACE_GAMMA is set when compiling shaders for Gamma Color Space.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_ENABLE_DETAIL_NORMALMAP">
<summary>
<para>UNITY_ENABLE_DETAIL_NORMALMAP is set if Detail Normal Map should be sampled if assigned.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS">
<summary>
<para>UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS enables use of built-in shadow comparison samplers on OpenGL ES 2.0.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_ENABLE_REFLECTION_BUFFERS">
<summary>
<para>UNITY_ENABLE_REFLECTION_BUFFERS is set when deferred shading renders reflection probes in deferred mode. With this option set reflections are rendered into a per-pixel buffer. This is similar to the way lights are rendered into a per-pixel buffer. UNITY_ENABLE_REFLECTION_BUFFERS is on by default when using deferred shading, but you can turn it off by setting “No support” for the Deferred Reflections shader option in Graphics Settings. When the setting is off, reflection probes are rendered per-object, similar to the way forward rendering works.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_FRAMEBUFFER_FETCH_AVAILABLE">
<summary>
<para>UNITY_FRAMEBUFFER_FETCH_AVAILABLE is set when compiling shaders for platforms where framebuffer fetch is potentially available.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS">
<summary>
<para>UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS is set automatically for platforms that don't require full floating-point precision support in fragment shaders.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_HARDWARE_TIER1">
<summary>
<para>UNITY_HARDWARE_TIER1 is set when compiling shaders for GraphicsTier.Tier1.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_HARDWARE_TIER2">
<summary>
<para>UNITY_HARDWARE_TIER2 is set when compiling shaders for GraphicsTier.Tier2.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_HARDWARE_TIER3">
<summary>
<para>UNITY_HARDWARE_TIER3 is set when compiling shaders for GraphicsTier.Tier3.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_LIGHT_PROBE_PROXY_VOLUME">
<summary>
<para>UNITY_LIGHT_PROBE_PROXY_VOLUME is set when Light Probe Proxy Volume feature is supported by the current graphics API and is enabled in the current Tier Settings(Graphics Settings).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_LIGHTMAP_DLDR_ENCODING">
<summary>
<para>UNITY_LIGHTMAP_DLDR_ENCODING is set when lightmap textures are using double LDR encoding to store the values in the texture.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_LIGHTMAP_FULL_HDR">
<summary>
<para>UNITY_LIGHTMAP_FULL_HDR is set when lightmap textures are not using any encoding to store the values in the texture.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_LIGHTMAP_RGBM_ENCODING">
<summary>
<para>UNITY_LIGHTMAP_RGBM_ENCODING is set when lightmap textures are using RGBM encoding to store the values in the texture.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_METAL_SHADOWS_USE_POINT_FILTERING">
<summary>
<para>UNITY_METAL_SHADOWS_USE_POINT_FILTERING is set if shadow sampler should use point filtering on iOS Metal.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_NO_DXT5nm">
<summary>
<para>UNITY_NO_DXT5nm is set when compiling shader for platform that do not support DXT5NM, meaning that normal maps will be encoded in RGB instead.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_NO_FULL_STANDARD_SHADER">
<summary>
<para>UNITY_NO_FULL_STANDARD_SHADER is set if Standard shader BRDF3 with extra simplifications should be used.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_NO_RGBM">
<summary>
<para>UNITY_NO_RGBM is set when compiling shader for platform that do not support RGBM, so dLDR will be used instead.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_NO_SCREENSPACE_SHADOWS">
<summary>
<para>UNITY_NO_SCREENSPACE_SHADOWS is set when screenspace cascaded shadow maps are disabled.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_PBS_USE_BRDF1">
<summary>
<para>UNITY_PBS_USE_BRDF1 is set if Standard Shader BRDF1 should be used.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_PBS_USE_BRDF2">
<summary>
<para>UNITY_PBS_USE_BRDF2 is set if Standard Shader BRDF2 should be used.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_PBS_USE_BRDF3">
<summary>
<para>UNITY_PBS_USE_BRDF3 is set if Standard Shader BRDF3 should be used.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_SPECCUBE_BLENDING">
<summary>
<para>UNITY_SPECCUBE_BLENDING is set if Reflection Probes Blending is enabled.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_SPECCUBE_BOX_PROJECTION">
<summary>
<para>UNITY_SPECCUBE_BLENDING is set if Reflection Probes Box Projection is enabled.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderDefine.UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS">
<summary>
<para>UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS is set when Semitransparent Shadows are enabled.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.BuiltinShaderMode">
<summary>
<para>Built-in shader modes used by Rendering.GraphicsSettings.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderMode.Disabled">
<summary>
<para>Don't use any shader, effectively disabling the functionality.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderMode.UseBuiltin">
<summary>
<para>Use built-in shader (default).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderMode.UseCustom">
<summary>
<para>Use custom shader instead of built-in one.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.BuiltinShaderType">
<summary>
<para>Built-in shader types used by Rendering.GraphicsSettings.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderType.DeferredReflections">
<summary>
<para>Shader used for deferred reflection probes.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderType.DeferredShading">
<summary>
<para>Shader used for deferred shading calculations.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderType.DepthNormals">
<summary>
<para>Shader used for depth and normals texture when enabled on a Camera.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderType.LegacyDeferredLighting">
<summary>
<para>Shader used for legacy deferred lighting calculations.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderType.LensFlare">
<summary>
<para>Default shader used for lens flares.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderType.LightHalo">
<summary>
<para>Default shader used for light halos.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderType.MotionVectors">
<summary>
<para>Shader used for Motion Vectors when enabled on a Camera.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinShaderType.ScreenSpaceShadows">
<summary>
<para>Shader used for screen-space cascaded shadows.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.CameraEvent">
<summary>
<para>Defines a place in camera's rendering to attach Rendering.CommandBuffer objects to.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.AfterDepthNormalsTexture">
<summary>
<para>After camera's depth+normals texture is generated.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.AfterDepthTexture">
<summary>
<para>After camera's depth texture is generated.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.AfterEverything">
<summary>
<para>After camera has done rendering everything.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.AfterFinalPass">
<summary>
<para>After final geometry pass in deferred lighting.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.AfterForwardAlpha">
<summary>
<para>After transparent objects in forward rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.AfterForwardOpaque">
<summary>
<para>After opaque objects in forward rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.AfterGBuffer">
<summary>
<para>After deferred rendering G-buffer is rendered.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.AfterHaloAndLensFlares">
<summary>
<para>After halo and lens flares.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.AfterImageEffects">
<summary>
<para>After image effects.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.AfterImageEffectsOpaque">
<summary>
<para>After image effects that happen between opaque &amp; transparent objects.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.AfterLighting">
<summary>
<para>After lighting pass in deferred rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.AfterReflections">
<summary>
<para>After reflections pass in deferred rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.AfterSkybox">
<summary>
<para>After skybox is drawn.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.BeforeDepthNormalsTexture">
<summary>
<para>Before camera's depth+normals texture is generated.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.BeforeDepthTexture">
<summary>
<para>Before camera's depth texture is generated.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.BeforeFinalPass">
<summary>
<para>Before final geometry pass in deferred lighting.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.BeforeForwardAlpha">
<summary>
<para>Before transparent objects in forward rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.BeforeForwardOpaque">
<summary>
<para>Before opaque objects in forward rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.BeforeGBuffer">
<summary>
<para>Before deferred rendering G-buffer is rendered.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.BeforeHaloAndLensFlares">
<summary>
<para>Before halo and lens flares.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.BeforeImageEffects">
<summary>
<para>Before image effects.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.BeforeImageEffectsOpaque">
<summary>
<para>Before image effects that happen between opaque &amp; transparent objects.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.BeforeLighting">
<summary>
<para>Before lighting pass in deferred rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.BeforeReflections">
<summary>
<para>Before reflections pass in deferred rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.BeforeSkybox">
<summary>
<para>Before skybox is drawn.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.CameraHDRMode">
<summary>
<para>The HDR mode to use for rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraHDRMode.FP16">
<summary>
<para>Uses RenderTextureFormat.ARGBHalf.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraHDRMode.R11G11B10">
<summary>
<para>Uses RenderTextureFormat.RGB111110Float.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.ColorWriteMask">
<summary>
<para>Specifies which color components will get written into the target framebuffer.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ColorWriteMask.All">
<summary>
<para>Write all components (R, G, B and Alpha).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ColorWriteMask.Alpha">
<summary>
<para>Write alpha component.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ColorWriteMask.Blue">
<summary>
<para>Write blue component.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ColorWriteMask.Green">
<summary>
<para>Write green component.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ColorWriteMask.Red">
<summary>
<para>Write red component.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.CommandBuffer">
<summary>
<para>List of graphics commands to execute.</para>
</summary>
</member>
<member name="P:UnityEngine.Rendering.CommandBuffer.name">
<summary>
<para>Name of this command buffer.</para>
</summary>
</member>
<member name="P:UnityEngine.Rendering.CommandBuffer.sizeInBytes">
<summary>
<para>Size of this command buffer in bytes (Read Only).</para>
</summary>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.BeginSample(System.String)">
<summary>
<para>Adds a command to begin profile sampling.</para>
</summary>
<param name="name">Name of the profile information used for sampling.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.Blit(UnityEngine.Texture,UnityEngine.Rendering.RenderTargetIdentifier)">
<summary>
<para>Add a "blit into a render texture" command.</para>
</summary>
<param name="source">Source texture or render target to blit from.</param>
<param name="dest">Destination to blit into.</param>
<param name="mat">Material to use.</param>
<param name="pass">Shader pass to use (default is -1, meaning "all passes").</param>
<param name="scale">Scale applied to the source texture coordinate.</param>
<param name="offset">Offset applied to the source texture coordinate.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.Blit(UnityEngine.Texture,UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Material)">
<summary>
<para>Add a "blit into a render texture" command.</para>
</summary>
<param name="source">Source texture or render target to blit from.</param>
<param name="dest">Destination to blit into.</param>
<param name="mat">Material to use.</param>
<param name="pass">Shader pass to use (default is -1, meaning "all passes").</param>
<param name="scale">Scale applied to the source texture coordinate.</param>
<param name="offset">Offset applied to the source texture coordinate.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.Blit(UnityEngine.Texture,UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Material,System.Int32)">
<summary>
<para>Add a "blit into a render texture" command.</para>
</summary>
<param name="source">Source texture or render target to blit from.</param>
<param name="dest">Destination to blit into.</param>
<param name="mat">Material to use.</param>
<param name="pass">Shader pass to use (default is -1, meaning "all passes").</param>
<param name="scale">Scale applied to the source texture coordinate.</param>
<param name="offset">Offset applied to the source texture coordinate.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.Blit(UnityEngine.Texture,UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Add a "blit into a render texture" command.</para>
</summary>
<param name="source">Source texture or render target to blit from.</param>
<param name="dest">Destination to blit into.</param>
<param name="mat">Material to use.</param>
<param name="pass">Shader pass to use (default is -1, meaning "all passes").</param>
<param name="scale">Scale applied to the source texture coordinate.</param>
<param name="offset">Offset applied to the source texture coordinate.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.Blit(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderTargetIdentifier)">
<summary>
<para>Add a "blit into a render texture" command.</para>
</summary>
<param name="source">Source texture or render target to blit from.</param>
<param name="dest">Destination to blit into.</param>
<param name="mat">Material to use.</param>
<param name="pass">Shader pass to use (default is -1, meaning "all passes").</param>
<param name="scale">Scale applied to the source texture coordinate.</param>
<param name="offset">Offset applied to the source texture coordinate.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.Blit(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Material)">
<summary>
<para>Add a "blit into a render texture" command.</para>
</summary>
<param name="source">Source texture or render target to blit from.</param>
<param name="dest">Destination to blit into.</param>
<param name="mat">Material to use.</param>
<param name="pass">Shader pass to use (default is -1, meaning "all passes").</param>
<param name="scale">Scale applied to the source texture coordinate.</param>
<param name="offset">Offset applied to the source texture coordinate.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.Blit(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Material,System.Int32)">
<summary>
<para>Add a "blit into a render texture" command.</para>
</summary>
<param name="source">Source texture or render target to blit from.</param>
<param name="dest">Destination to blit into.</param>
<param name="mat">Material to use.</param>
<param name="pass">Shader pass to use (default is -1, meaning "all passes").</param>
<param name="scale">Scale applied to the source texture coordinate.</param>
<param name="offset">Offset applied to the source texture coordinate.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.Blit(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Add a "blit into a render texture" command.</para>
</summary>
<param name="source">Source texture or render target to blit from.</param>
<param name="dest">Destination to blit into.</param>
<param name="mat">Material to use.</param>
<param name="pass">Shader pass to use (default is -1, meaning "all passes").</param>
<param name="scale">Scale applied to the source texture coordinate.</param>
<param name="offset">Offset applied to the source texture coordinate.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.Clear">
<summary>
<para>Clear all commands in the buffer.</para>
</summary>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.ClearRandomWriteTargets">
<summary>
<para>Clear random write targets for level pixel shaders.</para>
</summary>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.ClearRenderTarget(System.Boolean,System.Boolean,UnityEngine.Color,System.Single)">
<summary>
<para>Adds a "clear render target" command.</para>
</summary>
<param name="clearDepth">Should clear depth buffer?</param>
<param name="clearColor">Should clear color buffer?</param>
<param name="backgroundColor">Color to clear with.</param>
<param name="depth">Depth to clear with (default is 1.0).</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.ConvertTexture(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderTargetIdentifier)">
<summary>
<para>Converts and copies a source texture to a destination texture with a different format or dimensions.</para>
</summary>
<param name="src">Source texture.</param>
<param name="dst">Destination texture.</param>
<param name="srcElement">Source element (e.g. cubemap face). Set this to 0 for 2D source textures.</param>
<param name="dstElement">Destination element (e.g. cubemap face or texture array element).</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.ConvertTexture(UnityEngine.Rendering.RenderTargetIdentifier,System.Int32,UnityEngine.Rendering.RenderTargetIdentifier,System.Int32)">
<summary>
<para>Converts and copies a source texture to a destination texture with a different format or dimensions.</para>
</summary>
<param name="src">Source texture.</param>
<param name="dst">Destination texture.</param>
<param name="srcElement">Source element (e.g. cubemap face). Set this to 0 for 2D source textures.</param>
<param name="dstElement">Destination element (e.g. cubemap face or texture array element).</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.CopyCounterValue(UnityEngine.ComputeBuffer,UnityEngine.ComputeBuffer,System.UInt32)">
<summary>
<para>Adds a command to copy ComputeBuffer counter value.</para>
</summary>
<param name="src">Append/consume buffer to copy the counter from.</param>
<param name="dst">A buffer to copy the counter to.</param>
<param name="dstOffsetBytes">Target byte offset in dst buffer.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.CopyTexture(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderTargetIdentifier)">
<summary>
<para>Adds a command to copy a texture into another texture.</para>
</summary>
<param name="src">Source texture or identifier, see RenderTargetIdentifier.</param>
<param name="dst">Destination texture or identifier, see RenderTargetIdentifier.</param>
<param name="srcElement">Source texture element (cubemap face, texture array layer or 3D texture depth slice).</param>
<param name="srcMip">Source texture mipmap level.</param>
<param name="dstElement">Destination texture element (cubemap face, texture array layer or 3D texture depth slice).</param>
<param name="dstMip">Destination texture mipmap level.</param>
<param name="srcX">X coordinate of source texture region to copy (left side is zero).</param>
<param name="srcY">Y coordinate of source texture region to copy (bottom is zero).</param>
<param name="srcWidth">Width of source texture region to copy.</param>
<param name="srcHeight">Height of source texture region to copy.</param>
<param name="dstX">X coordinate of where to copy region in destination texture (left side is zero).</param>
<param name="dstY">Y coordinate of where to copy region in destination texture (bottom is zero).</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.CopyTexture(UnityEngine.Rendering.RenderTargetIdentifier,System.Int32,UnityEngine.Rendering.RenderTargetIdentifier,System.Int32)">
<summary>
<para>Adds a command to copy a texture into another texture.</para>
</summary>
<param name="src">Source texture or identifier, see RenderTargetIdentifier.</param>
<param name="dst">Destination texture or identifier, see RenderTargetIdentifier.</param>
<param name="srcElement">Source texture element (cubemap face, texture array layer or 3D texture depth slice).</param>
<param name="srcMip">Source texture mipmap level.</param>
<param name="dstElement">Destination texture element (cubemap face, texture array layer or 3D texture depth slice).</param>
<param name="dstMip">Destination texture mipmap level.</param>
<param name="srcX">X coordinate of source texture region to copy (left side is zero).</param>
<param name="srcY">Y coordinate of source texture region to copy (bottom is zero).</param>
<param name="srcWidth">Width of source texture region to copy.</param>
<param name="srcHeight">Height of source texture region to copy.</param>
<param name="dstX">X coordinate of where to copy region in destination texture (left side is zero).</param>
<param name="dstY">Y coordinate of where to copy region in destination texture (bottom is zero).</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.CopyTexture(UnityEngine.Rendering.RenderTargetIdentifier,System.Int32,System.Int32,UnityEngine.Rendering.RenderTargetIdentifier,System.Int32,System.Int32)">
<summary>
<para>Adds a command to copy a texture into another texture.</para>
</summary>
<param name="src">Source texture or identifier, see RenderTargetIdentifier.</param>
<param name="dst">Destination texture or identifier, see RenderTargetIdentifier.</param>
<param name="srcElement">Source texture element (cubemap face, texture array layer or 3D texture depth slice).</param>
<param name="srcMip">Source texture mipmap level.</param>
<param name="dstElement">Destination texture element (cubemap face, texture array layer or 3D texture depth slice).</param>
<param name="dstMip">Destination texture mipmap level.</param>
<param name="srcX">X coordinate of source texture region to copy (left side is zero).</param>
<param name="srcY">Y coordinate of source texture region to copy (bottom is zero).</param>
<param name="srcWidth">Width of source texture region to copy.</param>
<param name="srcHeight">Height of source texture region to copy.</param>
<param name="dstX">X coordinate of where to copy region in destination texture (left side is zero).</param>
<param name="dstY">Y coordinate of where to copy region in destination texture (bottom is zero).</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.CopyTexture(UnityEngine.Rendering.RenderTargetIdentifier,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Rendering.RenderTargetIdentifier,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Adds a command to copy a texture into another texture.</para>
</summary>
<param name="src">Source texture or identifier, see RenderTargetIdentifier.</param>
<param name="dst">Destination texture or identifier, see RenderTargetIdentifier.</param>
<param name="srcElement">Source texture element (cubemap face, texture array layer or 3D texture depth slice).</param>
<param name="srcMip">Source texture mipmap level.</param>
<param name="dstElement">Destination texture element (cubemap face, texture array layer or 3D texture depth slice).</param>
<param name="dstMip">Destination texture mipmap level.</param>
<param name="srcX">X coordinate of source texture region to copy (left side is zero).</param>
<param name="srcY">Y coordinate of source texture region to copy (bottom is zero).</param>
<param name="srcWidth">Width of source texture region to copy.</param>
<param name="srcHeight">Height of source texture region to copy.</param>
<param name="dstX">X coordinate of where to copy region in destination texture (left side is zero).</param>
<param name="dstY">Y coordinate of where to copy region in destination texture (bottom is zero).</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.CreateGPUFence(UnityEngine.Rendering.SynchronisationStage)">
<summary>
<para>Creates a GPUFence which will be passed after the last Blit, Clear, Draw, Dispatch or Texture Copy command prior to this call has been completed on the GPU.</para>
</summary>
<param name="stage">On some platforms there is a significant gap between the vertex processing completing and the pixel processing begining for a given draw call. This parameter allows for the fence to be passed after either the vertex or pixel processing for the proceeding draw has completed. If a compute shader dispatch was the last task submitted then this parameter is ignored.</param>
<returns>
<para>Returns a new GPUFence.</para>
</returns>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.#ctor">
<summary>
<para>Create a new empty command buffer.</para>
</summary>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.DisableScissorRect">
<summary>
<para>Add a command to disable the hardware scissor rectangle.</para>
</summary>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.DisableShaderKeyword(System.String)">
<summary>
<para>Adds a command to disable global shader keyword.</para>
</summary>
<param name="keyword">Shader keyword to disable.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.DispatchCompute(UnityEngine.ComputeShader,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Add a command to execute a ComputeShader.</para>
</summary>
<param name="computeShader">ComputeShader to execute.</param>
<param name="kernelIndex">Kernel index to execute, see ComputeShader.FindKernel.</param>
<param name="threadGroupsX">Number of work groups in the X dimension.</param>
<param name="threadGroupsY">Number of work groups in the Y dimension.</param>
<param name="threadGroupsZ">Number of work groups in the Z dimension.</param>
<param name="indirectBuffer">ComputeBuffer with dispatch arguments.</param>
<param name="argsOffset">Byte offset indicating the location of the dispatch arguments in the buffer.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.DispatchCompute(UnityEngine.ComputeShader,System.Int32,UnityEngine.ComputeBuffer,System.UInt32)">
<summary>
<para>Add a command to execute a ComputeShader.</para>
</summary>
<param name="computeShader">ComputeShader to execute.</param>
<param name="kernelIndex">Kernel index to execute, see ComputeShader.FindKernel.</param>
<param name="threadGroupsX">Number of work groups in the X dimension.</param>
<param name="threadGroupsY">Number of work groups in the Y dimension.</param>
<param name="threadGroupsZ">Number of work groups in the Z dimension.</param>
<param name="indirectBuffer">ComputeBuffer with dispatch arguments.</param>
<param name="argsOffset">Byte offset indicating the location of the dispatch arguments in the buffer.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,System.Int32,UnityEngine.MaterialPropertyBlock)">
<summary>
<para>Add a "draw mesh" command.</para>
</summary>
<param name="mesh">Mesh to draw.</param>
<param name="matrix">Transformation matrix to use.</param>
<param name="material">Material to use.</param>
<param name="submeshIndex">Which subset of the mesh to render.</param>
<param name="shaderPass">Which pass of the shader to use (default is -1, which renders all passes).</param>
<param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.DrawMeshInstanced(UnityEngine.Mesh,System.Int32,UnityEngine.Material,System.Int32,UnityEngine.Matrix4x4[],System.Int32,UnityEngine.MaterialPropertyBlock)">
<summary>
<para>Add a "draw mesh with instancing" command.
The command will not immediately fail and throw an exception if Material.enableInstancing is false, but it will log an error and skips rendering each time the command is being executed if such a condition is detected.
InvalidOperationException will be thrown if the current platform doesn't support this API (i.e. if GPU instancing is not available). See SystemInfo.supportsInstancing.</para>
</summary>
<param name="mesh">The Mesh to draw.</param>
<param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param>
<param name="material">Material to use.</param>
<param name="shaderPass">Which pass of the shader to use, or -1 which renders all passes.</param>
<param name="matrices">The array of object transformation matrices.</param>
<param name="count">The number of instances to be drawn.</param>
<param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.DrawMeshInstancedIndirect(UnityEngine.Mesh,System.Int32,UnityEngine.Material,System.Int32,UnityEngine.ComputeBuffer,System.Int32,UnityEngine.MaterialPropertyBlock)">
<summary>
<para>Add a "draw mesh with indirect instancing" command.</para>
</summary>
<param name="mesh">The Mesh to draw.</param>
<param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param>
<param name="material">Material to use.</param>
<param name="shaderPass">Which pass of the shader to use, or -1 which renders all passes.</param>
<param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.</param>
<param name="bufferWithArgs">The GPU buffer containing the arguments for how many instances of this mesh to draw.</param>
<param name="argsOffset">The byte offset into the buffer, where the draw arguments start.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.DrawProcedural(UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.MeshTopology,System.Int32,System.Int32,UnityEngine.MaterialPropertyBlock)">
<summary>
<para>Add a "draw procedural geometry" command.</para>
</summary>
<param name="matrix">Transformation matrix to use.</param>
<param name="material">Material to use.</param>
<param name="shaderPass">Which pass of the shader to use (or -1 for all passes).</param>
<param name="topology">Topology of the procedural geometry.</param>
<param name="vertexCount">Vertex count to render.</param>
<param name="instanceCount">Instance count to render.</param>
<param name="properties">Additional material properties to apply just before rendering. See MaterialPropertyBlock.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.DrawProceduralIndirect(UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.MeshTopology,UnityEngine.ComputeBuffer,System.Int32,UnityEngine.MaterialPropertyBlock)">
<summary>
<para>Add a "draw procedural geometry" command.</para>
</summary>
<param name="matrix">Transformation matrix to use.</param>
<param name="material">Material to use.</param>
<param name="shaderPass">Which pass of the shader to use (or -1 for all passes).</param>
<param name="topology">Topology of the procedural geometry.</param>
<param name="properties">Additional material properties to apply just before rendering. See MaterialPropertyBlock.</param>
<param name="bufferWithArgs">Buffer with draw arguments.</param>
<param name="argsOffset">Byte offset where in the buffer the draw arguments are.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.DrawRenderer(UnityEngine.Renderer,UnityEngine.Material,System.Int32,System.Int32)">
<summary>
<para>Add a "draw renderer" command.</para>
</summary>
<param name="renderer">Renderer to draw.</param>
<param name="material">Material to use.</param>
<param name="submeshIndex">Which subset of the mesh to render.</param>
<param name="shaderPass">Which pass of the shader to use (default is -1, which renders all passes).</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.EnableScissorRect(UnityEngine.Rect)">
<summary>
<para>Add a command to enable the hardware scissor rectangle.</para>
</summary>
<param name="scissor">Viewport rectangle in pixel coordinates.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.EnableShaderKeyword(System.String)">
<summary>
<para>Adds a command to enable global shader keyword.</para>
</summary>
<param name="keyword">Shader keyword to enable.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.EndSample(System.String)">
<summary>
<para>Adds a command to begin profile sampling.</para>
</summary>
<param name="name">Name of the profile information used for sampling.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.GenerateMips(UnityEngine.RenderTexture)">
<summary>
<para>Generate mipmap levels of a render texture.</para>
</summary>
<param name="rt">The render texture requiring mipmaps generation.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.GetTemporaryRT(System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.FilterMode,UnityEngine.RenderTextureFormat,UnityEngine.RenderTextureReadWrite,System.Int32,System.Boolean)">
<summary>
<para>Add a "get a temporary render texture" command.</para>
</summary>
<param name="nameID">Shader property name for this texture.</param>
<param name="width">Width in pixels, or -1 for "camera pixel width".</param>
<param name="height">Height in pixels, or -1 for "camera pixel height".</param>
<param name="depthBuffer">Depth buffer bits (0, 16 or 24).</param>
<param name="filter">Texture filtering mode (default is Point).</param>
<param name="format">Format of the render texture (default is ARGB32).</param>
<param name="readWrite">Color space conversion mode.</param>
<param name="antiAliasing">Anti-aliasing (default is no anti-aliasing).</param>
<param name="enableRandomWrite">Should random-write access into the texture be enabled (default is false).</param>
<param name="desc">Use this RenderTextureDescriptor for the settings when creating the temporary RenderTexture.</param>
<param name="memorylessMode">Render texture memoryless mode.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.GetTemporaryRT(System.Int32,UnityEngine.RenderTextureDescriptor,UnityEngine.FilterMode)">
<summary>
<para>Add a "get a temporary render texture" command.</para>
</summary>
<param name="nameID">Shader property name for this texture.</param>
<param name="width">Width in pixels, or -1 for "camera pixel width".</param>
<param name="height">Height in pixels, or -1 for "camera pixel height".</param>
<param name="depthBuffer">Depth buffer bits (0, 16 or 24).</param>
<param name="filter">Texture filtering mode (default is Point).</param>
<param name="format">Format of the render texture (default is ARGB32).</param>
<param name="readWrite">Color space conversion mode.</param>
<param name="antiAliasing">Anti-aliasing (default is no anti-aliasing).</param>
<param name="enableRandomWrite">Should random-write access into the texture be enabled (default is false).</param>
<param name="desc">Use this RenderTextureDescriptor for the settings when creating the temporary RenderTexture.</param>
<param name="memorylessMode">Render texture memoryless mode.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.GetTemporaryRTArray(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.FilterMode,UnityEngine.RenderTextureFormat,UnityEngine.RenderTextureReadWrite,System.Int32,System.Boolean)">
<summary>
<para>Add a "get a temporary render texture array" command.</para>
</summary>
<param name="nameID">Shader property name for this texture.</param>
<param name="width">Width in pixels, or -1 for "camera pixel width".</param>
<param name="height">Height in pixels, or -1 for "camera pixel height".</param>
<param name="slices">Number of slices in texture array.</param>
<param name="depthBuffer">Depth buffer bits (0, 16 or 24).</param>
<param name="filter">Texture filtering mode (default is Point).</param>
<param name="format">Format of the render texture (default is ARGB32).</param>
<param name="readWrite">Color space conversion mode.</param>
<param name="antiAliasing">Anti-aliasing (default is no anti-aliasing).</param>
<param name="enableRandomWrite">Should random-write access into the texture be enabled (default is false).</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.IssuePluginCustomBlit(System.IntPtr,System.UInt32,UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderTargetIdentifier,System.UInt32,System.UInt32)">
<summary>
<para>Send a user-defined blit event to a native code plugin.</para>
</summary>
<param name="callback">Native code callback to queue for Unity's renderer to invoke.</param>
<param name="command">User defined command id to send to the callback.</param>
<param name="source">Source render target.</param>
<param name="dest">Destination render target.</param>
<param name="commandParam">User data command parameters.</param>
<param name="commandFlags">User data command flags.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.IssuePluginCustomTextureUpdate(System.IntPtr,UnityEngine.Texture,System.UInt32)">
<summary>
<para>Deprecated. Use CommandBuffer.IssuePluginCustomTextureUpdateV2 instead.</para>
</summary>
<param name="callback">Native code callback to queue for Unity's renderer to invoke.</param>
<param name="targetTexture">Texture resource to be updated.</param>
<param name="userData">User data to send to the native plugin.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.IssuePluginCustomTextureUpdateV1(System.IntPtr,UnityEngine.Texture,System.UInt32)">
<summary>
<para>Deprecated. Use CommandBuffer.IssuePluginCustomTextureUpdateV2 instead.</para>
</summary>
<param name="callback">Native code callback to queue for Unity's renderer to invoke.</param>
<param name="targetTexture">Texture resource to be updated.</param>
<param name="userData">User data to send to the native plugin.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.IssuePluginCustomTextureUpdateV2(System.IntPtr,UnityEngine.Texture,System.UInt32)">
<summary>
<para>Send a texture update event to a native code plugin.</para>
</summary>
<param name="callback">Native code callback to queue for Unity's renderer to invoke.</param>
<param name="targetTexture">Texture resource to be updated.</param>
<param name="userData">User data to send to the native plugin.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.IssuePluginEvent(System.IntPtr,System.Int32)">
<summary>
<para>Send a user-defined event to a native code plugin.</para>
</summary>
<param name="callback">Native code callback to queue for Unity's renderer to invoke.</param>
<param name="eventID">User defined id to send to the callback.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.IssuePluginEventAndData(System.IntPtr,System.Int32,System.IntPtr)">
<summary>
<para>Send a user-defined event to a native code plugin with custom data.</para>
</summary>
<param name="callback">Native code callback to queue for Unity's renderer to invoke.</param>
<param name="data">Custom data to pass to the native plugin callback.</param>
<param name="eventID">Built in or user defined id to send to the callback.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.ReleaseTemporaryRT(System.Int32)">
<summary>
<para>Add a "release a temporary render texture" command.</para>
</summary>
<param name="nameID">Shader property name for this texture.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.RequestAsyncReadback(UnityEngine.ComputeBuffer,System.Action`1&lt;UnityEngine.Rendering.AsyncGPUReadbackRequest&gt;)">
<summary>
<para>Adds an asynchonous GPU readback request command to the command buffer.</para>
</summary>
<param name="src">The resource to read the data from.</param>
<param name="size">Size in bytes of the data to be retrieved from the ComputeBuffer.</param>
<param name="offset">Offset in bytes in the ComputeBuffer.</param>
<param name="mipIndex">The index of the mipmap to be fetched.</param>
<param name="dstFormat">The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.</param>
<param name="x">Starting X coordinate in pixels of the Texture data to be fetched.</param>
<param name="y">Starting Y coordinate in pixels of the Texture data to be fetched.</param>
<param name="z">Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.</param>
<param name="depth">Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.</param>
<param name="width">Width in pixels of the Texture data to be fetched.</param>
<param name="height">Height in pixels of the Texture data to be fetched.</param>
<param name="callback">A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.RequestAsyncReadback(UnityEngine.ComputeBuffer,System.Int32,System.Int32,System.Action`1&lt;UnityEngine.Rendering.AsyncGPUReadbackRequest&gt;)">
<summary>
<para>Adds an asynchonous GPU readback request command to the command buffer.</para>
</summary>
<param name="src">The resource to read the data from.</param>
<param name="size">Size in bytes of the data to be retrieved from the ComputeBuffer.</param>
<param name="offset">Offset in bytes in the ComputeBuffer.</param>
<param name="mipIndex">The index of the mipmap to be fetched.</param>
<param name="dstFormat">The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.</param>
<param name="x">Starting X coordinate in pixels of the Texture data to be fetched.</param>
<param name="y">Starting Y coordinate in pixels of the Texture data to be fetched.</param>
<param name="z">Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.</param>
<param name="depth">Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.</param>
<param name="width">Width in pixels of the Texture data to be fetched.</param>
<param name="height">Height in pixels of the Texture data to be fetched.</param>
<param name="callback">A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.RequestAsyncReadback(UnityEngine.Texture,System.Action`1&lt;UnityEngine.Rendering.AsyncGPUReadbackRequest&gt;)">
<summary>
<para>Adds an asynchonous GPU readback request command to the command buffer.</para>
</summary>
<param name="src">The resource to read the data from.</param>
<param name="size">Size in bytes of the data to be retrieved from the ComputeBuffer.</param>
<param name="offset">Offset in bytes in the ComputeBuffer.</param>
<param name="mipIndex">The index of the mipmap to be fetched.</param>
<param name="dstFormat">The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.</param>
<param name="x">Starting X coordinate in pixels of the Texture data to be fetched.</param>
<param name="y">Starting Y coordinate in pixels of the Texture data to be fetched.</param>
<param name="z">Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.</param>
<param name="depth">Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.</param>
<param name="width">Width in pixels of the Texture data to be fetched.</param>
<param name="height">Height in pixels of the Texture data to be fetched.</param>
<param name="callback">A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.RequestAsyncReadback(UnityEngine.Texture,System.Int32,System.Action`1&lt;UnityEngine.Rendering.AsyncGPUReadbackRequest&gt;)">
<summary>
<para>Adds an asynchonous GPU readback request command to the command buffer.</para>
</summary>
<param name="src">The resource to read the data from.</param>
<param name="size">Size in bytes of the data to be retrieved from the ComputeBuffer.</param>
<param name="offset">Offset in bytes in the ComputeBuffer.</param>
<param name="mipIndex">The index of the mipmap to be fetched.</param>
<param name="dstFormat">The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.</param>
<param name="x">Starting X coordinate in pixels of the Texture data to be fetched.</param>
<param name="y">Starting Y coordinate in pixels of the Texture data to be fetched.</param>
<param name="z">Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.</param>
<param name="depth">Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.</param>
<param name="width">Width in pixels of the Texture data to be fetched.</param>
<param name="height">Height in pixels of the Texture data to be fetched.</param>
<param name="callback">A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.RequestAsyncReadback(UnityEngine.Texture,System.Int32,UnityEngine.TextureFormat,System.Action`1&lt;UnityEngine.Rendering.AsyncGPUReadbackRequest&gt;)">
<summary>
<para>Adds an asynchonous GPU readback request command to the command buffer.</para>
</summary>
<param name="src">The resource to read the data from.</param>
<param name="size">Size in bytes of the data to be retrieved from the ComputeBuffer.</param>
<param name="offset">Offset in bytes in the ComputeBuffer.</param>
<param name="mipIndex">The index of the mipmap to be fetched.</param>
<param name="dstFormat">The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.</param>
<param name="x">Starting X coordinate in pixels of the Texture data to be fetched.</param>
<param name="y">Starting Y coordinate in pixels of the Texture data to be fetched.</param>
<param name="z">Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.</param>
<param name="depth">Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.</param>
<param name="width">Width in pixels of the Texture data to be fetched.</param>
<param name="height">Height in pixels of the Texture data to be fetched.</param>
<param name="callback">A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.RequestAsyncReadback(UnityEngine.Texture,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Action`1&lt;UnityEngine.Rendering.AsyncGPUReadbackRequest&gt;)">
<summary>
<para>Adds an asynchonous GPU readback request command to the command buffer.</para>
</summary>
<param name="src">The resource to read the data from.</param>
<param name="size">Size in bytes of the data to be retrieved from the ComputeBuffer.</param>
<param name="offset">Offset in bytes in the ComputeBuffer.</param>
<param name="mipIndex">The index of the mipmap to be fetched.</param>
<param name="dstFormat">The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.</param>
<param name="x">Starting X coordinate in pixels of the Texture data to be fetched.</param>
<param name="y">Starting Y coordinate in pixels of the Texture data to be fetched.</param>
<param name="z">Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.</param>
<param name="depth">Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.</param>
<param name="width">Width in pixels of the Texture data to be fetched.</param>
<param name="height">Height in pixels of the Texture data to be fetched.</param>
<param name="callback">A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.RequestAsyncReadback(UnityEngine.Texture,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.TextureFormat,System.Action`1&lt;UnityEngine.Rendering.AsyncGPUReadbackRequest&gt;)">
<summary>
<para>Adds an asynchonous GPU readback request command to the command buffer.</para>
</summary>
<param name="src">The resource to read the data from.</param>
<param name="size">Size in bytes of the data to be retrieved from the ComputeBuffer.</param>
<param name="offset">Offset in bytes in the ComputeBuffer.</param>
<param name="mipIndex">The index of the mipmap to be fetched.</param>
<param name="dstFormat">The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.</param>
<param name="x">Starting X coordinate in pixels of the Texture data to be fetched.</param>
<param name="y">Starting Y coordinate in pixels of the Texture data to be fetched.</param>
<param name="z">Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.</param>
<param name="depth">Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.</param>
<param name="width">Width in pixels of the Texture data to be fetched.</param>
<param name="height">Height in pixels of the Texture data to be fetched.</param>
<param name="callback">A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.ResolveAntiAliasedSurface(UnityEngine.RenderTexture,UnityEngine.RenderTexture)">
<summary>
<para>Force an antialiased render texture to be resolved.</para>
</summary>
<param name="rt">The antialiased render texture to resolve.</param>
<param name="target">The render texture to resolve into. If set, the target render texture must have the same dimensions and format as the source.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeBufferParam(UnityEngine.ComputeShader,System.Int32,System.String,UnityEngine.ComputeBuffer)">
<summary>
<para>Adds a command to set an input or output buffer parameter on a ComputeShader.</para>
</summary>
<param name="computeShader">ComputeShader to set parameter for.</param>
<param name="kernelIndex">Which kernel the buffer is being set for. See ComputeShader.FindKernel.</param>
<param name="name">Name of the buffer variable in shader code.</param>
<param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param>
<param name="buffer">Buffer to set.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeBufferParam(UnityEngine.ComputeShader,System.Int32,System.Int32,UnityEngine.ComputeBuffer)">
<summary>
<para>Adds a command to set an input or output buffer parameter on a ComputeShader.</para>
</summary>
<param name="computeShader">ComputeShader to set parameter for.</param>
<param name="kernelIndex">Which kernel the buffer is being set for. See ComputeShader.FindKernel.</param>
<param name="name">Name of the buffer variable in shader code.</param>
<param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param>
<param name="buffer">Buffer to set.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeFloatParam(UnityEngine.ComputeShader,System.String,System.Single)">
<summary>
<para>Adds a command to set a float parameter on a ComputeShader.</para>
</summary>
<param name="computeShader">ComputeShader to set parameter for.</param>
<param name="name">Name of the variable in shader code.</param>
<param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param>
<param name="val">Value to set.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeFloatParam(UnityEngine.ComputeShader,System.Int32,System.Single)">
<summary>
<para>Adds a command to set a float parameter on a ComputeShader.</para>
</summary>
<param name="computeShader">ComputeShader to set parameter for.</param>
<param name="name">Name of the variable in shader code.</param>
<param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param>
<param name="val">Value to set.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeFloatParams(UnityEngine.ComputeShader,System.String,System.Single[])">
<summary>
<para>Adds a command to set multiple consecutive float parameters on a ComputeShader.</para>
</summary>
<param name="computeShader">ComputeShader to set parameter for.</param>
<param name="name">Name of the variable in shader code.</param>
<param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param>
<param name="values">Values to set.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeFloatParams(UnityEngine.ComputeShader,System.Int32,System.Single[])">
<summary>
<para>Adds a command to set multiple consecutive float parameters on a ComputeShader.</para>
</summary>
<param name="computeShader">ComputeShader to set parameter for.</param>
<param name="name">Name of the variable in shader code.</param>
<param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param>
<param name="values">Values to set.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeIntParam(UnityEngine.ComputeShader,System.String,System.Int32)">
<summary>
<para>Adds a command to set an integer parameter on a ComputeShader.</para>
</summary>
<param name="computeShader">ComputeShader to set parameter for.</param>
<param name="name">Name of the variable in shader code.</param>
<param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param>
<param name="val">Value to set.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeIntParam(UnityEngine.ComputeShader,System.Int32,System.Int32)">
<summary>
<para>Adds a command to set an integer parameter on a ComputeShader.</para>
</summary>
<param name="computeShader">ComputeShader to set parameter for.</param>
<param name="name">Name of the variable in shader code.</param>
<param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param>
<param name="val">Value to set.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeIntParams(UnityEngine.ComputeShader,System.String,System.Int32[])">
<summary>
<para>Adds a command to set multiple consecutive integer parameters on a ComputeShader.</para>
</summary>
<param name="computeShader">ComputeShader to set parameter for.</param>
<param name="name">Name of the variable in shader code.</param>
<param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param>
<param name="values">Values to set.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeIntParams(UnityEngine.ComputeShader,System.Int32,System.Int32[])">
<summary>
<para>Adds a command to set multiple consecutive integer parameters on a ComputeShader.</para>
</summary>
<param name="computeShader">ComputeShader to set parameter for.</param>
<param name="name">Name of the variable in shader code.</param>
<param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param>
<param name="values">Values to set.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeMatrixArrayParam(UnityEngine.ComputeShader,System.String,UnityEngine.Matrix4x4[])">
<summary>
<para>Adds a command to set a matrix array parameter on a ComputeShader.</para>
</summary>
<param name="computeShader">ComputeShader to set parameter for.</param>
<param name="name">Name of the variable in shader code.</param>
<param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param>
<param name="values">Value to set.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeMatrixArrayParam(UnityEngine.ComputeShader,System.Int32,UnityEngine.Matrix4x4[])">
<summary>
<para>Adds a command to set a matrix array parameter on a ComputeShader.</para>
</summary>
<param name="computeShader">ComputeShader to set parameter for.</param>
<param name="name">Name of the variable in shader code.</param>
<param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param>
<param name="values">Value to set.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeMatrixParam(UnityEngine.ComputeShader,System.String,UnityEngine.Matrix4x4)">
<summary>
<para>Adds a command to set a matrix parameter on a ComputeShader.</para>
</summary>
<param name="computeShader">ComputeShader to set parameter for.</param>
<param name="name">Name of the variable in shader code.</param>
<param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param>
<param name="val">Value to set.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeMatrixParam(UnityEngine.ComputeShader,System.Int32,UnityEngine.Matrix4x4)">
<summary>
<para>Adds a command to set a matrix parameter on a ComputeShader.</para>
</summary>
<param name="computeShader">ComputeShader to set parameter for.</param>
<param name="name">Name of the variable in shader code.</param>
<param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param>
<param name="val">Value to set.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeTextureParam(UnityEngine.ComputeShader,System.Int32,System.String,UnityEngine.Rendering.RenderTargetIdentifier)">
<summary>
<para>Adds a command to set a texture parameter on a ComputeShader.</para>
</summary>
<param name="computeShader">ComputeShader to set parameter for.</param>
<param name="kernelIndex">Which kernel the texture is being set for. See ComputeShader.FindKernel.</param>
<param name="name">Name of the texture variable in shader code.</param>
<param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param>
<param name="rt">Texture value or identifier to set, see RenderTargetIdentifier.</param>
<param name="mipLevel">Optional mipmap level of the read-write texture.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeTextureParam(UnityEngine.ComputeShader,System.Int32,System.Int32,UnityEngine.Rendering.RenderTargetIdentifier)">
<summary>
<para>Adds a command to set a texture parameter on a ComputeShader.</para>
</summary>
<param name="computeShader">ComputeShader to set parameter for.</param>
<param name="kernelIndex">Which kernel the texture is being set for. See ComputeShader.FindKernel.</param>
<param name="name">Name of the texture variable in shader code.</param>
<param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param>
<param name="rt">Texture value or identifier to set, see RenderTargetIdentifier.</param>
<param name="mipLevel">Optional mipmap level of the read-write texture.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeTextureParam(UnityEngine.ComputeShader,System.Int32,System.String,UnityEngine.Rendering.RenderTargetIdentifier,System.Int32)">
<summary>
<para>Adds a command to set a texture parameter on a ComputeShader.</para>
</summary>
<param name="computeShader">ComputeShader to set parameter for.</param>
<param name="kernelIndex">Which kernel the texture is being set for. See ComputeShader.FindKernel.</param>
<param name="name">Name of the texture variable in shader code.</param>
<param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param>
<param name="rt">Texture value or identifier to set, see RenderTargetIdentifier.</param>
<param name="mipLevel">Optional mipmap level of the read-write texture.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeTextureParam(UnityEngine.ComputeShader,System.Int32,System.Int32,UnityEngine.Rendering.RenderTargetIdentifier,System.Int32)">
<summary>
<para>Adds a command to set a texture parameter on a ComputeShader.</para>
</summary>
<param name="computeShader">ComputeShader to set parameter for.</param>
<param name="kernelIndex">Which kernel the texture is being set for. See ComputeShader.FindKernel.</param>
<param name="name">Name of the texture variable in shader code.</param>
<param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param>
<param name="rt">Texture value or identifier to set, see RenderTargetIdentifier.</param>
<param name="mipLevel">Optional mipmap level of the read-write texture.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeVectorArrayParam(UnityEngine.ComputeShader,System.String,UnityEngine.Vector4[])">
<summary>
<para>Adds a command to set a vector array parameter on a ComputeShader.</para>
</summary>
<param name="computeShader">ComputeShader to set parameter for.</param>
<param name="name">Property name.</param>
<param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param>
<param name="values">Value to set.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeVectorArrayParam(UnityEngine.ComputeShader,System.Int32,UnityEngine.Vector4[])">
<summary>
<para>Adds a command to set a vector array parameter on a ComputeShader.</para>
</summary>
<param name="computeShader">ComputeShader to set parameter for.</param>
<param name="name">Property name.</param>
<param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param>
<param name="values">Value to set.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeVectorParam(UnityEngine.ComputeShader,System.String,UnityEngine.Vector4)">
<summary>
<para>Adds a command to set a vector parameter on a ComputeShader.</para>
</summary>
<param name="computeShader">ComputeShader to set parameter for.</param>
<param name="name">Name of the variable in shader code.</param>
<param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param>
<param name="val">Value to set.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetComputeVectorParam(UnityEngine.ComputeShader,System.Int32,UnityEngine.Vector4)">
<summary>
<para>Adds a command to set a vector parameter on a ComputeShader.</para>
</summary>
<param name="computeShader">ComputeShader to set parameter for.</param>
<param name="name">Name of the variable in shader code.</param>
<param name="nameID">Property name ID. Use Shader.PropertyToID to get this ID.</param>
<param name="val">Value to set.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalBuffer(System.String,UnityEngine.ComputeBuffer)">
<summary>
<para>Add a "set global shader buffer property" command.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalBuffer(System.Int32,UnityEngine.ComputeBuffer)">
<summary>
<para>Add a "set global shader buffer property" command.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalColor(System.String,UnityEngine.Color)">
<summary>
<para>Add a "set global shader color property" command.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalColor(System.Int32,UnityEngine.Color)">
<summary>
<para>Add a "set global shader color property" command.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalDepthBias(System.Single,System.Single)">
<summary>
<para>Add a command to set global depth bias.</para>
</summary>
<param name="bias">Constant depth bias.</param>
<param name="slopeBias">Slope-dependent depth bias.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalFloat(System.String,System.Single)">
<summary>
<para>Add a "set global shader float property" command.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalFloat(System.Int32,System.Single)">
<summary>
<para>Add a "set global shader float property" command.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalFloatArray(System.String,System.Single[])">
<summary>
<para>Add a "set global shader float array property" command.</para>
</summary>
<param name="propertyName"></param>
<param name="values"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalFloatArray(System.Int32,System.Single[])">
<summary>
<para>Add a "set global shader float array property" command.</para>
</summary>
<param name="propertyName"></param>
<param name="values"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalFloatArray(System.String,System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Add a "set global shader float array property" command.</para>
</summary>
<param name="propertyName"></param>
<param name="values"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalFloatArray(System.Int32,System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Add a "set global shader float array property" command.</para>
</summary>
<param name="propertyName"></param>
<param name="values"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalInt(System.String,System.Int32)">
<summary>
<para>Sets the given global integer property for all shaders.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalInt(System.Int32,System.Int32)">
<summary>
<para>Sets the given global integer property for all shaders.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalMatrix(System.String,UnityEngine.Matrix4x4)">
<summary>
<para>Add a "set global shader matrix property" command.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalMatrix(System.Int32,UnityEngine.Matrix4x4)">
<summary>
<para>Add a "set global shader matrix property" command.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalMatrixArray(System.String,UnityEngine.Matrix4x4[])">
<summary>
<para>Add a "set global shader matrix array property" command.</para>
</summary>
<param name="propertyName"></param>
<param name="values"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalMatrixArray(System.Int32,UnityEngine.Matrix4x4[])">
<summary>
<para>Add a "set global shader matrix array property" command.</para>
</summary>
<param name="propertyName"></param>
<param name="values"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalMatrixArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)">
<summary>
<para>Add a "set global shader matrix array property" command.</para>
</summary>
<param name="propertyName"></param>
<param name="values"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalMatrixArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)">
<summary>
<para>Add a "set global shader matrix array property" command.</para>
</summary>
<param name="propertyName"></param>
<param name="values"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalTexture(System.String,UnityEngine.Rendering.RenderTargetIdentifier)">
<summary>
<para>Add a "set global shader texture property" command, referencing a RenderTexture.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalTexture(System.Int32,UnityEngine.Rendering.RenderTargetIdentifier)">
<summary>
<para>Add a "set global shader texture property" command, referencing a RenderTexture.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalVector(System.String,UnityEngine.Vector4)">
<summary>
<para>Add a "set global shader vector property" command.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalVector(System.Int32,UnityEngine.Vector4)">
<summary>
<para>Add a "set global shader vector property" command.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalVectorArray(System.String,UnityEngine.Vector4[])">
<summary>
<para>Add a "set global shader vector array property" command.</para>
</summary>
<param name="propertyName"></param>
<param name="values"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalVectorArray(System.Int32,UnityEngine.Vector4[])">
<summary>
<para>Add a "set global shader vector array property" command.</para>
</summary>
<param name="propertyName"></param>
<param name="values"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalVectorArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)">
<summary>
<para>Add a "set global shader vector array property" command.</para>
</summary>
<param name="propertyName"></param>
<param name="values"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalVectorArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)">
<summary>
<para>Add a "set global shader vector array property" command.</para>
</summary>
<param name="propertyName"></param>
<param name="values"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetInvertCulling(System.Boolean)">
<summary>
<para>Add a "set invert culling" command to the buffer.</para>
</summary>
<param name="invertCulling">A boolean indicating whether to invert the backface culling (true) or not (false).</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetProjectionMatrix(UnityEngine.Matrix4x4)">
<summary>
<para>Add a command to set the projection matrix.</para>
</summary>
<param name="proj">Projection (camera to clip space) matrix.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetRandomWriteTarget(System.Int32,UnityEngine.Rendering.RenderTargetIdentifier)">
<summary>
<para>Set random write target for level pixel shaders.</para>
</summary>
<param name="index">Index of the random write target in the shader.</param>
<param name="buffer">ComputeBuffer to set as write targe.</param>
<param name="preserveCounterValue">Whether to leave the append/consume counter value unchanged.</param>
<param name="rt">RenderTargetIdentifier to set as write target.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetRandomWriteTarget(System.Int32,UnityEngine.ComputeBuffer,System.Boolean)">
<summary>
<para>Set random write target for level pixel shaders.</para>
</summary>
<param name="index">Index of the random write target in the shader.</param>
<param name="buffer">ComputeBuffer to set as write targe.</param>
<param name="preserveCounterValue">Whether to leave the append/consume counter value unchanged.</param>
<param name="rt">RenderTargetIdentifier to set as write target.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetRenderTarget(UnityEngine.Rendering.RenderTargetIdentifier)">
<summary>
<para>Add a "set active render target" command.</para>
</summary>
<param name="rt">Render target to set for both color &amp; depth buffers.</param>
<param name="color">Render target to set as a color buffer.</param>
<param name="colors">Render targets to set as color buffers (MRT).</param>
<param name="depth">Render target to set as a depth buffer.</param>
<param name="mipLevel">The mip level of the render target to render into.</param>
<param name="cubemapFace">The cubemap face of a cubemap render target to render into.</param>
<param name="depthSlice">Slice of a 3D or array render target to set.</param>
<param name="loadAction">Load action that is used for color and depth/stencil buffers.</param>
<param name="storeAction">Store action that is used for color and depth/stencil buffers.</param>
<param name="colorLoadAction">Load action that is used for the color buffer.</param>
<param name="colorStoreAction">Store action that is used for the color buffer.</param>
<param name="depthLoadAction">Load action that is used for the depth/stencil buffer.</param>
<param name="depthStoreAction">Store action that is used for the depth/stencil buffer.</param>
<param name="binding"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetRenderTarget(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderBufferLoadAction,UnityEngine.Rendering.RenderBufferStoreAction)">
<summary>
<para>Add a "set active render target" command.</para>
</summary>
<param name="rt">Render target to set for both color &amp; depth buffers.</param>
<param name="color">Render target to set as a color buffer.</param>
<param name="colors">Render targets to set as color buffers (MRT).</param>
<param name="depth">Render target to set as a depth buffer.</param>
<param name="mipLevel">The mip level of the render target to render into.</param>
<param name="cubemapFace">The cubemap face of a cubemap render target to render into.</param>
<param name="depthSlice">Slice of a 3D or array render target to set.</param>
<param name="loadAction">Load action that is used for color and depth/stencil buffers.</param>
<param name="storeAction">Store action that is used for color and depth/stencil buffers.</param>
<param name="colorLoadAction">Load action that is used for the color buffer.</param>
<param name="colorStoreAction">Store action that is used for the color buffer.</param>
<param name="depthLoadAction">Load action that is used for the depth/stencil buffer.</param>
<param name="depthStoreAction">Store action that is used for the depth/stencil buffer.</param>
<param name="binding"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetRenderTarget(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderBufferLoadAction,UnityEngine.Rendering.RenderBufferStoreAction,UnityEngine.Rendering.RenderBufferLoadAction,UnityEngine.Rendering.RenderBufferStoreAction)">
<summary>
<para>Add a "set active render target" command.</para>
</summary>
<param name="rt">Render target to set for both color &amp; depth buffers.</param>
<param name="color">Render target to set as a color buffer.</param>
<param name="colors">Render targets to set as color buffers (MRT).</param>
<param name="depth">Render target to set as a depth buffer.</param>
<param name="mipLevel">The mip level of the render target to render into.</param>
<param name="cubemapFace">The cubemap face of a cubemap render target to render into.</param>
<param name="depthSlice">Slice of a 3D or array render target to set.</param>
<param name="loadAction">Load action that is used for color and depth/stencil buffers.</param>
<param name="storeAction">Store action that is used for color and depth/stencil buffers.</param>
<param name="colorLoadAction">Load action that is used for the color buffer.</param>
<param name="colorStoreAction">Store action that is used for the color buffer.</param>
<param name="depthLoadAction">Load action that is used for the depth/stencil buffer.</param>
<param name="depthStoreAction">Store action that is used for the depth/stencil buffer.</param>
<param name="binding"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetRenderTarget(UnityEngine.Rendering.RenderTargetIdentifier,System.Int32)">
<summary>
<para>Add a "set active render target" command.</para>
</summary>
<param name="rt">Render target to set for both color &amp; depth buffers.</param>
<param name="color">Render target to set as a color buffer.</param>
<param name="colors">Render targets to set as color buffers (MRT).</param>
<param name="depth">Render target to set as a depth buffer.</param>
<param name="mipLevel">The mip level of the render target to render into.</param>
<param name="cubemapFace">The cubemap face of a cubemap render target to render into.</param>
<param name="depthSlice">Slice of a 3D or array render target to set.</param>
<param name="loadAction">Load action that is used for color and depth/stencil buffers.</param>
<param name="storeAction">Store action that is used for color and depth/stencil buffers.</param>
<param name="colorLoadAction">Load action that is used for the color buffer.</param>
<param name="colorStoreAction">Store action that is used for the color buffer.</param>
<param name="depthLoadAction">Load action that is used for the depth/stencil buffer.</param>
<param name="depthStoreAction">Store action that is used for the depth/stencil buffer.</param>
<param name="binding"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetRenderTarget(UnityEngine.Rendering.RenderTargetIdentifier,System.Int32,UnityEngine.CubemapFace)">
<summary>
<para>Add a "set active render target" command.</para>
</summary>
<param name="rt">Render target to set for both color &amp; depth buffers.</param>
<param name="color">Render target to set as a color buffer.</param>
<param name="colors">Render targets to set as color buffers (MRT).</param>
<param name="depth">Render target to set as a depth buffer.</param>
<param name="mipLevel">The mip level of the render target to render into.</param>
<param name="cubemapFace">The cubemap face of a cubemap render target to render into.</param>
<param name="depthSlice">Slice of a 3D or array render target to set.</param>
<param name="loadAction">Load action that is used for color and depth/stencil buffers.</param>
<param name="storeAction">Store action that is used for color and depth/stencil buffers.</param>
<param name="colorLoadAction">Load action that is used for the color buffer.</param>
<param name="colorStoreAction">Store action that is used for the color buffer.</param>
<param name="depthLoadAction">Load action that is used for the depth/stencil buffer.</param>
<param name="depthStoreAction">Store action that is used for the depth/stencil buffer.</param>
<param name="binding"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetRenderTarget(UnityEngine.Rendering.RenderTargetIdentifier,System.Int32,UnityEngine.CubemapFace,System.Int32)">
<summary>
<para>Add a "set active render target" command.</para>
</summary>
<param name="rt">Render target to set for both color &amp; depth buffers.</param>
<param name="color">Render target to set as a color buffer.</param>
<param name="colors">Render targets to set as color buffers (MRT).</param>
<param name="depth">Render target to set as a depth buffer.</param>
<param name="mipLevel">The mip level of the render target to render into.</param>
<param name="cubemapFace">The cubemap face of a cubemap render target to render into.</param>
<param name="depthSlice">Slice of a 3D or array render target to set.</param>
<param name="loadAction">Load action that is used for color and depth/stencil buffers.</param>
<param name="storeAction">Store action that is used for color and depth/stencil buffers.</param>
<param name="colorLoadAction">Load action that is used for the color buffer.</param>
<param name="colorStoreAction">Store action that is used for the color buffer.</param>
<param name="depthLoadAction">Load action that is used for the depth/stencil buffer.</param>
<param name="depthStoreAction">Store action that is used for the depth/stencil buffer.</param>
<param name="binding"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetRenderTarget(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderTargetIdentifier)">
<summary>
<para>Add a "set active render target" command.</para>
</summary>
<param name="rt">Render target to set for both color &amp; depth buffers.</param>
<param name="color">Render target to set as a color buffer.</param>
<param name="colors">Render targets to set as color buffers (MRT).</param>
<param name="depth">Render target to set as a depth buffer.</param>
<param name="mipLevel">The mip level of the render target to render into.</param>
<param name="cubemapFace">The cubemap face of a cubemap render target to render into.</param>
<param name="depthSlice">Slice of a 3D or array render target to set.</param>
<param name="loadAction">Load action that is used for color and depth/stencil buffers.</param>
<param name="storeAction">Store action that is used for color and depth/stencil buffers.</param>
<param name="colorLoadAction">Load action that is used for the color buffer.</param>
<param name="colorStoreAction">Store action that is used for the color buffer.</param>
<param name="depthLoadAction">Load action that is used for the depth/stencil buffer.</param>
<param name="depthStoreAction">Store action that is used for the depth/stencil buffer.</param>
<param name="binding"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetRenderTarget(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderBufferLoadAction,UnityEngine.Rendering.RenderBufferStoreAction,UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderBufferLoadAction,UnityEngine.Rendering.RenderBufferStoreAction)">
<summary>
<para>Add a "set active render target" command.</para>
</summary>
<param name="rt">Render target to set for both color &amp; depth buffers.</param>
<param name="color">Render target to set as a color buffer.</param>
<param name="colors">Render targets to set as color buffers (MRT).</param>
<param name="depth">Render target to set as a depth buffer.</param>
<param name="mipLevel">The mip level of the render target to render into.</param>
<param name="cubemapFace">The cubemap face of a cubemap render target to render into.</param>
<param name="depthSlice">Slice of a 3D or array render target to set.</param>
<param name="loadAction">Load action that is used for color and depth/stencil buffers.</param>
<param name="storeAction">Store action that is used for color and depth/stencil buffers.</param>
<param name="colorLoadAction">Load action that is used for the color buffer.</param>
<param name="colorStoreAction">Store action that is used for the color buffer.</param>
<param name="depthLoadAction">Load action that is used for the depth/stencil buffer.</param>
<param name="depthStoreAction">Store action that is used for the depth/stencil buffer.</param>
<param name="binding"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetRenderTarget(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderTargetIdentifier,System.Int32)">
<summary>
<para>Add a "set active render target" command.</para>
</summary>
<param name="rt">Render target to set for both color &amp; depth buffers.</param>
<param name="color">Render target to set as a color buffer.</param>
<param name="colors">Render targets to set as color buffers (MRT).</param>
<param name="depth">Render target to set as a depth buffer.</param>
<param name="mipLevel">The mip level of the render target to render into.</param>
<param name="cubemapFace">The cubemap face of a cubemap render target to render into.</param>
<param name="depthSlice">Slice of a 3D or array render target to set.</param>
<param name="loadAction">Load action that is used for color and depth/stencil buffers.</param>
<param name="storeAction">Store action that is used for color and depth/stencil buffers.</param>
<param name="colorLoadAction">Load action that is used for the color buffer.</param>
<param name="colorStoreAction">Store action that is used for the color buffer.</param>
<param name="depthLoadAction">Load action that is used for the depth/stencil buffer.</param>
<param name="depthStoreAction">Store action that is used for the depth/stencil buffer.</param>
<param name="binding"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetRenderTarget(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderTargetIdentifier,System.Int32,UnityEngine.CubemapFace)">
<summary>
<para>Add a "set active render target" command.</para>
</summary>
<param name="rt">Render target to set for both color &amp; depth buffers.</param>
<param name="color">Render target to set as a color buffer.</param>
<param name="colors">Render targets to set as color buffers (MRT).</param>
<param name="depth">Render target to set as a depth buffer.</param>
<param name="mipLevel">The mip level of the render target to render into.</param>
<param name="cubemapFace">The cubemap face of a cubemap render target to render into.</param>
<param name="depthSlice">Slice of a 3D or array render target to set.</param>
<param name="loadAction">Load action that is used for color and depth/stencil buffers.</param>
<param name="storeAction">Store action that is used for color and depth/stencil buffers.</param>
<param name="colorLoadAction">Load action that is used for the color buffer.</param>
<param name="colorStoreAction">Store action that is used for the color buffer.</param>
<param name="depthLoadAction">Load action that is used for the depth/stencil buffer.</param>
<param name="depthStoreAction">Store action that is used for the depth/stencil buffer.</param>
<param name="binding"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetRenderTarget(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderTargetIdentifier,System.Int32,UnityEngine.CubemapFace,System.Int32)">
<summary>
<para>Add a "set active render target" command.</para>
</summary>
<param name="rt">Render target to set for both color &amp; depth buffers.</param>
<param name="color">Render target to set as a color buffer.</param>
<param name="colors">Render targets to set as color buffers (MRT).</param>
<param name="depth">Render target to set as a depth buffer.</param>
<param name="mipLevel">The mip level of the render target to render into.</param>
<param name="cubemapFace">The cubemap face of a cubemap render target to render into.</param>
<param name="depthSlice">Slice of a 3D or array render target to set.</param>
<param name="loadAction">Load action that is used for color and depth/stencil buffers.</param>
<param name="storeAction">Store action that is used for color and depth/stencil buffers.</param>
<param name="colorLoadAction">Load action that is used for the color buffer.</param>
<param name="colorStoreAction">Store action that is used for the color buffer.</param>
<param name="depthLoadAction">Load action that is used for the depth/stencil buffer.</param>
<param name="depthStoreAction">Store action that is used for the depth/stencil buffer.</param>
<param name="binding"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetRenderTarget(UnityEngine.Rendering.RenderTargetIdentifier[],UnityEngine.Rendering.RenderTargetIdentifier)">
<summary>
<para>Add a "set active render target" command.</para>
</summary>
<param name="rt">Render target to set for both color &amp; depth buffers.</param>
<param name="color">Render target to set as a color buffer.</param>
<param name="colors">Render targets to set as color buffers (MRT).</param>
<param name="depth">Render target to set as a depth buffer.</param>
<param name="mipLevel">The mip level of the render target to render into.</param>
<param name="cubemapFace">The cubemap face of a cubemap render target to render into.</param>
<param name="depthSlice">Slice of a 3D or array render target to set.</param>
<param name="loadAction">Load action that is used for color and depth/stencil buffers.</param>
<param name="storeAction">Store action that is used for color and depth/stencil buffers.</param>
<param name="colorLoadAction">Load action that is used for the color buffer.</param>
<param name="colorStoreAction">Store action that is used for the color buffer.</param>
<param name="depthLoadAction">Load action that is used for the depth/stencil buffer.</param>
<param name="depthStoreAction">Store action that is used for the depth/stencil buffer.</param>
<param name="binding"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetRenderTarget(UnityEngine.Rendering.RenderTargetBinding)">
<summary>
<para>Add a "set active render target" command.</para>
</summary>
<param name="rt">Render target to set for both color &amp; depth buffers.</param>
<param name="color">Render target to set as a color buffer.</param>
<param name="colors">Render targets to set as color buffers (MRT).</param>
<param name="depth">Render target to set as a depth buffer.</param>
<param name="mipLevel">The mip level of the render target to render into.</param>
<param name="cubemapFace">The cubemap face of a cubemap render target to render into.</param>
<param name="depthSlice">Slice of a 3D or array render target to set.</param>
<param name="loadAction">Load action that is used for color and depth/stencil buffers.</param>
<param name="storeAction">Store action that is used for color and depth/stencil buffers.</param>
<param name="colorLoadAction">Load action that is used for the color buffer.</param>
<param name="colorStoreAction">Store action that is used for the color buffer.</param>
<param name="depthLoadAction">Load action that is used for the depth/stencil buffer.</param>
<param name="depthStoreAction">Store action that is used for the depth/stencil buffer.</param>
<param name="binding"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetShadowSamplingMode(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.ShadowSamplingMode)">
<summary>
<para>Add a "set shadow sampling mode" command.</para>
</summary>
<param name="shadowmap">Shadowmap render target to change the sampling mode on.</param>
<param name="mode">New sampling mode.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetViewMatrix(UnityEngine.Matrix4x4)">
<summary>
<para>Add a command to set the view matrix.</para>
</summary>
<param name="view">View (world to camera space) matrix.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetViewport(UnityEngine.Rect)">
<summary>
<para>Add a command to set the rendering viewport.</para>
</summary>
<param name="pixelRect">Viewport rectangle in pixel coordinates.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetViewProjectionMatrices(UnityEngine.Matrix4x4,UnityEngine.Matrix4x4)">
<summary>
<para>Add a command to set the view and projection matrices.</para>
</summary>
<param name="view">View (world to camera space) matrix.</param>
<param name="proj">Projection (camera to clip space) matrix.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.WaitOnGPUFence(UnityEngine.Rendering.GPUFence,UnityEngine.Rendering.SynchronisationStage)">
<summary>
<para>Instructs the GPU to wait until the given GPUFence is passed.</para>
</summary>
<param name="fence">The GPUFence that the GPU will be instructed to wait upon.</param>
<param name="stage">On some platforms there is a significant gap between the vertex processing completing and the pixel processing completing for a given draw call. This parameter allows for requested wait to be before the next items vertex or pixel processing begins. Some platforms can not differentiate between the start of vertex and pixel processing, these platforms will wait before the next items vertex processing. If a compute shader dispatch is the next item to be submitted then this parameter is ignored.</param>
</member>
<member name="T:UnityEngine.Rendering.CompareFunction">
<summary>
<para>Depth or stencil comparison function.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CompareFunction.Always">
<summary>
<para>Always pass depth or stencil test.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CompareFunction.Disabled">
<summary>
<para>Depth or stencil test is disabled.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CompareFunction.Equal">
<summary>
<para>Pass depth or stencil test when values are equal.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CompareFunction.Greater">
<summary>
<para>Pass depth or stencil test when new value is greater than old one.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CompareFunction.GreaterEqual">
<summary>
<para>Pass depth or stencil test when new value is greater or equal than old one.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CompareFunction.Less">
<summary>
<para>Pass depth or stencil test when new value is less than old one.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CompareFunction.LessEqual">
<summary>
<para>Pass depth or stencil test when new value is less or equal than old one.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CompareFunction.Never">
<summary>
<para>Never pass depth or stencil test.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CompareFunction.NotEqual">
<summary>
<para>Pass depth or stencil test when values are different.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.ComputeQueueType">
<summary>
<para>Describes the desired characteristics with respect to prioritisation and load balancing of the queue that a command buffer being submitted via Graphics.ExecuteCommandBufferAsync or [[ScriptableRenderContext.ExecuteCommandBufferAsync] should be sent to.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ComputeQueueType.Background">
<summary>
<para>Background queue types would be the choice for tasks intended to run for an extended period of time, e.g for most of a frame or for several frames. Dispatches on background queues would execute at a lower priority than gfx queue tasks.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ComputeQueueType.Default">
<summary>
<para>This queue type would be the choice for compute tasks supporting or as optimisations to graphics processing. CommandBuffers sent to this queue would be expected to complete within the scope of a single frame and likely be synchronised with the graphics queue via GPUFence’s. Dispatches on default queue types would execute at a lower priority than graphics queue tasks.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ComputeQueueType.Urgent">
<summary>
<para>This queue type would be the choice for compute tasks requiring processing as soon as possible and would be prioritised over the graphics queue.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.CopyTextureSupport">
<summary>
<para>Support for various Graphics.CopyTexture cases.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CopyTextureSupport.Basic">
<summary>
<para>Basic Graphics.CopyTexture support.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CopyTextureSupport.Copy3D">
<summary>
<para>Support for Texture3D in Graphics.CopyTexture.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CopyTextureSupport.DifferentTypes">
<summary>
<para>Support for Graphics.CopyTexture between different texture types.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CopyTextureSupport.None">
<summary>
<para>No support for Graphics.CopyTexture.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CopyTextureSupport.RTToTexture">
<summary>
<para>Support for RenderTexture to Texture copies in Graphics.CopyTexture.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CopyTextureSupport.TextureToRT">
<summary>
<para>Support for Texture to RenderTexture copies in Graphics.CopyTexture.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.CullMode">
<summary>
<para>Backface culling mode.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CullMode.Back">
<summary>
<para>Cull back-facing geometry.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CullMode.Front">
<summary>
<para>Cull front-facing geometry.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CullMode.Off">
<summary>
<para>Disable culling.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.DefaultReflectionMode">
<summary>
<para>Default reflection mode.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.DefaultReflectionMode.Custom">
<summary>
<para>Custom default reflection.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.DefaultReflectionMode.Skybox">
<summary>
<para>Skybox-based default reflection.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.GPUFence">
<summary>
<para>Used to manage synchronisation between tasks on async compute queues and the graphics queue.</para>
</summary>
</member>
<member name="P:UnityEngine.Rendering.GPUFence.passed">
<summary>
<para>Has the GPUFence passed?
Allows for CPU determination of whether the GPU has passed the point in its processing represented by the GPUFence.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.GraphicsDeviceType">
<summary>
<para>Graphics device API type.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.Direct3D11">
<summary>
<para>Direct3D 11 graphics API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.Direct3D12">
<summary>
<para>Direct3D 12 graphics API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.Direct3D9">
<summary>
<para>Direct3D 9 graphics API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.Metal">
<summary>
<para>iOS Metal graphics API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.N3DS">
<summary>
<para>Nintendo 3DS graphics API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.Null">
<summary>
<para>No graphics API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.OpenGL2">
<summary>
<para>OpenGL 2.x graphics API. (deprecated, only available on Linux and MacOSX)</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.OpenGLCore">
<summary>
<para>OpenGL (Core profile - GL3 or later) graphics API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.OpenGLES2">
<summary>
<para>OpenGL ES 2.0 graphics API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.OpenGLES3">
<summary>
<para>OpenGL ES 3.0 graphics API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.PlayStation3">
<summary>
<para>PlayStation 3 graphics API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.PlayStation4">
<summary>
<para>PlayStation 4 graphics API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.PlayStationMobile">
<summary>
<para>PlayStation Mobile (PSM) graphics API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.Switch">
<summary>
<para>Nintendo Switch graphics API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.Vulkan">
<summary>
<para>Vulkan (EXPERIMENTAL).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.XboxOne">
<summary>
<para>Xbox One graphics API using Direct3D 11.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.XboxOneD3D12">
<summary>
<para>Xbox One graphics API using Direct3D 12.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.GraphicsSettings">
<summary>
<para>Script interface for.</para>
</summary>
</member>
<member name="P:UnityEngine.Rendering.GraphicsSettings.lightsUseColorTemperature">
<summary>
<para>Whether to use a Light's color temperature when calculating the final color of that Light."</para>
</summary>
</member>
<member name="P:UnityEngine.Rendering.GraphicsSettings.lightsUseLinearIntensity">
<summary>
<para>If this is true, Light intensity is multiplied against linear color values. If it is false, gamma color values are used.</para>
</summary>
</member>
<member name="P:UnityEngine.Rendering.GraphicsSettings.renderPipelineAsset">
<summary>
<para>The RenderPipelineAsset that describes how the Scene should be rendered.</para>
</summary>
</member>
<member name="P:UnityEngine.Rendering.GraphicsSettings.transparencySortAxis">
<summary>
<para>An axis that describes the direction along which the distances of objects are measured for the purpose of sorting.</para>
</summary>
</member>
<member name="P:UnityEngine.Rendering.GraphicsSettings.transparencySortMode">
<summary>
<para>Transparent object sorting mode.</para>
</summary>
</member>
<member name="P:UnityEngine.Rendering.GraphicsSettings.useScriptableRenderPipelineBatching">
<summary>
<para>Enable/Disable SRP batcher (experimental) at runtime.</para>
</summary>
</member>
<member name="M:UnityEngine.Rendering.GraphicsSettings.GetCustomShader(UnityEngine.Rendering.BuiltinShaderType)">
<summary>
<para>Get custom shader used instead of a built-in shader.</para>
</summary>
<param name="type">Built-in shader type to query custom shader for.</param>
<returns>
<para>The shader used.</para>
</returns>
</member>
<member name="M:UnityEngine.Rendering.GraphicsSettings.GetShaderMode(UnityEngine.Rendering.BuiltinShaderType)">
<summary>
<para>Get built-in shader mode.</para>
</summary>
<param name="type">Built-in shader type to query.</param>
<returns>
<para>Mode used for built-in shader.</para>
</returns>
</member>
<member name="M:UnityEngine.Rendering.GraphicsSettings.HasShaderDefine(UnityEngine.Rendering.GraphicsTier,UnityEngine.Rendering.BuiltinShaderDefine)">
<summary>
<para>Returns true if shader define was set when compiling shaders for current GraphicsTier.</para>
</summary>
<param name="tier"></param>
<param name="defineHash"></param>
</member>
<member name="M:UnityEngine.Rendering.GraphicsSettings.HasShaderDefine(UnityEngine.Rendering.BuiltinShaderDefine)">
<summary>
<para>Returns true if shader define was set when compiling shaders for given tier.</para>
</summary>
<param name="defineHash"></param>
</member>
<member name="M:UnityEngine.Rendering.GraphicsSettings.SetCustomShader(UnityEngine.Rendering.BuiltinShaderType,UnityEngine.Shader)">
<summary>
<para>Set custom shader to use instead of a built-in shader.</para>
</summary>
<param name="type">Built-in shader type to set custom shader to.</param>
<param name="shader">The shader to use.</param>
</member>
<member name="M:UnityEngine.Rendering.GraphicsSettings.SetShaderMode(UnityEngine.Rendering.BuiltinShaderType,UnityEngine.Rendering.BuiltinShaderMode)">
<summary>
<para>Set built-in shader mode.</para>
</summary>
<param name="type">Built-in shader type to change.</param>
<param name="mode">Mode to use for built-in shader.</param>
</member>
<member name="T:UnityEngine.Rendering.GraphicsTier">
<summary>
<para>Graphics Tier.
See Also: Graphics.activeTier.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsTier.Tier1">
<summary>
<para>The first graphics tier (Low) - corresponds to shader define UNITY_HARDWARE_TIER1.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsTier.Tier2">
<summary>
<para>The second graphics tier (Medium) - corresponds to shader define UNITY_HARDWARE_TIER2.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsTier.Tier3">
<summary>
<para>The third graphics tier (High) - corresponds to shader define UNITY_HARDWARE_TIER3.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.IndexFormat">
<summary>
<para>Format of the mesh index buffer data.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.IndexFormat.UInt16">
<summary>
<para>16 bit mesh index buffer format.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.IndexFormat.UInt32">
<summary>
<para>32 bit mesh index buffer format.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.LightEvent">
<summary>
<para>Defines a place in light's rendering to attach Rendering.CommandBuffer objects to.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.LightEvent.AfterScreenspaceMask">
<summary>
<para>After directional light screenspace shadow mask is computed.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.LightEvent.AfterShadowMap">
<summary>
<para>After shadowmap is rendered.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.LightEvent.AfterShadowMapPass">
<summary>
<para>After shadowmap pass is rendered.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.LightEvent.BeforeScreenspaceMask">
<summary>
<para>Before directional light screenspace shadow mask is computed.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.LightEvent.BeforeShadowMap">
<summary>
<para>Before shadowmap is rendered.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.LightEvent.BeforeShadowMapPass">
<summary>
<para>Before shadowmap pass is rendered.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.LightProbeUsage">
<summary>
<para>Light probe interpolation type.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.LightProbeUsage.BlendProbes">
<summary>
<para>Simple light probe interpolation is used.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.LightProbeUsage.CustomProvided">
<summary>
<para>The light probe shader uniform values are extracted from the material property block set on the renderer.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.LightProbeUsage.Off">
<summary>
<para>Light Probes are not used. The Scene's ambient probe is provided to the shader.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.LightProbeUsage.UseProxyVolume">
<summary>
<para>Uses a 3D grid of interpolated light probes.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.LightShadowResolution">
<summary>
<para>Shadow resolution options for a Light.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.LightShadowResolution.FromQualitySettings">
<summary>
<para>Use resolution from QualitySettings (default).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.LightShadowResolution.High">
<summary>
<para>High shadow map resolution.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.LightShadowResolution.Low">
<summary>
<para>Low shadow map resolution.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.LightShadowResolution.Medium">
<summary>
<para>Medium shadow map resolution.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.LightShadowResolution.VeryHigh">
<summary>
<para>Very high shadow map resolution.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.OpaqueSortMode">
<summary>
<para>Opaque object sorting mode of a Camera.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.OpaqueSortMode.Default">
<summary>
<para>Default opaque sorting mode.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.OpaqueSortMode.FrontToBack">
<summary>
<para>Do rough front-to-back sorting of opaque objects.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.OpaqueSortMode.NoDistanceSort">
<summary>
<para>Do not sort opaque objects by distance.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.PassType">
<summary>
<para>Shader pass type for Unity's lighting pipeline.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.PassType.Deferred">
<summary>
<para>Deferred Shading shader pass.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.PassType.ForwardAdd">
<summary>
<para>Forward rendering additive pixel light pass.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.PassType.ForwardBase">
<summary>
<para>Forward rendering base pass.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.PassType.LightPrePassBase">
<summary>
<para>Legacy deferred lighting (light pre-pass) base pass.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.PassType.LightPrePassFinal">
<summary>
<para>Legacy deferred lighting (light pre-pass) final pass.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.PassType.Meta">
<summary>
<para>Shader pass used to generate the albedo and emissive values used as input to lightmapping.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.PassType.MotionVectors">
<summary>
<para>Motion vector render pass.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.PassType.Normal">
<summary>
<para>Regular shader pass that does not interact with lighting.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.PassType.ScriptableRenderPipeline">
<summary>
<para>Custom scriptable pipeline.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.PassType.ScriptableRenderPipelineDefaultUnlit">
<summary>
<para>Custom scriptable pipeline when lightmode is set to default unlit or no light mode is set.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.PassType.ShadowCaster">
<summary>
<para>Shadow caster &amp; depth texure shader pass.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.PassType.Vertex">
<summary>
<para>Legacy vertex-lit shader pass.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.PassType.VertexLM">
<summary>
<para>Legacy vertex-lit shader pass, with mobile lightmaps.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.PassType.VertexLMRGBM">
<summary>
<para>Legacy vertex-lit shader pass, with desktop (RGBM) lightmaps.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.PlatformKeywordSet">
<summary>
<para>A collection of Rendering.ShaderKeyword that represents a specific platform variant.</para>
</summary>
</member>
<member name="M:UnityEngine.Rendering.PlatformKeywordSet.Disable">
<summary>
<para>Disable a specific shader keyword.</para>
</summary>
</member>
<member name="M:UnityEngine.Rendering.PlatformKeywordSet.Enable">
<summary>
<para>Enable a specific shader keyword.</para>
</summary>
</member>
<member name="M:UnityEngine.Rendering.PlatformKeywordSet.IsEnabled(UnityEngine.Rendering.BuiltinShaderDefine)">
<summary>
<para>Check whether a specific shader keyword is enabled.</para>
</summary>
<param name="define"></param>
</member>
<member name="T:UnityEngine.Rendering.RealtimeGICPUUsage">
<summary>
<para>How much CPU usage to assign to the final lighting calculations at runtime.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.RealtimeGICPUUsage.High">
<summary>
<para>75% of the allowed CPU threads are used as worker threads.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.RealtimeGICPUUsage.Low">
<summary>
<para>25% of the allowed CPU threads are used as worker threads.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.RealtimeGICPUUsage.Medium">
<summary>
<para>50% of the allowed CPU threads are used as worker threads.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.RealtimeGICPUUsage.Unlimited">
<summary>
<para>100% of the allowed CPU threads are used as worker threads.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.ReflectionCubemapCompression">
<summary>
<para>Determines how Unity will compress baked reflection cubemap.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionCubemapCompression.Auto">
<summary>
<para>Baked Reflection cubemap will be compressed if compression format is suitable.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionCubemapCompression.Compressed">
<summary>
<para>Baked Reflection cubemap will be compressed.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionCubemapCompression.Uncompressed">
<summary>
<para>Baked Reflection cubemap will be left uncompressed.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.ReflectionProbeBlendInfo">
<summary>
<para>ReflectionProbeBlendInfo contains information required for blending probes.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeBlendInfo.probe">
<summary>
<para>Reflection Probe used in blending.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeBlendInfo.weight">
<summary>
<para>Specifies the weight used in the interpolation between two probes, value varies from 0.0 to 1.0.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.ReflectionProbeClearFlags">
<summary>
<para>Values for ReflectionProbe.clearFlags, determining what to clear when rendering a ReflectionProbe.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeClearFlags.Skybox">
<summary>
<para>Clear with the skybox.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeClearFlags.SolidColor">
<summary>
<para>Clear with a background color.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.ReflectionProbeMode">
<summary>
<para>Reflection probe's update mode.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeMode.Baked">
<summary>
<para>Reflection probe is baked in the Editor.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeMode.Custom">
<summary>
<para>Reflection probe uses a custom texture specified by the user.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeMode.Realtime">
<summary>
<para>Reflection probe is updating in realtime.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.ReflectionProbeRefreshMode">
<summary>
<para>An enum describing the way a realtime reflection probe refreshes in the Player.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeRefreshMode.EveryFrame">
<summary>
<para>Causes Unity to update the probe's cubemap every frame.
Note that updating a probe is very costly. Setting this option on too many probes could have a significant negative effect on frame rate. Use time-slicing to help improve performance.
See Also: ReflectionProbeTimeSlicingMode.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeRefreshMode.OnAwake">
<summary>
<para>Causes the probe to update only on the first frame it becomes visible. The probe will no longer update automatically, however you may subsequently use RenderProbe to refresh the probe
See Also: ReflectionProbe.RenderProbe.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeRefreshMode.ViaScripting">
<summary>
<para>Sets the probe to never be automatically updated by Unity while your game is running. Use this to completely control the probe refresh behavior by script.
See Also: ReflectionProbe.RenderProbe.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.ReflectionProbeTimeSlicingMode">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeTimeSlicingMode.AllFacesAtOnce">
<summary>
<para>Instructs Unity to use time-slicing by first rendering all faces at once, then spreading the remaining work over the next 8 frames. Using this option, updating the probe will take 9 frames.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeTimeSlicingMode.IndividualFaces">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeTimeSlicingMode.NoTimeSlicing">
<summary>
<para>Unity will render the probe entirely in one frame.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.ReflectionProbeUsage">
<summary>
<para>Reflection Probe usage.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeUsage.BlendProbes">
<summary>
<para>Reflection probes are enabled. Blending occurs only between probes, useful in indoor environments. The renderer will use default reflection if there are no reflection probes nearby, but no blending between default reflection and probe will occur.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeUsage.BlendProbesAndSkybox">
<summary>
<para>Reflection probes are enabled. Blending occurs between probes or probes and default reflection, useful for outdoor environments.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeUsage.Off">
<summary>
<para>Reflection probes are disabled, skybox will be used for reflection.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeUsage.Simple">
<summary>
<para>Reflection probes are enabled, but no blending will occur between probes when there are two overlapping volumes.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.RenderBufferLoadAction">
<summary>
<para>This enum describes what should be done on the render target when it is activated (loaded).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.RenderBufferLoadAction.Clear">
<summary>
<para>Upon activating the render buffer, clear its contents. Currently only works together with the RenderPass API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.RenderBufferLoadAction.DontCare">
<summary>
<para>When this RenderBuffer is activated, the GPU is instructed not to care about the existing contents of that RenderBuffer. On tile-based GPUs this means that the RenderBuffer contents do not need to be loaded into the tile memory, providing a performance boost.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.RenderBufferLoadAction.Load">
<summary>
<para>When this RenderBuffer is activated, preserve the existing contents of it. This setting is expensive on tile-based GPUs and should be avoided whenever possible.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.RenderBufferStoreAction">
<summary>
<para>This enum describes what should be done on the render target when the GPU is done rendering into it.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.RenderBufferStoreAction.DontCare">
<summary>
<para>The contents of the RenderBuffer are not needed and can be discarded. Tile-based GPUs will skip writing out the surface contents altogether, providing performance boost.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.RenderBufferStoreAction.Resolve">
<summary>
<para>Resolve the (MSAA'd) surface. Currently only used with the RenderPass API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.RenderBufferStoreAction.Store">
<summary>
<para>The RenderBuffer contents need to be stored to RAM. If the surface has MSAA enabled, this stores the non-resolved surface.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.RenderBufferStoreAction.StoreAndResolve">
<summary>
<para>Resolve the (MSAA'd) surface, but also store the multisampled version. Currently only used with the RenderPass API.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.RenderQueue">
<summary>
<para>Determine in which order objects are renderered.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.RenderQueue.AlphaTest">
<summary>
<para>Alpha tested geometry uses this queue.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.RenderQueue.Background">
<summary>
<para>This render queue is rendered before any others.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.RenderQueue.Geometry">
<summary>
<para>Opaque geometry uses this queue.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.RenderQueue.GeometryLast">
<summary>
<para>Last render queue that is considered "opaque".</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.RenderQueue.Overlay">
<summary>
<para>This render queue is meant for overlay effects.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.RenderQueue.Transparent">
<summary>
<para>This render queue is rendered after Geometry and AlphaTest, in back-to-front order.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.RenderTargetBinding">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Rendering.RenderTargetBinding.colorLoadActions">
<summary>
<para>Load actions for color buffers.</para>
</summary>
</member>
<member name="P:UnityEngine.Rendering.RenderTargetBinding.colorRenderTargets">
<summary>
<para>Color buffers to use as render targets.</para>
</summary>
</member>
<member name="P:UnityEngine.Rendering.RenderTargetBinding.colorStoreActions">
<summary>
<para>Store actions for color buffers.</para>
</summary>
</member>
<member name="P:UnityEngine.Rendering.RenderTargetBinding.depthLoadAction">
<summary>
<para>Load action for the depth/stencil buffer.</para>
</summary>
</member>
<member name="P:UnityEngine.Rendering.RenderTargetBinding.depthRenderTarget">
<summary>
<para>Depth/stencil buffer to use as render target.</para>
</summary>
</member>
<member name="P:UnityEngine.Rendering.RenderTargetBinding.depthStoreAction">
<summary>
<para>Store action for the depth/stencil buffer.</para>
</summary>
</member>
<member name="M:UnityEngine.Rendering.RenderTargetBinding.#ctor(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderBufferLoadAction,UnityEngine.Rendering.RenderBufferStoreAction,UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderBufferLoadAction,UnityEngine.Rendering.RenderBufferStoreAction)">
<summary>
<para>Constructs RenderTargetBinding.</para>
</summary>
<param name="color">Color buffers to use as render targets.</param>
<param name="depth">Depth buffer to use as render target.</param>
<param name="colorLoadAction">Load actions for color buffers.</param>
<param name="colorStoreAction">Store actions for color buffers.</param>
<param name="depthLoadAction">Load action for the depth/stencil buffer.</param>
<param name="depthStoreAction">Store action for the depth/stencil buffer.</param>
<param name="colorRenderTarget"></param>
<param name="depthRenderTarget"></param>
<param name="colorRenderTargets"></param>
<param name="colorLoadActions"></param>
<param name="colorStoreActions"></param>
<param name="setup"></param>
</member>
<member name="M:UnityEngine.Rendering.RenderTargetBinding.#ctor(UnityEngine.Rendering.RenderTargetIdentifier[],UnityEngine.Rendering.RenderBufferLoadAction[],UnityEngine.Rendering.RenderBufferStoreAction[],UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderBufferLoadAction,UnityEngine.Rendering.RenderBufferStoreAction)">
<summary>
<para>Constructs RenderTargetBinding.</para>
</summary>
<param name="color">Color buffers to use as render targets.</param>
<param name="depth">Depth buffer to use as render target.</param>
<param name="colorLoadAction">Load actions for color buffers.</param>
<param name="colorStoreAction">Store actions for color buffers.</param>
<param name="depthLoadAction">Load action for the depth/stencil buffer.</param>
<param name="depthStoreAction">Store action for the depth/stencil buffer.</param>
<param name="colorRenderTarget"></param>
<param name="depthRenderTarget"></param>
<param name="colorRenderTargets"></param>
<param name="colorLoadActions"></param>
<param name="colorStoreActions"></param>
<param name="setup"></param>
</member>
<member name="M:UnityEngine.Rendering.RenderTargetBinding.#ctor(UnityEngine.RenderTargetSetup)">
<summary>
<para>Constructs RenderTargetBinding.</para>
</summary>
<param name="color">Color buffers to use as render targets.</param>
<param name="depth">Depth buffer to use as render target.</param>
<param name="colorLoadAction">Load actions for color buffers.</param>
<param name="colorStoreAction">Store actions for color buffers.</param>
<param name="depthLoadAction">Load action for the depth/stencil buffer.</param>
<param name="depthStoreAction">Store action for the depth/stencil buffer.</param>
<param name="colorRenderTarget"></param>
<param name="depthRenderTarget"></param>
<param name="colorRenderTargets"></param>
<param name="colorLoadActions"></param>
<param name="colorStoreActions"></param>
<param name="setup"></param>
</member>
<member name="T:UnityEngine.Rendering.RenderTargetIdentifier">
<summary>
<para>Identifies a RenderTexture for a Rendering.CommandBuffer.</para>
</summary>
</member>
<member name="M:UnityEngine.Rendering.RenderTargetIdentifier.#ctor(UnityEngine.Rendering.BuiltinRenderTextureType)">
<summary>
<para>Creates a render target identifier.</para>
</summary>
<param name="type">Built-in temporary render texture type.</param>
<param name="name">Temporary render texture name.</param>
<param name="nameID">Temporary render texture name (as integer, see Shader.PropertyToID).</param>
<param name="tex">RenderTexture or Texture object to use.</param>
<param name="mipLevel">MipLevel of the RenderTexture to use.</param>
<param name="cubemapFace">Cubemap face of the Cubemap RenderTexture to use.</param>
<param name="depthSlice">Depth slice of the Array RenderTexture to use.</param>
<param name="renderTargetIdentifier">An existing render target identifier.</param>
<param name="cubeFace"></param>
</member>
<member name="M:UnityEngine.Rendering.RenderTargetIdentifier.#ctor(System.String)">
<summary>
<para>Creates a render target identifier.</para>
</summary>
<param name="type">Built-in temporary render texture type.</param>
<param name="name">Temporary render texture name.</param>
<param name="nameID">Temporary render texture name (as integer, see Shader.PropertyToID).</param>
<param name="tex">RenderTexture or Texture object to use.</param>
<param name="mipLevel">MipLevel of the RenderTexture to use.</param>
<param name="cubemapFace">Cubemap face of the Cubemap RenderTexture to use.</param>
<param name="depthSlice">Depth slice of the Array RenderTexture to use.</param>
<param name="renderTargetIdentifier">An existing render target identifier.</param>
<param name="cubeFace"></param>
</member>
<member name="M:UnityEngine.Rendering.RenderTargetIdentifier.#ctor(System.Int32)">
<summary>
<para>Creates a render target identifier.</para>
</summary>
<param name="type">Built-in temporary render texture type.</param>
<param name="name">Temporary render texture name.</param>
<param name="nameID">Temporary render texture name (as integer, see Shader.PropertyToID).</param>
<param name="tex">RenderTexture or Texture object to use.</param>
<param name="mipLevel">MipLevel of the RenderTexture to use.</param>
<param name="cubemapFace">Cubemap face of the Cubemap RenderTexture to use.</param>
<param name="depthSlice">Depth slice of the Array RenderTexture to use.</param>
<param name="renderTargetIdentifier">An existing render target identifier.</param>
<param name="cubeFace"></param>
</member>
<member name="M:UnityEngine.Rendering.RenderTargetIdentifier.#ctor(UnityEngine.Texture)">
<summary>
<para>Creates a render target identifier.</para>
</summary>
<param name="type">Built-in temporary render texture type.</param>
<param name="name">Temporary render texture name.</param>
<param name="nameID">Temporary render texture name (as integer, see Shader.PropertyToID).</param>
<param name="tex">RenderTexture or Texture object to use.</param>
<param name="mipLevel">MipLevel of the RenderTexture to use.</param>
<param name="cubemapFace">Cubemap face of the Cubemap RenderTexture to use.</param>
<param name="depthSlice">Depth slice of the Array RenderTexture to use.</param>
<param name="renderTargetIdentifier">An existing render target identifier.</param>
<param name="cubeFace"></param>
</member>
<member name="M:UnityEngine.Rendering.RenderTargetIdentifier.#ctor(UnityEngine.Rendering.RenderTargetIdentifier,System.Int32,UnityEngine.CubemapFace,System.Int32)">
<summary>
<para>Creates a render target identifier.</para>
</summary>
<param name="type">Built-in temporary render texture type.</param>
<param name="name">Temporary render texture name.</param>
<param name="nameID">Temporary render texture name (as integer, see Shader.PropertyToID).</param>
<param name="tex">RenderTexture or Texture object to use.</param>
<param name="mipLevel">MipLevel of the RenderTexture to use.</param>
<param name="cubemapFace">Cubemap face of the Cubemap RenderTexture to use.</param>
<param name="depthSlice">Depth slice of the Array RenderTexture to use.</param>
<param name="renderTargetIdentifier">An existing render target identifier.</param>
<param name="cubeFace"></param>
</member>
<member name="T:UnityEngine.Rendering.ShaderKeyword">
<summary>
<para>Identifier of a specific code path in a shader.</para>
</summary>
</member>
<member name="M:UnityEngine.Rendering.ShaderKeyword.#ctor(System.String)">
<summary>
<para>Initializes a new instance of the ShaderKeyword class from a shader keyword name.</para>
</summary>
<param name="keywordName"></param>
</member>
<member name="M:UnityEngine.Rendering.ShaderKeyword.GetKeywordName">
<summary>
<para>Returns the string name of the keyword.</para>
</summary>
</member>
<member name="M:UnityEngine.Rendering.ShaderKeyword.GetKeywordType">
<summary>
<para>Returns the keyword kind: built-in or user defined.</para>
</summary>
</member>
<member name="M:UnityEngine.Rendering.ShaderKeyword.IsValid">
<summary>
<para>Returns true if the keyword has been imported by Unity.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.ShaderKeywordSet">
<summary>
<para>A collection of Rendering.ShaderKeyword that represents a specific shader variant.</para>
</summary>
</member>
<member name="M:UnityEngine.Rendering.ShaderKeywordSet.Disable(UnityEngine.Rendering.ShaderKeyword)">
<summary>
<para>Disable a specific shader keyword.</para>
</summary>
<param name="keyword"></param>
</member>
<member name="M:UnityEngine.Rendering.ShaderKeywordSet.Enable(UnityEngine.Rendering.ShaderKeyword)">
<summary>
<para>Enable a specific shader keyword.</para>
</summary>
<param name="keyword"></param>
</member>
<member name="M:UnityEngine.Rendering.ShaderKeywordSet.GetShaderKeywords">
<summary>
<para>Return an array with all the enabled keywords in the ShaderKeywordSet.</para>
</summary>
</member>
<member name="M:UnityEngine.Rendering.ShaderKeywordSet.IsEnabled(UnityEngine.Rendering.ShaderKeyword)">
<summary>
<para>Check whether a specific shader keyword is enabled.</para>
</summary>
<param name="keyword"></param>
</member>
<member name="T:UnityEngine.Rendering.ShaderKeywordType">
<summary>
<para>Type of a shader keyword, eg: built-in or user defined.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShaderKeywordType.BuiltinAutoStripped">
<summary>
<para>The keyword is built-in the runtime and can be automatically stripped if unusued.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShaderKeywordType.BuiltinDefault">
<summary>
<para>The keyword is built-in the runtime and it is systematically reserved.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShaderKeywordType.BuiltinExtra">
<summary>
<para>The keyword is built-in the runtime and it is optionally reserved depending on the features used.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShaderKeywordType.None">
<summary>
<para>No type is assigned.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShaderKeywordType.UserDefined">
<summary>
<para>The keyword is defined by the user.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.ShadowCastingMode">
<summary>
<para>How shadows are cast from this object.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShadowCastingMode.Off">
<summary>
<para>No shadows are cast from this object.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShadowCastingMode.On">
<summary>
<para>Shadows are cast from this object.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShadowCastingMode.ShadowsOnly">
<summary>
<para>Object casts shadows, but is otherwise invisible in the Scene.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShadowCastingMode.TwoSided">
<summary>
<para>Shadows are cast from this object, treating it as two-sided.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.ShadowMapPass">
<summary>
<para>Allows precise control over which shadow map passes to execute Rendering.CommandBuffer objects attached using Light.AddCommandBuffer.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShadowMapPass.All">
<summary>
<para>All shadow map passes.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShadowMapPass.Directional">
<summary>
<para>All directional shadow map passes.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShadowMapPass.DirectionalCascade0">
<summary>
<para>First directional shadow map cascade.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShadowMapPass.DirectionalCascade1">
<summary>
<para>Second directional shadow map cascade.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShadowMapPass.DirectionalCascade2">
<summary>
<para>Third directional shadow map cascade.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShadowMapPass.DirectionalCascade3">
<summary>
<para>Fourth directional shadow map cascade.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShadowMapPass.Pointlight">
<summary>
<para>All point light shadow passes.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShadowMapPass.PointlightNegativeX">
<summary>
<para>-X point light shadow cubemap face.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShadowMapPass.PointlightNegativeY">
<summary>
<para>-Y point light shadow cubemap face.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShadowMapPass.PointlightNegativeZ">
<summary>
<para>-Z point light shadow cubemap face.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShadowMapPass.PointlightPositiveX">
<summary>
<para>+X point light shadow cubemap face.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShadowMapPass.PointlightPositiveY">
<summary>
<para>+Y point light shadow cubemap face.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShadowMapPass.PointlightPositiveZ">
<summary>
<para>+Z point light shadow cubemap face.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShadowMapPass.Spotlight">
<summary>
<para>Spotlight shadow pass.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.ShadowSamplingMode">
<summary>
<para>Used by CommandBuffer.SetShadowSamplingMode.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShadowSamplingMode.CompareDepths">
<summary>
<para>Default shadow sampling mode: sampling with a comparison filter.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShadowSamplingMode.None">
<summary>
<para>In ShadowSamplingMode.None, depths are not compared. Use this value if a Texture is not a shadowmap.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShadowSamplingMode.RawDepth">
<summary>
<para>Shadow sampling mode for sampling the depth value.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.SortingGroup">
<summary>
<para>Adding a SortingGroup component to a GameObject will ensure that all Renderers within the GameObject's descendants will be sorted and rendered together.</para>
</summary>
</member>
<member name="P:UnityEngine.Rendering.SortingGroup.sortingLayerID">
<summary>
<para>Unique ID of the Renderer's sorting layer.</para>
</summary>
</member>
<member name="P:UnityEngine.Rendering.SortingGroup.sortingLayerName">
<summary>
<para>Name of the Renderer's sorting layer.</para>
</summary>
</member>
<member name="P:UnityEngine.Rendering.SortingGroup.sortingOrder">
<summary>
<para>Renderer's order within a sorting layer.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.SphericalHarmonicsL2">
<summary>
<para>Spherical harmonics up to the second order (3 bands, 9 coefficients).</para>
</summary>
</member>
<member name="M:UnityEngine.Rendering.SphericalHarmonicsL2.AddAmbientLight(UnityEngine.Color)">
<summary>
<para>Add ambient lighting to probe data.</para>
</summary>
<param name="color"></param>
</member>
<member name="M:UnityEngine.Rendering.SphericalHarmonicsL2.AddDirectionalLight(UnityEngine.Vector3,UnityEngine.Color,System.Single)">
<summary>
<para>Add directional light to probe data.</para>
</summary>
<param name="direction"></param>
<param name="color"></param>
<param name="intensity"></param>
</member>
<member name="M:UnityEngine.Rendering.SphericalHarmonicsL2.Clear">
<summary>
<para>Clears SH probe to zero.</para>
</summary>
</member>
<member name="M:UnityEngine.Rendering.SphericalHarmonicsL2.Evaluate(UnityEngine.Vector3[],UnityEngine.Color[])">
<summary>
<para>Evaluates the Spherical Harmonics for each of the given directions. The result from the first direction is written into the first element of results, the result from the second direction is written into the second element of results, and so on. The array size of directions and results must match and directions must be normalized.</para>
</summary>
<param name="directions">Normalized directions for which the spherical harmonics are to be evaluated.</param>
<param name="results">Output array for the evaluated values of the corresponding directions.</param>
</member>
<member name="?:UnityEngine.Rendering.SphericalHarmonicsL2.op_Equal(UnityEngine.Rendering.SphericalHarmonicsL2,UnityEngine.Rendering.SphericalHarmonicsL2)">
<summary>
<para>Returns true if SH probes are equal.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Rendering.SphericalHarmonicsL2.op_Multiply(UnityEngine.Rendering.SphericalHarmonicsL2,System.Single)">
<summary>
<para>Scales SH by a given factor.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Rendering.SphericalHarmonicsL2.op_Multiply(System.Single,UnityEngine.Rendering.SphericalHarmonicsL2)">
<summary>
<para>Scales SH by a given factor.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Rendering.SphericalHarmonicsL2.op_NotEqual(UnityEngine.Rendering.SphericalHarmonicsL2,UnityEngine.Rendering.SphericalHarmonicsL2)">
<summary>
<para>Returns true if SH probes are different.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Rendering.SphericalHarmonicsL2.op_Plus(UnityEngine.Rendering.SphericalHarmonicsL2,UnityEngine.Rendering.SphericalHarmonicsL2)">
<summary>
<para>Adds two SH probes.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="P:UnityEngine.Rendering.SphericalHarmonicsL2.this">
<summary>
<para>Access individual SH coefficients.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.SplashScreen">
<summary>
<para>Provides an interface to the Unity splash screen.</para>
</summary>
</member>
<member name="P:UnityEngine.Rendering.SplashScreen.isFinished">
<summary>
<para>Returns true once the splash screen as finished. This is once all logos have been shown for their specified duration.</para>
</summary>
</member>
<member name="M:UnityEngine.Rendering.SplashScreen.Begin">
<summary>
<para>Initializes the splash screen so it is ready to begin drawing. Call this before you start calling Rendering.SplashScreen.Draw. Internally this function resets the timer and prepares the logos for drawing.</para>
</summary>
</member>
<member name="M:UnityEngine.Rendering.SplashScreen.Draw">
<summary>
<para>Immediately draws the splash screen. Ensure you have called Rendering.SplashScreen.Begin before you start calling this.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.StencilOp">
<summary>
<para>Specifies the operation that's performed on the stencil buffer when rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.StencilOp.DecrementSaturate">
<summary>
<para>Decrements the current stencil buffer value. Clamps to 0.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.StencilOp.DecrementWrap">
<summary>
<para>Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable unsigned value when decrementing a stencil buffer value of zero.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.StencilOp.IncrementSaturate">
<summary>
<para>Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.StencilOp.IncrementWrap">
<summary>
<para>Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing the maximum representable unsigned value.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.StencilOp.Invert">
<summary>
<para>Bitwise inverts the current stencil buffer value.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.StencilOp.Keep">
<summary>
<para>Keeps the current stencil value.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.StencilOp.Replace">
<summary>
<para>Replace the stencil buffer value with reference value (specified in the shader).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.StencilOp.Zero">
<summary>
<para>Sets the stencil buffer value to zero.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.SynchronisationStage">
<summary>
<para>Broadly describes the stages of processing a draw call on the GPU.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.SynchronisationStage.PixelProcessing">
<summary>
<para>The process of creating and shading the fragments.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.SynchronisationStage.VertexProcessing">
<summary>
<para>All aspects of vertex processing.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.TextureDimension">
<summary>
<para>Texture "dimension" (type).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.TextureDimension.Any">
<summary>
<para>Any texture type.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.TextureDimension.Cube">
<summary>
<para>Cubemap texture.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.TextureDimension.CubeArray">
<summary>
<para>Cubemap array texture (CubemapArray).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.TextureDimension.None">
<summary>
<para>No texture is assigned.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.TextureDimension.Tex2D">
<summary>
<para>2D texture (Texture2D).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.TextureDimension.Tex2DArray">
<summary>
<para>2D array texture (Texture2DArray).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.TextureDimension.Tex3D">
<summary>
<para>3D volume texture (Texture3D).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.TextureDimension.Unknown">
<summary>
<para>Texture type is not initialized or unknown.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.VertexAttribute">
<summary>
<para>A list of data channels that describe a vertex in a mesh.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.VertexAttribute.BlendIndices">
<summary>
<para>Blend indices for skinned meshes. The common format is Int.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.VertexAttribute.BlendWeight">
<summary>
<para>Blend weights for skinned meshes. The common format is Float.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.VertexAttribute.Color">
<summary>
<para>The color channel.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.VertexAttribute.Normal">
<summary>
<para>The normal channel. The common format is Vector3.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.VertexAttribute.Position">
<summary>
<para>The position channel. The common format is Vector3.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.VertexAttribute.Tangent">
<summary>
<para>The tangent channel. The common format is Vector4.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.VertexAttribute.TexCoord0">
<summary>
<para>The primary UV channel. The common format is Vector2.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.VertexAttribute.TexCoord1">
<summary>
<para>Additional UV channel. The common format is Vector2.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.VertexAttribute.TexCoord2">
<summary>
<para>Additional UV channel. The common format is Vector2.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.VertexAttribute.TexCoord3">
<summary>
<para>Additional UV channel. The common format is Vector2.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.VertexAttribute.TexCoord4">
<summary>
<para>Additional UV channel. The common format is Vector2.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.VertexAttribute.TexCoord5">
<summary>
<para>Additional UV channel. The common format is Vector2.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.VertexAttribute.TexCoord6">
<summary>
<para>Additional UV channel. The common format is Vector2.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.VertexAttribute.TexCoord7">
<summary>
<para>Additional UV channel. The common format is Vector2.</para>
</summary>
</member>
<member name="T:UnityEngine.RenderingPath">
<summary>
<para>Rendering path of a Camera.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderingPath.DeferredLighting">
<summary>
<para>Deferred Lighting (Legacy).</para>
</summary>
</member>
<member name="F:UnityEngine.RenderingPath.DeferredShading">
<summary>
<para>Deferred Shading.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderingPath.Forward">
<summary>
<para>Forward Rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderingPath.UsePlayerSettings">
<summary>
<para>Use Player Settings.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderingPath.VertexLit">
<summary>
<para>Vertex Lit.</para>
</summary>
</member>
<member name="T:UnityEngine.RenderSettings">
<summary>
<para>The Render Settings contain values for a range of visual elements in your Scene, like fog and ambient light.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.ambientEquatorColor">
<summary>
<para>Ambient lighting coming from the sides.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.ambientGroundColor">
<summary>
<para>Ambient lighting coming from below.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.ambientIntensity">
<summary>
<para>How much the light from the Ambient Source affects the Scene.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.ambientLight">
<summary>
<para>Flat ambient lighting color.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.ambientMode">
<summary>
<para>Ambient lighting mode.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.ambientProbe">
<summary>
<para>Custom or skybox ambient lighting data.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.ambientSkyColor">
<summary>
<para>Ambient lighting coming from above.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.customReflection">
<summary>
<para>Custom specular reflection cubemap.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.defaultReflectionMode">
<summary>
<para>Default reflection mode.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.defaultReflectionResolution">
<summary>
<para>Cubemap resolution for default reflection.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.flareFadeSpeed">
<summary>
<para>The fade speed of all flares in the Scene.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.flareStrength">
<summary>
<para>The intensity of all flares in the Scene.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.fog">
<summary>
<para>Is fog enabled?</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.fogColor">
<summary>
<para>The color of the fog.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.fogDensity">
<summary>
<para>The density of the exponential fog.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.fogEndDistance">
<summary>
<para>The ending distance of linear fog.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.fogMode">
<summary>
<para>Fog mode to use.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.fogStartDistance">
<summary>
<para>The starting distance of linear fog.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.haloStrength">
<summary>
<para>Size of the Light halos.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.reflectionBounces">
<summary>
<para>The number of times a reflection includes other reflections.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.reflectionIntensity">
<summary>
<para>How much the skybox / custom cubemap reflection affects the Scene.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.skybox">
<summary>
<para>The global skybox to use.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.subtractiveShadowColor">
<summary>
<para>The color used for the sun shadows in the Subtractive lightmode.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.sun">
<summary>
<para>The light used by the procedural skybox.</para>
</summary>
</member>
<member name="T:UnityEngine.RenderTargetSetup">
<summary>
<para>Fully describes setup of RenderTarget.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTargetSetup.color">
<summary>
<para>Color Buffers to set.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTargetSetup.colorLoad">
<summary>
<para>Load Actions for Color Buffers. It will override any actions set on RenderBuffers themselves.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTargetSetup.colorStore">
<summary>
<para>Store Actions for Color Buffers. It will override any actions set on RenderBuffers themselves.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTargetSetup.cubemapFace">
<summary>
<para>Cubemap face to render to.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTargetSetup.depth">
<summary>
<para>Depth Buffer to set.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTargetSetup.depthLoad">
<summary>
<para>Load Action for Depth Buffer. It will override any actions set on RenderBuffer itself.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTargetSetup.depthSlice">
<summary>
<para>Slice of a Texture3D or Texture2DArray to set as a render target.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTargetSetup.depthStore">
<summary>
<para>Store Actions for Depth Buffer. It will override any actions set on RenderBuffer itself.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTargetSetup.mipLevel">
<summary>
<para>Mip Level to render to.</para>
</summary>
</member>
<member name="M:UnityEngine.RenderTargetSetup.#ctor(UnityEngine.RenderBuffer,UnityEngine.RenderBuffer)">
<summary>
<para>Constructs RenderTargetSetup.</para>
</summary>
<param name="color">Color Buffer(s) to set.</param>
<param name="depth">Depth Buffer to set.</param>
<param name="mipLevel">Mip Level to render to.</param>
<param name="face">Cubemap face to render to.</param>
<param name="mip"></param>
</member>
<member name="M:UnityEngine.RenderTargetSetup.#ctor(UnityEngine.RenderBuffer,UnityEngine.RenderBuffer,System.Int32)">
<summary>
<para>Constructs RenderTargetSetup.</para>
</summary>
<param name="color">Color Buffer(s) to set.</param>
<param name="depth">Depth Buffer to set.</param>
<param name="mipLevel">Mip Level to render to.</param>
<param name="face">Cubemap face to render to.</param>
<param name="mip"></param>
</member>
<member name="M:UnityEngine.RenderTargetSetup.#ctor(UnityEngine.RenderBuffer,UnityEngine.RenderBuffer,System.Int32,UnityEngine.CubemapFace)">
<summary>
<para>Constructs RenderTargetSetup.</para>
</summary>
<param name="color">Color Buffer(s) to set.</param>
<param name="depth">Depth Buffer to set.</param>
<param name="mipLevel">Mip Level to render to.</param>
<param name="face">Cubemap face to render to.</param>
<param name="mip"></param>
</member>
<member name="M:UnityEngine.RenderTargetSetup.#ctor(UnityEngine.RenderBuffer[],UnityEngine.RenderBuffer)">
<summary>
<para>Constructs RenderTargetSetup.</para>
</summary>
<param name="color">Color Buffer(s) to set.</param>
<param name="depth">Depth Buffer to set.</param>
<param name="mipLevel">Mip Level to render to.</param>
<param name="face">Cubemap face to render to.</param>
<param name="mip"></param>
</member>
<member name="M:UnityEngine.RenderTargetSetup.#ctor(UnityEngine.RenderBuffer[],UnityEngine.RenderBuffer,System.Int32)">
<summary>
<para>Constructs RenderTargetSetup.</para>
</summary>
<param name="color">Color Buffer(s) to set.</param>
<param name="depth">Depth Buffer to set.</param>
<param name="mipLevel">Mip Level to render to.</param>
<param name="face">Cubemap face to render to.</param>
<param name="mip"></param>
</member>
<member name="M:UnityEngine.RenderTargetSetup.#ctor(UnityEngine.RenderBuffer[],UnityEngine.RenderBuffer,System.Int32,UnityEngine.CubemapFace)">
<summary>
<para>Constructs RenderTargetSetup.</para>
</summary>
<param name="color">Color Buffer(s) to set.</param>
<param name="depth">Depth Buffer to set.</param>
<param name="mipLevel">Mip Level to render to.</param>
<param name="face">Cubemap face to render to.</param>
<param name="mip"></param>
</member>
<member name="T:UnityEngine.RenderTexture">
<summary>
<para>Render textures are textures that can be rendered to.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.active">
<summary>
<para>Currently active render texture.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.antiAliasing">
<summary>
<para>The antialiasing level for the RenderTexture.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.autoGenerateMips">
<summary>
<para>Mipmap levels are generated automatically when this flag is set.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.bindTextureMS">
<summary>
<para>If true and antiAliasing is greater than 1, the render texture will not be resolved by default. Use this if the render texture needs to be bound as a multisampled texture in a shader.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.colorBuffer">
<summary>
<para>Color buffer of the render texture (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.depth">
<summary>
<para>The precision of the render texture's depth buffer in bits (0, 16, 24/32 are supported).</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.depthBuffer">
<summary>
<para>Depth/stencil buffer of the render texture (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.descriptor">
<summary>
<para>This struct contains all the information required to create a RenderTexture. It can be copied, cached, and reused to easily create RenderTextures that all share the same properties.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.dimension">
<summary>
<para>Dimensionality (type) of the render texture.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.enableRandomWrite">
<summary>
<para>Enable random access write into this render texture on Shader Model 5.0 level shaders.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.format">
<summary>
<para>The color format of the render texture.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.height">
<summary>
<para>The height of the render texture in pixels.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.isVolume">
<summary>
<para>If enabled, this Render Texture will be used as a Texture3D.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.memorylessMode">
<summary>
<para>The render texture memoryless mode property.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.sRGB">
<summary>
<para>Does this render texture use sRGB read/write conversions? (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.useDynamicScale">
<summary>
<para>Is the render texture marked to be scaled by the Dynamic Resolution system.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.useMipMap">
<summary>
<para>Render texture has mipmaps when this flag is set.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.volumeDepth">
<summary>
<para>Volume extent of a 3D render texture or number of slices of array texture.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.vrUsage">
<summary>
<para>If this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.width">
<summary>
<para>The width of the render texture in pixels.</para>
</summary>
</member>
<member name="M:UnityEngine.RenderTexture.ConvertToEquirect(UnityEngine.RenderTexture,UnityEngine.Camera/MonoOrStereoscopicEye)">
<summary>
<para>Converts the render texture to equirectangular format (both stereoscopic or monoscopic equirect).
The left eye will occupy the top half and the right eye will occupy the bottom. The monoscopic version will occupy the whole texture.
Texture dimension must be of type TextureDimension.Cube.</para>
</summary>
<param name="equirect">RenderTexture to render the equirect format to.</param>
<param name="eye">A Camera eye corresponding to the left or right eye for stereoscopic rendering, or neither for monoscopic rendering.</param>
</member>
<member name="M:UnityEngine.RenderTexture.Create">
<summary>
<para>Actually creates the RenderTexture.</para>
</summary>
<returns>
<para>True if the texture is created, else false.</para>
</returns>
</member>
<member name="M:UnityEngine.RenderTexture.#ctor(System.Int32,System.Int32,System.Int32,UnityEngine.RenderTextureFormat,UnityEngine.RenderTextureReadWrite)">
<summary>
<para>Creates a new RenderTexture object.</para>
</summary>
<param name="width">Texture width in pixels.</param>
<param name="height">Texture height in pixels.</param>
<param name="depth">Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer.</param>
<param name="format">Texture color format.</param>
<param name="readWrite">How or if color space conversions should be done on texture read/write.</param>
<param name="desc">Create the RenderTexture with the settings in the RenderTextureDescriptor.</param>
<param name="textureToCopy">Copy the settings from another RenderTexture.</param>
</member>
<member name="M:UnityEngine.RenderTexture.#ctor(UnityEngine.RenderTexture)">
<summary>
<para>Creates a new RenderTexture object.</para>
</summary>
<param name="width">Texture width in pixels.</param>
<param name="height">Texture height in pixels.</param>
<param name="depth">Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer.</param>
<param name="format">Texture color format.</param>
<param name="readWrite">How or if color space conversions should be done on texture read/write.</param>
<param name="desc">Create the RenderTexture with the settings in the RenderTextureDescriptor.</param>
<param name="textureToCopy">Copy the settings from another RenderTexture.</param>
</member>
<member name="M:UnityEngine.RenderTexture.#ctor(UnityEngine.RenderTextureDescriptor)">
<summary>
<para>Creates a new RenderTexture object.</para>
</summary>
<param name="width">Texture width in pixels.</param>
<param name="height">Texture height in pixels.</param>
<param name="depth">Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer.</param>
<param name="format">Texture color format.</param>
<param name="readWrite">How or if color space conversions should be done on texture read/write.</param>
<param name="desc">Create the RenderTexture with the settings in the RenderTextureDescriptor.</param>
<param name="textureToCopy">Copy the settings from another RenderTexture.</param>
</member>
<member name="M:UnityEngine.RenderTexture.DiscardContents">
<summary>
<para>Hint the GPU driver that the contents of the RenderTexture will not be used.</para>
</summary>
<param name="discardColor">Should the colour buffer be discarded?</param>
<param name="discardDepth">Should the depth buffer be discarded?</param>
</member>
<member name="M:UnityEngine.RenderTexture.DiscardContents(System.Boolean,System.Boolean)">
<summary>
<para>Hint the GPU driver that the contents of the RenderTexture will not be used.</para>
</summary>
<param name="discardColor">Should the colour buffer be discarded?</param>
<param name="discardDepth">Should the depth buffer be discarded?</param>
</member>
<member name="M:UnityEngine.RenderTexture.GenerateMips">
<summary>
<para>Generate mipmap levels of a render texture.</para>
</summary>
</member>
<member name="M:UnityEngine.RenderTexture.GetNativeDepthBufferPtr">
<summary>
<para>Retrieve a native (underlying graphics API) pointer to the depth buffer resource.</para>
</summary>
<returns>
<para>Pointer to an underlying graphics API depth buffer resource.</para>
</returns>
</member>
<member name="M:UnityEngine.RenderTexture.GetTemporary(UnityEngine.RenderTextureDescriptor)">
<summary>
<para>Allocate a temporary render texture.</para>
</summary>
<param name="width">Width in pixels.</param>
<param name="height">Height in pixels.</param>
<param name="depthBuffer">Depth buffer bits (0, 16 or 24). Note that only 24 bit depth has stencil buffer.</param>
<param name="format">Render texture format.</param>
<param name="readWrite">Color space conversion mode.</param>
<param name="antiAliasing">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.</param>
<param name="memorylessMode">Render texture memoryless mode.</param>
<param name="desc">Use this RenderTextureDesc for the settings when creating the temporary RenderTexture.</param>
<param name="vrUsage"></param>
<param name="useDynamicScale"></param>
</member>
<member name="M:UnityEngine.RenderTexture.GetTemporary(System.Int32,System.Int32,System.Int32,UnityEngine.RenderTextureFormat,UnityEngine.RenderTextureReadWrite,System.Int32,UnityEngine.RenderTextureMemoryless,UnityEngine.VRTextureUsage,System.Boolean)">
<summary>
<para>Allocate a temporary render texture.</para>
</summary>
<param name="width">Width in pixels.</param>
<param name="height">Height in pixels.</param>
<param name="depthBuffer">Depth buffer bits (0, 16 or 24). Note that only 24 bit depth has stencil buffer.</param>
<param name="format">Render texture format.</param>
<param name="readWrite">Color space conversion mode.</param>
<param name="antiAliasing">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.</param>
<param name="memorylessMode">Render texture memoryless mode.</param>
<param name="desc">Use this RenderTextureDesc for the settings when creating the temporary RenderTexture.</param>
<param name="vrUsage"></param>
<param name="useDynamicScale"></param>
</member>
<member name="M:UnityEngine.RenderTexture.IsCreated">
<summary>
<para>Is the render texture actually created?</para>
</summary>
</member>
<member name="M:UnityEngine.RenderTexture.MarkRestoreExpected">
<summary>
<para>Indicate that there's a RenderTexture restore operation expected.</para>
</summary>
</member>
<member name="M:UnityEngine.RenderTexture.Release">
<summary>
<para>Releases the RenderTexture.</para>
</summary>
</member>
<member name="M:UnityEngine.RenderTexture.ReleaseTemporary(UnityEngine.RenderTexture)">
<summary>
<para>Release a temporary texture allocated with GetTemporary.</para>
</summary>
<param name="temp"></param>
</member>
<member name="M:UnityEngine.RenderTexture.ResolveAntiAliasedSurface">
<summary>
<para>Force an antialiased render texture to be resolved.</para>
</summary>
<param name="target">The render texture to resolve into. If set, the target render texture must have the same dimensions and format as the source.</param>
</member>
<member name="M:UnityEngine.RenderTexture.ResolveAntiAliasedSurface(UnityEngine.RenderTexture)">
<summary>
<para>Force an antialiased render texture to be resolved.</para>
</summary>
<param name="target">The render texture to resolve into. If set, the target render texture must have the same dimensions and format as the source.</param>
</member>
<member name="M:UnityEngine.RenderTexture.SetGlobalShaderProperty(System.String)">
<summary>
<para>Assigns this RenderTexture as a global shader property named propertyName.</para>
</summary>
<param name="propertyName"></param>
</member>
<member name="M:UnityEngine.RenderTexture.SupportsStencil(UnityEngine.RenderTexture)">
<summary>
<para>Does a RenderTexture have stencil buffer?</para>
</summary>
<param name="rt">Render texture, or null for main screen.</param>
</member>
<member name="T:UnityEngine.RenderTextureCreationFlags">
<summary>
<para>Set of flags that control the state of a newly-created RenderTexture.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureCreationFlags.AllowVerticalFlip">
<summary>
<para>Clear this flag when a RenderTexture is a VR eye texture and the device does not automatically flip the texture when being displayed. This is platform specific and
It is set by default. This flag is only cleared when part of a RenderTextureDesc that is returned from GetDefaultVREyeTextureDesc or other VR functions that return a RenderTextureDesc. Currently, only Hololens eye textures need to clear this flag.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureCreationFlags.AutoGenerateMips">
<summary>
<para>Determines whether or not mipmaps are automatically generated when the RenderTexture is modified.
This flag is set by default, and has no effect if the RenderTextureCreationFlags.MipMap flag is not also set.
See RenderTexture.autoGenerateMips for more details.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureCreationFlags.BindMS">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureCreationFlags.CreatedFromScript">
<summary>
<para>This flag is always set internally when a RenderTexture is created from script. It has no effect when set manually from script code.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureCreationFlags.DynamicallyScalable">
<summary>
<para>Set this flag to mark this RenderTexture for Dynamic Resolution should the target platform/graphics API support Dynamic Resolution. See ScalabeBufferManager for more details.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureCreationFlags.EnableRandomWrite">
<summary>
<para>Set this flag to enable random access writes to the RenderTexture from shaders.
Normally, pixel shaders only operate on pixels they are given. Compute shaders cannot write to textures without this flag. Random write enables shaders to write to arbitrary locations on a RenderTexture. See RenderTexture.enableRandomWrite for more details, including supported platforms.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureCreationFlags.EyeTexture">
<summary>
<para>Set this flag when the Texture is to be used as a VR eye texture. This flag is cleared by default. This flag is set on a RenderTextureDesc when it is returned from GetDefaultVREyeTextureDesc or other VR functions returning a RenderTextureDesc.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureCreationFlags.MipMap">
<summary>
<para>Set this flag to allocate mipmaps in the RenderTexture. See RenderTexture.useMipMap for more details.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureCreationFlags.NoResolvedColorSurface">
<summary>
<para>When this flag is set, the engine will not automatically resolve the color surface.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureCreationFlags.SRGB">
<summary>
<para>When this flag is set, reads and writes to this texture are converted to SRGB color space. See RenderTexture.sRGB for more details.</para>
</summary>
</member>
<member name="T:UnityEngine.RenderTextureDescriptor">
<summary>
<para>This struct contains all the information required to create a RenderTexture. It can be copied, cached, and reused to easily create RenderTextures that all share the same properties.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTextureDescriptor.autoGenerateMips">
<summary>
<para>Mipmap levels are generated automatically when this flag is set.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTextureDescriptor.bindMS">
<summary>
<para>If true and msaaSamples is greater than 1, the render texture will not be resolved by default. Use this if the render texture needs to be bound as a multisampled texture in a shader.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTextureDescriptor.colorFormat">
<summary>
<para>The color format for the RenderTexture.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTextureDescriptor.depthBufferBits">
<summary>
<para>The precision of the render texture's depth buffer in bits (0, 16, 24/32 are supported).
See RenderTexture.depth.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTextureDescriptor.dimension">
<summary>
<para>Dimensionality (type) of the render texture.
See RenderTexture.dimension.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTextureDescriptor.enableRandomWrite">
<summary>
<para>Enable random access write into this render texture on Shader Model 5.0 level shaders.
See RenderTexture.enableRandomWrite.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTextureDescriptor.flags">
<summary>
<para>A set of RenderTextureCreationFlags that control how the texture is created.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTextureDescriptor.height">
<summary>
<para>The height of the render texture in pixels.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTextureDescriptor.memoryless">
<summary>
<para>The render texture memoryless mode property.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTextureDescriptor.msaaSamples">
<summary>
<para>The multisample antialiasing level for the RenderTexture.
See RenderTexture.antiAliasing.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTextureDescriptor.shadowSamplingMode">
<summary>
<para>Determines how the RenderTexture is sampled if it is used as a shadow map.
See ShadowSamplingMode for more details.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTextureDescriptor.sRGB">
<summary>
<para>This flag causes the render texture uses sRGB read/write conversions.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTextureDescriptor.useMipMap">
<summary>
<para>Render texture has mipmaps when this flag is set.
See RenderTexture.useMipMap.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTextureDescriptor.volumeDepth">
<summary>
<para>Volume extent of a 3D render texture.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTextureDescriptor.vrUsage">
<summary>
<para>If this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any. Instead of setting this manually, use the value returned by XR.XRSettings.eyeTextureDesc|eyeTextureDesc or other VR functions returning a RenderTextureDescriptor.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTextureDescriptor.width">
<summary>
<para>The width of the render texture in pixels.</para>
</summary>
</member>
<member name="M:UnityEngine.RenderTextureDescriptor.#ctor(System.Int32,System.Int32)">
<summary>
<para>Create a RenderTextureDescriptor with default values, or a certain width, height, and format.</para>
</summary>
<param name="width">Width of the RenderTexture in pixels.</param>
<param name="height">Height of the RenderTexture in pixels.</param>
<param name="colorFormat">The color format for the RenderTexture.</param>
<param name="depthBufferBits">The number of bits to use for the depth buffer.</param>
</member>
<member name="M:UnityEngine.RenderTextureDescriptor.#ctor(System.Int32,System.Int32,UnityEngine.RenderTextureFormat)">
<summary>
<para>Create a RenderTextureDescriptor with default values, or a certain width, height, and format.</para>
</summary>
<param name="width">Width of the RenderTexture in pixels.</param>
<param name="height">Height of the RenderTexture in pixels.</param>
<param name="colorFormat">The color format for the RenderTexture.</param>
<param name="depthBufferBits">The number of bits to use for the depth buffer.</param>
</member>
<member name="M:UnityEngine.RenderTextureDescriptor.#ctor(System.Int32,System.Int32,UnityEngine.RenderTextureFormat,System.Int32)">
<summary>
<para>Create a RenderTextureDescriptor with default values, or a certain width, height, and format.</para>
</summary>
<param name="width">Width of the RenderTexture in pixels.</param>
<param name="height">Height of the RenderTexture in pixels.</param>
<param name="colorFormat">The color format for the RenderTexture.</param>
<param name="depthBufferBits">The number of bits to use for the depth buffer.</param>
</member>
<member name="T:UnityEngine.RenderTextureFormat">
<summary>
<para>Format of a RenderTexture.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.ARGB1555">
<summary>
<para>Color render texture format, 1 bit for Alpha channel, 5 bits for Red, Green and Blue channels.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.ARGB2101010">
<summary>
<para>Color render texture format. 10 bits for colors, 2 bits for alpha.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.ARGB32">
<summary>
<para>Color render texture format, 8 bits per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.ARGB4444">
<summary>
<para>Color render texture format, 4 bit per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.ARGB64">
<summary>
<para>Four color render texture format, 16 bits per channel, fixed point, unsigned normalized.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.ARGBFloat">
<summary>
<para>Color render texture format, 32 bit floating point per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.ARGBHalf">
<summary>
<para>Color render texture format, 16 bit floating point per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.ARGBInt">
<summary>
<para>Four channel (ARGB) render texture format, 32 bit signed integer per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.BGR101010_XR">
<summary>
<para>Color render texture format, 10 bit per channel, extended range.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.BGRA10101010_XR">
<summary>
<para>Color render texture format, 10 bit per channel, extended range.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.BGRA32">
<summary>
<para>Color render texture format, 8 bits per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.Default">
<summary>
<para>Default color render texture format: will be chosen accordingly to Frame Buffer format and Platform.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.DefaultHDR">
<summary>
<para>Default HDR color render texture format: will be chosen accordingly to Frame Buffer format and Platform.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.Depth">
<summary>
<para>A depth render texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.R16">
<summary>
<para>Single channel (R) render texture format, 16 bit integer.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.R8">
<summary>
<para>Single channel (R) render texture format, 8 bit integer.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.RFloat">
<summary>
<para>Scalar (R) render texture format, 32 bit floating point.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.RG16">
<summary>
<para>Two channel (RG) render texture format, 8 bits per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.RG32">
<summary>
<para>Two color (RG) render texture format, 16 bits per channel, fixed point, unsigned normalized.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.RGB111110Float">
<summary>
<para>Color render texture format. R and G channels are 11 bit floating point, B channel is 10 bit floating point.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.RGB565">
<summary>
<para>Color render texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.RGBAUShort">
<summary>
<para>Four channel (RGBA) render texture format, 16 bit unsigned integer per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.RGFloat">
<summary>
<para>Two color (RG) render texture format, 32 bit floating point per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.RGHalf">
<summary>
<para>Two color (RG) render texture format, 16 bit floating point per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.RGInt">
<summary>
<para>Two channel (RG) render texture format, 32 bit signed integer per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.RHalf">
<summary>
<para>Scalar (R) render texture format, 16 bit floating point.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.RInt">
<summary>
<para>Scalar (R) render texture format, 32 bit signed integer.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.Shadowmap">
<summary>
<para>A native shadowmap render texture format.</para>
</summary>
</member>
<member name="T:UnityEngine.RenderTextureMemoryless">
<summary>
<para>Flags enumeration of the render texture memoryless modes.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureMemoryless.Color">
<summary>
<para>Render texture color pixels are memoryless when RenderTexture.antiAliasing is set to 1.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureMemoryless.Depth">
<summary>
<para>Render texture depth pixels are memoryless.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureMemoryless.MSAA">
<summary>
<para>Render texture color pixels are memoryless when RenderTexture.antiAliasing is set to 2, 4 or 8.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureMemoryless.None">
<summary>
<para>The render texture is not memoryless.</para>
</summary>
</member>
<member name="T:UnityEngine.RenderTextureReadWrite">
<summary>
<para>Color space conversion mode of a RenderTexture.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureReadWrite.sRGB">
<summary>
<para>Render texture contains sRGB (color) data, perform Linear&lt;-&gt;sRGB conversions on it.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureReadWrite.Default">
<summary>
<para>Default color space conversion based on project settings.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureReadWrite.Linear">
<summary>
<para>Render texture contains linear (non-color) data; don't perform color conversions on it.</para>
</summary>
</member>
<member name="T:UnityEngine.RequireComponent">
<summary>
<para>The RequireComponent attribute automatically adds required components as dependencies.</para>
</summary>
</member>
<member name="M:UnityEngine.RequireComponent.#ctor(System.Type)">
<summary>
<para>Require a single component.</para>
</summary>
<param name="requiredComponent"></param>
</member>
<member name="M:UnityEngine.RequireComponent.#ctor(System.Type,System.Type)">
<summary>
<para>Require two components.</para>
</summary>
<param name="requiredComponent"></param>
<param name="requiredComponent2"></param>
</member>
<member name="M:UnityEngine.RequireComponent.#ctor(System.Type,System.Type,System.Type)">
<summary>
<para>Require three components.</para>
</summary>
<param name="requiredComponent"></param>
<param name="requiredComponent2"></param>
<param name="requiredComponent3"></param>
</member>
<member name="T:UnityEngine.Resolution">
<summary>
<para>Represents a display resolution.</para>
</summary>
</member>
<member name="P:UnityEngine.Resolution.height">
<summary>
<para>Resolution height in pixels.</para>
</summary>
</member>
<member name="P:UnityEngine.Resolution.refreshRate">
<summary>
<para>Resolution's vertical refresh rate in Hz.</para>
</summary>
</member>
<member name="P:UnityEngine.Resolution.width">
<summary>
<para>Resolution width in pixels.</para>
</summary>
</member>
<member name="M:UnityEngine.Resolution.ToString">
<summary>
<para>Returns a nicely formatted string of the resolution.</para>
</summary>
<returns>
<para>A string with the format "width x height @ refreshRateHz".</para>
</returns>
</member>
<member name="T:UnityEngine.ResourceRequest">
<summary>
<para>Asynchronous load request from the Resources bundle.</para>
</summary>
</member>
<member name="P:UnityEngine.ResourceRequest.asset">
<summary>
<para>Asset object being loaded (Read Only).</para>
</summary>
</member>
<member name="T:UnityEngine.Resources">
<summary>
<para>The Resources class allows you to find and access Objects including assets.</para>
</summary>
</member>
<member name="M:UnityEngine.Resources.FindObjectsOfTypeAll(System.Type)">
<summary>
<para>Returns a list of all objects of Type type.</para>
</summary>
<param name="type">Type of the class to match while searching.</param>
<returns>
<para>An array of objects whose class is type or is derived from type.</para>
</returns>
</member>
<member name="M:UnityEngine.Resources.FindObjectsOfTypeAll">
<summary>
<para>Returns a list of all objects of Type T.</para>
</summary>
</member>
<member name="M:UnityEngine.Resources.Load(System.String)">
<summary>
<para>Loads an asset stored at path in a folder called Resources.</para>
</summary>
<param name="path">Pathname of the target folder.</param>
<returns>
<para>The requested asset returned as a Type.</para>
</returns>
</member>
<member name="M:UnityEngine.Resources.Load(System.String)">
<summary>
<para>Loads an asset stored at path in a Resources folder.</para>
</summary>
<param name="path">Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.</param>
<param name="systemTypeInstance">Type filter for objects returned.</param>
<returns>
<para>The requested asset returned as an Object.</para>
</returns>
</member>
<member name="M:UnityEngine.Resources.Load(System.String,System.Type)">
<summary>
<para>Loads an asset stored at path in a Resources folder.</para>
</summary>
<param name="path">Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.</param>
<param name="systemTypeInstance">Type filter for objects returned.</param>
<returns>
<para>The requested asset returned as an Object.</para>
</returns>
</member>
<member name="M:UnityEngine.Resources.LoadAll(System.String)">
<summary>
<para>Loads all assets in a folder or file at path in a Resources folder.</para>
</summary>
<param name="path">Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.</param>
<param name="systemTypeInstance">Type filter for objects returned.</param>
</member>
<member name="M:UnityEngine.Resources.LoadAll(System.String,System.Type)">
<summary>
<para>Loads all assets in a folder or file at path in a Resources folder.</para>
</summary>
<param name="path">Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.</param>
<param name="systemTypeInstance">Type filter for objects returned.</param>
</member>
<member name="M:UnityEngine.Resources.LoadAll(System.String)">
<summary>
<para>Loads all assets in a folder or file at path in a Resources folder.</para>
</summary>
<param name="path">Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.</param>
</member>
<member name="M:UnityEngine.Resources.LoadAsync(System.String)">
<summary>
<para>Asynchronously loads an asset stored at path in a Resources folder.</para>
</summary>
<param name="path">Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.</param>
<param name="systemTypeInstance">Type filter for objects returned.</param>
<param name="type"></param>
</member>
<member name="M:UnityEngine.Resources.LoadAsync(System.String,System.Type)">
<summary>
<para>Asynchronously loads an asset stored at path in a Resources folder.</para>
</summary>
<param name="path">Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.</param>
<param name="systemTypeInstance">Type filter for objects returned.</param>
<param name="type"></param>
</member>
<member name="M:UnityEngine.Resources.LoadAsync(System.String)">
<summary>
<para>Asynchronously loads an asset stored at path in a Resources folder.</para>
</summary>
<param name="path">Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.</param>
</member>
<member name="M:UnityEngine.Resources.UnloadAsset(UnityEngine.Object)">
<summary>
<para>Unloads assetToUnload from memory.</para>
</summary>
<param name="assetToUnload"></param>
</member>
<member name="M:UnityEngine.Resources.UnloadUnusedAssets">
<summary>
<para>Unloads assets that are not used.</para>
</summary>
<returns>
<para>Object on which you can yield to wait until the operation completes.</para>
</returns>
</member>
<member name="T:UnityEngine.RuntimeInitializeLoadType">
<summary>
<para>Set RuntimeInitializeOnLoadMethod type.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimeInitializeLoadType.AfterSceneLoad">
<summary>
<para>After Scene is loaded.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimeInitializeLoadType.BeforeSceneLoad">
<summary>
<para>Before Scene is loaded.</para>
</summary>
</member>
<member name="T:UnityEngine.RuntimeInitializeOnLoadMethodAttribute">
<summary>
<para>Allow a runtime class method to be initialized when a game is loaded at runtime
without action from the user.</para>
</summary>
</member>
<member name="P:UnityEngine.RuntimeInitializeOnLoadMethodAttribute.loadType">
<summary>
<para>Set RuntimeInitializeOnLoadMethod type.</para>
</summary>
</member>
<member name="M:UnityEngine.RuntimeInitializeOnLoadMethodAttribute.#ctor">
<summary>
<para>Creation of the runtime class used when Scenes are loaded.</para>
</summary>
<param name="loadType">Determine whether methods are called before or after the
Scene is loaded.</param>
</member>
<member name="M:UnityEngine.RuntimeInitializeOnLoadMethodAttribute.#ctor(UnityEngine.RuntimeInitializeLoadType)">
<summary>
<para>Creation of the runtime class used when Scenes are loaded.</para>
</summary>
<param name="loadType">Determine whether methods are called before or after the
Scene is loaded.</param>
</member>
<member name="T:UnityEngine.RuntimePlatform">
<summary>
<para>The platform application is running. Returned by Application.platform.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.tvOS">
<summary>
<para>In the player on the Apple's tvOS.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.Android">
<summary>
<para>In the player on Android devices.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.IPhonePlayer">
<summary>
<para>In the player on the iPhone.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.LinuxEditor">
<summary>
<para>In the Unity editor on Linux.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.LinuxPlayer">
<summary>
<para>In the player on Linux.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.OSXDashboardPlayer">
<summary>
<para>In the Dashboard widget on macOS.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.OSXEditor">
<summary>
<para>In the Unity editor on macOS.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.OSXPlayer">
<summary>
<para>In the player on macOS.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.OSXWebPlayer">
<summary>
<para>In the web player on macOS.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.PS4">
<summary>
<para>In the player on the Playstation 4.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.Switch">
<summary>
<para>In the player on Nintendo Switch.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.WebGLPlayer">
<summary>
<para>In the player on WebGL</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.WindowsEditor">
<summary>
<para>In the Unity editor on Windows.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.WindowsPlayer">
<summary>
<para>In the player on Windows.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.WindowsWebPlayer">
<summary>
<para>In the web player on Windows.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.WSAPlayerARM">
<summary>
<para>In the player on Windows Store Apps when CPU architecture is ARM.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.WSAPlayerX64">
<summary>
<para>In the player on Windows Store Apps when CPU architecture is X64.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.WSAPlayerX86">
<summary>
<para>In the player on Windows Store Apps when CPU architecture is X86.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.XboxOne">
<summary>
<para>In the player on Xbox One.</para>
</summary>
</member>
<member name="T:UnityEngine.ScalableBufferManager">
<summary>
<para>Scales render textures to support dynamic resolution if the target platform/graphics API supports it.</para>
</summary>
</member>
<member name="P:UnityEngine.ScalableBufferManager.heightScaleFactor">
<summary>
<para>Height scale factor to control dynamic resolution.</para>
</summary>
</member>
<member name="P:UnityEngine.ScalableBufferManager.widthScaleFactor">
<summary>
<para>Width scale factor to control dynamic resolution.</para>
</summary>
</member>
<member name="M:UnityEngine.ScalableBufferManager.ResizeBuffers(System.Single,System.Single)">
<summary>
<para>Function to resize all buffers marked as DynamicallyScalable.</para>
</summary>
<param name="widthScale">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.</param>
<param name="heightScale">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.</param>
</member>
<member name="T:UnityEngine.SceneManagement.CreateSceneParameters">
<summary>
<para>This struct collects all the CreateScene parameters in to a single place.</para>
</summary>
</member>
<member name="P:UnityEngine.SceneManagement.CreateSceneParameters.localPhysicsMode">
<summary>
<para>See SceneManagement.LocalPhysicsMode.</para>
</summary>
</member>
<member name="T:UnityEngine.SceneManagement.LoadSceneMode">
<summary>
<para>Used when loading a Scene in a player.</para>
</summary>
</member>
<member name="F:UnityEngine.SceneManagement.LoadSceneMode.Additive">
<summary>
<para>Adds the Scene to the current loaded Scenes.</para>
</summary>
</member>
<member name="F:UnityEngine.SceneManagement.LoadSceneMode.Single">
<summary>
<para>Closes all current loaded Scenes
and loads a Scene.</para>
</summary>
</member>
<member name="T:UnityEngine.SceneManagement.LoadSceneParameters">
<summary>
<para>This struct collects all the LoadScene parameters in to a single place.</para>
</summary>
</member>
<member name="P:UnityEngine.SceneManagement.LoadSceneParameters.loadSceneMode">
<summary>
<para>See LoadSceneMode.</para>
</summary>
</member>
<member name="P:UnityEngine.SceneManagement.LoadSceneParameters.localPhysicsMode">
<summary>
<para>See SceneManagement.LocalPhysicsMode.</para>
</summary>
</member>
<member name="M:UnityEngine.SceneManagement.LoadSceneParameters.#ctor(UnityEngine.SceneManagement.LoadSceneMode)">
<summary>
<para>Constructor for LoadSceneParameters. See SceneManager.LoadScene.</para>
</summary>
<param name="mode">See LoadSceneParameters.loadSceneMode.</param>
</member>
<member name="T:UnityEngine.SceneManagement.LocalPhysicsMode">
<summary>
<para>Provides options for 2D and 3D local physics.</para>
</summary>
</member>
<member name="F:UnityEngine.SceneManagement.LocalPhysicsMode.None">
<summary>
<para>No local 2D or 3D physics Scene will be created.</para>
</summary>
</member>
<member name="F:UnityEngine.SceneManagement.LocalPhysicsMode.Physics2D">
<summary>
<para>A local 2D physics Scene will be created and owned by the Scene.</para>
</summary>
</member>
<member name="F:UnityEngine.SceneManagement.LocalPhysicsMode.Physics3D">
<summary>
<para>A local 3D physics Scene will be created and owned by the Scene.</para>
</summary>
</member>
<member name="T:UnityEngine.SceneManagement.Scene">
<summary>
<para>Run-time data structure for *.unity file.</para>
</summary>
</member>
<member name="P:UnityEngine.SceneManagement.Scene.buildIndex">
<summary>
<para>Return the index of the Scene in the Build Settings.</para>
</summary>
</member>
<member name="P:UnityEngine.SceneManagement.Scene.isDirty">
<summary>
<para>Returns true if the Scene is modifed.</para>
</summary>
</member>
<member name="P:UnityEngine.SceneManagement.Scene.isLoaded">
<summary>
<para>Returns true if the Scene is loaded.</para>
</summary>
</member>
<member name="P:UnityEngine.SceneManagement.Scene.name">
<summary>
<para>Returns the name of the Scene.</para>
</summary>
</member>
<member name="P:UnityEngine.SceneManagement.Scene.path">
<summary>
<para>Returns the relative path of the Scene. Like: "AssetsMyScenesMyScene.unity".</para>
</summary>
</member>
<member name="P:UnityEngine.SceneManagement.Scene.rootCount">
<summary>
<para>The number of root transforms of this Scene.</para>
</summary>
</member>
<member name="M:UnityEngine.SceneManagement.Scene.GetRootGameObjects">
<summary>
<para>Returns all the root game objects in the Scene.</para>
</summary>
<returns>
<para>An array of game objects.</para>
</returns>
</member>
<member name="M:UnityEngine.SceneManagement.Scene.GetRootGameObjects(System.Collections.Generic.List`1&lt;UnityEngine.GameObject&gt;)">
<summary>
<para>Returns all the root game objects in the Scene.</para>
</summary>
<param name="rootGameObjects">A list which is used to return the root game objects.</param>
</member>
<member name="M:UnityEngine.SceneManagement.Scene.IsValid">
<summary>
<para>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.</para>
</summary>
<returns>
<para>Whether this is a valid Scene.</para>
</returns>
</member>
<member name="?:UnityEngine.SceneManagement.Scene.op_Equal(UnityEngine.SceneManagement.Scene,UnityEngine.SceneManagement.Scene)">
<summary>
<para>Returns true if the Scenes are equal.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.SceneManagement.Scene.op_NotEqual(UnityEngine.SceneManagement.Scene,UnityEngine.SceneManagement.Scene)">
<summary>
<para>Returns true if the Scenes are different.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="T:UnityEngine.SceneManagement.SceneManager">
<summary>
<para>Scene management at run-time.</para>
</summary>
</member>
<member name="?:UnityEngine.SceneManagement.SceneManager.activeSceneChanged(UnityEngine.Events.UnityAction`2&lt;UnityEngine.SceneManagement.Scene,UnityEngine.SceneManagement.Scene&gt;)">
<summary>
<para>Subscribe to this event to get notified when the active Scene has changed.</para>
</summary>
<param name="value">Use a subscription of either a UnityAction&lt;SceneManagement.Scene, SceneManagement.Scene&gt; or a method that takes two SceneManagement.Scene types arguments.</param>
</member>
<member name="P:UnityEngine.SceneManagement.SceneManager.sceneCount">
<summary>
<para>The total number of currently loaded Scenes.</para>
</summary>
</member>
<member name="P:UnityEngine.SceneManagement.SceneManager.sceneCountInBuildSettings">
<summary>
<para>Number of Scenes in Build Settings.</para>
</summary>
</member>
<member name="?:UnityEngine.SceneManagement.SceneManager.sceneLoaded(UnityEngine.Events.UnityAction`2&lt;UnityEngine.SceneManagement.Scene,UnityEngine.SceneManagement.LoadSceneMode&gt;)">
<summary>
<para>Add a delegate to this to get notifications when a Scene has loaded.</para>
</summary>
<param name="value">Use a subscription of either a UnityAction&lt;SceneManagement.Scene, SceneManagement.LoadSceneMode&gt; or a method that takes a SceneManagement.Scene and a SceneManagement.LoadSceneMode.</param>
</member>
<member name="?:UnityEngine.SceneManagement.SceneManager.sceneUnloaded(UnityEngine.Events.UnityAction`1&lt;UnityEngine.SceneManagement.Scene&gt;)">
<summary>
<para>Add a delegate to this to get notifications when a Scene has unloaded.</para>
</summary>
<param name="value">Use a subscription of either a UnityAction&lt;SceneManagement.Scene&gt; or a method that takes a SceneManagement.Scene type argument.</param>
</member>
<member name="M:UnityEngine.SceneManagement.SceneManager.CreateScene(System.String)">
<summary>
<para>Create an empty new Scene at runtime with the given name.</para>
</summary>
<param name="sceneName">The name of the new Scene. It cannot be empty or null, or same as the name of the existing Scenes.</param>
<param name="parameters">Various parameters used to create the Scene.</param>
<returns>
<para>A reference to the new Scene that was created, or an invalid Scene if creation failed.</para>
</returns>
</member>
<member name="M:UnityEngine.SceneManagement.SceneManager.CreateScene(System.String,UnityEngine.SceneManagement.CreateSceneParameters)">
<summary>
<para>Create an empty new Scene at runtime with the given name.</para>
</summary>
<param name="sceneName">The name of the new Scene. It cannot be empty or null, or same as the name of the existing Scenes.</param>
<param name="parameters">Various parameters used to create the Scene.</param>
<returns>
<para>A reference to the new Scene that was created, or an invalid Scene if creation failed.</para>
</returns>
</member>
<member name="M:UnityEngine.SceneManagement.SceneManager.GetActiveScene">
<summary>
<para>Gets the currently active Scene.</para>
</summary>
<returns>
<para>The active Scene.</para>
</returns>
</member>
<member name="M:UnityEngine.SceneManagement.SceneManager.GetAllScenes">
<summary>
<para>Returns an array of all the Scenes currently open in the hierarchy.</para>
</summary>
<returns>
<para>Array of Scenes in the Hierarchy.</para>
</returns>
</member>
<member name="M:UnityEngine.SceneManagement.SceneManager.GetSceneAt(System.Int32)">
<summary>
<para>Get the Scene at index in the SceneManager's list of loaded Scenes.</para>
</summary>
<param name="index">Index of the Scene to get. Index must be greater than or equal to 0 and less than SceneManager.sceneCount.</param>
<returns>
<para>A reference to the Scene at the index specified.</para>
</returns>
</member>
<member name="M:UnityEngine.SceneManagement.SceneManager.GetSceneByBuildIndex(System.Int32)">
<summary>
<para>Get a Scene struct from a build index.</para>
</summary>
<param name="buildIndex">Build index as shown in the Build Settings window.</param>
<returns>
<para>A reference to the Scene, if valid. If not, an invalid Scene is returned.</para>
</returns>
</member>
<member name="M:UnityEngine.SceneManagement.SceneManager.GetSceneByName(System.String)">
<summary>
<para>Searches through the Scenes loaded for a Scene with the given name.</para>
</summary>
<param name="name">Name of Scene to find.</param>
<returns>
<para>A reference to the Scene, if valid. If not, an invalid Scene is returned.</para>
</returns>
</member>
<member name="M:UnityEngine.SceneManagement.SceneManager.GetSceneByPath(System.String)">
<summary>
<para>Searches all Scenes loaded for a Scene that has the given asset path.</para>
</summary>
<param name="scenePath">Path of the Scene. Should be relative to the project folder. Like: "AssetsMyScenesMyScene.unity".</param>
<returns>
<para>A reference to the Scene, if valid. If not, an invalid Scene is returned.</para>
</returns>
</member>
<member name="M:UnityEngine.SceneManagement.SceneManager.LoadScene(System.Int32,UnityEngine.SceneManagement.LoadSceneMode)">
<summary>
<para>Loads the Scene by its name or index in Build Settings.</para>
</summary>
<param name="sceneName">Name or path of the Scene to load.</param>
<param name="sceneBuildIndex">Index of the Scene in the Build Settings to load.</param>
<param name="mode">Allows you to specify whether or not to load the Scene additively. See SceneManagement.LoadSceneMode for more information about the options.</param>
</member>
<member name="M:UnityEngine.SceneManagement.SceneManager.LoadScene(System.String,UnityEngine.SceneManagement.LoadSceneMode)">
<summary>
<para>Loads the Scene by its name or index in Build Settings.</para>
</summary>
<param name="sceneName">Name or path of the Scene to load.</param>
<param name="sceneBuildIndex">Index of the Scene in the Build Settings to load.</param>
<param name="mode">Allows you to specify whether or not to load the Scene additively. See SceneManagement.LoadSceneMode for more information about the options.</param>
</member>
<member name="M:UnityEngine.SceneManagement.SceneManager.LoadScene(System.Int32,UnityEngine.SceneManagement.LoadSceneParameters)">
<summary>
<para>Loads the Scene by its name or index in Build Settings.</para>
</summary>
<param name="sceneName">Name or path of the Scene to load.</param>
<param name="sceneBuildIndex">Index of the Scene in the Build Settings to load.</param>
<param name="parameters">Various parameters used to load the Scene.</param>
<returns>
<para>A handle to the Scene being loaded.</para>
</returns>
</member>
<member name="M:UnityEngine.SceneManagement.SceneManager.LoadScene(System.String,UnityEngine.SceneManagement.LoadSceneParameters)">
<summary>
<para>Loads the Scene by its name or index in Build Settings.</para>
</summary>
<param name="sceneName">Name or path of the Scene to load.</param>
<param name="sceneBuildIndex">Index of the Scene in the Build Settings to load.</param>
<param name="parameters">Various parameters used to load the Scene.</param>
<returns>
<para>A handle to the Scene being loaded.</para>
</returns>
</member>
<member name="M:UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(System.String,UnityEngine.SceneManagement.LoadSceneMode)">
<summary>
<para>Loads the Scene asynchronously in the background.</para>
</summary>
<param name="sceneName">Name or path of the Scene to load.</param>
<param name="sceneBuildIndex">Index of the Scene in the Build Settings to load.</param>
<param name="mode">If LoadSceneMode.Single then all current Scenes will be unloaded before loading.</param>
<param name="parameters">Struct that collects the various parameters into a single place except for the name and index.</param>
<returns>
<para>Use the AsyncOperation to determine if the operation has completed.</para>
</returns>
</member>
<member name="M:UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(System.Int32,UnityEngine.SceneManagement.LoadSceneMode)">
<summary>
<para>Loads the Scene asynchronously in the background.</para>
</summary>
<param name="sceneName">Name or path of the Scene to load.</param>
<param name="sceneBuildIndex">Index of the Scene in the Build Settings to load.</param>
<param name="mode">If LoadSceneMode.Single then all current Scenes will be unloaded before loading.</param>
<param name="parameters">Struct that collects the various parameters into a single place except for the name and index.</param>
<returns>
<para>Use the AsyncOperation to determine if the operation has completed.</para>
</returns>
</member>
<member name="M:UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(System.String,UnityEngine.SceneManagement.LoadSceneParameters)">
<summary>
<para>Loads the Scene asynchronously in the background.</para>
</summary>
<param name="sceneName">Name or path of the Scene to load.</param>
<param name="sceneBuildIndex">Index of the Scene in the Build Settings to load.</param>
<param name="mode">If LoadSceneMode.Single then all current Scenes will be unloaded before loading.</param>
<param name="parameters">Struct that collects the various parameters into a single place except for the name and index.</param>
<returns>
<para>Use the AsyncOperation to determine if the operation has completed.</para>
</returns>
</member>
<member name="M:UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(System.Int32,UnityEngine.SceneManagement.LoadSceneParameters)">
<summary>
<para>Loads the Scene asynchronously in the background.</para>
</summary>
<param name="sceneName">Name or path of the Scene to load.</param>
<param name="sceneBuildIndex">Index of the Scene in the Build Settings to load.</param>
<param name="mode">If LoadSceneMode.Single then all current Scenes will be unloaded before loading.</param>
<param name="parameters">Struct that collects the various parameters into a single place except for the name and index.</param>
<returns>
<para>Use the AsyncOperation to determine if the operation has completed.</para>
</returns>
</member>
<member name="M:UnityEngine.SceneManagement.SceneManager.MergeScenes(UnityEngine.SceneManagement.Scene,UnityEngine.SceneManagement.Scene)">
<summary>
<para>This will merge the source Scene into the destinationScene.</para>
</summary>
<param name="sourceScene">The Scene that will be merged into the destination Scene.</param>
<param name="destinationScene">Existing Scene to merge the source Scene into.</param>
</member>
<member name="M:UnityEngine.SceneManagement.SceneManager.MoveGameObjectToScene(UnityEngine.GameObject,UnityEngine.SceneManagement.Scene)">
<summary>
<para>Move a GameObject from its current Scene to a new Scene.</para>
</summary>
<param name="go">GameObject to move.</param>
<param name="scene">Scene to move into.</param>
</member>
<member name="M:UnityEngine.SceneManagement.SceneManager.SetActiveScene(UnityEngine.SceneManagement.Scene)">
<summary>
<para>Set the Scene to be active.</para>
</summary>
<param name="scene">The Scene to be set.</param>
<returns>
<para>Returns false if the Scene is not loaded yet.</para>
</returns>
</member>
<member name="M:UnityEngine.SceneManagement.SceneManager.UnloadScene(System.Int32)">
<summary>
<para>Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager.</para>
</summary>
<param name="sceneBuildIndex">Index of the Scene in the Build Settings to unload.</param>
<param name="sceneName">Name or path of the Scene to unload.</param>
<param name="scene">Scene to unload.</param>
<returns>
<para>Returns true if the Scene is unloaded.</para>
</returns>
</member>
<member name="M:UnityEngine.SceneManagement.SceneManager.UnloadScene(System.String)">
<summary>
<para>Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager.</para>
</summary>
<param name="sceneBuildIndex">Index of the Scene in the Build Settings to unload.</param>
<param name="sceneName">Name or path of the Scene to unload.</param>
<param name="scene">Scene to unload.</param>
<returns>
<para>Returns true if the Scene is unloaded.</para>
</returns>
</member>
<member name="M:UnityEngine.SceneManagement.SceneManager.UnloadScene(UnityEngine.SceneManagement.Scene)">
<summary>
<para>Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager.</para>
</summary>
<param name="sceneBuildIndex">Index of the Scene in the Build Settings to unload.</param>
<param name="sceneName">Name or path of the Scene to unload.</param>
<param name="scene">Scene to unload.</param>
<returns>
<para>Returns true if the Scene is unloaded.</para>
</returns>
</member>
<member name="M:UnityEngine.SceneManagement.SceneManager.UnloadSceneAsync(System.Int32)">
<summary>
<para>Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager.</para>
</summary>
<param name="sceneBuildIndex">Index of the Scene in BuildSettings.</param>
<param name="sceneName">Name or path of the Scene to unload.</param>
<param name="scene">Scene to unload.</param>
<param name="options">Scene unloading options.</param>
<returns>
<para>Use the AsyncOperation to determine if the operation has completed.</para>
</returns>
</member>
<member name="M:UnityEngine.SceneManagement.SceneManager.UnloadSceneAsync(System.String)">
<summary>
<para>Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager.</para>
</summary>
<param name="sceneBuildIndex">Index of the Scene in BuildSettings.</param>
<param name="sceneName">Name or path of the Scene to unload.</param>
<param name="scene">Scene to unload.</param>
<param name="options">Scene unloading options.</param>
<returns>
<para>Use the AsyncOperation to determine if the operation has completed.</para>
</returns>
</member>
<member name="M:UnityEngine.SceneManagement.SceneManager.UnloadSceneAsync(UnityEngine.SceneManagement.Scene)">
<summary>
<para>Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager.</para>
</summary>
<param name="sceneBuildIndex">Index of the Scene in BuildSettings.</param>
<param name="sceneName">Name or path of the Scene to unload.</param>
<param name="scene">Scene to unload.</param>
<param name="options">Scene unloading options.</param>
<returns>
<para>Use the AsyncOperation to determine if the operation has completed.</para>
</returns>
</member>
<member name="M:UnityEngine.SceneManagement.SceneManager.UnloadSceneAsync(System.Int32,UnityEngine.SceneManagement.UnloadSceneOptions)">
<summary>
<para>Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager.</para>
</summary>
<param name="sceneBuildIndex">Index of the Scene in BuildSettings.</param>
<param name="sceneName">Name or path of the Scene to unload.</param>
<param name="scene">Scene to unload.</param>
<param name="options">Scene unloading options.</param>
<returns>
<para>Use the AsyncOperation to determine if the operation has completed.</para>
</returns>
</member>
<member name="M:UnityEngine.SceneManagement.SceneManager.UnloadSceneAsync(System.String,UnityEngine.SceneManagement.UnloadSceneOptions)">
<summary>
<para>Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager.</para>
</summary>
<param name="sceneBuildIndex">Index of the Scene in BuildSettings.</param>
<param name="sceneName">Name or path of the Scene to unload.</param>
<param name="scene">Scene to unload.</param>
<param name="options">Scene unloading options.</param>
<returns>
<para>Use the AsyncOperation to determine if the operation has completed.</para>
</returns>
</member>
<member name="M:UnityEngine.SceneManagement.SceneManager.UnloadSceneAsync(UnityEngine.SceneManagement.Scene,UnityEngine.SceneManagement.UnloadSceneOptions)">
<summary>
<para>Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager.</para>
</summary>
<param name="sceneBuildIndex">Index of the Scene in BuildSettings.</param>
<param name="sceneName">Name or path of the Scene to unload.</param>
<param name="scene">Scene to unload.</param>
<param name="options">Scene unloading options.</param>
<returns>
<para>Use the AsyncOperation to determine if the operation has completed.</para>
</returns>
</member>
<member name="T:UnityEngine.SceneManagement.SceneUtility">
<summary>
<para>Scene and Build Settings related utilities.</para>
</summary>
</member>
<member name="M:UnityEngine.SceneManagement.SceneUtility.GetBuildIndexByScenePath(System.String)">
<summary>
<para>Get the build index from a Scene path.</para>
</summary>
<param name="scenePath">Scene path (e.g: "AssetsScenesScene1.unity").</param>
<returns>
<para>Build index.</para>
</returns>
</member>
<member name="M:UnityEngine.SceneManagement.SceneUtility.GetScenePathByBuildIndex(System.Int32)">
<summary>
<para>Get the Scene path from a build index.</para>
</summary>
<param name="buildIndex"></param>
<returns>
<para>Scene path (e.g "AssetsScenesScene1.unity").</para>
</returns>
</member>
<member name="T:UnityEngine.SceneManagement.UnloadSceneOptions">
<summary>
<para>Scene unloading options passed to SceneManager.UnloadScene.</para>
</summary>
</member>
<member name="F:UnityEngine.SceneManagement.UnloadSceneOptions.None">
<summary>
<para>Unload scene without any special options.</para>
</summary>
</member>
<member name="F:UnityEngine.SceneManagement.UnloadSceneOptions.UnloadAllEmbeddedSceneObjects">
<summary>
<para>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.</para>
</summary>
</member>
<member name="T:UnityEngine.Screen">
<summary>
<para>Access to display information.</para>
</summary>
</member>
<member name="P:UnityEngine.Screen.autorotateToLandscapeLeft">
<summary>
<para>Allow auto-rotation to landscape left?</para>
</summary>
</member>
<member name="P:UnityEngine.Screen.autorotateToLandscapeRight">
<summary>
<para>Allow auto-rotation to landscape right?</para>
</summary>
</member>
<member name="P:UnityEngine.Screen.autorotateToPortrait">
<summary>
<para>Allow auto-rotation to portrait?</para>
</summary>
</member>
<member name="P:UnityEngine.Screen.autorotateToPortraitUpsideDown">
<summary>
<para>Allow auto-rotation to portrait, upside down?</para>
</summary>
</member>
<member name="P:UnityEngine.Screen.currentResolution">
<summary>
<para>The current screen resolution (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Screen.dpi">
<summary>
<para>The current DPI of the screen / device (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Screen.fullScreen">
<summary>
<para>Is the game running full-screen?</para>
</summary>
</member>
<member name="P:UnityEngine.Screen.fullScreenMode">
<summary>
<para>Set this property to one of the values in FullScreenMode to change the display mode of your application.</para>
</summary>
</member>
<member name="P:UnityEngine.Screen.height">
<summary>
<para>The current height of the screen window in pixels (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Screen.lockCursor">
<summary>
<para>Should the cursor be locked?</para>
</summary>
</member>
<member name="P:UnityEngine.Screen.orientation">
<summary>
<para>Specifies logical orientation of the screen.</para>
</summary>
</member>
<member name="P:UnityEngine.Screen.resolutions">
<summary>
<para>All full-screen resolutions supported by the monitor (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Screen.safeArea">
<summary>
<para>Returns the safe area of the screen in pixels (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Screen.sleepTimeout">
<summary>
<para>A power saving setting, allowing the screen to dim some time after the last active user interaction.</para>
</summary>
</member>
<member name="P:UnityEngine.Screen.width">
<summary>
<para>The current width of the screen window in pixels (Read Only).</para>
</summary>
</member>
<member name="M:UnityEngine.Screen.SetResolution(System.Int32,System.Int32,System.Boolean)">
<summary>
<para>Switches the screen resolution.</para>
</summary>
<param name="width"></param>
<param name="height"></param>
<param name="fullscreen"></param>
<param name="preferredRefreshRate"></param>
<param name="fullscreenMode"></param>
</member>
<member name="M:UnityEngine.Screen.SetResolution(System.Int32,System.Int32,System.Boolean,System.Int32)">
<summary>
<para>Switches the screen resolution.</para>
</summary>
<param name="width"></param>
<param name="height"></param>
<param name="fullscreen"></param>
<param name="preferredRefreshRate"></param>
<param name="fullscreenMode"></param>
</member>
<member name="M:UnityEngine.Screen.SetResolution(System.Int32,System.Int32,UnityEngine.FullScreenMode,System.Int32)">
<summary>
<para>Switches the screen resolution.</para>
</summary>
<param name="width"></param>
<param name="height"></param>
<param name="fullscreen"></param>
<param name="preferredRefreshRate"></param>
<param name="fullscreenMode"></param>
</member>
<member name="T:UnityEngine.ScreenOrientation">
<summary>
<para>Describes screen orientation.</para>
</summary>
</member>
<member name="F:UnityEngine.ScreenOrientation.AutoRotation">
<summary>
<para>Auto-rotates the screen as necessary toward any of the enabled orientations.</para>
</summary>
</member>
<member name="F:UnityEngine.ScreenOrientation.LandscapeLeft">
<summary>
<para>Landscape orientation, counter-clockwise from the portrait orientation.</para>
</summary>
</member>
<member name="F:UnityEngine.ScreenOrientation.LandscapeRight">
<summary>
<para>Landscape orientation, clockwise from the portrait orientation.</para>
</summary>
</member>
<member name="F:UnityEngine.ScreenOrientation.Portrait">
<summary>
<para>Portrait orientation.</para>
</summary>
</member>
<member name="F:UnityEngine.ScreenOrientation.PortraitUpsideDown">
<summary>
<para>Portrait orientation, upside down.</para>
</summary>
</member>
<member name="T:UnityEngine.ScriptableObject">
<summary>
<para>A class you can derive from if you want to create objects that don't need to be attached to game objects.</para>
</summary>
</member>
<member name="M:UnityEngine.ScriptableObject.CreateInstance(System.String)">
<summary>
<para>Creates an instance of a scriptable object.</para>
</summary>
<param name="className">The type of the ScriptableObject to create, as the name of the type.</param>
<param name="type">The type of the ScriptableObject to create, as a System.Type instance.</param>
<returns>
<para>The created ScriptableObject.</para>
</returns>
</member>
<member name="M:UnityEngine.ScriptableObject.CreateInstance(System.Type)">
<summary>
<para>Creates an instance of a scriptable object.</para>
</summary>
<param name="className">The type of the ScriptableObject to create, as the name of the type.</param>
<param name="type">The type of the ScriptableObject to create, as a System.Type instance.</param>
<returns>
<para>The created ScriptableObject.</para>
</returns>
</member>
<member name="M:UnityEngine.ScriptableObject.CreateInstance">
<summary>
<para>Creates an instance of a scriptable object.</para>
</summary>
<returns>
<para>The created ScriptableObject.</para>
</returns>
</member>
<member name="T:UnityEngine.Scripting.AlwaysLinkAssemblyAttribute">
<summary>
<para>Ensure an assembly is always processed during managed code stripping.</para>
</summary>
</member>
<member name="T:UnityEngine.Scripting.GarbageCollector">
<summary>
<para>Experimental API to control the garbage collector on the Mono and IL2CPP scripting backends.</para>
</summary>
</member>
<member name="P:UnityEngine.Scripting.GarbageCollector.GCMode">
<summary>
<para>Set and get global garbage collector operation mode.</para>
</summary>
</member>
<member name="?:UnityEngine.Scripting.GarbageCollector.GCModeChanged(System.Action`1&lt;UnityEngine.Scripting.GarbageCollector/Mode&gt;)">
<summary>
<para>Subscribe to this event to get notified when GarbageCollector.GCMode changes.</para>
</summary>
<param name="value"></param>
</member>
<member name="T:UnityEngine.Scripting.GarbageCollector.Mode">
<summary>
<para>Garbage collector operation mode.</para>
</summary>
</member>
<member name="F:UnityEngine.Scripting.GarbageCollector.Mode.Disabled">
<summary>
<para>Disable garbage collector.</para>
</summary>
</member>
<member name="F:UnityEngine.Scripting.GarbageCollector.Mode.Enabled">
<summary>
<para>Enable garbage collector.</para>
</summary>
</member>
<member name="T:UnityEngine.Scripting.PreserveAttribute">
<summary>
<para>PreserveAttribute prevents byte code stripping from removing a class, method, field, or property.</para>
</summary>
</member>
<member name="T:UnityEngine.Security">
<summary>
<para>Webplayer security related class. Not supported from 5.4.0 onwards.</para>
</summary>
</member>
<member name="M:UnityEngine.Security.LoadAndVerifyAssembly(System.Byte[],System.String)">
<summary>
<para>Loads an assembly and checks that it is allowed to be used in the webplayer. (Web Player is no Longer Supported).</para>
</summary>
<param name="assemblyData">Assembly to verify.</param>
<param name="authorizationKey">Public key used to verify assembly.</param>
<returns>
<para>Loaded, verified, assembly, or null if the assembly cannot be verfied.</para>
</returns>
</member>
<member name="M:UnityEngine.Security.LoadAndVerifyAssembly(System.Byte[])">
<summary>
<para>Loads an assembly and checks that it is allowed to be used in the webplayer. (Web Player is no Longer Supported).</para>
</summary>
<param name="assemblyData">Assembly to verify.</param>
<param name="authorizationKey">Public key used to verify assembly.</param>
<returns>
<para>Loaded, verified, assembly, or null if the assembly cannot be verfied.</para>
</returns>
</member>
<member name="M:UnityEngine.Security.PrefetchSocketPolicy(System.String,System.Int32)">
<summary>
<para>Prefetch the webplayer socket security policy from a non-default port number.</para>
</summary>
<param name="ip">IP address of server.</param>
<param name="atPort">Port from where socket policy is read.</param>
<param name="timeout">Time to wait for response.</param>
</member>
<member name="M:UnityEngine.Security.PrefetchSocketPolicy(System.String,System.Int32,System.Int32)">
<summary>
<para>Prefetch the webplayer socket security policy from a non-default port number.</para>
</summary>
<param name="ip">IP address of server.</param>
<param name="atPort">Port from where socket policy is read.</param>
<param name="timeout">Time to wait for response.</param>
</member>
<member name="T:UnityEngine.SelectionBaseAttribute">
<summary>
<para>Add this attribute to a script class to mark its GameObject as a selection base object for Scene View picking.</para>
</summary>
</member>
<member name="T:UnityEngine.SendMessageOptions">
<summary>
<para>Options for how to send a message.</para>
</summary>
</member>
<member name="F:UnityEngine.SendMessageOptions.DontRequireReceiver">
<summary>
<para>No receiver is required for SendMessage.</para>
</summary>
</member>
<member name="F:UnityEngine.SendMessageOptions.RequireReceiver">
<summary>
<para>A receiver is required for SendMessage.</para>
</summary>
</member>
<member name="T:UnityEngine.Serialization.FormerlySerializedAsAttribute">
<summary>
<para>Use this attribute to rename a field without losing its serialized value.</para>
</summary>
</member>
<member name="P:UnityEngine.Serialization.FormerlySerializedAsAttribute.oldName">
<summary>
<para>The name of the field before the rename.</para>
</summary>
</member>
<member name="M:UnityEngine.Serialization.FormerlySerializedAsAttribute.#ctor(System.String)">
<summary>
<para></para>
</summary>
<param name="oldName">The name of the field before renaming.</param>
</member>
<member name="T:UnityEngine.SerializeField">
<summary>
<para>Force Unity to serialize a private field.</para>
</summary>
</member>
<member name="T:UnityEngine.Shader">
<summary>
<para>Shader scripts used for all rendering.</para>
</summary>
</member>
<member name="P:UnityEngine.Shader.globalMaximumLOD">
<summary>
<para>Shader LOD level for all shaders.</para>
</summary>
</member>
<member name="P:UnityEngine.Shader.globalRenderPipeline">
<summary>
<para>Render pipeline currently in use.</para>
</summary>
</member>
<member name="P:UnityEngine.Shader.globalShaderHardwareTier">
<summary>
<para>Shader hardware tier classification for current device.</para>
</summary>
</member>
<member name="P:UnityEngine.Shader.isSupported">
<summary>
<para>Can this shader run on the end-users graphics card? (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Shader.maximumLOD">
<summary>
<para>Shader LOD level for this shader.</para>
</summary>
</member>
<member name="P:UnityEngine.Shader.renderQueue">
<summary>
<para>Render queue of this shader. (Read Only)</para>
</summary>
</member>
<member name="M:UnityEngine.Shader.DisableKeyword(System.String)">
<summary>
<para>Unset a global shader keyword.</para>
</summary>
<param name="keyword"></param>
</member>
<member name="M:UnityEngine.Shader.EnableKeyword(System.String)">
<summary>
<para>Set a global shader keyword.</para>
</summary>
<param name="keyword"></param>
</member>
<member name="M:UnityEngine.Shader.Find(System.String)">
<summary>
<para>Finds a shader with the given name.</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.Shader.GetGlobalColor(System.String)">
<summary>
<para>Gets a global color property for all shaders previously set using SetGlobalColor.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Shader.GetGlobalColor(System.Int32)">
<summary>
<para>Gets a global color property for all shaders previously set using SetGlobalColor.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Shader.GetGlobalFloat(System.String)">
<summary>
<para>Gets a global float property for all shaders previously set using SetGlobalFloat.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Shader.GetGlobalFloat(System.Int32)">
<summary>
<para>Gets a global float property for all shaders previously set using SetGlobalFloat.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Shader.GetGlobalFloatArray(System.String)">
<summary>
<para>Gets a global float array for all shaders previously set using SetGlobalFloatArray.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Shader.GetGlobalFloatArray(System.Int32)">
<summary>
<para>Gets a global float array for all shaders previously set using SetGlobalFloatArray.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Shader.GetGlobalFloatArray(System.String,System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Fetches a global float array into a list.</para>
</summary>
<param name="values">The list to hold the returned array.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Shader.GetGlobalFloatArray(System.Int32,System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Fetches a global float array into a list.</para>
</summary>
<param name="values">The list to hold the returned array.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Shader.GetGlobalInt(System.String)">
<summary>
<para>Gets a global int property for all shaders previously set using SetGlobalInt.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Shader.GetGlobalInt(System.Int32)">
<summary>
<para>Gets a global int property for all shaders previously set using SetGlobalInt.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Shader.GetGlobalMatrix(System.String)">
<summary>
<para>Gets a global matrix property for all shaders previously set using SetGlobalMatrix.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Shader.GetGlobalMatrix(System.Int32)">
<summary>
<para>Gets a global matrix property for all shaders previously set using SetGlobalMatrix.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Shader.GetGlobalMatrixArray(System.String)">
<summary>
<para>Gets a global matrix array for all shaders previously set using SetGlobalMatrixArray.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Shader.GetGlobalMatrixArray(System.Int32)">
<summary>
<para>Gets a global matrix array for all shaders previously set using SetGlobalMatrixArray.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Shader.GetGlobalMatrixArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)">
<summary>
<para>Fetches a global matrix array into a list.</para>
</summary>
<param name="values">The list to hold the returned array.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Shader.GetGlobalMatrixArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)">
<summary>
<para>Fetches a global matrix array into a list.</para>
</summary>
<param name="values">The list to hold the returned array.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Shader.GetGlobalTexture(System.String)">
<summary>
<para>Gets a global texture property for all shaders previously set using SetGlobalTexture.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Shader.GetGlobalTexture(System.Int32)">
<summary>
<para>Gets a global texture property for all shaders previously set using SetGlobalTexture.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Shader.GetGlobalVector(System.String)">
<summary>
<para>Gets a global vector property for all shaders previously set using SetGlobalVector.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Shader.GetGlobalVector(System.Int32)">
<summary>
<para>Gets a global vector property for all shaders previously set using SetGlobalVector.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Shader.GetGlobalVectorArray(System.String)">
<summary>
<para>Gets a global vector array for all shaders previously set using SetGlobalVectorArray.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Shader.GetGlobalVectorArray(System.Int32)">
<summary>
<para>Gets a global vector array for all shaders previously set using SetGlobalVectorArray.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Shader.GetGlobalVectorArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)">
<summary>
<para>Fetches a global vector array into a list.</para>
</summary>
<param name="values">The list to hold the returned array.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Shader.GetGlobalVectorArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)">
<summary>
<para>Fetches a global vector array into a list.</para>
</summary>
<param name="values">The list to hold the returned array.</param>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
</member>
<member name="M:UnityEngine.Shader.IsKeywordEnabled(System.String)">
<summary>
<para>Is global shader keyword enabled?</para>
</summary>
<param name="keyword"></param>
</member>
<member name="M:UnityEngine.Shader.PropertyToID(System.String)">
<summary>
<para>Gets unique identifier for a shader property name.</para>
</summary>
<param name="name">Shader property name.</param>
<returns>
<para>Unique integer for the name.</para>
</returns>
</member>
<member name="M:UnityEngine.Shader.SetGlobalBuffer(System.String,UnityEngine.ComputeBuffer)">
<summary>
<para>Sets a global compute buffer property for all shaders.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalBuffer(System.Int32,UnityEngine.ComputeBuffer)">
<summary>
<para>Sets a global compute buffer property for all shaders.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalColor(System.String,UnityEngine.Color)">
<summary>
<para>Sets a global color property for all shaders.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalColor(System.Int32,UnityEngine.Color)">
<summary>
<para>Sets a global color property for all shaders.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalFloat(System.String,System.Single)">
<summary>
<para>Sets a global float property for all shaders.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalFloat(System.Int32,System.Single)">
<summary>
<para>Sets a global float property for all shaders.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalFloatArray(System.String,System.Single[])">
<summary>
<para>Sets a global float array property for all shaders.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="values"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalFloatArray(System.Int32,System.Single[])">
<summary>
<para>Sets a global float array property for all shaders.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="values"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalFloatArray(System.String,System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Sets a global float array property for all shaders.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="values"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalFloatArray(System.Int32,System.Collections.Generic.List`1&lt;System.Single&gt;)">
<summary>
<para>Sets a global float array property for all shaders.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="values"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalInt(System.String,System.Int32)">
<summary>
<para>Sets a global int property for all shaders.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalInt(System.Int32,System.Int32)">
<summary>
<para>Sets a global int property for all shaders.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalMatrix(System.String,UnityEngine.Matrix4x4)">
<summary>
<para>Sets a global matrix property for all shaders.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalMatrix(System.Int32,UnityEngine.Matrix4x4)">
<summary>
<para>Sets a global matrix property for all shaders.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalMatrixArray(System.String,UnityEngine.Matrix4x4[])">
<summary>
<para>Sets a global matrix array property for all shaders.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="values"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalMatrixArray(System.Int32,UnityEngine.Matrix4x4[])">
<summary>
<para>Sets a global matrix array property for all shaders.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="values"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalMatrixArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)">
<summary>
<para>Sets a global matrix array property for all shaders.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="values"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalMatrixArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Matrix4x4&gt;)">
<summary>
<para>Sets a global matrix array property for all shaders.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="values"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalTexture(System.String,UnityEngine.Texture)">
<summary>
<para>Sets a global texture property for all shaders.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalTexture(System.Int32,UnityEngine.Texture)">
<summary>
<para>Sets a global texture property for all shaders.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalVector(System.String,UnityEngine.Vector4)">
<summary>
<para>Sets a global vector property for all shaders.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalVector(System.Int32,UnityEngine.Vector4)">
<summary>
<para>Sets a global vector property for all shaders.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalVectorArray(System.String,UnityEngine.Vector4[])">
<summary>
<para>Sets a global vector array property for all shaders.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="values"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalVectorArray(System.Int32,UnityEngine.Vector4[])">
<summary>
<para>Sets a global vector array property for all shaders.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="values"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalVectorArray(System.String,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)">
<summary>
<para>Sets a global vector array property for all shaders.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="values"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalVectorArray(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)">
<summary>
<para>Sets a global vector array property for all shaders.</para>
</summary>
<param name="nameID">The name ID of the property retrieved by Shader.PropertyToID.</param>
<param name="name">The name of the property.</param>
<param name="values"></param>
</member>
<member name="M:UnityEngine.Shader.WarmupAllShaders">
<summary>
<para>Fully load all shaders to prevent future performance hiccups.</para>
</summary>
</member>
<member name="T:UnityEngine.ShaderVariantCollection">
<summary>
<para>ShaderVariantCollection records which shader variants are actually used in each shader.</para>
</summary>
</member>
<member name="P:UnityEngine.ShaderVariantCollection.isWarmedUp">
<summary>
<para>Is this ShaderVariantCollection already warmed up? (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.ShaderVariantCollection.shaderCount">
<summary>
<para>Number of shaders in this collection (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.ShaderVariantCollection.variantCount">
<summary>
<para>Number of total varians in this collection (Read Only).</para>
</summary>
</member>
<member name="M:UnityEngine.ShaderVariantCollection.Add(UnityEngine.ShaderVariantCollection/ShaderVariant)">
<summary>
<para>Adds a new shader variant to the collection.</para>
</summary>
<param name="variant">Shader variant to add.</param>
<returns>
<para>False if already in the collection.</para>
</returns>
</member>
<member name="M:UnityEngine.ShaderVariantCollection.Clear">
<summary>
<para>Remove all shader variants from the collection.</para>
</summary>
</member>
<member name="M:UnityEngine.ShaderVariantCollection.Contains(UnityEngine.ShaderVariantCollection/ShaderVariant)">
<summary>
<para>Checks if a shader variant is in the collection.</para>
</summary>
<param name="variant">Shader variant to check.</param>
<returns>
<para>True if the variant is in the collection.</para>
</returns>
</member>
<member name="M:UnityEngine.ShaderVariantCollection.#ctor">
<summary>
<para>Create a new empty shader variant collection.</para>
</summary>
</member>
<member name="M:UnityEngine.ShaderVariantCollection.Remove(UnityEngine.ShaderVariantCollection/ShaderVariant)">
<summary>
<para>Adds shader variant from the collection.</para>
</summary>
<param name="variant">Shader variant to add.</param>
<returns>
<para>False if was not in the collection.</para>
</returns>
</member>
<member name="T:UnityEngine.ShaderVariantCollection.ShaderVariant">
<summary>
<para>Identifies a specific variant of a shader.</para>
</summary>
</member>
<member name="F:UnityEngine.ShaderVariantCollection.ShaderVariant.keywords">
<summary>
<para>Array of shader keywords to use in this variant.</para>
</summary>
</member>
<member name="F:UnityEngine.ShaderVariantCollection.ShaderVariant.passType">
<summary>
<para>Pass type to use in this variant.</para>
</summary>
</member>
<member name="F:UnityEngine.ShaderVariantCollection.ShaderVariant.shader">
<summary>
<para>Shader to use in this variant.</para>
</summary>
</member>
<member name="M:UnityEngine.ShaderVariantCollection.ShaderVariant.#ctor(UnityEngine.Shader,UnityEngine.Rendering.PassType,System.String[])">
<summary>
<para>Creates a ShaderVariant structure.</para>
</summary>
<param name="shader"></param>
<param name="passType"></param>
<param name="keywords"></param>
</member>
<member name="M:UnityEngine.ShaderVariantCollection.WarmUp">
<summary>
<para>Fully load shaders in ShaderVariantCollection.</para>
</summary>
</member>
<member name="T:UnityEngine.ShadowmaskMode">
<summary>
<para>The rendering mode of Shadowmask.</para>
</summary>
</member>
<member name="F:UnityEngine.ShadowmaskMode.DistanceShadowmask">
<summary>
<para>Static shadow casters will be rendered into realtime shadow maps. Shadowmasks and occlusion from Light Probes will only be used past the realtime shadow distance.</para>
</summary>
</member>
<member name="F:UnityEngine.ShadowmaskMode.Shadowmask">
<summary>
<para>Static shadow casters won't be rendered into realtime shadow maps. All shadows from static casters are handled via Shadowmasks and occlusion from Light Probes.</para>
</summary>
</member>
<member name="T:UnityEngine.ShadowProjection">
<summary>
<para>Shadow projection type for.</para>
</summary>
</member>
<member name="F:UnityEngine.ShadowProjection.CloseFit">
<summary>
<para>Close fit shadow maps with linear fadeout.</para>
</summary>
</member>
<member name="F:UnityEngine.ShadowProjection.StableFit">
<summary>
<para>Stable shadow maps with spherical fadeout.</para>
</summary>
</member>
<member name="T:UnityEngine.ShadowQuality">
<summary>
<para>Determines which type of shadows should be used.</para>
</summary>
</member>
<member name="F:UnityEngine.ShadowQuality.All">
<summary>
<para>Hard and Soft Shadows.</para>
</summary>
</member>
<member name="F:UnityEngine.ShadowQuality.Disable">
<summary>
<para>Disable Shadows.</para>
</summary>
</member>
<member name="F:UnityEngine.ShadowQuality.HardOnly">
<summary>
<para>Hard Shadows Only.</para>
</summary>
</member>
<member name="T:UnityEngine.ShadowResolution">
<summary>
<para>Default shadow resolution.</para>
</summary>
</member>
<member name="F:UnityEngine.ShadowResolution.High">
<summary>
<para>High shadow map resolution.</para>
</summary>
</member>
<member name="F:UnityEngine.ShadowResolution.Low">
<summary>
<para>Low shadow map resolution.</para>
</summary>
</member>
<member name="F:UnityEngine.ShadowResolution.Medium">
<summary>
<para>Medium shadow map resolution.</para>
</summary>
</member>
<member name="F:UnityEngine.ShadowResolution.VeryHigh">
<summary>
<para>Very high shadow map resolution.</para>
</summary>
</member>
<member name="T:UnityEngine.SkinnedMeshRenderer">
<summary>
<para>The Skinned Mesh filter.</para>
</summary>
</member>
<member name="P:UnityEngine.SkinnedMeshRenderer.bones">
<summary>
<para>The bones used to skin the mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.SkinnedMeshRenderer.forceMatrixRecalculationPerRender">
<summary>
<para>Forces the Skinned Mesh to recalculate its matricies when rendered</para>
</summary>
</member>
<member name="P:UnityEngine.SkinnedMeshRenderer.localBounds">
<summary>
<para>AABB of this Skinned Mesh in its local space.</para>
</summary>
</member>
<member name="P:UnityEngine.SkinnedMeshRenderer.quality">
<summary>
<para>The maximum number of bones affecting a single vertex.</para>
</summary>
</member>
<member name="P:UnityEngine.SkinnedMeshRenderer.sharedMesh">
<summary>
<para>The mesh used for skinning.</para>
</summary>
</member>
<member name="P:UnityEngine.SkinnedMeshRenderer.skinnedMotionVectors">
<summary>
<para>Specifies whether skinned motion vectors should be used for this renderer.</para>
</summary>
</member>
<member name="P:UnityEngine.SkinnedMeshRenderer.updateWhenOffscreen">
<summary>
<para>If enabled, the Skinned Mesh will be updated when offscreen. If disabled, this also disables updating animations.</para>
</summary>
</member>
<member name="M:UnityEngine.SkinnedMeshRenderer.BakeMesh(UnityEngine.Mesh)">
<summary>
<para>Creates a snapshot of SkinnedMeshRenderer and stores it in mesh.</para>
</summary>
<param name="mesh">A static mesh that will receive the snapshot of the skinned mesh.</param>
</member>
<member name="M:UnityEngine.SkinnedMeshRenderer.GetBlendShapeWeight(System.Int32)">
<summary>
<para>Returns the weight of a BlendShape for this Renderer.</para>
</summary>
<param name="index">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.</param>
<returns>
<para>The weight of the BlendShape.</para>
</returns>
</member>
<member name="M:UnityEngine.SkinnedMeshRenderer.SetBlendShapeWeight(System.Int32,System.Single)">
<summary>
<para>Sets the weight of a BlendShape for this Renderer.</para>
</summary>
<param name="index">The index of the BlendShape to modify. Index must be smaller than the Mesh.blendShapeCount of the Mesh attached to this Renderer.</param>
<param name="value">The weight for this BlendShape.</param>
</member>
<member name="T:UnityEngine.SkinQuality">
<summary>
<para>The maximum number of bones affecting a single vertex.</para>
</summary>
</member>
<member name="F:UnityEngine.SkinQuality.Auto">
<summary>
<para>Chooses the number of bones from the number current QualitySettings. (Default)</para>
</summary>
</member>
<member name="F:UnityEngine.SkinQuality.Bone1">
<summary>
<para>Use only 1 bone to deform a single vertex. (The most important bone will be used).</para>
</summary>
</member>
<member name="F:UnityEngine.SkinQuality.Bone2">
<summary>
<para>Use 2 bones to deform a single vertex. (The most important bones will be used).</para>
</summary>
</member>
<member name="F:UnityEngine.SkinQuality.Bone4">
<summary>
<para>Use 4 bones to deform a single vertex.</para>
</summary>
</member>
<member name="T:UnityEngine.Skybox">
<summary>
<para>A script interface for the.</para>
</summary>
</member>
<member name="P:UnityEngine.Skybox.material">
<summary>
<para>The material used by the skybox.</para>
</summary>
</member>
<member name="T:UnityEngine.SleepTimeout">
<summary>
<para>Constants for special values of Screen.sleepTimeout.</para>
</summary>
</member>
<member name="F:UnityEngine.SleepTimeout.NeverSleep">
<summary>
<para>Prevent screen dimming.</para>
</summary>
</member>
<member name="F:UnityEngine.SleepTimeout.SystemSetting">
<summary>
<para>Set the sleep timeout to whatever the user has specified in the system settings.</para>
</summary>
</member>
<member name="T:UnityEngine.SortingLayer">
<summary>
<para>SortingLayer allows you to set the render order of multiple sprites easily. There is always a default SortingLayer named "Default" which all sprites are added to initially. Added more SortingLayers to easily control the order of rendering of groups of sprites. Layers can be ordered before or after the default layer.</para>
</summary>
</member>
<member name="P:UnityEngine.SortingLayer.id">
<summary>
<para>This is the unique id assigned to the layer. It is not an ordered running value and it should not be used to compare with other layers to determine the sorting order.</para>
</summary>
</member>
<member name="P:UnityEngine.SortingLayer.layers">
<summary>
<para>Returns all the layers defined in this project.</para>
</summary>
</member>
<member name="P:UnityEngine.SortingLayer.name">
<summary>
<para>Returns the name of the layer as defined in the TagManager.</para>
</summary>
</member>
<member name="P:UnityEngine.SortingLayer.value">
<summary>
<para>This is the relative value that indicates the sort order of this layer relative to the other layers.</para>
</summary>
</member>
<member name="M:UnityEngine.SortingLayer.GetLayerValueFromID(System.Int32)">
<summary>
<para>Returns the final sorting layer value. To determine the sorting order between the various sorting layers, use this method to retrieve the final sorting value and use CompareTo to determine the order.</para>
</summary>
<param name="id">The unique value of the sorting layer as returned by any renderer's sortingLayerID property.</param>
<returns>
<para>The final sorting value of the layer relative to other layers.</para>
</returns>
</member>
<member name="M:UnityEngine.SortingLayer.GetLayerValueFromName(System.String)">
<summary>
<para>Returns the final sorting layer value. See Also: GetLayerValueFromID.</para>
</summary>
<param name="name">The unique value of the sorting layer as returned by any renderer's sortingLayerID property.</param>
<returns>
<para>The final sorting value of the layer relative to other layers.</para>
</returns>
</member>
<member name="M:UnityEngine.SortingLayer.IDToName(System.Int32)">
<summary>
<para>Returns the unique id of the layer. Will return "&lt;unknown layer&gt;" if an invalid id is given.</para>
</summary>
<param name="id">The unique id of the layer.</param>
<returns>
<para>The name of the layer with id or "&lt;unknown layer&gt;" for invalid id.</para>
</returns>
</member>
<member name="M:UnityEngine.SortingLayer.IsValid(System.Int32)">
<summary>
<para>Returns true if the id provided is a valid layer id.</para>
</summary>
<param name="id">The unique id of a layer.</param>
<returns>
<para>True if the id provided is valid and assigned to a layer.</para>
</returns>
</member>
<member name="M:UnityEngine.SortingLayer.NameToID(System.String)">
<summary>
<para>Returns the id given the name. Will return 0 if an invalid name was given.</para>
</summary>
<param name="name">The name of the layer.</param>
<returns>
<para>The unique id of the layer with name.</para>
</returns>
</member>
<member name="T:UnityEngine.Space">
<summary>
<para>The coordinate space in which to operate.</para>
</summary>
</member>
<member name="F:UnityEngine.Space.Self">
<summary>
<para>Applies transformation relative to the local coordinate system.</para>
</summary>
</member>
<member name="F:UnityEngine.Space.World">
<summary>
<para>Applies transformation relative to the world coordinate system.</para>
</summary>
</member>
<member name="T:UnityEngine.SpaceAttribute">
<summary>
<para>Use this PropertyAttribute to add some spacing in the Inspector.</para>
</summary>
</member>
<member name="F:UnityEngine.SpaceAttribute.height">
<summary>
<para>The spacing in pixels.</para>
</summary>
</member>
<member name="M:UnityEngine.SpaceAttribute.#ctor(System.Single)">
<summary>
<para>Use this DecoratorDrawer to add some spacing in the Inspector.</para>
</summary>
<param name="height">The spacing in pixels.</param>
</member>
<member name="T:UnityEngine.SparseTexture">
<summary>
<para>Class for handling Sparse Textures.</para>
</summary>
</member>
<member name="P:UnityEngine.SparseTexture.isCreated">
<summary>
<para>Is the sparse texture actually created? (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.SparseTexture.tileHeight">
<summary>
<para>Get sparse texture tile height (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.SparseTexture.tileWidth">
<summary>
<para>Get sparse texture tile width (Read Only).</para>
</summary>
</member>
<member name="M:UnityEngine.SparseTexture.#ctor(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Int32)">
<summary>
<para>Create a sparse texture.</para>
</summary>
<param name="width">Texture width in pixels.</param>
<param name="height">Texture height in pixels.</param>
<param name="format">Texture format.</param>
<param name="mipCount">Mipmap count. Pass -1 to create full mipmap chain.</param>
<param name="linear">Whether texture data will be in linear or sRGB color space (default is sRGB).</param>
</member>
<member name="M:UnityEngine.SparseTexture.#ctor(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Int32,System.Boolean)">
<summary>
<para>Create a sparse texture.</para>
</summary>
<param name="width">Texture width in pixels.</param>
<param name="height">Texture height in pixels.</param>
<param name="format">Texture format.</param>
<param name="mipCount">Mipmap count. Pass -1 to create full mipmap chain.</param>
<param name="linear">Whether texture data will be in linear or sRGB color space (default is sRGB).</param>
</member>
<member name="M:UnityEngine.SparseTexture.UnloadTile(System.Int32,System.Int32,System.Int32)">
<summary>
<para>Unload sparse texture tile.</para>
</summary>
<param name="tileX">Tile X coordinate.</param>
<param name="tileY">Tile Y coordinate.</param>
<param name="miplevel">Mipmap level of the texture.</param>
</member>
<member name="M:UnityEngine.SparseTexture.UpdateTile(System.Int32,System.Int32,System.Int32,UnityEngine.Color32[])">
<summary>
<para>Update sparse texture tile with color values.</para>
</summary>
<param name="tileX">Tile X coordinate.</param>
<param name="tileY">Tile Y coordinate.</param>
<param name="miplevel">Mipmap level of the texture.</param>
<param name="data">Tile color data.</param>
</member>
<member name="M:UnityEngine.SparseTexture.UpdateTileRaw(System.Int32,System.Int32,System.Int32,System.Byte[])">
<summary>
<para>Update sparse texture tile with raw pixel values.</para>
</summary>
<param name="tileX">Tile X coordinate.</param>
<param name="tileY">Tile Y coordinate.</param>
<param name="miplevel">Mipmap level of the texture.</param>
<param name="data">Tile raw pixel data.</param>
</member>
<member name="T:UnityEngine.Sprite">
<summary>
<para>Represents a Sprite object for use in 2D gameplay.</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.associatedAlphaSplitTexture">
<summary>
<para>Returns the texture that contains the alpha channel from the source texture. Unity generates this texture under the hood for sprites that have alpha in the source, and need to be compressed using techniques like ETC1.
Returns NULL if there is no associated alpha texture for the source sprite. This is the case if the sprite has not been setup to use ETC1 compression.</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.border">
<summary>
<para>Returns the border sizes of the sprite.</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.bounds">
<summary>
<para>Bounds of the Sprite, specified by its center and extents in world space units.</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.packed">
<summary>
<para>Returns true if this Sprite is packed in an atlas.</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.packingMode">
<summary>
<para>If Sprite is packed (see Sprite.packed), returns its SpritePackingMode.</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.packingRotation">
<summary>
<para>If Sprite is packed (see Sprite.packed), returns its SpritePackingRotation.</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.pivot">
<summary>
<para>Location of the Sprite's center point in the Rect on the original Texture, specified in pixels.</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.pixelsPerUnit">
<summary>
<para>The number of pixels in the sprite that correspond to one unit in world space. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.rect">
<summary>
<para>Location of the Sprite on the original Texture, specified in pixels.</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.texture">
<summary>
<para>Get the reference to the used texture. If packed this will point to the atlas, if not packed will point to the source sprite.</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.textureRect">
<summary>
<para>Get the rectangle this sprite uses on its texture. Raises an exception if this sprite is tightly packed in an atlas.</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.textureRectOffset">
<summary>
<para>Gets the offset of the rectangle this sprite uses on its texture to the original sprite bounds. If sprite mesh type is FullRect, offset is zero.</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.triangles">
<summary>
<para>Returns a copy of the array containing sprite mesh triangles.</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.uv">
<summary>
<para>The base texture coordinates of the sprite mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.vertices">
<summary>
<para>Returns a copy of the array containing sprite mesh vertex positions.</para>
</summary>
</member>
<member name="M:UnityEngine.Sprite.Create(UnityEngine.Texture2D,UnityEngine.Rect,UnityEngine.Vector2,System.Single,System.UInt32)">
<summary>
<para>Create a new Sprite object.</para>
</summary>
<param name="texture">Texture from which to obtain the sprite graphic.</param>
<param name="rect">Rectangular section of the texture to use for the sprite.</param>
<param name="pivot">Sprite's pivot point relative to its graphic rectangle.</param>
<param name="pixelsPerUnit">The number of pixels in the sprite that correspond to one unit in world space.</param>
<param name="extrude">Amount by which the sprite mesh should be expanded outwards.</param>
<param name="meshType">Controls the type of mesh generated for the sprite.</param>
<param name="border">The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top).</param>
<param name="generateFallbackPhysicsShape">Generates a default physics shape for the sprite.</param>
</member>
<member name="M:UnityEngine.Sprite.Create(UnityEngine.Texture2D,UnityEngine.Rect,UnityEngine.Vector2,System.Single,System.UInt32,UnityEngine.SpriteMeshType)">
<summary>
<para>Create a new Sprite object.</para>
</summary>
<param name="texture">Texture from which to obtain the sprite graphic.</param>
<param name="rect">Rectangular section of the texture to use for the sprite.</param>
<param name="pivot">Sprite's pivot point relative to its graphic rectangle.</param>
<param name="pixelsPerUnit">The number of pixels in the sprite that correspond to one unit in world space.</param>
<param name="extrude">Amount by which the sprite mesh should be expanded outwards.</param>
<param name="meshType">Controls the type of mesh generated for the sprite.</param>
<param name="border">The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top).</param>
<param name="generateFallbackPhysicsShape">Generates a default physics shape for the sprite.</param>
</member>
<member name="M:UnityEngine.Sprite.Create(UnityEngine.Texture2D,UnityEngine.Rect,UnityEngine.Vector2,System.Single,System.UInt32,UnityEngine.SpriteMeshType,UnityEngine.Vector4,System.Boolean)">
<summary>
<para>Create a new Sprite object.</para>
</summary>
<param name="texture">Texture from which to obtain the sprite graphic.</param>
<param name="rect">Rectangular section of the texture to use for the sprite.</param>
<param name="pivot">Sprite's pivot point relative to its graphic rectangle.</param>
<param name="pixelsPerUnit">The number of pixels in the sprite that correspond to one unit in world space.</param>
<param name="extrude">Amount by which the sprite mesh should be expanded outwards.</param>
<param name="meshType">Controls the type of mesh generated for the sprite.</param>
<param name="border">The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top).</param>
<param name="generateFallbackPhysicsShape">Generates a default physics shape for the sprite.</param>
</member>
<member name="M:UnityEngine.Sprite.Create(UnityEngine.Texture2D,UnityEngine.Rect,UnityEngine.Vector2,System.Single,System.UInt32,UnityEngine.SpriteMeshType,UnityEngine.Vector4)">
<summary>
<para>Create a new Sprite object.</para>
</summary>
<param name="texture">Texture from which to obtain the sprite graphic.</param>
<param name="rect">Rectangular section of the texture to use for the sprite.</param>
<param name="pivot">Sprite's pivot point relative to its graphic rectangle.</param>
<param name="pixelsPerUnit">The number of pixels in the sprite that correspond to one unit in world space.</param>
<param name="extrude">Amount by which the sprite mesh should be expanded outwards.</param>
<param name="meshType">Controls the type of mesh generated for the sprite.</param>
<param name="border">The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top).</param>
<param name="generateFallbackPhysicsShape">Generates a default physics shape for the sprite.</param>
</member>
<member name="M:UnityEngine.Sprite.Create(UnityEngine.Texture2D,UnityEngine.Rect,UnityEngine.Vector2)">
<summary>
<para>Create a new Sprite object.</para>
</summary>
<param name="texture">Texture from which to obtain the sprite graphic.</param>
<param name="rect">Rectangular section of the texture to use for the sprite.</param>
<param name="pivot">Sprite's pivot point relative to its graphic rectangle.</param>
<param name="pixelsPerUnit">The number of pixels in the sprite that correspond to one unit in world space.</param>
<param name="extrude">Amount by which the sprite mesh should be expanded outwards.</param>
<param name="meshType">Controls the type of mesh generated for the sprite.</param>
<param name="border">The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top).</param>
<param name="generateFallbackPhysicsShape">Generates a default physics shape for the sprite.</param>
</member>
<member name="M:UnityEngine.Sprite.Create(UnityEngine.Texture2D,UnityEngine.Rect,UnityEngine.Vector2,System.Single)">
<summary>
<para>Create a new Sprite object.</para>
</summary>
<param name="texture">Texture from which to obtain the sprite graphic.</param>
<param name="rect">Rectangular section of the texture to use for the sprite.</param>
<param name="pivot">Sprite's pivot point relative to its graphic rectangle.</param>
<param name="pixelsPerUnit">The number of pixels in the sprite that correspond to one unit in world space.</param>
<param name="extrude">Amount by which the sprite mesh should be expanded outwards.</param>
<param name="meshType">Controls the type of mesh generated for the sprite.</param>
<param name="border">The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top).</param>
<param name="generateFallbackPhysicsShape">Generates a default physics shape for the sprite.</param>
</member>
<member name="M:UnityEngine.Sprite.GetPhysicsShape(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;)">
<summary>
<para>Gets a physics shape from the Sprite by its index.</para>
</summary>
<param name="shapeIdx">The index of the physics shape to retrieve.</param>
<param name="physicsShape">An ordered list of the points in the selected physics shape to store points in.</param>
<returns>
<para>The number of points stored in the given list.</para>
</returns>
</member>
<member name="M:UnityEngine.Sprite.GetPhysicsShapeCount">
<summary>
<para>The number of physics shapes for the Sprite.</para>
</summary>
<returns>
<para>The number of physics shapes for the Sprite.</para>
</returns>
</member>
<member name="M:UnityEngine.Sprite.GetPhysicsShapePointCount(System.Int32)">
<summary>
<para>The number of points in the selected physics shape for the Sprite.</para>
</summary>
<param name="shapeIdx">The index of the physics shape to retrieve the number of points from.</param>
<returns>
<para>The number of points in the selected physics shape for the Sprite.</para>
</returns>
</member>
<member name="M:UnityEngine.Sprite.OverrideGeometry(UnityEngine.Vector2[],System.UInt16[])">
<summary>
<para>Sets up new Sprite geometry.</para>
</summary>
<param name="vertices">Array of vertex positions in Sprite Rect space.</param>
<param name="triangles">Array of sprite mesh triangle indices.</param>
</member>
<member name="M:UnityEngine.Sprite.OverridePhysicsShape(System.Collections.Generic.IList`1&lt;UnityEngine.Vector2[]&gt;)">
<summary>
<para>Sets up a new Sprite physics shape.</para>
</summary>
<param name="physicsShapes">A multidimensional list of points in Sprite.rect space denoting the physics shape outlines.</param>
</member>
<member name="T:UnityEngine.SpriteAlignment">
<summary>
<para>How a Sprite's graphic rectangle is aligned with its pivot point.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteAlignment.BottomCenter">
<summary>
<para>Pivot is at the center of the bottom edge of the graphic rectangle.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteAlignment.BottomLeft">
<summary>
<para>Pivot is at the bottom left corner of the graphic rectangle.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteAlignment.BottomRight">
<summary>
<para>Pivot is at the bottom right corner of the graphic rectangle.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteAlignment.Center">
<summary>
<para>Pivot is at the center of the graphic rectangle.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteAlignment.Custom">
<summary>
<para>Pivot is at a custom position within the graphic rectangle.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteAlignment.LeftCenter">
<summary>
<para>Pivot is at the center of the left edge of the graphic rectangle.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteAlignment.RightCenter">
<summary>
<para>Pivot is at the center of the right edge of the graphic rectangle.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteAlignment.TopCenter">
<summary>
<para>Pivot is at the center of the top edge of the graphic rectangle.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteAlignment.TopLeft">
<summary>
<para>Pivot is at the top left corner of the graphic rectangle.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteAlignment.TopRight">
<summary>
<para>Pivot is at the top right corner of the graphic rectangle.</para>
</summary>
</member>
<member name="T:UnityEngine.SpriteDrawMode">
<summary>
<para>SpriteRenderer draw mode.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteDrawMode.Simple">
<summary>
<para>Displays the full sprite.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteDrawMode.Sliced">
<summary>
<para>The SpriteRenderer will render the sprite as a 9-slice image where the corners will remain constant and the other sections will scale.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteDrawMode.Tiled">
<summary>
<para>The SpriteRenderer will render the sprite as a 9-slice image where the corners will remain constant and the other sections will tile.</para>
</summary>
</member>
<member name="T:UnityEngine.SpriteMaskInteraction">
<summary>
<para>This enum controls the mode under which the sprite will interact with the masking system.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteMaskInteraction.None">
<summary>
<para>The sprite will not interact with the masking system.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteMaskInteraction.VisibleInsideMask">
<summary>
<para>The sprite will be visible only in areas where a mask is present.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteMaskInteraction.VisibleOutsideMask">
<summary>
<para>The sprite will be visible only in areas where no mask is present.</para>
</summary>
</member>
<member name="T:UnityEngine.SpriteMeshType">
<summary>
<para>Defines the type of mesh generated for a sprite.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteMeshType.FullRect">
<summary>
<para>Rectangle mesh equal to the user specified sprite size.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteMeshType.Tight">
<summary>
<para>Tight mesh based on pixel alpha values. As many excess pixels are cropped as possible.</para>
</summary>
</member>
<member name="T:UnityEngine.SpritePackingMode">
<summary>
<para>Sprite packing modes for the Sprite Packer.</para>
</summary>
</member>
<member name="F:UnityEngine.SpritePackingMode.Rectangle">
<summary>
<para>Alpha-cropped ractangle packing.</para>
</summary>
</member>
<member name="F:UnityEngine.SpritePackingMode.Tight">
<summary>
<para>Tight mesh based packing.</para>
</summary>
</member>
<member name="T:UnityEngine.SpritePackingRotation">
<summary>
<para>Sprite rotation modes for the Sprite Packer.</para>
</summary>
</member>
<member name="F:UnityEngine.SpritePackingRotation.Any">
<summary>
<para>Any rotation.</para>
</summary>
</member>
<member name="F:UnityEngine.SpritePackingRotation.FlipHorizontal">
<summary>
<para>Sprite is flipped horizontally when packed.</para>
</summary>
</member>
<member name="F:UnityEngine.SpritePackingRotation.FlipVertical">
<summary>
<para>Sprite is flipped vertically when packed.</para>
</summary>
</member>
<member name="F:UnityEngine.SpritePackingRotation.None">
<summary>
<para>No rotation.</para>
</summary>
</member>
<member name="F:UnityEngine.SpritePackingRotation.Rotate180">
<summary>
<para>Sprite is rotated 180 degree when packed.</para>
</summary>
</member>
<member name="T:UnityEngine.SpriteRenderer">
<summary>
<para>Renders a Sprite for 2D graphics.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteRenderer.adaptiveModeThreshold">
<summary>
<para>The current threshold for Sprite Renderer tiling.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteRenderer.color">
<summary>
<para>Rendering color for the Sprite graphic.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteRenderer.drawMode">
<summary>
<para>The current draw mode of the Sprite Renderer.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteRenderer.flipX">
<summary>
<para>Flips the sprite on the X axis.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteRenderer.flipY">
<summary>
<para>Flips the sprite on the Y axis.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteRenderer.maskInteraction">
<summary>
<para>Specifies how the sprite interacts with the masks.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteRenderer.size">
<summary>
<para>Property to set/get the size to render when the SpriteRenderer.drawMode is set to SpriteDrawMode.Sliced.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteRenderer.sprite">
<summary>
<para>The Sprite to render.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteRenderer.spriteSortPoint">
<summary>
<para>Determines the position of the Sprite used for sorting the SpriteRenderer.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteRenderer.tileMode">
<summary>
<para>The current tile mode of the Sprite Renderer.</para>
</summary>
</member>
<member name="T:UnityEngine.Sprites.DataUtility">
<summary>
<para>Helper utilities for accessing Sprite data.</para>
</summary>
</member>
<member name="M:UnityEngine.Sprites.DataUtility.GetInnerUV(UnityEngine.Sprite)">
<summary>
<para>Inner UV's of the Sprite.</para>
</summary>
<param name="sprite"></param>
</member>
<member name="M:UnityEngine.Sprites.DataUtility.GetMinSize(UnityEngine.Sprite)">
<summary>
<para>Minimum width and height of the Sprite.</para>
</summary>
<param name="sprite"></param>
</member>
<member name="M:UnityEngine.Sprites.DataUtility.GetOuterUV(UnityEngine.Sprite)">
<summary>
<para>Outer UV's of the Sprite.</para>
</summary>
<param name="sprite"></param>
</member>
<member name="M:UnityEngine.Sprites.DataUtility.GetPadding(UnityEngine.Sprite)">
<summary>
<para>Return the padding on the sprite.</para>
</summary>
<param name="sprite"></param>
</member>
<member name="T:UnityEngine.SpriteSortPoint">
<summary>
<para>Determines the position of the Sprite used for sorting the Renderer.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteSortPoint.Center">
<summary>
<para>The center of the Sprite is used as the point for sorting the Renderer.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteSortPoint.Pivot">
<summary>
<para>The pivot of the Sprite is used as the point for sorting the Renderer.</para>
</summary>
</member>
<member name="T:UnityEngine.SpriteTileMode">
<summary>
<para>Tiling mode for SpriteRenderer.tileMode.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteTileMode.Adaptive">
<summary>
<para>Sprite Renderer tiles the sprite once the Sprite Renderer size is above SpriteRenderer.adaptiveModeThreshold.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteTileMode.Continuous">
<summary>
<para>Sprite Renderer tiles the sprite continuously when is set to SpriteRenderer.tileMode.</para>
</summary>
</member>
<member name="T:UnityEngine.StackTraceLogType">
<summary>
<para>Stack trace logging options.</para>
</summary>
</member>
<member name="F:UnityEngine.StackTraceLogType.Full">
<summary>
<para>Native and managed stack trace will be logged.</para>
</summary>
</member>
<member name="F:UnityEngine.StackTraceLogType.None">
<summary>
<para>No stack trace will be outputed to log.</para>
</summary>
</member>
<member name="F:UnityEngine.StackTraceLogType.ScriptOnly">
<summary>
<para>Only managed stack trace will be outputed.</para>
</summary>
</member>
<member name="T:UnityEngine.StaticBatchingUtility">
<summary>
<para>StaticBatchingUtility can prepare your objects to take advantage of Unity's static batching.</para>
</summary>
</member>
<member name="M:UnityEngine.StaticBatchingUtility.Combine(UnityEngine.GameObject)">
<summary>
<para>StaticBatchingUtility.Combine prepares all children of the staticBatchRoot for static batching.</para>
</summary>
<param name="staticBatchRoot">The GameObject that should become the root of the combined batch.</param>
</member>
<member name="M:UnityEngine.StaticBatchingUtility.Combine(UnityEngine.GameObject[],UnityEngine.GameObject)">
<summary>
<para>StaticBatchingUtility.Combine prepares all GameObjects contained in gos for static batching. staticBatchRoot is treated as their parent.</para>
</summary>
<param name="gos">The GameObjects to prepare for static batching.</param>
<param name="staticBatchRoot">The GameObject that should become the root of the combined batch.</param>
</member>
<member name="T:UnityEngine.StereoTargetEyeMask">
<summary>
<para>Enum values for the Camera's targetEye property.</para>
</summary>
</member>
<member name="F:UnityEngine.StereoTargetEyeMask.Both">
<summary>
<para>Render both eyes to the HMD.</para>
</summary>
</member>
<member name="F:UnityEngine.StereoTargetEyeMask.Left">
<summary>
<para>Render only the Left eye to the HMD.</para>
</summary>
</member>
<member name="F:UnityEngine.StereoTargetEyeMask.None">
<summary>
<para>Do not render either eye to the HMD.</para>
</summary>
</member>
<member name="F:UnityEngine.StereoTargetEyeMask.Right">
<summary>
<para>Render only the right eye to the HMD.</para>
</summary>
</member>
<member name="T:UnityEngine.SystemInfo">
<summary>
<para>Access system and hardware information.</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.batteryLevel">
<summary>
<para>The current battery level (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.batteryStatus">
<summary>
<para>Returns the current status of the device's battery (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.copyTextureSupport">
<summary>
<para>Support for various Graphics.CopyTexture cases (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.deviceModel">
<summary>
<para>The model of the device (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.deviceName">
<summary>
<para>The user defined name of the device (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.deviceType">
<summary>
<para>Returns the kind of device the application is running on (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.deviceUniqueIdentifier">
<summary>
<para>A unique device identifier. It is guaranteed to be unique for every device (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.graphicsDeviceID">
<summary>
<para>The identifier code of the graphics device (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.graphicsDeviceName">
<summary>
<para>The name of the graphics device (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.graphicsDeviceType">
<summary>
<para>The graphics API type used by the graphics device (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.graphicsDeviceVendor">
<summary>
<para>The vendor of the graphics device (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.graphicsDeviceVendorID">
<summary>
<para>The identifier code of the graphics device vendor (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.graphicsDeviceVersion">
<summary>
<para>The graphics API type and driver version used by the graphics device (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.graphicsMemorySize">
<summary>
<para>Amount of video memory present (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.graphicsMultiThreaded">
<summary>
<para>Is graphics device using multi-threaded rendering (Read Only)?</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.graphicsShaderLevel">
<summary>
<para>Graphics device shader capability level (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.graphicsUVStartsAtTop">
<summary>
<para>Returns true if the texture UV coordinate convention for this platform has Y starting at the top of the image.</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.hasDynamicUniformArrayIndexingInFragmentShaders">
<summary>
<para>Returns true when the GPU has native support for indexing uniform arrays in fragment shaders without restrictions.</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.hasHiddenSurfaceRemovalOnGPU">
<summary>
<para>True if the GPU supports hidden surface removal.</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.maxCubemapSize">
<summary>
<para>Maximum Cubemap texture size (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.maxTextureSize">
<summary>
<para>Maximum texture size (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.npotSupport">
<summary>
<para>What NPOT (non-power of two size) texture support does the GPU provide? (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.operatingSystem">
<summary>
<para>Operating system name with version (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.operatingSystemFamily">
<summary>
<para>Returns the operating system family the game is running on (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.processorCount">
<summary>
<para>Number of processors present (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.processorFrequency">
<summary>
<para>Processor frequency in MHz (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.processorType">
<summary>
<para>Processor name (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportedRenderTargetCount">
<summary>
<para>How many simultaneous render targets (MRTs) are supported? (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supports2DArrayTextures">
<summary>
<para>Are 2D Array textures supported? (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supports32bitsIndexBuffer">
<summary>
<para>Are 32-bit index buffers supported? (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supports3DRenderTextures">
<summary>
<para>Are 3D (volume) RenderTextures supported? (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supports3DTextures">
<summary>
<para>Are 3D (volume) textures supported? (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsAccelerometer">
<summary>
<para>Is an accelerometer available on the device?</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsAsyncCompute">
<summary>
<para>Returns true when the platform supports asynchronous compute queues and false if otherwise.
Note that asynchronous compute queues are only supported on PS4.</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsAsyncGPUReadback">
<summary>
<para>Returns true if asynchronous readback of GPU data is available for this device and false otherwise.</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsAudio">
<summary>
<para>Is there an Audio device available for playback? (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsComputeShaders">
<summary>
<para>Are compute shaders supported? (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsCubemapArrayTextures">
<summary>
<para>Are Cubemap Array textures supported? (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsGPUFence">
<summary>
<para>Returns true when the platform supports GPUFences and false if otherwise.
Note that GPUFences are only supported on PS4.</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsGyroscope">
<summary>
<para>Is a gyroscope available on the device?</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsHardwareQuadTopology">
<summary>
<para>Does the hardware support quad topology? (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsImageEffects">
<summary>
<para>Are image effects supported? (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsInstancing">
<summary>
<para>Is GPU draw call instancing supported? (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsLocationService">
<summary>
<para>Is the device capable of reporting its location?</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsMipStreaming">
<summary>
<para>Is streaming of texture mip maps supported? (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsMotionVectors">
<summary>
<para>Whether motion vectors are supported on this platform.</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsMultisampleAutoResolve">
<summary>
<para>Returns true if multisampled textures are resolved automatically</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsMultisampledTextures">
<summary>
<para>Are multisampled textures supported? (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsRawShadowDepthSampling">
<summary>
<para>Is sampling raw depth from shadowmaps supported? (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsRenderTextures">
<summary>
<para>Are render textures supported? (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsRenderToCubemap">
<summary>
<para>Are cubemap render textures supported? (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsSeparatedRenderTargetsBlend">
<summary>
<para>Returns true when the platform supports different blend modes when rendering to multiple render targets, or false otherwise.</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsShadows">
<summary>
<para>Are built-in shadows supported? (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsSparseTextures">
<summary>
<para>Are sparse textures supported? (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsStencil">
<summary>
<para>Is the stencil buffer supported? (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsTextureWrapMirrorOnce">
<summary>
<para>Returns true if the 'Mirror Once' texture wrap mode is supported. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsVibration">
<summary>
<para>Is the device capable of providing the user haptic feedback by vibration?</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.systemMemorySize">
<summary>
<para>Amount of system memory present (Read Only).</para>
</summary>
</member>
<member name="F:UnityEngine.SystemInfo.unsupportedIdentifier">
<summary>
<para>Value returned by SystemInfo string properties which are not supported on the current platform.</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.usesReversedZBuffer">
<summary>
<para>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)</para>
</summary>
</member>
<member name="M:UnityEngine.SystemInfo.IsFormatSupported">
<summary>
<para>Verifies that the specified graphics format is supported for the specified usage.</para>
</summary>
<param name="Format">The Experimental.Rendering.GraphicsFormat format to look up.</param>
<param name="Usage">The Experimental.Rendering.FormatUsage usage to look up.</param>
<returns>
<para>Returns true if the format is supported for the specific usage. Returns false otherwise.</para>
</returns>
</member>
<member name="M:UnityEngine.SystemInfo.SupportsBlendingOnRenderTextureFormat(UnityEngine.RenderTextureFormat)">
<summary>
<para>Is blending supported on render texture format?</para>
</summary>
<param name="format">The format to look up.</param>
<returns>
<para>True if blending is supported on the given format.</para>
</returns>
</member>
<member name="M:UnityEngine.SystemInfo.SupportsRenderTextureFormat(UnityEngine.RenderTextureFormat)">
<summary>
<para>Is render texture format supported?</para>
</summary>
<param name="format">The format to look up.</param>
<returns>
<para>True if the format is supported.</para>
</returns>
</member>
<member name="M:UnityEngine.SystemInfo.SupportsTextureFormat(UnityEngine.TextureFormat)">
<summary>
<para>Is texture format supported on this device?</para>
</summary>
<param name="format">The TextureFormat format to look up.</param>
<returns>
<para>True if the format is supported.</para>
</returns>
</member>
<member name="T:UnityEngine.SystemLanguage">
<summary>
<para>The language the user's operating system is running in. Returned by Application.systemLanguage.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Afrikaans">
<summary>
<para>Afrikaans.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Arabic">
<summary>
<para>Arabic.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Basque">
<summary>
<para>Basque.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Belarusian">
<summary>
<para>Belarusian.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Bulgarian">
<summary>
<para>Bulgarian.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Catalan">
<summary>
<para>Catalan.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Chinese">
<summary>
<para>Chinese.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.ChineseSimplified">
<summary>
<para>ChineseSimplified.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.ChineseTraditional">
<summary>
<para>ChineseTraditional.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Czech">
<summary>
<para>Czech.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Danish">
<summary>
<para>Danish.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Dutch">
<summary>
<para>Dutch.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.English">
<summary>
<para>English.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Estonian">
<summary>
<para>Estonian.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Faroese">
<summary>
<para>Faroese.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Finnish">
<summary>
<para>Finnish.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.French">
<summary>
<para>French.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.German">
<summary>
<para>German.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Greek">
<summary>
<para>Greek.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Hebrew">
<summary>
<para>Hebrew.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Hungarian">
<summary>
<para>Hungarian.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Icelandic">
<summary>
<para>Icelandic.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Indonesian">
<summary>
<para>Indonesian.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Italian">
<summary>
<para>Italian.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Japanese">
<summary>
<para>Japanese.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Korean">
<summary>
<para>Korean.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Latvian">
<summary>
<para>Latvian.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Lithuanian">
<summary>
<para>Lithuanian.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Norwegian">
<summary>
<para>Norwegian.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Polish">
<summary>
<para>Polish.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Portuguese">
<summary>
<para>Portuguese.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Romanian">
<summary>
<para>Romanian.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Russian">
<summary>
<para>Russian.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.SerboCroatian">
<summary>
<para>Serbo-Croatian.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Slovak">
<summary>
<para>Slovak.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Slovenian">
<summary>
<para>Slovenian.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Spanish">
<summary>
<para>Spanish.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Swedish">
<summary>
<para>Swedish.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Thai">
<summary>
<para>Thai.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Turkish">
<summary>
<para>Turkish.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Ukrainian">
<summary>
<para>Ukrainian.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Unknown">
<summary>
<para>Unknown.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Vietnamese">
<summary>
<para>Vietnamese.</para>
</summary>
</member>
<member name="T:UnityEngine.TextAreaAttribute">
<summary>
<para>Attribute to make a string be edited with a height-flexible and scrollable text area.</para>
</summary>
</member>
<member name="F:UnityEngine.TextAreaAttribute.maxLines">
<summary>
<para>The maximum amount of lines the text area can show before it starts using a scrollbar.</para>
</summary>
</member>
<member name="F:UnityEngine.TextAreaAttribute.minLines">
<summary>
<para>The minimum amount of lines the text area will use.</para>
</summary>
</member>
<member name="M:UnityEngine.TextAreaAttribute.#ctor">
<summary>
<para>Attribute to make a string be edited with a height-flexible and scrollable text area.</para>
</summary>
<param name="minLines">The minimum amount of lines the text area will use.</param>
<param name="maxLines">The maximum amount of lines the text area can show before it starts using a scrollbar.</param>
</member>
<member name="M:UnityEngine.TextAreaAttribute.#ctor(System.Int32,System.Int32)">
<summary>
<para>Attribute to make a string be edited with a height-flexible and scrollable text area.</para>
</summary>
<param name="minLines">The minimum amount of lines the text area will use.</param>
<param name="maxLines">The maximum amount of lines the text area can show before it starts using a scrollbar.</param>
</member>
<member name="T:UnityEngine.TextAsset">
<summary>
<para>Text file assets.</para>
</summary>
</member>
<member name="P:UnityEngine.TextAsset.bytes">
<summary>
<para>The raw bytes of the text asset. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.TextAsset.text">
<summary>
<para>The text contents of the .txt file as a string. (Read Only)</para>
</summary>
</member>
<member name="M:UnityEngine.TextAsset.#ctor(System.String)">
<summary>
<para>Create a new TextAsset with the specified text contents.
This constructor creates a TextAsset, which is not the same as a plain text file. When saved to disk using the AssetDatabase class, the TextAsset should be saved with the .asset extension.</para>
</summary>
<param name="text">The text contents for the TextAsset.</param>
</member>
<member name="M:UnityEngine.TextAsset.ToString">
<summary>
<para>Returns the contents of the TextAsset.</para>
</summary>
</member>
<member name="T:UnityEngine.Texture">
<summary>
<para>Base class for texture handling. Contains functionality that is common to both Texture2D and RenderTexture classes.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.anisoLevel">
<summary>
<para>Anisotropic filtering level of the texture.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.currentTextureMemory">
<summary>
<para>The amount of memory currently being used by textures.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.desiredTextureMemory">
<summary>
<para>This amount of texture memory would be used before the texture streaming budget is applied.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.dimension">
<summary>
<para>Dimensionality (type) of the texture (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.filterMode">
<summary>
<para>Filtering mode of the texture.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.height">
<summary>
<para>Height of the texture in pixels. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.isReadable">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.mipMapBias">
<summary>
<para>Mip map bias of the texture.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.nonStreamingTextureCount">
<summary>
<para>Number of non-streaming textures.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.nonStreamingTextureMemory">
<summary>
<para>Total amount of memory being used by non-streaming textures.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.streamingMipmapUploadCount">
<summary>
<para>How many times has a texture been uploaded due to texture mipmap streaming.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.streamingRendererCount">
<summary>
<para>Number of renderers registered with the texture streaming system.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.streamingTextureCount">
<summary>
<para>Number of streaming textures.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.streamingTextureDiscardUnusedMips">
<summary>
<para>Force the streaming texture system to discard all unused mipmaps immediately, rather than caching them until the texture memory budget is exceeded.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.streamingTextureForceLoadAll">
<summary>
<para>Force streaming textures to load all mipmap levels.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.streamingTextureLoadingCount">
<summary>
<para>Number of streaming textures with mipmaps currently loading.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.streamingTexturePendingLoadCount">
<summary>
<para>Number of streaming textures with outstanding mipmaps to be loaded.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.targetTextureMemory">
<summary>
<para>The amount of memory used by textures after the mipmap streaming and budget are applied and loading is complete.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.totalTextureMemory">
<summary>
<para>The total amount of memory that would be used by all textures at mipmap level 0.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.updateCount">
<summary>
<para>This counter is incremented when the texture is updated.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.width">
<summary>
<para>Width of the texture in pixels. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.wrapMode">
<summary>
<para>Texture coordinate wrapping mode.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.wrapModeU">
<summary>
<para>Texture U coordinate wrapping mode.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.wrapModeV">
<summary>
<para>Texture V coordinate wrapping mode.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.wrapModeW">
<summary>
<para>Texture W coordinate wrapping mode for Texture3D.</para>
</summary>
</member>
<member name="M:UnityEngine.Texture.GetNativeTexturePtr">
<summary>
<para>Retrieve a native (underlying graphics API) pointer to the texture resource.</para>
</summary>
<returns>
<para>Pointer to an underlying graphics API texture resource.</para>
</returns>
</member>
<member name="M:UnityEngine.Texture.IncrementUpdateCount">
<summary>
<para>Increment the update counter.</para>
</summary>
</member>
<member name="M:UnityEngine.Texture.SetGlobalAnisotropicFilteringLimits(System.Int32,System.Int32)">
<summary>
<para>Sets Anisotropic limits.</para>
</summary>
<param name="forcedMin"></param>
<param name="globalMax"></param>
</member>
<member name="M:UnityEngine.Texture.SetStreamingTextureMaterialDebugProperties">
<summary>
<para>Uploads additional debug information to materials using textures set to stream mip maps.</para>
</summary>
</member>
<member name="T:UnityEngine.Texture2D">
<summary>
<para>Class for texture handling.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture2D.blackTexture">
<summary>
<para>Get a small texture with all black pixels.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture2D.desiredMipmapLevel">
<summary>
<para>The mipmap level which would have been loaded by the streaming system before memory budgets are applied.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture2D.format">
<summary>
<para>The format of the pixel data in the texture (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Texture2D.isReadable">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture2D.loadedMipmapLevel">
<summary>
<para>Which mipmap level is currently loaded by the streaming system.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture2D.loadingMipmapLevel">
<summary>
<para>Which mipmap level is in the process of being loaded by the mipmap streaming system.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture2D.mipmapCount">
<summary>
<para>How many mipmap levels are in this texture (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Texture2D.requestedMipmapLevel">
<summary>
<para>The mipmap level to load.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture2D.streamingMipmaps">
<summary>
<para>Has mipmap streaming been enabled for this texture.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture2D.streamingMipmapsPriority">
<summary>
<para>Relative priority for this texture when reducing memory size in order to hit the memory budget.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture2D.whiteTexture">
<summary>
<para>Get a small texture with all white pixels.</para>
</summary>
</member>
<member name="M:UnityEngine.Texture2D.Apply(System.Boolean,System.Boolean)">
<summary>
<para>Actually apply all previous SetPixel and SetPixels changes.</para>
</summary>
<param name="updateMipmaps">When set to true, mipmap levels are recalculated.</param>
<param name="makeNoLongerReadable">When set to true, system memory copy of a texture is released.</param>
</member>
<member name="M:UnityEngine.Texture2D.ClearRequestedMipmapLevel">
<summary>
<para>Resets the requestedMipmapLevel field.</para>
</summary>
</member>
<member name="M:UnityEngine.Texture2D.Compress(System.Boolean)">
<summary>
<para>Compress texture into DXT format.</para>
</summary>
<param name="highQuality"></param>
</member>
<member name="M:UnityEngine.Texture2D.CreateExternalTexture(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean,System.Boolean,System.IntPtr)">
<summary>
<para>Creates Unity Texture out of externally created native texture object.</para>
</summary>
<param name="nativeTex">Native 2D texture object.</param>
<param name="width">Width of texture in pixels.</param>
<param name="height">Height of texture in pixels.</param>
<param name="format">Format of underlying texture object.</param>
<param name="mipmap">Does the texture have mipmaps?</param>
<param name="linear">Is texture using linear color space?</param>
<param name="mipChain"></param>
</member>
<member name="M:UnityEngine.Texture2D.#ctor(System.Int32,System.Int32)">
<summary>
<para>Create a new empty texture.</para>
</summary>
<param name="width"></param>
<param name="height"></param>
</member>
<member name="M:UnityEngine.Texture2D.#ctor(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean)">
<summary>
<para>Create a new empty texture.</para>
</summary>
<param name="width"></param>
<param name="height"></param>
<param name="textureFormat"></param>
<param name="mipChain"></param>
</member>
<member name="M:UnityEngine.Texture2D.#ctor(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean,System.Boolean)">
<summary>
<para>Create a new empty texture.</para>
</summary>
<param name="width"></param>
<param name="height"></param>
<param name="textureFormat"></param>
<param name="mipChain"></param>
<param name="linear"></param>
</member>
<member name="T:UnityEngine.Texture2D.EXRFlags">
<summary>
<para>Flags used to control the encoding to an EXR file.</para>
</summary>
</member>
<member name="F:UnityEngine.Texture2D.EXRFlags.CompressPIZ">
<summary>
<para>This texture will use Wavelet compression. This is best used for grainy images.</para>
</summary>
</member>
<member name="F:UnityEngine.Texture2D.EXRFlags.CompressRLE">
<summary>
<para>The texture will use RLE (Run Length Encoding) EXR compression format (similar to Targa RLE compression).</para>
</summary>
</member>
<member name="F:UnityEngine.Texture2D.EXRFlags.CompressZIP">
<summary>
<para>The texture will use the EXR ZIP compression format.</para>
</summary>
</member>
<member name="F:UnityEngine.Texture2D.EXRFlags.None">
<summary>
<para>No flag. This will result in an uncompressed 16-bit float EXR file.</para>
</summary>
</member>
<member name="F:UnityEngine.Texture2D.EXRFlags.OutputAsFloat">
<summary>
<para>The texture will be exported as a 32-bit float EXR file (default is 16-bit).</para>
</summary>
</member>
<member name="M:UnityEngine.Texture2D.GenerateAtlas">
<summary>
<para>Packs a set of rectangles into a square atlas, with optional padding between rectangles.</para>
</summary>
<param name="sizes">An array of rectangle dimensions.</param>
<param name="padding">Amount of padding to insert between adjacent rectangles in the atlas.</param>
<param name="atlasSize">The size of the atlas.</param>
<returns>
<para>If the function succeeds, this will contain the packed rectangles. Otherwise, the return value is null.</para>
</returns>
</member>
<member name="M:UnityEngine.Texture2D.GetPixel(System.Int32,System.Int32)">
<summary>
<para>Returns pixel color at coordinates (x, y).</para>
</summary>
<param name="x"></param>
<param name="y"></param>
</member>
<member name="M:UnityEngine.Texture2D.GetPixelBilinear(System.Single,System.Single)">
<summary>
<para>Returns filtered pixel color at normalized coordinates (u, v).</para>
</summary>
<param name="x"></param>
<param name="y"></param>
</member>
<member name="M:UnityEngine.Texture2D.GetPixels(System.Int32)">
<summary>
<para>Get the pixel colors from the texture.</para>
</summary>
<param name="miplevel">The mipmap level to fetch the pixels from. Defaults to zero.</param>
<returns>
<para>The array of all pixels in the mipmap level of the texture.</para>
</returns>
</member>
<member name="M:UnityEngine.Texture2D.GetPixels(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Get a block of pixel colors.</para>
</summary>
<param name="x">The x position of the pixel array to fetch.</param>
<param name="y">The y position of the pixel array to fetch.</param>
<param name="blockWidth">The width length of the pixel array to fetch.</param>
<param name="blockHeight">The height length of the pixel array to fetch.</param>
<param name="miplevel">The mipmap level to fetch the pixels. Defaults to zero, and is
optional.</param>
<returns>
<para>The array of pixels in the texture that have been selected.</para>
</returns>
</member>
<member name="M:UnityEngine.Texture2D.GetPixels32(System.Int32)">
<summary>
<para>Get a block of pixel colors in Color32 format.</para>
</summary>
<param name="miplevel"></param>
</member>
<member name="M:UnityEngine.Texture2D.GetRawTextureData">
<summary>
<para>Get raw data from a texture for reading or writing.</para>
</summary>
<returns>
<para>Raw texture data view.</para>
</returns>
</member>
<member name="M:UnityEngine.Texture2D.GetRawTextureData">
<summary>
<para>Get raw data from a texture.</para>
</summary>
<returns>
<para>Raw texture data as a byte array.</para>
</returns>
</member>
<member name="M:UnityEngine.Texture2D.IsRequestedMipmapLevelLoaded">
<summary>
<para>Has the mipmap level requested by setting requestedMipmapLevel finished loading?</para>
</summary>
<returns>
<para>True if the mipmap level requested by setting requestedMipmapLevel has finished loading.</para>
</returns>
</member>
<member name="M:UnityEngine.Texture2D.LoadRawTextureData(System.Byte[])">
<summary>
<para>Fills texture pixels with raw preformatted data.</para>
</summary>
<param name="data">Raw data array to initialize texture pixels with.</param>
<param name="size">Size of data in bytes.</param>
</member>
<member name="M:UnityEngine.Texture2D.LoadRawTextureData(Unity.Collections.NativeArray`1&lt;T&gt;)">
<summary>
<para>Fills texture pixels with raw preformatted data.</para>
</summary>
<param name="data">Raw data array to initialize texture pixels with.</param>
<param name="size">Size of data in bytes.</param>
</member>
<member name="M:UnityEngine.Texture2D.LoadRawTextureData(System.IntPtr,System.Int32)">
<summary>
<para>Fills texture pixels with raw preformatted data.</para>
</summary>
<param name="data">Raw data array to initialize texture pixels with.</param>
<param name="size">Size of data in bytes.</param>
</member>
<member name="M:UnityEngine.Texture2D.PackTextures(UnityEngine.Texture2D[],System.Int32,System.Int32,System.Boolean)">
<summary>
<para>Packs multiple Textures into a texture atlas.</para>
</summary>
<param name="textures">Array of textures to pack into the atlas.</param>
<param name="padding">Padding in pixels between the packed textures.</param>
<param name="maximumAtlasSize">Maximum size of the resulting texture.</param>
<param name="makeNoLongerReadable">Should the texture be marked as no longer readable?</param>
<returns>
<para>An array of rectangles containing the UV coordinates in the atlas for each input texture, or null if packing fails.</para>
</returns>
</member>
<member name="M:UnityEngine.Texture2D.ReadPixels(UnityEngine.Rect,System.Int32,System.Int32,System.Boolean)">
<summary>
<para>Read pixels from screen into the saved texture data.</para>
</summary>
<param name="source">Rectangular region of the view to read from. Pixels are read from current render target.</param>
<param name="destX">Horizontal pixel position in the texture to place the pixels that are read.</param>
<param name="destY">Vertical pixel position in the texture to place the pixels that are read.</param>
<param name="recalculateMipMaps">Should the texture's mipmaps be recalculated after reading?</param>
</member>
<member name="M:UnityEngine.Texture2D.Resize(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean)">
<summary>
<para>Resizes the texture.</para>
</summary>
<param name="width"></param>
<param name="height"></param>
<param name="format"></param>
<param name="hasMipMap"></param>
</member>
<member name="M:UnityEngine.Texture2D.Resize(System.Int32,System.Int32)">
<summary>
<para>Resizes the texture.</para>
</summary>
<param name="width"></param>
<param name="height"></param>
</member>
<member name="M:UnityEngine.Texture2D.SetPixel(System.Int32,System.Int32,UnityEngine.Color)">
<summary>
<para>Sets pixel color at coordinates (x,y).</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="color"></param>
</member>
<member name="M:UnityEngine.Texture2D.SetPixels(UnityEngine.Color[],System.Int32)">
<summary>
<para>Set a block of pixel colors.</para>
</summary>
<param name="colors">The array of pixel colours to assign (a 2D image flattened to a 1D array).</param>
<param name="miplevel">The mip level of the texture to write to.</param>
</member>
<member name="M:UnityEngine.Texture2D.SetPixels(System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Color[],System.Int32)">
<summary>
<para>Set a block of pixel colors.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="blockWidth"></param>
<param name="blockHeight"></param>
<param name="colors"></param>
<param name="miplevel"></param>
</member>
<member name="M:UnityEngine.Texture2D.SetPixels32(UnityEngine.Color32[],System.Int32)">
<summary>
<para>Set a block of pixel colors.</para>
</summary>
<param name="colors"></param>
<param name="miplevel"></param>
</member>
<member name="M:UnityEngine.Texture2D.SetPixels32(System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Color32[],System.Int32)">
<summary>
<para>Set a block of pixel colors.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="blockWidth"></param>
<param name="blockHeight"></param>
<param name="colors"></param>
<param name="miplevel"></param>
</member>
<member name="M:UnityEngine.Texture2D.UpdateExternalTexture(System.IntPtr)">
<summary>
<para>Updates Unity texture to use different native texture object.</para>
</summary>
<param name="nativeTex">Native 2D texture object.</param>
</member>
<member name="T:UnityEngine.Texture2DArray">
<summary>
<para>Class for handling 2D texture arrays.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture2DArray.depth">
<summary>
<para>Number of elements in a texture array (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Texture2DArray.format">
<summary>
<para>Texture format (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Texture2DArray.isReadable">
<summary>
<para>Returns true if this texture array is Read/Write Enabled; otherwise returns false. For dynamic textures created from script, always returns true.</para>
</summary>
</member>
<member name="M:UnityEngine.Texture2DArray.Apply(System.Boolean,System.Boolean)">
<summary>
<para>Actually apply all previous SetPixels changes.</para>
</summary>
<param name="updateMipmaps">When set to true, mipmap levels are recalculated.</param>
<param name="makeNoLongerReadable">When set to true, system memory copy of a texture is released.</param>
</member>
<member name="M:UnityEngine.Texture2DArray.#ctor(System.Int32,System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean)">
<summary>
<para>Create a new texture array.</para>
</summary>
<param name="width">Width of texture array in pixels.</param>
<param name="height">Height of texture array in pixels.</param>
<param name="depth">Number of elements in the texture array.</param>
<param name="format">Format of the texture.</param>
<param name="mipmap">Should mipmaps be created?</param>
<param name="linear">Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false.</param>
<param name="textureFormat"></param>
<param name="mipChain"></param>
</member>
<member name="M:UnityEngine.Texture2DArray.#ctor(System.Int32,System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean,System.Boolean)">
<summary>
<para>Create a new texture array.</para>
</summary>
<param name="width">Width of texture array in pixels.</param>
<param name="height">Height of texture array in pixels.</param>
<param name="depth">Number of elements in the texture array.</param>
<param name="format">Format of the texture.</param>
<param name="mipmap">Should mipmaps be created?</param>
<param name="linear">Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false.</param>
<param name="textureFormat"></param>
<param name="mipChain"></param>
</member>
<member name="M:UnityEngine.Texture2DArray.GetPixels(System.Int32,System.Int32)">
<summary>
<para>Returns pixel colors of a single array slice.</para>
</summary>
<param name="arrayElement">Array slice to read pixels from.</param>
<param name="miplevel">Mipmap level to read pixels from.</param>
<returns>
<para>Array of pixel colors.</para>
</returns>
</member>
<member name="M:UnityEngine.Texture2DArray.GetPixels32(System.Int32,System.Int32)">
<summary>
<para>Returns pixel colors of a single array slice.</para>
</summary>
<param name="arrayElement">Array slice to read pixels from.</param>
<param name="miplevel">Mipmap level to read pixels from.</param>
<returns>
<para>Array of pixel colors in low precision (8 bits/channel) format.</para>
</returns>
</member>
<member name="M:UnityEngine.Texture2DArray.SetPixels(UnityEngine.Color[],System.Int32,System.Int32)">
<summary>
<para>Set pixel colors for the whole mip level.</para>
</summary>
<param name="colors">An array of pixel colors.</param>
<param name="arrayElement">The texture array element index.</param>
<param name="miplevel">The mip level.</param>
</member>
<member name="M:UnityEngine.Texture2DArray.SetPixels32(UnityEngine.Color32[],System.Int32,System.Int32)">
<summary>
<para>Set pixel colors for the whole mip level.</para>
</summary>
<param name="colors">An array of pixel colors.</param>
<param name="arrayElement">The texture array element index.</param>
<param name="miplevel">The mip level.</param>
</member>
<member name="T:UnityEngine.Texture3D">
<summary>
<para>Class for handling 3D Textures, Use this to create.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture3D.depth">
<summary>
<para>The depth of the texture (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Texture3D.format">
<summary>
<para>The format of the pixel data in the texture (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Texture3D.isReadable">
<summary>
<para>Returns true if this 3D texture is Read/Write Enabled; otherwise returns false. For dynamic textures created from script, always returns true.</para>
</summary>
</member>
<member name="M:UnityEngine.Texture3D.Apply(System.Boolean,System.Boolean)">
<summary>
<para>Actually apply all previous SetPixels changes.</para>
</summary>
<param name="updateMipmaps">When set to true, mipmap levels are recalculated.</param>
<param name="makeNoLongerReadable">When set to true, system memory copy of a texture is released.</param>
</member>
<member name="M:UnityEngine.Texture3D.#ctor(System.Int32,System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean)">
<summary>
<para>Create a new empty 3D Texture.</para>
</summary>
<param name="width">Width of texture in pixels.</param>
<param name="height">Height of texture in pixels.</param>
<param name="depth">Depth of texture in pixels.</param>
<param name="format">Texture data format.</param>
<param name="mipmap">Should the texture have mipmaps?</param>
<param name="textureFormat"></param>
<param name="mipChain"></param>
</member>
<member name="M:UnityEngine.Texture3D.GetPixels(System.Int32)">
<summary>
<para>Returns an array of pixel colors representing one mip level of the 3D texture.</para>
</summary>
<param name="miplevel"></param>
</member>
<member name="M:UnityEngine.Texture3D.GetPixels32(System.Int32)">
<summary>
<para>Returns an array of pixel colors representing one mip level of the 3D texture.</para>
</summary>
<param name="miplevel"></param>
</member>
<member name="M:UnityEngine.Texture3D.SetPixels(UnityEngine.Color[],System.Int32)">
<summary>
<para>Sets pixel colors of a 3D texture.</para>
</summary>
<param name="colors">The colors to set the pixels to.</param>
<param name="miplevel">The mipmap level to be affected by the new colors.</param>
</member>
<member name="M:UnityEngine.Texture3D.SetPixels32(UnityEngine.Color32[],System.Int32)">
<summary>
<para>Sets pixel colors of a 3D texture.</para>
</summary>
<param name="colors">The colors to set the pixels to.</param>
<param name="miplevel">The mipmap level to be affected by the new colors.</param>
</member>
<member name="T:UnityEngine.TextureFormat">
<summary>
<para>Format used when creating textures from scripts.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.Alpha8">
<summary>
<para>Alpha-only texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ARGB32">
<summary>
<para>Color with alpha texture format, 8-bits per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ARGB4444">
<summary>
<para>A 16 bits/pixel texture format. Texture stores color with an alpha channel.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ASTC_RGB_10x10">
<summary>
<para>ASTC (10x10 pixel block in 128 bits) compressed RGB texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ASTC_RGB_12x12">
<summary>
<para>ASTC (12x12 pixel block in 128 bits) compressed RGB texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ASTC_RGB_4x4">
<summary>
<para>ASTC (4x4 pixel block in 128 bits) compressed RGB texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ASTC_RGB_5x5">
<summary>
<para>ASTC (5x5 pixel block in 128 bits) compressed RGB texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ASTC_RGB_6x6">
<summary>
<para>ASTC (6x6 pixel block in 128 bits) compressed RGB texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ASTC_RGB_8x8">
<summary>
<para>ASTC (8x8 pixel block in 128 bits) compressed RGB texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ASTC_RGBA_10x10">
<summary>
<para>ASTC (10x10 pixel block in 128 bits) compressed RGBA texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ASTC_RGBA_12x12">
<summary>
<para>ASTC (12x12 pixel block in 128 bits) compressed RGBA texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ASTC_RGBA_4x4">
<summary>
<para>ASTC (4x4 pixel block in 128 bits) compressed RGBA texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ASTC_RGBA_5x5">
<summary>
<para>ASTC (5x5 pixel block in 128 bits) compressed RGBA texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ASTC_RGBA_6x6">
<summary>
<para>ASTC (6x6 pixel block in 128 bits) compressed RGBA texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ASTC_RGBA_8x8">
<summary>
<para>ASTC (8x8 pixel block in 128 bits) compressed RGBA texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.BC4">
<summary>
<para>Compressed one channel (R) texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.BC5">
<summary>
<para>Compressed two-channel (RG) texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.BC6H">
<summary>
<para>HDR compressed color texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.BC7">
<summary>
<para>High quality compressed color texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.BGRA32">
<summary>
<para>Color with alpha texture format, 8-bits per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.DXT1">
<summary>
<para>Compressed color texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.DXT1Crunched">
<summary>
<para>Compressed color texture format with Crunch compression for smaller storage sizes.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.DXT5">
<summary>
<para>Compressed color with alpha channel texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.DXT5Crunched">
<summary>
<para>Compressed color with alpha channel texture format with Crunch compression for smaller storage sizes.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.EAC_R">
<summary>
<para>ETC2 EAC (GL ES 3.0) 4 bitspixel compressed unsigned single-channel texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.EAC_R_SIGNED">
<summary>
<para>ETC2 EAC (GL ES 3.0) 4 bitspixel compressed signed single-channel texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.EAC_RG">
<summary>
<para>ETC2 EAC (GL ES 3.0) 8 bitspixel compressed unsigned dual-channel (RG) texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.EAC_RG_SIGNED">
<summary>
<para>ETC2 EAC (GL ES 3.0) 8 bitspixel compressed signed dual-channel (RG) texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ETC_RGB4">
<summary>
<para>ETC (GLES2.0) 4 bits/pixel compressed RGB texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ETC_RGB4_3DS">
<summary>
<para>ETC 4 bits/pixel compressed RGB texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ETC_RGB4Crunched">
<summary>
<para>Compressed color texture format with Crunch compression for smaller storage sizes.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ETC_RGBA8_3DS">
<summary>
<para>ETC 4 bitspixel RGB + 4 bitspixel Alpha compressed texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ETC2_RGB">
<summary>
<para>ETC2 (GL ES 3.0) 4 bits/pixel compressed RGB texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ETC2_RGBA1">
<summary>
<para>ETC2 (GL ES 3.0) 4 bits/pixel RGB+1-bit alpha texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ETC2_RGBA8">
<summary>
<para>ETC2 (GL ES 3.0) 8 bits/pixel compressed RGBA texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ETC2_RGBA8Crunched">
<summary>
<para>Compressed color with alpha channel texture format using Crunch compression for smaller storage sizes.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.PVRTC_RGB2">
<summary>
<para>PowerVR (iOS) 2 bits/pixel compressed color texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.PVRTC_RGB4">
<summary>
<para>PowerVR (iOS) 4 bits/pixel compressed color texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.PVRTC_RGBA2">
<summary>
<para>PowerVR (iOS) 2 bits/pixel compressed with alpha channel texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.PVRTC_RGBA4">
<summary>
<para>PowerVR (iOS) 4 bits/pixel compressed with alpha channel texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.R16">
<summary>
<para>Single channel (R) texture format, 16 bit integer.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.R8">
<summary>
<para>Single channel (R) texture format, 8 bit integer.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.RFloat">
<summary>
<para>Scalar (R) texture format, 32 bit floating point.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.RG16">
<summary>
<para>Two color (RG) texture format, 8-bits per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.RGB24">
<summary>
<para>Color texture format, 8-bits per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.RGB565">
<summary>
<para>A 16 bit color texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.RGB9e5Float">
<summary>
<para>RGB HDR format, with 9 bit mantissa per channel and a 5 bit shared exponent.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.RGBA32">
<summary>
<para>Color with alpha texture format, 8-bits per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.RGBA4444">
<summary>
<para>Color and alpha texture format, 4 bit per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.RGBAFloat">
<summary>
<para>RGB color and alpha texture format, 32-bit floats per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.RGBAHalf">
<summary>
<para>RGB color and alpha texture format, 16 bit floating point per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.RGFloat">
<summary>
<para>Two color (RG) texture format, 32 bit floating point per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.RGHalf">
<summary>
<para>Two color (RG) texture format, 16 bit floating point per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.RHalf">
<summary>
<para>Scalar (R) texture format, 16 bit floating point.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.YUY2">
<summary>
<para>A format that uses the YUV color space and is often used for video encoding or playback.</para>
</summary>
</member>
<member name="T:UnityEngine.TextureWrapMode">
<summary>
<para>Wrap mode for textures.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureWrapMode.Clamp">
<summary>
<para>Clamps the texture to the last pixel at the edge.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureWrapMode.Mirror">
<summary>
<para>Tiles the texture, creating a repeating pattern by mirroring it at every integer boundary.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureWrapMode.MirrorOnce">
<summary>
<para>Mirrors the texture once, then clamps to edge pixels.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureWrapMode.Repeat">
<summary>
<para>Tiles the texture, creating a repeating pattern.</para>
</summary>
</member>
<member name="T:UnityEngine.ThreadPriority">
<summary>
<para>Priority of a thread.</para>
</summary>
</member>
<member name="F:UnityEngine.ThreadPriority.BelowNormal">
<summary>
<para>Below normal thread priority.</para>
</summary>
</member>
<member name="F:UnityEngine.ThreadPriority.High">
<summary>
<para>Highest thread priority.</para>
</summary>
</member>
<member name="F:UnityEngine.ThreadPriority.Low">
<summary>
<para>Lowest thread priority.</para>
</summary>
</member>
<member name="F:UnityEngine.ThreadPriority.Normal">
<summary>
<para>Normal thread priority.</para>
</summary>
</member>
<member name="T:UnityEngine.Time">
<summary>
<para>The interface to get time information from Unity.</para>
</summary>
</member>
<member name="P:UnityEngine.Time.captureFramerate">
<summary>
<para>Slows game playback time to allow screenshots to be saved between frames.</para>
</summary>
</member>
<member name="P:UnityEngine.Time.deltaTime">
<summary>
<para>The completion time in seconds since the last frame (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Time.fixedDeltaTime">
<summary>
<para>The interval in seconds at which physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour.FixedUpdate) are performed.</para>
</summary>
</member>
<member name="P:UnityEngine.Time.fixedTime">
<summary>
<para>The time the latest MonoBehaviour.FixedUpdate has started (Read Only). This is the time in seconds since the start of the game.</para>
</summary>
</member>
<member name="P:UnityEngine.Time.fixedUnscaledDeltaTime">
<summary>
<para>The timeScale-independent interval in seconds from the last fixed frame to the current one (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Time.fixedUnscaledTime">
<summary>
<para>The TimeScale-independant time the latest MonoBehaviour.FixedUpdate has started (Read Only). This is the time in seconds since the start of the game.</para>
</summary>
</member>
<member name="P:UnityEngine.Time.frameCount">
<summary>
<para>The total number of frames that have passed (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Time.inFixedTimeStep">
<summary>
<para>Returns true if called inside a fixed time step callback (like MonoBehaviour's MonoBehaviour.FixedUpdate), otherwise returns false.</para>
</summary>
</member>
<member name="P:UnityEngine.Time.maximumDeltaTime">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Time.maximumParticleDeltaTime">
<summary>
<para>The maximum time a frame can spend on particle updates. If the frame takes longer than this, then updates are split into multiple smaller updates.</para>
</summary>
</member>
<member name="P:UnityEngine.Time.realtimeSinceStartup">
<summary>
<para>The real time in seconds since the game started (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Time.smoothDeltaTime">
<summary>
<para>A smoothed out Time.deltaTime (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Time.time">
<summary>
<para>The time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game.</para>
</summary>
</member>
<member name="P:UnityEngine.Time.timeScale">
<summary>
<para>The scale at which the time is passing. This can be used for slow motion effects.</para>
</summary>
</member>
<member name="P:UnityEngine.Time.timeSinceLevelLoad">
<summary>
<para>The time this frame has started (Read Only). This is the time in seconds since the last level has been loaded.</para>
</summary>
</member>
<member name="P:UnityEngine.Time.unscaledDeltaTime">
<summary>
<para>The timeScale-independent interval in seconds from the last frame to the current one (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Time.unscaledTime">
<summary>
<para>The timeScale-independant time for this frame (Read Only). This is the time in seconds since the start of the game.</para>
</summary>
</member>
<member name="T:UnityEngine.TooltipAttribute">
<summary>
<para>Specify a tooltip for a field in the Inspector window.</para>
</summary>
</member>
<member name="F:UnityEngine.TooltipAttribute.tooltip">
<summary>
<para>The tooltip text.</para>
</summary>
</member>
<member name="M:UnityEngine.TooltipAttribute.#ctor(System.String)">
<summary>
<para>Specify a tooltip for a field.</para>
</summary>
<param name="tooltip">The tooltip text.</param>
</member>
<member name="T:UnityEngine.Touch">
<summary>
<para>Structure describing the status of a finger touching the screen.</para>
</summary>
</member>
<member name="P:UnityEngine.Touch.altitudeAngle">
<summary>
<para>Value of 0 radians indicates that the stylus is parallel to the surface, pi/2 indicates that it is perpendicular.</para>
</summary>
</member>
<member name="P:UnityEngine.Touch.azimuthAngle">
<summary>
<para>Value of 0 radians indicates that the stylus is pointed along the x-axis of the device.</para>
</summary>
</member>
<member name="P:UnityEngine.Touch.deltaPosition">
<summary>
<para>The position delta since last change.</para>
</summary>
</member>
<member name="P:UnityEngine.Touch.deltaTime">
<summary>
<para>Amount of time that has passed since the last recorded change in Touch values.</para>
</summary>
</member>
<member name="P:UnityEngine.Touch.fingerId">
<summary>
<para>The unique index for the touch.</para>
</summary>
</member>
<member name="P:UnityEngine.Touch.maximumPossiblePressure">
<summary>
<para>The maximum possible pressure value for a platform. If Input.touchPressureSupported returns false, the value of this property will always be 1.0f.</para>
</summary>
</member>
<member name="P:UnityEngine.Touch.phase">
<summary>
<para>Describes the phase of the touch.</para>
</summary>
</member>
<member name="P:UnityEngine.Touch.position">
<summary>
<para>The position of the touch in pixel coordinates.</para>
</summary>
</member>
<member name="P:UnityEngine.Touch.pressure">
<summary>
<para>The current amount of pressure being applied to a touch. 1.0f is considered to be the pressure of an average touch. If Input.touchPressureSupported returns false, the value of this property will always be 1.0f.</para>
</summary>
</member>
<member name="P:UnityEngine.Touch.radius">
<summary>
<para>An estimated value of the radius of a touch. Add radiusVariance to get the maximum touch size, subtract it to get the minimum touch size.</para>
</summary>
</member>
<member name="P:UnityEngine.Touch.radiusVariance">
<summary>
<para>This value determines the accuracy of the touch radius. Add this value to the radius to get the maximum touch size, subtract it to get the minimum touch size.</para>
</summary>
</member>
<member name="P:UnityEngine.Touch.rawPosition">
<summary>
<para>The raw position used for the touch.</para>
</summary>
</member>
<member name="P:UnityEngine.Touch.tapCount">
<summary>
<para>Number of taps.</para>
</summary>
</member>
<member name="P:UnityEngine.Touch.type">
<summary>
<para>A value that indicates whether a touch was of Direct, Indirect (or remote), or Stylus type.</para>
</summary>
</member>
<member name="T:UnityEngine.TouchPhase">
<summary>
<para>Describes phase of a finger touch.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchPhase.Began">
<summary>
<para>A finger touched the screen.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchPhase.Canceled">
<summary>
<para>The system cancelled tracking for the touch.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchPhase.Ended">
<summary>
<para>A finger was lifted from the screen. This is the final phase of a touch.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchPhase.Moved">
<summary>
<para>A finger moved on the screen.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchPhase.Stationary">
<summary>
<para>A finger is touching the screen but hasn't moved.</para>
</summary>
</member>
<member name="T:UnityEngine.TouchScreenKeyboard">
<summary>
<para>Interface into the native iPhone, Android, Windows Phone and Windows Store Apps on-screen keyboards - it is not available on other platforms.</para>
</summary>
</member>
<member name="P:UnityEngine.TouchScreenKeyboard.active">
<summary>
<para>Is the keyboard visible or sliding into the position on the screen?</para>
</summary>
</member>
<member name="P:UnityEngine.TouchScreenKeyboard.canGetSelection">
<summary>
<para>Specifies whether the TouchScreenKeyboard supports the selection property. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.TouchScreenKeyboard.canSetSelection">
<summary>
<para>Specifies whether the TouchScreenKeyboard supports the selection property. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.TouchScreenKeyboard.characterLimit">
<summary>
<para>How many characters the keyboard input field is limited to. 0 = infinite.</para>
</summary>
</member>
<member name="P:UnityEngine.TouchScreenKeyboard.done">
<summary>
<para>Specifies if input process was finished. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.TouchScreenKeyboard.hideInput">
<summary>
<para>Will text input field above the keyboard be hidden when the keyboard is on screen?</para>
</summary>
</member>
<member name="P:UnityEngine.TouchScreenKeyboard.isSupported">
<summary>
<para>Is touch screen keyboard supported.</para>
</summary>
</member>
<member name="P:UnityEngine.TouchScreenKeyboard.selection">
<summary>
<para>Gets or sets the character range of the selected text within the string currently being edited.</para>
</summary>
</member>
<member name="P:UnityEngine.TouchScreenKeyboard.status">
<summary>
<para>Returns the status of the on-screen keyboard. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.TouchScreenKeyboard.text">
<summary>
<para>Returns the text displayed by the input field of the keyboard.</para>
</summary>
</member>
<member name="P:UnityEngine.TouchScreenKeyboard.wasCanceled">
<summary>
<para>Specifies if input process was canceled. (Read Only)</para>
</summary>
</member>
<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String)">
<summary>
<para>Opens the native keyboard provided by OS on the screen.</para>
</summary>
<param name="text">Text to edit.</param>
<param name="keyboardType">Type of keyboard (eg, any text, numbers only, etc).</param>
<param name="autocorrection">Is autocorrection applied?</param>
<param name="multiline">Can more than one line of text be entered?</param>
<param name="secure">Is the text masked (for passwords, etc)?</param>
<param name="alert">Is the keyboard opened in alert mode?</param>
<param name="textPlaceholder">Text to be used if no other text is present.</param>
<param name="characterLimit">How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only)</param>
</member>
<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType)">
<summary>
<para>Opens the native keyboard provided by OS on the screen.</para>
</summary>
<param name="text">Text to edit.</param>
<param name="keyboardType">Type of keyboard (eg, any text, numbers only, etc).</param>
<param name="autocorrection">Is autocorrection applied?</param>
<param name="multiline">Can more than one line of text be entered?</param>
<param name="secure">Is the text masked (for passwords, etc)?</param>
<param name="alert">Is the keyboard opened in alert mode?</param>
<param name="textPlaceholder">Text to be used if no other text is present.</param>
<param name="characterLimit">How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only)</param>
</member>
<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType,System.Boolean)">
<summary>
<para>Opens the native keyboard provided by OS on the screen.</para>
</summary>
<param name="text">Text to edit.</param>
<param name="keyboardType">Type of keyboard (eg, any text, numbers only, etc).</param>
<param name="autocorrection">Is autocorrection applied?</param>
<param name="multiline">Can more than one line of text be entered?</param>
<param name="secure">Is the text masked (for passwords, etc)?</param>
<param name="alert">Is the keyboard opened in alert mode?</param>
<param name="textPlaceholder">Text to be used if no other text is present.</param>
<param name="characterLimit">How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only)</param>
</member>
<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType,System.Boolean,System.Boolean)">
<summary>
<para>Opens the native keyboard provided by OS on the screen.</para>
</summary>
<param name="text">Text to edit.</param>
<param name="keyboardType">Type of keyboard (eg, any text, numbers only, etc).</param>
<param name="autocorrection">Is autocorrection applied?</param>
<param name="multiline">Can more than one line of text be entered?</param>
<param name="secure">Is the text masked (for passwords, etc)?</param>
<param name="alert">Is the keyboard opened in alert mode?</param>
<param name="textPlaceholder">Text to be used if no other text is present.</param>
<param name="characterLimit">How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only)</param>
</member>
<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType,System.Boolean,System.Boolean,System.Boolean)">
<summary>
<para>Opens the native keyboard provided by OS on the screen.</para>
</summary>
<param name="text">Text to edit.</param>
<param name="keyboardType">Type of keyboard (eg, any text, numbers only, etc).</param>
<param name="autocorrection">Is autocorrection applied?</param>
<param name="multiline">Can more than one line of text be entered?</param>
<param name="secure">Is the text masked (for passwords, etc)?</param>
<param name="alert">Is the keyboard opened in alert mode?</param>
<param name="textPlaceholder">Text to be used if no other text is present.</param>
<param name="characterLimit">How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only)</param>
</member>
<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
<summary>
<para>Opens the native keyboard provided by OS on the screen.</para>
</summary>
<param name="text">Text to edit.</param>
<param name="keyboardType">Type of keyboard (eg, any text, numbers only, etc).</param>
<param name="autocorrection">Is autocorrection applied?</param>
<param name="multiline">Can more than one line of text be entered?</param>
<param name="secure">Is the text masked (for passwords, etc)?</param>
<param name="alert">Is the keyboard opened in alert mode?</param>
<param name="textPlaceholder">Text to be used if no other text is present.</param>
<param name="characterLimit">How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only)</param>
</member>
<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.String)">
<summary>
<para>Opens the native keyboard provided by OS on the screen.</para>
</summary>
<param name="text">Text to edit.</param>
<param name="keyboardType">Type of keyboard (eg, any text, numbers only, etc).</param>
<param name="autocorrection">Is autocorrection applied?</param>
<param name="multiline">Can more than one line of text be entered?</param>
<param name="secure">Is the text masked (for passwords, etc)?</param>
<param name="alert">Is the keyboard opened in alert mode?</param>
<param name="textPlaceholder">Text to be used if no other text is present.</param>
<param name="characterLimit">How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only)</param>
</member>
<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.String,System.Int32)">
<summary>
<para>Opens the native keyboard provided by OS on the screen.</para>
</summary>
<param name="text">Text to edit.</param>
<param name="keyboardType">Type of keyboard (eg, any text, numbers only, etc).</param>
<param name="autocorrection">Is autocorrection applied?</param>
<param name="multiline">Can more than one line of text be entered?</param>
<param name="secure">Is the text masked (for passwords, etc)?</param>
<param name="alert">Is the keyboard opened in alert mode?</param>
<param name="textPlaceholder">Text to be used if no other text is present.</param>
<param name="characterLimit">How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only)</param>
</member>
<member name="T:UnityEngine.TouchScreenKeyboard.Status">
<summary>
<para>The status of the on-screen keyboard.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchScreenKeyboard.Status.Canceled">
<summary>
<para>The on-screen keyboard was canceled.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchScreenKeyboard.Status.Done">
<summary>
<para>The user has finished providing input.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchScreenKeyboard.Status.LostFocus">
<summary>
<para>The on-screen keyboard has lost focus.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchScreenKeyboard.Status.Visible">
<summary>
<para>The on-screen keyboard is visible.</para>
</summary>
</member>
<member name="T:UnityEngine.TouchScreenKeyboardType">
<summary>
<para>Enumeration of the different types of supported touchscreen keyboards.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchScreenKeyboardType.ASCIICapable">
<summary>
<para>Keyboard with standard ASCII keys.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchScreenKeyboardType.Default">
<summary>
<para>The default keyboard layout of the target platform.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchScreenKeyboardType.EmailAddress">
<summary>
<para>Keyboard with additional keys suitable for typing email addresses.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchScreenKeyboardType.NamePhonePad">
<summary>
<para>Keyboard with alphanumeric keys.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchScreenKeyboardType.NintendoNetworkAccount">
<summary>
<para>Keyboard for the Nintendo Network (Deprecated).</para>
</summary>
</member>
<member name="F:UnityEngine.TouchScreenKeyboardType.NumberPad">
<summary>
<para>Keyboard with standard numeric keys.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchScreenKeyboardType.NumbersAndPunctuation">
<summary>
<para>Keyboard with numbers and punctuation mark keys.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchScreenKeyboardType.PhonePad">
<summary>
<para>Keyboard with a layout suitable for typing telephone numbers.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchScreenKeyboardType.Search">
<summary>
<para>Keyboard with the "." key beside the space key, suitable for typing search terms.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchScreenKeyboardType.Social">
<summary>
<para>Keyboard with symbol keys often used on social media, such as Twitter.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchScreenKeyboardType.URL">
<summary>
<para>Keyboard with keys for URL entry.</para>
</summary>
</member>
<member name="T:UnityEngine.TouchType">
<summary>
<para>Describes whether a touch is direct, indirect (or remote), or from a stylus.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchType.Direct">
<summary>
<para>A direct touch on a device.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchType.Indirect">
<summary>
<para>An Indirect, or remote, touch on a device.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchType.Stylus">
<summary>
<para>A touch from a stylus on a device.</para>
</summary>
</member>
<member name="T:UnityEngine.TrailRenderer">
<summary>
<para>The trail renderer is used to make trails behind objects in the Scene as they move about.</para>
</summary>
</member>
<member name="P:UnityEngine.TrailRenderer.alignment">
<summary>
<para>Select whether the trail will face the camera, or the orientation of the Transform Component.</para>
</summary>
</member>
<member name="P:UnityEngine.TrailRenderer.autodestruct">
<summary>
<para>Does the GameObject of this Trail Renderer auto destruct?</para>
</summary>
</member>
<member name="P:UnityEngine.TrailRenderer.colorGradient">
<summary>
<para>Set the color gradient describing the color of the trail at various points along its length.</para>
</summary>
</member>
<member name="P:UnityEngine.TrailRenderer.emitting">
<summary>
<para>Creates trails when the GameObject moves.</para>
</summary>
</member>
<member name="P:UnityEngine.TrailRenderer.endColor">
<summary>
<para>Set the color at the end of the trail.</para>
</summary>
</member>
<member name="P:UnityEngine.TrailRenderer.endWidth">
<summary>
<para>The width of the trail at the end of the trail.</para>
</summary>
</member>
<member name="P:UnityEngine.TrailRenderer.generateLightingData">
<summary>
<para>Configures a trail to generate Normals and Tangents. With this data, Scene lighting can affect the trail via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders.</para>
</summary>
</member>
<member name="P:UnityEngine.TrailRenderer.minVertexDistance">
<summary>
<para>Set the minimum distance the trail can travel before a new vertex is added to it.</para>
</summary>
</member>
<member name="P:UnityEngine.TrailRenderer.numCapVertices">
<summary>
<para>Set this to a value greater than 0, to get rounded corners on each end of the trail.</para>
</summary>
</member>
<member name="P:UnityEngine.TrailRenderer.numCornerVertices">
<summary>
<para>Set this to a value greater than 0, to get rounded corners between each segment of the trail.</para>
</summary>
</member>
<member name="P:UnityEngine.TrailRenderer.numPositions">
<summary>
<para>Get the number of line segments in the trail.</para>
</summary>
</member>
<member name="P:UnityEngine.TrailRenderer.positionCount">
<summary>
<para>Get the number of line segments in the trail.</para>
</summary>
</member>
<member name="P:UnityEngine.TrailRenderer.shadowBias">
<summary>
<para>Apply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the trail width at each segment.</para>
</summary>
</member>
<member name="P:UnityEngine.TrailRenderer.startColor">
<summary>
<para>Set the color at the start of the trail.</para>
</summary>
</member>
<member name="P:UnityEngine.TrailRenderer.startWidth">
<summary>
<para>The width of the trail at the spawning point.</para>
</summary>
</member>
<member name="P:UnityEngine.TrailRenderer.textureMode">
<summary>
<para>Choose whether the U coordinate of the trail texture is tiled or stretched.</para>
</summary>
</member>
<member name="P:UnityEngine.TrailRenderer.time">
<summary>
<para>How long does the trail take to fade out.</para>
</summary>
</member>
<member name="P:UnityEngine.TrailRenderer.widthCurve">
<summary>
<para>Set the curve describing the width of the trail at various points along its length.</para>
</summary>
</member>
<member name="P:UnityEngine.TrailRenderer.widthMultiplier">
<summary>
<para>Set an overall multiplier that is applied to the TrailRenderer.widthCurve to get the final width of the trail.</para>
</summary>
</member>
<member name="M:UnityEngine.TrailRenderer.AddPosition(UnityEngine.Vector3)">
<summary>
<para>Adds a position to the trail.</para>
</summary>
<param name="position">The position to add to the trail.</param>
</member>
<member name="M:UnityEngine.TrailRenderer.AddPositions(UnityEngine.Vector3[])">
<summary>
<para>Add an array of positions to the trail.</para>
</summary>
<param name="positions">The positions to add to the trail.</param>
</member>
<member name="M:UnityEngine.TrailRenderer.BakeMesh(UnityEngine.Mesh)">
<summary>
<para>Creates a snapshot of TrailRenderer and stores it in mesh.</para>
</summary>
<param name="mesh">A static mesh that will receive the snapshot of the trail.</param>
<param name="camera">The camera used for determining which way camera-space trails will face.</param>
<param name="useTransform">Include the rotation and scale of the Transform in the baked mesh.</param>
</member>
<member name="M:UnityEngine.TrailRenderer.BakeMesh(UnityEngine.Mesh,System.Boolean)">
<summary>
<para>Creates a snapshot of TrailRenderer and stores it in mesh.</para>
</summary>
<param name="mesh">A static mesh that will receive the snapshot of the trail.</param>
<param name="camera">The camera used for determining which way camera-space trails will face.</param>
<param name="useTransform">Include the rotation and scale of the Transform in the baked mesh.</param>
</member>
<member name="M:UnityEngine.TrailRenderer.BakeMesh(UnityEngine.Mesh,UnityEngine.Camera)">
<summary>
<para>Creates a snapshot of TrailRenderer and stores it in mesh.</para>
</summary>
<param name="mesh">A static mesh that will receive the snapshot of the trail.</param>
<param name="camera">The camera used for determining which way camera-space trails will face.</param>
<param name="useTransform">Include the rotation and scale of the Transform in the baked mesh.</param>
</member>
<member name="M:UnityEngine.TrailRenderer.BakeMesh(UnityEngine.Mesh,UnityEngine.Camera,System.Boolean)">
<summary>
<para>Creates a snapshot of TrailRenderer and stores it in mesh.</para>
</summary>
<param name="mesh">A static mesh that will receive the snapshot of the trail.</param>
<param name="camera">The camera used for determining which way camera-space trails will face.</param>
<param name="useTransform">Include the rotation and scale of the Transform in the baked mesh.</param>
</member>
<member name="M:UnityEngine.TrailRenderer.Clear">
<summary>
<para>Removes all points from the TrailRenderer.
Useful for restarting a trail from a new position.</para>
</summary>
</member>
<member name="M:UnityEngine.TrailRenderer.GetPosition(System.Int32)">
<summary>
<para>Get the position of a vertex in the trail.</para>
</summary>
<param name="index">The index of the position to retrieve.</param>
<returns>
<para>The position at the specified index in the array.</para>
</returns>
</member>
<member name="M:UnityEngine.TrailRenderer.GetPositions(UnityEngine.Vector3[])">
<summary>
<para>Get the positions of all vertices in the trail.</para>
</summary>
<param name="positions">The array of positions to retrieve.</param>
<returns>
<para>How many positions were actually stored in the output array.</para>
</returns>
</member>
<member name="M:UnityEngine.TrailRenderer.SetPosition(System.Int32,UnityEngine.Vector3)">
<summary>
<para>Set the position of a vertex in the trail.</para>
</summary>
<param name="index">Which position to set.</param>
<param name="position">The new position.</param>
</member>
<member name="M:UnityEngine.TrailRenderer.SetPositions(UnityEngine.Vector3[])">
<summary>
<para>Sets the positions of all vertices in the trail.</para>
</summary>
<param name="positions">The array of positions to set.</param>
</member>
<member name="T:UnityEngine.Transform">
<summary>
<para>Position, rotation and scale of an object.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.childCount">
<summary>
<para>The number of children the parent Transform has.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.eulerAngles">
<summary>
<para>The rotation as Euler angles in degrees.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.forward">
<summary>
<para>The blue axis of the transform in world space.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.hasChanged">
<summary>
<para>Has the transform changed since the last time the flag was set to 'false'?</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.hierarchyCapacity">
<summary>
<para>The transform capacity of the transform's hierarchy data structure.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.hierarchyCount">
<summary>
<para>The number of transforms in the transform's hierarchy data structure.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.localEulerAngles">
<summary>
<para>The rotation as Euler angles in degrees relative to the parent transform's rotation.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.localPosition">
<summary>
<para>Position of the transform relative to the parent transform.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.localRotation">
<summary>
<para>The rotation of the transform relative to the transform rotation of the parent.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.localScale">
<summary>
<para>The scale of the transform relative to the parent.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.localToWorldMatrix">
<summary>
<para>Matrix that transforms a point from local space into world space (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.lossyScale">
<summary>
<para>The global scale of the object (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.parent">
<summary>
<para>The parent of the transform.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.position">
<summary>
<para>The world space position of the Transform.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.right">
<summary>
<para>The red axis of the transform in world space.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.root">
<summary>
<para>Returns the topmost transform in the hierarchy.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.rotation">
<summary>
<para>The rotation of the transform in world space stored as a Quaternion.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.up">
<summary>
<para>The green axis of the transform in world space.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.worldToLocalMatrix">
<summary>
<para>Matrix that transforms a point from world space into local space (Read Only).</para>
</summary>
</member>
<member name="M:UnityEngine.Transform.DetachChildren">
<summary>
<para>Unparents all children.</para>
</summary>
</member>
<member name="M:UnityEngine.Transform.Find(System.String)">
<summary>
<para>Finds a child by n and returns it.</para>
</summary>
<param name="n">Name of child to be found.</param>
<returns>
<para>The returned child transform or null if no child is found.</para>
</returns>
</member>
<member name="M:UnityEngine.Transform.GetChild(System.Int32)">
<summary>
<para>Returns a transform child by index.</para>
</summary>
<param name="index">Index of the child transform to return. Must be smaller than Transform.childCount.</param>
<returns>
<para>Transform child by index.</para>
</returns>
</member>
<member name="M:UnityEngine.Transform.GetSiblingIndex">
<summary>
<para>Gets the sibling index.</para>
</summary>
</member>
<member name="M:UnityEngine.Transform.InverseTransformDirection(UnityEngine.Vector3)">
<summary>
<para>Transforms a direction from world space to local space. The opposite of Transform.TransformDirection.</para>
</summary>
<param name="direction"></param>
</member>
<member name="M:UnityEngine.Transform.InverseTransformDirection(System.Single,System.Single,System.Single)">
<summary>
<para>Transforms the direction x, y, z from world space to local space. The opposite of Transform.TransformDirection.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
</member>
<member name="M:UnityEngine.Transform.InverseTransformPoint(UnityEngine.Vector3)">
<summary>
<para>Transforms position from world space to local space.</para>
</summary>
<param name="position"></param>
</member>
<member name="M:UnityEngine.Transform.InverseTransformPoint(System.Single,System.Single,System.Single)">
<summary>
<para>Transforms the position x, y, z from world space to local space. The opposite of Transform.TransformPoint.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
</member>
<member name="M:UnityEngine.Transform.InverseTransformVector(UnityEngine.Vector3)">
<summary>
<para>Transforms a vector from world space to local space. The opposite of Transform.TransformVector.</para>
</summary>
<param name="vector"></param>
</member>
<member name="M:UnityEngine.Transform.InverseTransformVector(System.Single,System.Single,System.Single)">
<summary>
<para>Transforms the vector x, y, z from world space to local space. The opposite of Transform.TransformVector.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
</member>
<member name="M:UnityEngine.Transform.IsChildOf(UnityEngine.Transform)">
<summary>
<para>Is this transform a child of parent?</para>
</summary>
<param name="parent"></param>
</member>
<member name="M:UnityEngine.Transform.LookAt(UnityEngine.Transform)">
<summary>
<para>Rotates the transform so the forward vector points at target's current position.</para>
</summary>
<param name="target">Object to point towards.</param>
<param name="worldUp">Vector specifying the upward direction.</param>
</member>
<member name="M:UnityEngine.Transform.LookAt(UnityEngine.Transform,UnityEngine.Vector3)">
<summary>
<para>Rotates the transform so the forward vector points at target's current position.</para>
</summary>
<param name="target">Object to point towards.</param>
<param name="worldUp">Vector specifying the upward direction.</param>
</member>
<member name="M:UnityEngine.Transform.LookAt(UnityEngine.Vector3)">
<summary>
<para>Rotates the transform so the forward vector points at worldPosition.</para>
</summary>
<param name="worldPosition">Point to look at.</param>
<param name="worldUp">Vector specifying the upward direction.</param>
</member>
<member name="M:UnityEngine.Transform.LookAt(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Rotates the transform so the forward vector points at worldPosition.</para>
</summary>
<param name="worldPosition">Point to look at.</param>
<param name="worldUp">Vector specifying the upward direction.</param>
</member>
<member name="M:UnityEngine.Transform.Rotate(UnityEngine.Vector3,UnityEngine.Space)">
<summary>
<para>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).</para>
</summary>
<param name="eulers">The rotation to apply.</param>
<param name="relativeTo">Determines whether to rotate the GameObject either locally to the GameObject or relative to the Scene in world space.</param>
</member>
<member name="M:UnityEngine.Transform.Rotate(System.Single,System.Single,System.Single,UnityEngine.Space)">
<summary>
<para>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).</para>
</summary>
<param name="relativeTo">Determines whether to rotate the GameObject either is locally to the GameObject or relative to the Scene in world space.</param>
<param name="xAngle">Degrees to rotate the GameObject around the X axis.</param>
<param name="yAngle">Degrees to rotate the GameObject around the Y axis.</param>
<param name="zAngle">Degrees to rotate the GameObject around the Z axis.</param>
</member>
<member name="M:UnityEngine.Transform.Rotate(UnityEngine.Vector3,System.Single,UnityEngine.Space)">
<summary>
<para>Rotates the object around the given axis by the number of degrees defined by the given angle.</para>
</summary>
<param name="angle">The degrees of rotation to apply.</param>
<param name="axis">The axis to apply rotation to.</param>
<param name="relativeTo">Determines whether to rotate the GameObject either locally to the GameObject or relative to the Scene in world space.</param>
</member>
<member name="M:UnityEngine.Transform.RotateAround(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
<summary>
<para>Rotates the transform about axis passing through point in world coordinates by angle degrees.</para>
</summary>
<param name="point"></param>
<param name="axis"></param>
<param name="angle"></param>
</member>
<member name="M:UnityEngine.Transform.RotateAround(UnityEngine.Vector3,System.Single)">
<summary>
<para></para>
</summary>
<param name="axis"></param>
<param name="angle"></param>
</member>
<member name="M:UnityEngine.Transform.SetAsFirstSibling">
<summary>
<para>Move the transform to the start of the local transform list.</para>
</summary>
</member>
<member name="M:UnityEngine.Transform.SetAsLastSibling">
<summary>
<para>Move the transform to the end of the local transform list.</para>
</summary>
</member>
<member name="M:UnityEngine.Transform.SetParent(UnityEngine.Transform)">
<summary>
<para>Set the parent of the transform.</para>
</summary>
<param name="parent">The parent Transform to use.</param>
<param name="worldPositionStays">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.</param>
<param name="p"></param>
</member>
<member name="M:UnityEngine.Transform.SetParent(UnityEngine.Transform,System.Boolean)">
<summary>
<para>Set the parent of the transform.</para>
</summary>
<param name="parent">The parent Transform to use.</param>
<param name="worldPositionStays">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.</param>
<param name="p"></param>
</member>
<member name="M:UnityEngine.Transform.SetPositionAndRotation(UnityEngine.Vector3,UnityEngine.Quaternion)">
<summary>
<para>Sets the world space position and rotation of the Transform component.</para>
</summary>
<param name="position"></param>
<param name="rotation"></param>
</member>
<member name="M:UnityEngine.Transform.SetSiblingIndex(System.Int32)">
<summary>
<para>Sets the sibling index.</para>
</summary>
<param name="index">Index to set.</param>
</member>
<member name="M:UnityEngine.Transform.TransformDirection(UnityEngine.Vector3)">
<summary>
<para>Transforms direction from local space to world space.</para>
</summary>
<param name="direction"></param>
</member>
<member name="M:UnityEngine.Transform.TransformDirection(System.Single,System.Single,System.Single)">
<summary>
<para>Transforms direction x, y, z from local space to world space.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
</member>
<member name="M:UnityEngine.Transform.TransformPoint(UnityEngine.Vector3)">
<summary>
<para>Transforms position from local space to world space.</para>
</summary>
<param name="position"></param>
</member>
<member name="M:UnityEngine.Transform.TransformPoint(System.Single,System.Single,System.Single)">
<summary>
<para>Transforms the position x, y, z from local space to world space.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
</member>
<member name="M:UnityEngine.Transform.TransformVector(UnityEngine.Vector3)">
<summary>
<para>Transforms vector from local space to world space.</para>
</summary>
<param name="vector"></param>
</member>
<member name="M:UnityEngine.Transform.TransformVector(System.Single,System.Single,System.Single)">
<summary>
<para>Transforms vector x, y, z from local space to world space.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
</member>
<member name="M:UnityEngine.Transform.Translate(UnityEngine.Vector3)">
<summary>
<para>Moves the transform in the direction and distance of translation.</para>
</summary>
<param name="translation"></param>
<param name="relativeTo"></param>
</member>
<member name="M:UnityEngine.Transform.Translate(UnityEngine.Vector3,UnityEngine.Space)">
<summary>
<para>Moves the transform in the direction and distance of translation.</para>
</summary>
<param name="translation"></param>
<param name="relativeTo"></param>
</member>
<member name="M:UnityEngine.Transform.Translate(System.Single,System.Single,System.Single)">
<summary>
<para>Moves the transform by x along the x axis, y along the y axis, and z along the z axis.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
<param name="relativeTo"></param>
</member>
<member name="M:UnityEngine.Transform.Translate(System.Single,System.Single,System.Single,UnityEngine.Space)">
<summary>
<para>Moves the transform by x along the x axis, y along the y axis, and z along the z axis.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
<param name="relativeTo"></param>
</member>
<member name="M:UnityEngine.Transform.Translate(UnityEngine.Vector3,UnityEngine.Transform)">
<summary>
<para>Moves the transform in the direction and distance of translation.</para>
</summary>
<param name="translation"></param>
<param name="relativeTo"></param>
</member>
<member name="M:UnityEngine.Transform.Translate(System.Single,System.Single,System.Single,UnityEngine.Transform)">
<summary>
<para>Moves the transform by x along the x axis, y along the y axis, and z along the z axis.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
<param name="relativeTo"></param>
</member>
<member name="T:UnityEngine.TransparencySortMode">
<summary>
<para>Transparent object sorting mode of a Camera.</para>
</summary>
</member>
<member name="F:UnityEngine.TransparencySortMode.CustomAxis">
<summary>
<para>Sort objects based on distance along a custom axis.</para>
</summary>
</member>
<member name="F:UnityEngine.TransparencySortMode.Default">
<summary>
<para>Default transparency sorting mode.</para>
</summary>
</member>
<member name="F:UnityEngine.TransparencySortMode.Orthographic">
<summary>
<para>Orthographic transparency sorting mode.</para>
</summary>
</member>
<member name="F:UnityEngine.TransparencySortMode.Perspective">
<summary>
<para>Perspective transparency sorting mode.</para>
</summary>
</member>
<member name="T:UnityEngine.U2D.SpriteAtlas">
<summary>
<para>Sprite Atlas is an asset created within Unity. It is part of the built-in sprite packing solution.</para>
</summary>
</member>
<member name="P:UnityEngine.U2D.SpriteAtlas.isVariant">
<summary>
<para>Return true if this SpriteAtlas is a variant.</para>
</summary>
</member>
<member name="P:UnityEngine.U2D.SpriteAtlas.spriteCount">
<summary>
<para>Get the total number of Sprite packed into this atlas.</para>
</summary>
</member>
<member name="P:UnityEngine.U2D.SpriteAtlas.tag">
<summary>
<para>Get the tag of this SpriteAtlas.</para>
</summary>
</member>
<member name="M:UnityEngine.U2D.SpriteAtlas.CanBindTo(UnityEngine.Sprite)">
<summary>
<para>Return true if Sprite is packed into this SpriteAtlas.</para>
</summary>
<param name="sprite"></param>
</member>
<member name="M:UnityEngine.U2D.SpriteAtlas.GetSprite(System.String)">
<summary>
<para>Clone the first Sprite in this atlas that matches the name packed in this atlas and return it.</para>
</summary>
<param name="name">The name of the Sprite.</param>
</member>
<member name="M:UnityEngine.U2D.SpriteAtlas.GetSprites(UnityEngine.Sprite[])">
<summary>
<para>Clone all the Sprite in this atlas and fill them into the supplied array.</para>
</summary>
<param name="sprites">Array of Sprite that will be filled.</param>
<returns>
<para>The size of the returned array.</para>
</returns>
</member>
<member name="M:UnityEngine.U2D.SpriteAtlas.GetSprites(UnityEngine.Sprite[],System.String)">
<summary>
<para>Clone all the Sprite matching the name in this atlas and fill them into the supplied array.</para>
</summary>
<param name="sprites">Array of Sprite that will be filled.</param>
<param name="name">The name of the Sprite.</param>
</member>
<member name="T:UnityEngine.U2D.SpriteAtlasManager">
<summary>
<para>Manages SpriteAtlas during runtime.</para>
</summary>
</member>
<member name="?:UnityEngine.U2D.SpriteAtlasManager.atlasRegistered(System.Action`1&lt;UnityEngine.U2D.SpriteAtlas&gt;)">
<summary>
<para>Trigger when a SpriteAtlas is registered via invoking the callback in U2D.SpriteAtlasManager.atlasRequested.</para>
</summary>
<param name="value"></param>
</member>
<member name="?:UnityEngine.U2D.SpriteAtlasManager.atlasRequested(System.Action`2&lt;System.String,System.Action`1&lt;UnityEngine.U2D.SpriteAtlas&gt;&gt;)">
<summary>
<para>Trigger when any Sprite was bound to SpriteAtlas but couldn't locate the atlas asset during runtime.</para>
</summary>
<param name="value"></param>
</member>
<member name="T:Unity.Burst.BurstDiscardAttribute">
<summary>
<para>The BurstDiscard attribute lets you remove a method or property from being compiled to native code by the burst compiler.</para>
</summary>
</member>
<member name="T:Unity.Burst.BurstDiscardAttribute">
<summary>
<para>The BurstDiscard attribute lets you remove a method or property from being compiled to native code by the burst compiler.</para>
</summary>
</member>
<member name="T:Unity.Collections.Allocator">
<summary>
<para>Used to specify allocation type for NativeArray.</para>
</summary>
</member>
<member name="F:Unity.Collections.Allocator.Invalid">
<summary>
<para>Invalid allocation.</para>
</summary>
</member>
<member name="F:Unity.Collections.Allocator.None">
<summary>
<para>No allocation.</para>
</summary>
</member>
<member name="F:Unity.Collections.Allocator.Persistent">
<summary>
<para>Persistent allocation.</para>
</summary>
</member>
<member name="F:Unity.Collections.Allocator.Temp">
<summary>
<para>Temporary allocation.</para>
</summary>
</member>
<member name="F:Unity.Collections.Allocator.TempJob">
<summary>
<para>Temporary job allocation.</para>
</summary>
</member>
<member name="T:Unity.Collections.DeallocateOnJobCompletionAttribute">
<summary>
<para>DeallocateOnJobCompletionAttribute.</para>
</summary>
</member>
<member name="T:Unity.Collections.LowLevel.Unsafe.NativeArrayUnsafeUtility">
<summary>
<para>NativeArray Unsafe Utility.</para>
</summary>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.NativeArrayUnsafeUtility.ConvertExistingDataToNativeArray(System.Void*,System.Int32,Unity.Collections.Allocator)">
<summary>
<para>Converts an existing buffer to a NativeArray.</para>
</summary>
<param name="dataPointer">Pointer to the preallocated data.</param>
<param name="length">Length (in bytes) of the data.</param>
<param name="allocator">Allocation strategy to use.</param>
<returns>
<para>A new NativeArray, allocated with the given strategy and wrapping the provided data.</para>
</returns>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(Unity.Collections.NativeArray`1&lt;T&gt;)">
<summary>
<para>Gets the pointer to the data owner by the NativeArray, without performing checks.</para>
</summary>
<param name="nativeArray">NativeArray.</param>
<returns>
<para>NativeArray memory buffer pointer.</para>
</returns>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.NativeArrayUnsafeUtility.GetUnsafePtr(Unity.Collections.NativeArray`1&lt;T&gt;)">
<summary>
<para>Gets the pointer to the memory buffer owner by the NativeArray, performing checks on whether the native array can be written to.</para>
</summary>
<param name="nativeArray">NativeArray.</param>
<returns>
<para>NativeArray memory buffer pointer.</para>
</returns>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.NativeArrayUnsafeUtility.GetUnsafeReadOnlyPtr(Unity.Collections.NativeArray`1&lt;T&gt;)">
<summary>
<para>Gets the pointer to the memory buffer owner by the NativeArray, performing checks on whether the native array can be read from.</para>
</summary>
<param name="nativeArray">NativeArray.</param>
<returns>
<para>NativeArray memory buffer pointer.</para>
</returns>
</member>
<member name="T:Unity.Collections.LowLevel.Unsafe.NativeContainerAttribute">
<summary>
<para>Allows you to create your own custom native container.</para>
</summary>
</member>
<member name="T:Unity.Collections.LowLevel.Unsafe.NativeContainerIsAtomicWriteOnlyAttribute">
<summary>
<para>NativeContainerIsAtomicWriteOnlyAttribute.</para>
</summary>
</member>
<member name="T:Unity.Collections.LowLevel.Unsafe.NativeContainerIsReadOnlyAttribute">
<summary>
<para>NativeContainerIsReadOnlyAttribute.</para>
</summary>
</member>
<member name="T:Unity.Collections.LowLevel.Unsafe.NativeContainerSupportsDeallocateOnJobCompletionAttribute">
<summary>
<para>NativeContainerSupportsDeallocateOnJobCompletionAttribute.</para>
</summary>
</member>
<member name="T:Unity.Collections.LowLevel.Unsafe.NativeContainerSupportsDeferredConvertListToArray">
<summary>
<para>NativeContainerSupportsDeferredConvertListToArray.</para>
</summary>
</member>
<member name="T:Unity.Collections.LowLevel.Unsafe.NativeContainerSupportsMinMaxWriteRestrictionAttribute">
<summary>
<para>NativeContainerSupportsMinMaxWriteRestrictionAttribute.</para>
</summary>
</member>
<member name="T:Unity.Collections.LowLevel.Unsafe.NativeDisableContainerSafetyRestrictionAttribute">
<summary>
<para>By default native containers are tracked by the safety system to avoid race conditions. The safety system encapsulates the best practices and catches many race condition bugs from the start.</para>
</summary>
</member>
<member name="T:Unity.Collections.LowLevel.Unsafe.NativeDisableUnsafePtrRestrictionAttribute">
<summary>
<para>By default unsafe Pointers are not allowed to be used in a job since it is not possible for the Job Debugger to gurantee race condition free behaviour. This attribute lets you explicitly disable the restriction on a job.</para>
</summary>
</member>
<member name="T:Unity.Collections.LowLevel.Unsafe.NativeSetClassTypeToNullOnScheduleAttribute">
<summary>
<para>When this attribute is applied to a field in a job struct, the managed reference to the class will be set to null on the copy of the job struct that is passed to the job.</para>
</summary>
</member>
<member name="T:Unity.Collections.LowLevel.Unsafe.NativeSetThreadIndexAttribute">
<summary>
<para>This attribute can inject a worker thread index into an int on the job struct. This is usually used in the implementation of atomic containers. The index is guaranteed to be unique to any other job that might be running in parallel.</para>
</summary>
</member>
<member name="T:Unity.Collections.LowLevel.Unsafe.NativeSliceUnsafeUtility">
<summary>
<para>NativeSlice unsafe utility class.</para>
</summary>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.NativeSliceUnsafeUtility.ConvertExistingDataToNativeSlice">
<summary>
<para>ConvertExistingDataToNativeSlice.</para>
</summary>
<param name="ptr">Memory pointer.</param>
<param name="length">Number of elements.</param>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.NativeSliceUnsafeUtility.GetUnsafePtr(Unity.Collections.NativeSlice`1&lt;T&gt;)">
<summary>
<para>Get NativeSlice memory buffer pointer. Checks whether the native array can be written to.</para>
</summary>
<param name="nativeSlice">NativeSlice.</param>
<returns>
<para>Memory pointer.</para>
</returns>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.NativeSliceUnsafeUtility.GetUnsafeReadOnlyPtr(Unity.Collections.NativeSlice`1&lt;T&gt;)">
<summary>
<para>Get NativeSlice memory buffer pointer. Checks whether the native array can be read from.</para>
</summary>
<param name="nativeSlice">NativeSlice.</param>
<returns>
<para>Memory pointer.</para>
</returns>
</member>
<member name="T:Unity.Collections.LowLevel.Unsafe.UnsafeUtility">
<summary>
<para>Unsafe utility class.</para>
</summary>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.UnsafeUtility.AddressOf(T&amp;)">
<summary>
<para>The memory address of the struct.</para>
</summary>
<param name="output">Struct.</param>
<returns>
<para>Memory pointer.</para>
</returns>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.UnsafeUtility.AlignOf">
<summary>
<para>Minimum alignment of a struct.</para>
</summary>
<returns>
<para>Memory pointer.</para>
</returns>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.UnsafeUtility.CopyObjectAddressToPtr(System.Object,System.Void*)">
<summary>
<para>Assigns an Object reference to a struct or pinned class. See Also: UnsafeUtility.PinGCObjectAndGetAddress.</para>
</summary>
<param name="target"></param>
<param name="dstPtr"></param>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.UnsafeUtility.CopyPtrToStructure(System.Void*,T&amp;)">
<summary>
<para>Copies sizeof(T) bytes from ptr to output.</para>
</summary>
<param name="ptr">Memory pointer.</param>
<param name="output">Struct.</param>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.UnsafeUtility.CopyStructureToPtr(T&amp;,System.Void*)">
<summary>
<para>Copies sizeof(T) bytes from input to ptr.</para>
</summary>
<param name="ptr">Memory pointer.</param>
<param name="input">Struct.</param>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.UnsafeUtility.Free(System.Void*,Unity.Collections.Allocator)">
<summary>
<para>Free memory.</para>
</summary>
<param name="memory">Memory pointer.</param>
<param name="allocator">Allocator.</param>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.UnsafeUtility.GetFieldOffset(System.Reflection.FieldInfo)">
<summary>
<para>Returns the offset of the field relative struct or class it is contained in.</para>
</summary>
<param name="field"></param>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.UnsafeUtility.IsBlittable">
<summary>
<para>Returns whether the struct is blittable.</para>
</summary>
<param name="type">The System.Type of a struct.</param>
<returns>
<para>True if struct is blittable, otherwise false.</para>
</returns>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.UnsafeUtility.IsBlittable(System.Type)">
<summary>
<para>Returns whether the struct is blittable.</para>
</summary>
<param name="type">The System.Type of a struct.</param>
<returns>
<para>True if struct is blittable, otherwise false.</para>
</returns>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.UnsafeUtility.IsValidAllocator(Unity.Collections.Allocator)">
<summary>
<para>Returns true if the allocator label is valid and can be used to allocate or deallocate memory.</para>
</summary>
<param name="allocator"></param>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.UnsafeUtility.Malloc">
<summary>
<para>Allocate memory.</para>
</summary>
<param name="size">Size.</param>
<param name="alignment">Alignment.</param>
<param name="allocator">Allocator.</param>
<returns>
<para>Memory pointer.</para>
</returns>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.UnsafeUtility.MemClear">
<summary>
<para>Clear memory.</para>
</summary>
<param name="destination">Memory pointer.</param>
<param name="size">Size.</param>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.UnsafeUtility.MemCmp">
<summary>
<para>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.</para>
</summary>
<param name="ptr1">Pointer to the first memory buffer.</param>
<param name="ptr2">Pointer to the second memory buffer to compare the first one to.</param>
<param name="size">Number of bytes to compare.</param>
<returns>
<para>0 if the contents are identical, non-zero otherwise.</para>
</returns>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.UnsafeUtility.MemCpy">
<summary>
<para>Copy memory.</para>
</summary>
<param name="destination">Destination memory pointer.</param>
<param name="source">Source memory pointer.</param>
<param name="size">Size.</param>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.UnsafeUtility.MemCpyReplicate">
<summary>
<para>Copy memory and replicate.</para>
</summary>
<param name="destination">Destination memory pointer.</param>
<param name="source">Source memory pointer.</param>
<param name="size">Size.</param>
<param name="count">Count.</param>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.UnsafeUtility.MemCpyStride(System.Void*,System.Int32,System.Void*,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Similar to UnsafeUtility.MemCpy but can skip bytes via desinationStride and sourceStride.</para>
</summary>
<param name="destination"></param>
<param name="destinationStride"></param>
<param name="source"></param>
<param name="sourceStride"></param>
<param name="elementSize"></param>
<param name="count"></param>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.UnsafeUtility.MemMove">
<summary>
<para>Move memory.</para>
</summary>
<param name="destination">Destination memory pointer.</param>
<param name="source">Source memory pointer.</param>
<param name="size">Size.</param>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.UnsafeUtility.PinGCArrayAndGetDataAddress">
<summary>
<para>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.</para>
</summary>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.UnsafeUtility.PinGCObjectAndGetAddress(System.Object,System.UInt64&amp;)">
<summary>
<para>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.
See Also: UnsafeUtility.ReleaseGCObject.</para>
</summary>
<param name="target"></param>
<param name="gcHandle"></param>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.UnsafeUtility.ReadArrayElement(System.Void*,System.Int32)">
<summary>
<para>Read array element.</para>
</summary>
<param name="source">Memory pointer.</param>
<param name="index">Array index.</param>
<returns>
<para>Array Element.</para>
</returns>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.UnsafeUtility.ReadArrayElementWithStride(System.Void*,System.Int32,System.Int32)">
<summary>
<para>Read array element with stride.</para>
</summary>
<param name="source">Memory pointer.</param>
<param name="index">Array index.</param>
<param name="stride">Stride.</param>
<returns>
<para>Array element.</para>
</returns>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.UnsafeUtility.ReleaseGCObject(System.UInt64)">
<summary>
<para>Releases a GC Object Handle, previously aquired by UnsafeUtility.PinGCObjectAndGetAddress.</para>
</summary>
<param name="gcHandle"></param>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.UnsafeUtility.SizeOf">
<summary>
<para>Size of struct.</para>
</summary>
<returns>
<para>Size of struct.</para>
</returns>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.UnsafeUtility.WriteArrayElement(System.Void*,System.Int32,T)">
<summary>
<para>Write array element.</para>
</summary>
<param name="destination">Memory pointer.</param>
<param name="index">Array index.</param>
<param name="value">Value to write.</param>
</member>
<member name="M:Unity.Collections.LowLevel.Unsafe.UnsafeUtility.WriteArrayElementWithStride(System.Void*,System.Int32,System.Int32,T)">
<summary>
<para>Write array element with stride.</para>
</summary>
<param name="destination">Memory pointer.</param>
<param name="index">Array index.</param>
<param name="stride">Stride.</param>
<param name="value">Value to write.</param>
</member>
<member name="T:Unity.Collections.LowLevel.Unsafe.WriteAccessRequiredAttribute">
<summary>
<para>Used in conjunction with the ReadOnlyAttribute, WriteAccessRequiredAttribute lets you specify which struct method and property require write access to be invoked.</para>
</summary>
</member>
<member name="T:Unity.Collections.NativeArray`1">
<summary>
<para>A NativeArray exposes a buffer of native memory to managed code, making it possible to share data between managed and native without marshalling costs.</para>
</summary>
</member>
<member name="M:Unity.Collections.NativeArray_1.Copy(Unity.Collections.NativeArray`1&lt;T&gt;,Unity.Collections.NativeArray`1&lt;T&gt;)">
<summary>
<para>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.</para>
</summary>
<param name="src">The data to copy.</param>
<param name="dst">The array that receives the data.</param>
<param name="length">A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero.</param>
<param name="srcIndex">A 32-bit integer that represents the index in the srcArray at which copying begins.</param>
<param name="dstIndex">A 32-bit integer that represents the index in the dstArray at which storing begins.</param>
</member>
<member name="M:Unity.Collections.NativeArray_1.Copy(T[],Unity.Collections.NativeArray`1&lt;T&gt;)">
<summary>
<para>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.</para>
</summary>
<param name="src">The data to copy.</param>
<param name="dst">The array that receives the data.</param>
<param name="length">A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero.</param>
<param name="srcIndex">A 32-bit integer that represents the index in the srcArray at which copying begins.</param>
<param name="dstIndex">A 32-bit integer that represents the index in the dstArray at which storing begins.</param>
</member>
<member name="M:Unity.Collections.NativeArray_1.Copy(Unity.Collections.NativeArray`1&lt;T&gt;,T[])">
<summary>
<para>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.</para>
</summary>
<param name="src">The data to copy.</param>
<param name="dst">The array that receives the data.</param>
<param name="length">A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero.</param>
<param name="srcIndex">A 32-bit integer that represents the index in the srcArray at which copying begins.</param>
<param name="dstIndex">A 32-bit integer that represents the index in the dstArray at which storing begins.</param>
</member>
<member name="M:Unity.Collections.NativeArray_1.Copy(Unity.Collections.NativeArray`1&lt;T&gt;,Unity.Collections.NativeArray`1&lt;T&gt;,System.Int32)">
<summary>
<para>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.</para>
</summary>
<param name="src">The data to copy.</param>
<param name="dst">The array that receives the data.</param>
<param name="length">A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero.</param>
<param name="srcIndex">A 32-bit integer that represents the index in the srcArray at which copying begins.</param>
<param name="dstIndex">A 32-bit integer that represents the index in the dstArray at which storing begins.</param>
</member>
<member name="M:Unity.Collections.NativeArray_1.Copy(T[],Unity.Collections.NativeArray`1&lt;T&gt;,System.Int32)">
<summary>
<para>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.</para>
</summary>
<param name="src">The data to copy.</param>
<param name="dst">The array that receives the data.</param>
<param name="length">A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero.</param>
<param name="srcIndex">A 32-bit integer that represents the index in the srcArray at which copying begins.</param>
<param name="dstIndex">A 32-bit integer that represents the index in the dstArray at which storing begins.</param>
</member>
<member name="M:Unity.Collections.NativeArray_1.Copy(Unity.Collections.NativeArray`1&lt;T&gt;,T[],System.Int32)">
<summary>
<para>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.</para>
</summary>
<param name="src">The data to copy.</param>
<param name="dst">The array that receives the data.</param>
<param name="length">A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero.</param>
<param name="srcIndex">A 32-bit integer that represents the index in the srcArray at which copying begins.</param>
<param name="dstIndex">A 32-bit integer that represents the index in the dstArray at which storing begins.</param>
</member>
<member name="M:Unity.Collections.NativeArray_1.Copy(Unity.Collections.NativeArray`1&lt;T&gt;,System.Int32,Unity.Collections.NativeArray`1&lt;T&gt;,System.Int32,System.Int32)">
<summary>
<para>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.</para>
</summary>
<param name="src">The data to copy.</param>
<param name="dst">The array that receives the data.</param>
<param name="length">A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero.</param>
<param name="srcIndex">A 32-bit integer that represents the index in the srcArray at which copying begins.</param>
<param name="dstIndex">A 32-bit integer that represents the index in the dstArray at which storing begins.</param>
</member>
<member name="M:Unity.Collections.NativeArray_1.Copy(T[],System.Int32,Unity.Collections.NativeArray`1&lt;T&gt;,System.Int32,System.Int32)">
<summary>
<para>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.</para>
</summary>
<param name="src">The data to copy.</param>
<param name="dst">The array that receives the data.</param>
<param name="length">A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero.</param>
<param name="srcIndex">A 32-bit integer that represents the index in the srcArray at which copying begins.</param>
<param name="dstIndex">A 32-bit integer that represents the index in the dstArray at which storing begins.</param>
</member>
<member name="M:Unity.Collections.NativeArray_1.Copy(Unity.Collections.NativeArray`1&lt;T&gt;,System.Int32,T[],System.Int32,System.Int32)">
<summary>
<para>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.</para>
</summary>
<param name="src">The data to copy.</param>
<param name="dst">The array that receives the data.</param>
<param name="length">A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero.</param>
<param name="srcIndex">A 32-bit integer that represents the index in the srcArray at which copying begins.</param>
<param name="dstIndex">A 32-bit integer that represents the index in the dstArray at which storing begins.</param>
</member>
<member name="M:Unity.Collections.NativeArray_1.CopyFrom(T[])">
<summary>
<para>Copy all the elements from another NativeArray or managed array of the same length.</para>
</summary>
<param name="array">Source array.</param>
</member>
<member name="M:Unity.Collections.NativeArray_1.CopyFrom(Unity.Collections.NativeArray`1&lt;T&gt;)">
<summary>
<para>Copy all the elements from another NativeArray or managed array of the same length.</para>
</summary>
<param name="array">Source array.</param>
</member>
<member name="M:Unity.Collections.NativeArray_1.CopyTo(T[])">
<summary>
<para>Copy all elements to another NativeArray or managed array of the same length.</para>
</summary>
<param name="array">Destination array.</param>
</member>
<member name="M:Unity.Collections.NativeArray_1.CopyTo(Unity.Collections.NativeArray`1&lt;T&gt;)">
<summary>
<para>Copy all elements to another NativeArray or managed array of the same length.</para>
</summary>
<param name="array">Destination array.</param>
</member>
<member name="M:Unity.Collections.NativeArray_1.#ctor(T[],Unity.Collections.Allocator)">
<summary>
<para>Creates a new NativeArray from an existing array of elements.</para>
</summary>
<param name="array">An array to copy the data from.</param>
<param name="allocator">The allocation strategy used for the data.</param>
</member>
<member name="M:Unity.Collections.NativeArray_1.#ctor(Unity.Collections.NativeArray`1&lt;T&gt;,Unity.Collections.Allocator)">
<summary>
<para>Creates a new NativeArray from an existing NativeArray.</para>
</summary>
<param name="array">NativeArray to copy the data from.</param>
<param name="allocator">The allocation strategy used for the data.</param>
</member>
<member name="M:Unity.Collections.NativeArray_1.#ctor(System.Int32,Unity.Collections.Allocator,Unity.Collections.NativeArrayOptions)">
<summary>
<para>Creates a new NativeArray allocating enough memory to fit the provided amount of elements.</para>
</summary>
<param name="length">Number of elements to be allocated.</param>
<param name="allocator">The allocation strategy used for the data.</param>
<param name="options">Options to control the behaviour of the NativeArray.</param>
</member>
<member name="M:Unity.Collections.NativeArray_1.Dispose">
<summary>
<para>Disposes the NativeArray.</para>
</summary>
</member>
<member name="M:Unity.Collections.NativeArray_1.Equals(Unity.Collections.NativeArray`1&lt;T&gt;)">
<summary>
<para>Compares to NativeArray.</para>
</summary>
<param name="other">NativeArray to compare against.</param>
<returns>
<para>True in case the two NativeArray are the same, false otherwise.</para>
</returns>
</member>
<member name="M:Unity.Collections.NativeArray_1.Equals(System.Object)">
<summary>
<para>Compares to NativeArray.</para>
</summary>
<param name="obj">Object to compare against.</param>
<returns>
<para>True in case the two NativeArray are the same, false otherwise.</para>
</returns>
</member>
<member name="M:Unity.Collections.NativeArray_1.GetEnumerator">
<summary>
<para>Get enumerator.</para>
</summary>
<returns>
<para>Enumerator.</para>
</returns>
</member>
<member name="M:Unity.Collections.NativeArray_1.GetHashCode">
<summary>
<para>Returns a hash code for the current instance.</para>
</summary>
<returns>
<para>Hash code.</para>
</returns>
</member>
<member name="P:Unity.Collections.NativeArray_1.IsCreated">
<summary>
<para>Indicates that the NativeArray has an allocated memory buffer.</para>
</summary>
</member>
<member name="P:Unity.Collections.NativeArray_1.Length">
<summary>
<para>Number of elements in the NativeArray.</para>
</summary>
</member>
<member name="P:Unity.Collections.NativeArray_1.this">
<summary>
<para>Access NativeArray elements by index. Notice that structs are returned by value and not by reference.</para>
</summary>
</member>
<member name="M:Unity.Collections.NativeArray_1.ToArray">
<summary>
<para>Convert NativeArray to array.</para>
</summary>
<returns>
<para>Array.</para>
</returns>
</member>
<member name="T:Unity.Collections.NativeArrayOptions">
<summary>
<para>NativeArrayOptions lets you control if memory should be cleared on allocation or left uninitialized.</para>
</summary>
</member>
<member name="F:Unity.Collections.NativeArrayOptions.ClearMemory">
<summary>
<para>Clear NativeArray memory on allocation.</para>
</summary>
</member>
<member name="F:Unity.Collections.NativeArrayOptions.UninitializedMemory">
<summary>
<para>Uninitialized memory can improve performance, but results in the contents of the array elements being undefined.
In performance sensitive code it can make sense to use NativeArrayOptions.Uninitialized, if you are writing to the entire array right after creating it without reading any of the elements first.
</para>
</summary>
</member>
<member name="T:Unity.Collections.NativeDisableParallelForRestrictionAttribute">
<summary>
<para>NativeDisableParallelForRestrictionAttribute.</para>
</summary>
</member>
<member name="T:Unity.Collections.NativeFixedLengthAttribute">
<summary>
<para>The container has from start a size that will never change.</para>
</summary>
</member>
<member name="M:Unity.Collections.NativeFixedLengthAttribute.#ctor(System.Int32)">
<summary>
<para>The specified number of elements will never change.</para>
</summary>
<param name="fixedLength">The fixed number of elements in the container.</param>
</member>
<member name="F:Unity.Collections.NativeFixedLengthAttribute.FixedLength">
<summary>
<para>The fixed number of elements in the container.</para>
</summary>
</member>
<member name="T:Unity.Collections.NativeLeakDetection">
<summary>
<para>Static class for native leak detection settings.</para>
</summary>
</member>
<member name="P:Unity.Collections.NativeLeakDetection.Mode">
<summary>
<para>Set whether native memory leak detection should be enabled or disabled.</para>
</summary>
</member>
<member name="T:Unity.Collections.NativeLeakDetectionMode">
<summary>
<para>Native leak memory leak detection mode enum.</para>
</summary>
</member>
<member name="F:Unity.Collections.NativeLeakDetectionMode.Disabled">
<summary>
<para>Indicates that native memory leak detection is disabled.</para>
</summary>
</member>
<member name="F:Unity.Collections.NativeLeakDetectionMode.Enabled">
<summary>
<para>Indicates that native memory leak detection is enabled.</para>
</summary>
</member>
<member name="T:Unity.Collections.NativeSlice`1">
<summary>
<para>Native Slice.</para>
</summary>
</member>
<member name="M:Unity.Collections.NativeSlice_1.CopyFrom(Unity.Collections.NativeSlice`1&lt;T&gt;)">
<summary>
<para>Copy all the elements from a NativeSlice or managed array of the same length.</para>
</summary>
<param name="slice">NativeSlice.</param>
<param name="array">Array.</param>
</member>
<member name="M:Unity.Collections.NativeSlice_1.CopyFrom(T[])">
<summary>
<para>Copy all the elements from a NativeSlice or managed array of the same length.</para>
</summary>
<param name="slice">NativeSlice.</param>
<param name="array">Array.</param>
</member>
<member name="M:Unity.Collections.NativeSlice_1.CopyTo(Unity.Collections.NativeArray`1&lt;T&gt;)">
<summary>
<para>Copy all the elements of the slice to a NativeArray or managed array of the same length.</para>
</summary>
<param name="array">Array.</param>
</member>
<member name="M:Unity.Collections.NativeSlice_1.CopyTo(T[])">
<summary>
<para>Copy all the elements of the slice to a NativeArray or managed array of the same length.</para>
</summary>
<param name="array">Array.</param>
</member>
<member name="M:Unity.Collections.NativeSlice_1.#ctor(Unity.Collections.NativeArray`1&lt;T&gt;)">
<summary>
<para>Constructor.</para>
</summary>
<param name="array">NativeArray.</param>
<param name="start">Start index.</param>
<param name="ptr">Memory pointer.</param>
<param name="length">Length.</param>
</member>
<member name="M:Unity.Collections.NativeSlice_1.#ctor(Unity.Collections.NativeArray`1&lt;T&gt;,System.Int32)">
<summary>
<para>Constructor.</para>
</summary>
<param name="array">NativeArray.</param>
<param name="start">Start index.</param>
<param name="ptr">Memory pointer.</param>
<param name="length">Length.</param>
</member>
<member name="M:Unity.Collections.NativeSlice_1.#ctor">
<summary>
<para>Constructor.</para>
</summary>
<param name="array">NativeArray.</param>
<param name="start">Start index.</param>
<param name="ptr">Memory pointer.</param>
<param name="length">Length.</param>
</member>
<member name="M:Unity.Collections.NativeSlice_1.#ctor(Unity.Collections.NativeArray`1&lt;T&gt;,System.Int32,System.Int32)">
<summary>
<para>Constructor.</para>
</summary>
<param name="array">NativeArray.</param>
<param name="start">Start index.</param>
<param name="ptr">Memory pointer.</param>
<param name="length">Length.</param>
</member>
<member name="M:Unity.Collections.NativeSlice_1.GetEnumerator">
<summary>
<para>GetEnumerator.</para>
</summary>
<returns>
<para>Enumerator.</para>
</returns>
</member>
<member name="?:Unity.Collections.NativeSlice_1.implop_NativeSlice&lt;T&gt;(NativeArray&lt;T&gt;)(Unity.Collections.NativeArray`1&lt;T&gt;)">
<summary>
<para>Implicit operator for creating a NativeSlice from a NativeArray.</para>
</summary>
<param name="array">NativeArray.</param>
</member>
<member name="P:Unity.Collections.NativeSlice_1.Length">
<summary>
<para>Number of elements in the slice.</para>
</summary>
</member>
<member name="M:Unity.Collections.NativeSlice_1.SliceConvert">
<summary>
<para>SliceConvert.</para>
</summary>
<returns>
<para>NativeSlice.</para>
</returns>
</member>
<member name="M:Unity.Collections.NativeSlice_1.SliceWithStride(System.Int32)">
<summary>
<para>SliceWithStride.</para>
</summary>
<param name="offset">Stride offset.</param>
<param name="offsetFieldName">Field name whos offset should be used as stride.</param>
<returns>
<para>NativeSlice.</para>
</returns>
</member>
<member name="M:Unity.Collections.NativeSlice_1.SliceWithStride">
<summary>
<para>SliceWithStride.</para>
</summary>
<param name="offset">Stride offset.</param>
<param name="offsetFieldName">Field name whos offset should be used as stride.</param>
<returns>
<para>NativeSlice.</para>
</returns>
</member>
<member name="M:Unity.Collections.NativeSlice_1.SliceWithStride">
<summary>
<para>SliceWithStride.</para>
</summary>
<param name="offset">Stride offset.</param>
<param name="offsetFieldName">Field name whos offset should be used as stride.</param>
<returns>
<para>NativeSlice.</para>
</returns>
</member>
<member name="P:Unity.Collections.NativeSlice_1.Stride">
<summary>
<para>Returns stride set for Slice.</para>
</summary>
</member>
<member name="P:Unity.Collections.NativeSlice_1.this">
<summary>
<para>Access NativeSlice elements by index. Notice that structs are returned by value and not by reference.</para>
</summary>
</member>
<member name="M:Unity.Collections.NativeSlice_1.ToArray">
<summary>
<para>Convert NativeSlice to array.</para>
</summary>
<returns>
<para>Array.</para>
</returns>
</member>
<member name="T:Unity.Collections.ReadOnlyAttribute">
<summary>
<para>The ReadOnly attribute lets you mark a member of a struct used in a job as read-only.</para>
</summary>
</member>
<member name="T:Unity.Collections.ReadOnlyAttribute">
<summary>
<para>The ReadOnly attribute lets you mark a member of a struct used in a job as read-only.</para>
</summary>
</member>
<member name="T:Unity.Collections.WriteOnlyAttribute">
<summary>
<para>The WriteOnly attribute lets you mark a member of a struct used in a job as write-only.</para>
</summary>
</member>
<member name="T:Unity.IO.LowLevel.Unsafe.AsyncReadManager">
<summary>
<para>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.</para>
</summary>
</member>
<member name="M:Unity.IO.LowLevel.Unsafe.AsyncReadManager.Read(System.String,Unity.IO.LowLevel.Unsafe.ReadCommand*,System.UInt32)">
<summary>
<para>Issues an asynchronous file read operation. Returns a ReadHandle.</para>
</summary>
<param name="filename">The filename to read from.</param>
<param name="readCmds">A pointer to an array of ReadCommand structs that specify offset, size, and destination buffer.</param>
<param name="readCmdCount">The number of read commands pointed to by readCmds.</param>
<returns>
<para>Used to monitor the progress and status of the read command.</para>
</returns>
</member>
<member name="T:Unity.IO.LowLevel.Unsafe.ReadCommand">
<summary>
<para>Describes the offset, size, and destination buffer of a single read operation.</para>
</summary>
</member>
<member name="F:Unity.IO.LowLevel.Unsafe.ReadCommand.Buffer">
<summary>
<para>The buffer that receives the read data.</para>
</summary>
</member>
<member name="F:Unity.IO.LowLevel.Unsafe.ReadCommand.Offset">
<summary>
<para>The offset where the read begins, within the file.</para>
</summary>
</member>
<member name="F:Unity.IO.LowLevel.Unsafe.ReadCommand.Size">
<summary>
<para>The size of the read in bytes.</para>
</summary>
</member>
<member name="T:Unity.IO.LowLevel.Unsafe.ReadHandle">
<summary>
<para>You can use this handle to query the status of an asynchronous read operation. Note: To avoid a memory leak, you must call Dispose.</para>
</summary>
</member>
<member name="M:Unity.IO.LowLevel.Unsafe.ReadHandle.Dispose">
<summary>
<para>Disposes the ReadHandle. Use this to free up internal resources for reuse.</para>
</summary>
</member>
<member name="M:Unity.IO.LowLevel.Unsafe.ReadHandle.IsValid">
<summary>
<para>Check if the ReadHandle is valid.</para>
</summary>
<returns>
<para>True if the ReadHandle is valid.</para>
</returns>
</member>
<member name="P:Unity.IO.LowLevel.Unsafe.ReadHandle.JobHandle">
<summary>
<para>JobHandle that completes when the read operation completes.</para>
</summary>
</member>
<member name="P:Unity.IO.LowLevel.Unsafe.ReadHandle.Status">
<summary>
<para>Current state of the read operation.</para>
</summary>
</member>
<member name="T:Unity.IO.LowLevel.Unsafe.ReadStatus">
<summary>
<para>State of the read operation.</para>
</summary>
</member>
<member name="F:Unity.IO.LowLevel.Unsafe.ReadStatus.Complete">
<summary>
<para>All the ReadCommand operations completed successfully.</para>
</summary>
</member>
<member name="F:Unity.IO.LowLevel.Unsafe.ReadStatus.Failed">
<summary>
<para>One or more of the ReadCommand operations failed.</para>
</summary>
</member>
<member name="F:Unity.IO.LowLevel.Unsafe.ReadStatus.InProgress">
<summary>
<para>The read operation is in progress.</para>
</summary>
</member>
<member name="?:Unity.Jobs.IJob">
<summary>
<para>IJob allows you to schedule a single job that runs in parallel to other jobs and the main thread.</para>
</summary>
</member>
<member name="M:Unity.Jobs.IJob.Execute">
<summary>
<para>Implement this method to perform work on a worker thread.</para>
</summary>
</member>
<member name="T:Unity.Jobs.IJobExtensions">
<summary>
<para>Extension methods for Jobs using the IJob interface.</para>
</summary>
</member>
<member name="M:Unity.Jobs.IJobExtensions.Run(T)">
<summary>
<para>Perform the job's Execute method immediately on the same thread.</para>
</summary>
<param name="jobData">The job and data to Run.</param>
</member>
<member name="M:Unity.Jobs.IJobExtensions.Schedule(T,Unity.Jobs.JobHandle)">
<summary>
<para>Schedule the job for execution on a worker thread.</para>
</summary>
<param name="jobData">The job and data to schedule.</param>
<param name="dependsOn">Dependencies are used to ensure that a job executes on workerthreads after the dependency has completed execution. Making sure that two jobs reading or writing to same data do not run in parallel.</param>
<returns>
<para>The handle identifying the scheduled job. Can be used as a dependency for a later job or ensure completion on the main thread.</para>
</returns>
</member>
<member name="?:Unity.Jobs.IJobParallelFor">
<summary>
<para>Parallel-for jobs allow you to perform the same independent operation for each element of a native container or for a fixed number of iterations.</para>
</summary>
</member>
<member name="M:Unity.Jobs.IJobParallelFor.Execute(System.Int32)">
<summary>
<para>Implement this method to perform work against a specific iteration index.</para>
</summary>
<param name="index">The index of the Parallel for loop at which to perform work.</param>
</member>
<member name="T:Unity.Jobs.IJobParallelForExtensions">
<summary>
<para>Extension methods for Jobs using the IJobParallelFor.</para>
</summary>
</member>
<member name="M:Unity.Jobs.IJobParallelForExtensions.Run(T,System.Int32)">
<summary>
<para>Perform the job's Execute method immediately on the same thread.</para>
</summary>
<param name="jobData">The job and data to Run.</param>
<param name="arrayLength">The number of iterations the for loop will execute.</param>
</member>
<member name="M:Unity.Jobs.IJobParallelForExtensions.Schedule(T,System.Int32,System.Int32,Unity.Jobs.JobHandle)">
<summary>
<para>Schedule the job for execution on a worker thread.</para>
</summary>
<param name="jobData">The job and data to Schedule.</param>
<param name="arrayLength">The number of iterations the for loop will execute.</param>
<param name="innerloopBatchCount">Granularity in which workstealing is performed. A value of 32, means the job queue will steal 32 iterations and then perform them in an efficient inner loop.</param>
<param name="dependsOn">Dependencies are used to ensure that a job executes on workerthreads after the dependency has completed execution. Making sure that two jobs reading or writing to same data do not run in parallel.</param>
<returns>
<para>The handle identifying the scheduled job. Can be used as a dependency for a later job or ensure completion on the main thread.</para>
</returns>
</member>
<member name="T:Unity.Jobs.JobHandle">
<summary>
<para>JobHandle.</para>
</summary>
</member>
<member name="M:Unity.Jobs.JobHandle.CheckFenceIsDependencyOrDidSyncFence(Unity.Jobs.JobHandle,Unity.Jobs.JobHandle)">
<summary>
<para>CheckFenceIsDependencyOrDidSyncFence.</para>
</summary>
<param name="jobHandle">Job handle.</param>
<param name="dependsOn">Job handle dependency.</param>
<returns>
<para>Return value.</para>
</returns>
</member>
<member name="M:Unity.Jobs.JobHandle.CombineDependencies(Unity.Jobs.JobHandle,Unity.Jobs.JobHandle)">
<summary>
<para>Combines multiple dependencies into a single one.</para>
</summary>
<param name="job0"></param>
<param name="job1"></param>
<param name="job2"></param>
<param name="jobs"></param>
</member>
<member name="M:Unity.Jobs.JobHandle.CombineDependencies(Unity.Jobs.JobHandle,Unity.Jobs.JobHandle,Unity.Jobs.JobHandle)">
<summary>
<para>Combines multiple dependencies into a single one.</para>
</summary>
<param name="job0"></param>
<param name="job1"></param>
<param name="job2"></param>
<param name="jobs"></param>
</member>
<member name="M:Unity.Jobs.JobHandle.CombineDependencies(Unity.Collections.NativeArray`1&lt;Unity.Jobs.JobHandle&gt;)">
<summary>
<para>Combines multiple dependencies into a single one.</para>
</summary>
<param name="job0"></param>
<param name="job1"></param>
<param name="job2"></param>
<param name="jobs"></param>
</member>
<member name="M:Unity.Jobs.JobHandle.Complete">
<summary>
<para>Ensures that the job has completed.</para>
</summary>
</member>
<member name="M:Unity.Jobs.JobHandle.CompleteAll(Unity.Jobs.JobHandle&amp;,Unity.Jobs.JobHandle&amp;)">
<summary>
<para>Ensures that all jobs have completed.</para>
</summary>
<param name="job0"></param>
<param name="job1"></param>
<param name="job2"></param>
<param name="jobs"></param>
</member>
<member name="M:Unity.Jobs.JobHandle.CompleteAll(Unity.Jobs.JobHandle&amp;,Unity.Jobs.JobHandle&amp;,Unity.Jobs.JobHandle&amp;)">
<summary>
<para>Ensures that all jobs have completed.</para>
</summary>
<param name="job0"></param>
<param name="job1"></param>
<param name="job2"></param>
<param name="jobs"></param>
</member>
<member name="M:Unity.Jobs.JobHandle.CompleteAll(Unity.Collections.NativeArray`1&lt;Unity.Jobs.JobHandle&gt;)">
<summary>
<para>Ensures that all jobs have completed.</para>
</summary>
<param name="job0"></param>
<param name="job1"></param>
<param name="job2"></param>
<param name="jobs"></param>
</member>
<member name="P:Unity.Jobs.JobHandle.IsCompleted">
<summary>
<para>Returns false if the task is currently running. Returns true if the task has completed.</para>
</summary>
</member>
<member name="M:Unity.Jobs.JobHandle.ScheduleBatchedJobs">
<summary>
<para>By default jobs are only put on a local queue when using Job Schedule functions, this actually makes them available to the worker threads to execute them.</para>
</summary>
</member>
<member name="T:Unity.Jobs.LowLevel.Unsafe.BatchQueryJob`2">
<summary>
<para>Struct used to implement batch query jobs.</para>
</summary>
</member>
<member name="M:Unity.Jobs.LowLevel.Unsafe.BatchQueryJob_2.#ctor">
<summary>
<para>Create BatchQueryJob.</para>
</summary>
<param name="commands">NativeArray containing the commands to execute during a batch. The job executing the query will only read from the array, not write to it.</param>
<param name="results">NativeArray which can contain the results from the commands. The job executing the query will write to the array.</param>
</member>
<member name="T:Unity.Jobs.LowLevel.Unsafe.BatchQueryJobStruct`1">
<summary>
<para>Struct used to schedule batch query jobs.</para>
</summary>
</member>
<member name="M:Unity.Jobs.LowLevel.Unsafe.BatchQueryJobStruct_1.Initialize">
<summary>
<para>Initializes a BatchQueryJobStruct and returns a pointer to an internal structure (System.IntPtr) which should be passed to JobsUtility.JobScheduleParameters.</para>
</summary>
</member>
<member name="T:Unity.Jobs.LowLevel.Unsafe.JobHandleUnsafeUtility">
<summary>
<para>JobHandle Unsafe Utilities.</para>
</summary>
</member>
<member name="M:Unity.Jobs.LowLevel.Unsafe.JobHandleUnsafeUtility.CombineDependencies(Unity.Jobs.JobHandle*,System.Int32)">
<summary>
<para>Combines multiple dependencies into a single one using an unsafe array of job handles.
See Also: JobHandle.CombineDependencies.</para>
</summary>
<param name="jobs"></param>
<param name="count"></param>
</member>
<member name="T:Unity.Jobs.LowLevel.Unsafe.JobProducerTypeAttribute">
<summary>
<para>All job interface types must be marked with the JobProducerType. This is used to compile the Execute method by the Burst ASM inspector.</para>
</summary>
</member>
<member name="M:Unity.Jobs.LowLevel.Unsafe.JobProducerTypeAttribute.#ctor(System.Type)">
<summary>
<para></para>
</summary>
<param name="producerType">The type containing a static method named "Execute" method which is the method invokes by the job system.</param>
</member>
<member name="P:Unity.Jobs.LowLevel.Unsafe.JobProducerTypeAttribute.ProducerType">
<summary>
<para>ProducerType is the type containing a static method named "Execute" method which is the method invokes by the job system.</para>
</summary>
</member>
<member name="T:Unity.Jobs.LowLevel.Unsafe.JobRanges">
<summary>
<para>Struct containing information about a range the job is allowed to work on.</para>
</summary>
</member>
<member name="F:Unity.Jobs.LowLevel.Unsafe.JobRanges.BatchSize">
<summary>
<para>The size of the batch.</para>
</summary>
</member>
<member name="F:Unity.Jobs.LowLevel.Unsafe.JobRanges.IndicesPerPhase">
<summary>
<para>Number of indices per phase.</para>
</summary>
</member>
<member name="F:Unity.Jobs.LowLevel.Unsafe.JobRanges.NumJobs">
<summary>
<para>Number of jobs.</para>
</summary>
</member>
<member name="F:Unity.Jobs.LowLevel.Unsafe.JobRanges.NumPhases">
<summary>
<para>Number of phases.</para>
</summary>
</member>
<member name="F:Unity.Jobs.LowLevel.Unsafe.JobRanges.PhaseData">
<summary>
<para>Phase Data.</para>
</summary>
</member>
<member name="F:Unity.Jobs.LowLevel.Unsafe.JobRanges.StartEndIndex">
<summary>
<para>The start and end index of the job range.</para>
</summary>
</member>
<member name="F:Unity.Jobs.LowLevel.Unsafe.JobRanges.TotalIterationCount">
<summary>
<para>Total iteration count.</para>
</summary>
</member>
<member name="T:Unity.Jobs.LowLevel.Unsafe.JobsUtility">
<summary>
<para>Static class containing functionality to create, run and debug jobs.</para>
</summary>
</member>
<member name="F:Unity.Jobs.LowLevel.Unsafe.JobsUtility.CacheLineSize">
<summary>
<para>Size of a cache line.</para>
</summary>
</member>
<member name="M:Unity.Jobs.LowLevel.Unsafe.JobsUtility.CreateJobReflectionData">
<summary>
<para>Creates job reflection data.</para>
</summary>
<returns>
<para>Returns pointer to internal JobReflectionData.</para>
</returns>
</member>
<member name="M:Unity.Jobs.LowLevel.Unsafe.JobsUtility.CreateJobReflectionData">
<summary>
<para>Creates job reflection data.</para>
</summary>
<returns>
<para>Returns pointer to internal JobReflectionData.</para>
</returns>
</member>
<member name="M:Unity.Jobs.LowLevel.Unsafe.JobsUtility.GetJobRange(Unity.Jobs.LowLevel.Unsafe.JobRanges&amp;,System.Int32,System.Int32&amp;,System.Int32&amp;)">
<summary>
<para>Returns the begin index and end index of the range.</para>
</summary>
<param name="ranges"></param>
<param name="jobIndex"></param>
<param name="beginIndex"></param>
<param name="endIndex"></param>
</member>
<member name="M:Unity.Jobs.LowLevel.Unsafe.JobsUtility.GetWorkStealingRange(Unity.Jobs.LowLevel.Unsafe.JobRanges&amp;,System.Int32,System.Int32&amp;,System.Int32&amp;)">
<summary>
<para>Returns the work stealing range.</para>
</summary>
<param name="ranges"></param>
<param name="jobIndex"></param>
<param name="beginIndex"></param>
<param name="endIndex"></param>
<returns>
<para>Returns true if successful.</para>
</returns>
</member>
<member name="P:Unity.Jobs.LowLevel.Unsafe.JobsUtility.JobCompilerEnabled">
<summary>
<para>When disabled, forces jobs that have already been compiled with burst to run in mono instead. For example if you want to debug the C# jobs or just want to compare behaviour or performance.</para>
</summary>
</member>
<member name="P:Unity.Jobs.LowLevel.Unsafe.JobsUtility.JobDebuggerEnabled">
<summary>
<para>Enables and disables the job debugger at runtime. Note that currently the job debugger is only supported in the Editor. Thus this only has effect in the editor.</para>
</summary>
</member>
<member name="T:Unity.Jobs.LowLevel.Unsafe.JobsUtility.JobScheduleParameters">
<summary>
<para>Struct containing job parameters for scheduling.</para>
</summary>
</member>
<member name="M:Unity.Jobs.LowLevel.Unsafe.JobsUtility.JobScheduleParameters.#ctor(System.Void*,System.IntPtr,Unity.Jobs.JobHandle,Unity.Jobs.LowLevel.Unsafe.ScheduleMode)">
<summary>
<para>Constructor.</para>
</summary>
<param name="i_jobData"></param>
<param name="i_reflectionData"></param>
<param name="i_dependency"></param>
<param name="i_scheduleMode"></param>
</member>
<member name="F:Unity.Jobs.LowLevel.Unsafe.JobsUtility.JobScheduleParameters.Dependency">
<summary>
<para>A JobHandle to any dependency this job would have.</para>
</summary>
</member>
<member name="F:Unity.Jobs.LowLevel.Unsafe.JobsUtility.JobScheduleParameters.JobDataPtr">
<summary>
<para>Pointer to the job data.</para>
</summary>
</member>
<member name="F:Unity.Jobs.LowLevel.Unsafe.JobsUtility.JobScheduleParameters.ReflectionData">
<summary>
<para>Pointer to the reflection data.</para>
</summary>
</member>
<member name="F:Unity.Jobs.LowLevel.Unsafe.JobsUtility.JobScheduleParameters.ScheduleMode">
<summary>
<para>ScheduleMode option.</para>
</summary>
</member>
<member name="F:Unity.Jobs.LowLevel.Unsafe.JobsUtility.MaxJobThreadCount">
<summary>
<para>Maximum job thread count.</para>
</summary>
</member>
<member name="M:Unity.Jobs.LowLevel.Unsafe.JobsUtility.PatchBufferMinMaxRanges">
<summary>
<para>Injects debug checks for min and max ranges of native array.</para>
</summary>
</member>
<member name="M:Unity.Jobs.LowLevel.Unsafe.JobsUtility.Schedule(Unity.Jobs.LowLevel.Unsafe.JobsUtility/JobScheduleParameters&amp;)">
<summary>
<para>Schedule a single IJob.</para>
</summary>
<param name="parameters"></param>
<returns>
<para>Returns a JobHandle to the newly created Job.</para>
</returns>
</member>
<member name="M:Unity.Jobs.LowLevel.Unsafe.JobsUtility.ScheduleParallelFor(Unity.Jobs.LowLevel.Unsafe.JobsUtility/JobScheduleParameters&amp;,System.Int32,System.Int32)">
<summary>
<para>Schedule a IJobParallelFor job.</para>
</summary>
<param name="parameters"></param>
<param name="arrayLength"></param>
<param name="innerloopBatchCount"></param>
<returns>
<para>Returns a JobHandle to the newly created Job.</para>
</returns>
</member>
<member name="M:Unity.Jobs.LowLevel.Unsafe.JobsUtility.ScheduleParallelForDeferArraySize(Unity.Jobs.LowLevel.Unsafe.JobsUtility/JobScheduleParameters&amp;,System.Int32,System.Void*,System.Void*)">
<summary>
<para>Schedule a IJobParallelFor job.</para>
</summary>
<param name="parameters"></param>
<param name="innerloopBatchCount"></param>
<param name="listData"></param>
<param name="listDataAtomicSafetyHandle"></param>
<returns>
<para>Returns a JobHandle to the newly created Job.</para>
</returns>
</member>
<member name="M:Unity.Jobs.LowLevel.Unsafe.JobsUtility.ScheduleParallelForTransform(Unity.Jobs.LowLevel.Unsafe.JobsUtility/JobScheduleParameters&amp;,System.IntPtr)">
<summary>
<para>Schedule a IJobParallelForTransform job.</para>
</summary>
<param name="parameters"></param>
<param name="transfromAccesssArray"></param>
<returns>
<para>Returns a JobHandle to the newly created Job.</para>
</returns>
</member>
<member name="T:Unity.Jobs.LowLevel.Unsafe.JobType">
<summary>
<para>Determines what the job is used for (ParallelFor or a single job).</para>
</summary>
</member>
<member name="F:Unity.Jobs.LowLevel.Unsafe.JobType.ParallelFor">
<summary>
<para>A parallel for job.</para>
</summary>
</member>
<member name="F:Unity.Jobs.LowLevel.Unsafe.JobType.Single">
<summary>
<para>A single job.</para>
</summary>
</member>
<member name="T:Unity.Jobs.LowLevel.Unsafe.ScheduleMode">
<summary>
<para>ScheduleMode options for scheduling a manage job.</para>
</summary>
</member>
<member name="F:Unity.Jobs.LowLevel.Unsafe.ScheduleMode.Batched">
<summary>
<para>Schedule job as batched.</para>
</summary>
</member>
<member name="F:Unity.Jobs.LowLevel.Unsafe.ScheduleMode.Run">
<summary>
<para>Schedule job as independent.</para>
</summary>
</member>
<member name="T:Unity.Profiling.ProfilerMarker">
<summary>
<para>Performance marker used for profiling arbitrary code blocks.</para>
</summary>
</member>
<member name="M:Unity.Profiling.ProfilerMarker.Auto">
<summary>
<para>Creates a helper struct for the scoped using blocks.</para>
</summary>
<returns>
<para>IDisposable struct which calls Begin and End automatically.</para>
</returns>
</member>
<member name="T:Unity.Profiling.ProfilerMarker.AutoScope">
<summary>
<para>Helper IDisposable struct for use with ProfilerMarker.Auto.</para>
</summary>
</member>
<member name="M:Unity.Profiling.ProfilerMarker.Begin">
<summary>
<para>Begin profiling a piece of code marked with a custom name defined by this instance of ProfilerMarker.</para>
</summary>
<param name="contextUnityObject">Object associated with the operation.</param>
</member>
<member name="M:Unity.Profiling.ProfilerMarker.Begin(UnityEngine.Object)">
<summary>
<para>Begin profiling a piece of code marked with a custom name defined by this instance of ProfilerMarker.</para>
</summary>
<param name="contextUnityObject">Object associated with the operation.</param>
</member>
<member name="M:Unity.Profiling.ProfilerMarker.#ctor(System.String)">
<summary>
<para>Constructs a new performance marker for code instrumentation.</para>
</summary>
<param name="name">Marker name.</param>
</member>
<member name="M:Unity.Profiling.ProfilerMarker.End">
<summary>
<para>End profiling a piece of code marked with a custom name defined by this instance of ProfilerMarker.</para>
</summary>
</member>
<member name="T:UnityEngine.UnityAPICompatibilityVersionAttribute">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.UnityAPICompatibilityVersionAttribute.version">
<summary>
<para>Version of Unity API.</para>
</summary>
</member>
<member name="M:UnityEngine.UnityAPICompatibilityVersionAttribute.#ctor(System.String)">
<summary>
<para>Initializes a new instance of UnityAPICompatibilityVersionAttribute.</para>
</summary>
<param name="version">Unity version that this assembly with compatible with.</param>
</member>
<member name="A:UnityEngine.CoreModule">
<summary>
<para>The Core module implements basic classes required for Unity to function.</para>
</summary>
</member>
<member name="T:UnityEngine.UserAuthorization">
<summary>
<para>Constants to pass to Application.RequestUserAuthorization.</para>
</summary>
</member>
<member name="F:UnityEngine.UserAuthorization.Microphone">
<summary>
<para>Request permission to use any audio input sources attached to the computer.</para>
</summary>
</member>
<member name="F:UnityEngine.UserAuthorization.WebCam">
<summary>
<para>Request permission to use any video input sources attached to the computer.</para>
</summary>
</member>
<member name="T:UnityEngine.Vector2">
<summary>
<para>Representation of 2D vectors and points.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2.down">
<summary>
<para>Shorthand for writing Vector2(0, -1).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2.left">
<summary>
<para>Shorthand for writing Vector2(-1, 0).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2.magnitude">
<summary>
<para>Returns the length of this vector (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2.negativeInfinity">
<summary>
<para>Shorthand for writing Vector2(float.NegativeInfinity, float.NegativeInfinity).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2.normalized">
<summary>
<para>Returns this vector with a magnitude of 1 (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2.one">
<summary>
<para>Shorthand for writing Vector2(1, 1).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2.positiveInfinity">
<summary>
<para>Shorthand for writing Vector2(float.PositiveInfinity, float.PositiveInfinity).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2.right">
<summary>
<para>Shorthand for writing Vector2(1, 0).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2.sqrMagnitude">
<summary>
<para>Returns the squared length of this vector (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2.up">
<summary>
<para>Shorthand for writing Vector2(0, 1).</para>
</summary>
</member>
<member name="F:UnityEngine.Vector2.x">
<summary>
<para>X component of the vector.</para>
</summary>
</member>
<member name="F:UnityEngine.Vector2.y">
<summary>
<para>Y component of the vector.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2.zero">
<summary>
<para>Shorthand for writing Vector2(0, 0).</para>
</summary>
</member>
<member name="M:UnityEngine.Vector2.Angle(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Returns the unsigned angle in degrees between from and to.</para>
</summary>
<param name="from">The vector from which the angular difference is measured.</param>
<param name="to">The vector to which the angular difference is measured.</param>
</member>
<member name="M:UnityEngine.Vector2.ClampMagnitude(UnityEngine.Vector2,System.Single)">
<summary>
<para>Returns a copy of vector with its magnitude clamped to maxLength.</para>
</summary>
<param name="vector"></param>
<param name="maxLength"></param>
</member>
<member name="M:UnityEngine.Vector2.#ctor(System.Single,System.Single)">
<summary>
<para>Constructs a new vector with given x, y components.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
</member>
<member name="M:UnityEngine.Vector2.Distance(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Returns the distance between a and b.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Vector2.Dot(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Dot Product of two vectors.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="M:UnityEngine.Vector2.Equals(System.Object)">
<summary>
<para>Returns true if the given vector is exactly equal to this vector.</para>
</summary>
<param name="other"></param>
</member>
<member name="?:UnityEngine.Vector2.implop_Vector2(Vector3)(UnityEngine.Vector3)">
<summary>
<para>Converts a Vector3 to a Vector2.</para>
</summary>
<param name="v"></param>
</member>
<member name="?:UnityEngine.Vector2.implop_Vector3(Vector2)(UnityEngine.Vector2)">
<summary>
<para>Converts a Vector2 to a Vector3.</para>
</summary>
<param name="v"></param>
</member>
<member name="M:UnityEngine.Vector2.Lerp(UnityEngine.Vector2,UnityEngine.Vector2,System.Single)">
<summary>
<para>Linearly interpolates between vectors a and b by t.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="t"></param>
</member>
<member name="M:UnityEngine.Vector2.LerpUnclamped(UnityEngine.Vector2,UnityEngine.Vector2,System.Single)">
<summary>
<para>Linearly interpolates between vectors a and b by t.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="t"></param>
</member>
<member name="M:UnityEngine.Vector2.Max(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Returns a vector that is made from the largest components of two vectors.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="M:UnityEngine.Vector2.Min(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Returns a vector that is made from the smallest components of two vectors.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="M:UnityEngine.Vector2.MoveTowards(UnityEngine.Vector2,UnityEngine.Vector2,System.Single)">
<summary>
<para>Moves a point current towards target.</para>
</summary>
<param name="current"></param>
<param name="target"></param>
<param name="maxDistanceDelta"></param>
</member>
<member name="M:UnityEngine.Vector2.Normalize">
<summary>
<para>Makes this vector have a magnitude of 1.</para>
</summary>
</member>
<member name="?:UnityEngine.Vector2.op_Divide(UnityEngine.Vector2,System.Single)">
<summary>
<para>Divides a vector by a number.</para>
</summary>
<param name="a"></param>
<param name="d"></param>
</member>
<member name="?:UnityEngine.Vector2.op_Divide(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Divides a vector by another vector.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="?:UnityEngine.Vector2.op_Equal(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Returns true if two vectors are approximately equal.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Vector2.op_Minus(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Subtracts one vector from another.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="?:UnityEngine.Vector2.op_Minus(UnityEngine.Vector2)">
<summary>
<para>Negates a vector.</para>
</summary>
<param name="a"></param>
</member>
<member name="?:UnityEngine.Vector2.op_Multiply(UnityEngine.Vector2,System.Single)">
<summary>
<para>Multiplies a vector by a number.</para>
</summary>
<param name="a"></param>
<param name="d"></param>
</member>
<member name="?:UnityEngine.Vector2.op_Multiply(System.Single,UnityEngine.Vector2)">
<summary>
<para>Multiplies a vector by a number.</para>
</summary>
<param name="d"></param>
<param name="a"></param>
</member>
<member name="?:UnityEngine.Vector2.op_Multiply(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Multiplies a vector by another vector.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="?:UnityEngine.Vector2.op_Plus(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Adds two vectors.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Vector2.Perpendicular(UnityEngine.Vector2)">
<summary>
<para>Returns the 2D vector perpendicular to this 2D vector. The result is always rotated 90-degrees in a counter-clockwise direction for a 2D coordinate system where the positive Y axis goes up.</para>
</summary>
<param name="inDirection">The input direction.</param>
<returns>
<para>The perpendicular direction.</para>
</returns>
</member>
<member name="M:UnityEngine.Vector2.Reflect(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Reflects a vector off the vector defined by a normal.</para>
</summary>
<param name="inDirection"></param>
<param name="inNormal"></param>
</member>
<member name="M:UnityEngine.Vector2.Scale(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Multiplies two vectors component-wise.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Vector2.Scale(UnityEngine.Vector2)">
<summary>
<para>Multiplies every component of this vector by the same component of scale.</para>
</summary>
<param name="scale"></param>
</member>
<member name="M:UnityEngine.Vector2.Set(System.Single,System.Single)">
<summary>
<para>Set x and y components of an existing Vector2.</para>
</summary>
<param name="newX"></param>
<param name="newY"></param>
</member>
<member name="M:UnityEngine.Vector2.SignedAngle(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Returns the signed angle in degrees between from and to.</para>
</summary>
<param name="from">The vector from which the angular difference is measured.</param>
<param name="to">The vector to which the angular difference is measured.</param>
</member>
<member name="M:UnityEngine.Vector2.SmoothDamp(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Vector2&amp;,System.Single)">
<summary>
<para>Gradually changes a vector towards a desired goal over time.</para>
</summary>
<param name="current">The current position.</param>
<param name="target">The position we are trying to reach.</param>
<param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param>
<param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param>
<param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param>
<param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param>
</member>
<member name="M:UnityEngine.Vector2.SmoothDamp(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Vector2&amp;,System.Single,System.Single)">
<summary>
<para>Gradually changes a vector towards a desired goal over time.</para>
</summary>
<param name="current">The current position.</param>
<param name="target">The position we are trying to reach.</param>
<param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param>
<param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param>
<param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param>
<param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param>
</member>
<member name="M:UnityEngine.Vector2.SmoothDamp(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Vector2&amp;,System.Single,System.Single,System.Single)">
<summary>
<para>Gradually changes a vector towards a desired goal over time.</para>
</summary>
<param name="current">The current position.</param>
<param name="target">The position we are trying to reach.</param>
<param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param>
<param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param>
<param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param>
<param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param>
</member>
<member name="P:UnityEngine.Vector2.this">
<summary>
<para>Access the x or y component using [0] or [1] respectively.</para>
</summary>
</member>
<member name="M:UnityEngine.Vector2.ToString">
<summary>
<para>Returns a nicely formatted string for this vector.</para>
</summary>
<param name="format"></param>
</member>
<member name="M:UnityEngine.Vector2.ToString(System.String)">
<summary>
<para>Returns a nicely formatted string for this vector.</para>
</summary>
<param name="format"></param>
</member>
<member name="T:UnityEngine.Vector2Int">
<summary>
<para>Representation of 2D vectors and points using integers.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2Int.down">
<summary>
<para>Shorthand for writing Vector2Int (0, -1).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2Int.left">
<summary>
<para>Shorthand for writing Vector2Int (-1, 0).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2Int.magnitude">
<summary>
<para>Returns the length of this vector (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2Int.one">
<summary>
<para>Shorthand for writing Vector2Int (1, 1).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2Int.right">
<summary>
<para>Shorthand for writing Vector2Int (1, 0).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2Int.sqrMagnitude">
<summary>
<para>Returns the squared length of this vector (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2Int.up">
<summary>
<para>Shorthand for writing Vector2Int (0, 1).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2Int.x">
<summary>
<para>X component of the vector.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2Int.y">
<summary>
<para>Y component of the vector.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2Int.zero">
<summary>
<para>Shorthand for writing Vector2Int (0, 0).</para>
</summary>
</member>
<member name="M:UnityEngine.Vector2Int.CeilToInt(UnityEngine.Vector2)">
<summary>
<para>Converts a Vector2 to a Vector2Int by doing a Ceiling to each value.</para>
</summary>
<param name="v"></param>
</member>
<member name="M:UnityEngine.Vector2Int.Clamp(UnityEngine.Vector2Int,UnityEngine.Vector2Int)">
<summary>
<para>Clamps the Vector2Int to the bounds given by min and max.</para>
</summary>
<param name="min"></param>
<param name="max"></param>
</member>
<member name="M:UnityEngine.Vector2Int.Distance(UnityEngine.Vector2Int,UnityEngine.Vector2Int)">
<summary>
<para>Returns the distance between a and b.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Vector2Int.Equals(System.Object)">
<summary>
<para>Returns true if the objects are equal.</para>
</summary>
<param name="other"></param>
</member>
<member name="M:UnityEngine.Vector2Int.FloorToInt(UnityEngine.Vector2)">
<summary>
<para>Converts a Vector2 to a Vector2Int by doing a Floor to each value.</para>
</summary>
<param name="v"></param>
</member>
<member name="M:UnityEngine.Vector2Int.GetHashCode">
<summary>
<para>Gets the hash code for the Vector2Int.</para>
</summary>
<returns>
<para>The hash code of the Vector2Int.</para>
</returns>
</member>
<member name="?:UnityEngine.Vector2Int.implop_Vector2(Vector2Int)(UnityEngine.Vector2Int)">
<summary>
<para>Converts a Vector2Int to a Vector2.</para>
</summary>
<param name="v"></param>
</member>
<member name="M:UnityEngine.Vector2Int.Max(UnityEngine.Vector2Int,UnityEngine.Vector2Int)">
<summary>
<para>Returns a vector that is made from the largest components of two vectors.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="M:UnityEngine.Vector2Int.Min(UnityEngine.Vector2Int,UnityEngine.Vector2Int)">
<summary>
<para>Returns a vector that is made from the smallest components of two vectors.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Vector2Int.op_Equal(UnityEngine.Vector2Int,UnityEngine.Vector2Int)">
<summary>
<para>Returns true if the vectors are equal.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Vector2Int.op_Explicit(UnityEngine.Vector2Int)">
<summary>
<para>Converts a Vector2Int to a Vector3Int.</para>
</summary>
<param name="v"></param>
</member>
<member name="?:UnityEngine.Vector2Int.op_Minus(UnityEngine.Vector2Int,UnityEngine.Vector2Int)">
<summary>
<para>Subtracts one vector from another.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="?:UnityEngine.Vector2Int.op_Multiply(UnityEngine.Vector2Int,UnityEngine.Vector2Int)">
<summary>
<para>Multiplies a vector by a number.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="?:UnityEngine.Vector2Int.op_Multiply(UnityEngine.Vector2Int,System.Int32)">
<summary>
<para>Multiplies a vector by a number.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="?:UnityEngine.Vector2Int.op_NotEqual(UnityEngine.Vector2Int,UnityEngine.Vector2Int)">
<summary>
<para>Returns true if vectors different.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Vector2Int.op_Plus(UnityEngine.Vector2Int,UnityEngine.Vector2Int)">
<summary>
<para>Adds two vectors.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Vector2Int.RoundToInt(UnityEngine.Vector2)">
<summary>
<para>Converts a Vector2 to a Vector2Int by doing a Round to each value.</para>
</summary>
<param name="v"></param>
</member>
<member name="M:UnityEngine.Vector2Int.Scale(UnityEngine.Vector2Int,UnityEngine.Vector2Int)">
<summary>
<para>Multiplies two vectors component-wise.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Vector2Int.Scale(UnityEngine.Vector2Int)">
<summary>
<para>Multiplies every component of this vector by the same component of scale.</para>
</summary>
<param name="scale"></param>
</member>
<member name="M:UnityEngine.Vector2Int.Set(System.Int32,System.Int32)">
<summary>
<para>Set x and y components of an existing Vector2Int.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
</member>
<member name="P:UnityEngine.Vector2Int.this">
<summary>
<para>Access the x or y component using [0] or [1] respectively.</para>
</summary>
</member>
<member name="M:UnityEngine.Vector2Int.ToString">
<summary>
<para>Returns a nicely formatted string for this vector.</para>
</summary>
</member>
<member name="T:UnityEngine.Vector3">
<summary>
<para>Representation of 3D vectors and points.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3.back">
<summary>
<para>Shorthand for writing Vector3(0, 0, -1).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3.down">
<summary>
<para>Shorthand for writing Vector3(0, -1, 0).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3.forward">
<summary>
<para>Shorthand for writing Vector3(0, 0, 1).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3.left">
<summary>
<para>Shorthand for writing Vector3(-1, 0, 0).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3.magnitude">
<summary>
<para>Returns the length of this vector (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3.negativeInfinity">
<summary>
<para>Shorthand for writing Vector3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3.normalized">
<summary>
<para>Returns this vector with a magnitude of 1 (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3.one">
<summary>
<para>Shorthand for writing Vector3(1, 1, 1).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3.positiveInfinity">
<summary>
<para>Shorthand for writing Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3.right">
<summary>
<para>Shorthand for writing Vector3(1, 0, 0).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3.sqrMagnitude">
<summary>
<para>Returns the squared length of this vector (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3.up">
<summary>
<para>Shorthand for writing Vector3(0, 1, 0).</para>
</summary>
</member>
<member name="F:UnityEngine.Vector3.x">
<summary>
<para>X component of the vector.</para>
</summary>
</member>
<member name="F:UnityEngine.Vector3.y">
<summary>
<para>Y component of the vector.</para>
</summary>
</member>
<member name="F:UnityEngine.Vector3.z">
<summary>
<para>Z component of the vector.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3.zero">
<summary>
<para>Shorthand for writing Vector3(0, 0, 0).</para>
</summary>
</member>
<member name="M:UnityEngine.Vector3.Angle(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Returns the angle in degrees between from and to.</para>
</summary>
<param name="from">The vector from which the angular difference is measured.</param>
<param name="to">The vector to which the angular difference is measured.</param>
<returns>
<para>The angle in degrees between the two vectors.</para>
</returns>
</member>
<member name="M:UnityEngine.Vector3.ClampMagnitude(UnityEngine.Vector3,System.Single)">
<summary>
<para>Returns a copy of vector with its magnitude clamped to maxLength.</para>
</summary>
<param name="vector"></param>
<param name="maxLength"></param>
</member>
<member name="M:UnityEngine.Vector3.Cross(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Cross Product of two vectors.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="M:UnityEngine.Vector3.#ctor(System.Single,System.Single,System.Single)">
<summary>
<para>Creates a new vector with given x, y, z components.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
</member>
<member name="M:UnityEngine.Vector3.#ctor(System.Single,System.Single)">
<summary>
<para>Creates a new vector with given x, y components and sets z to zero.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
</member>
<member name="M:UnityEngine.Vector3.Distance(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Returns the distance between a and b.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Vector3.Dot(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Dot Product of two vectors.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="M:UnityEngine.Vector3.Equals(System.Object)">
<summary>
<para>Returns true if the given vector is exactly equal to this vector.</para>
</summary>
<param name="other"></param>
</member>
<member name="M:UnityEngine.Vector3.Lerp(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
<summary>
<para>Linearly interpolates between two vectors.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="t"></param>
</member>
<member name="M:UnityEngine.Vector3.LerpUnclamped(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
<summary>
<para>Linearly interpolates between two vectors.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="t"></param>
</member>
<member name="M:UnityEngine.Vector3.Max(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Returns a vector that is made from the largest components of two vectors.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="M:UnityEngine.Vector3.Min(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Returns a vector that is made from the smallest components of two vectors.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="M:UnityEngine.Vector3.MoveTowards(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
<summary>
<para>Calculate a position between the points specified by current and target, moving no farther than the distance specified by maxDistanceDelta.</para>
</summary>
<param name="current">The position to move from.</param>
<param name="target">The position to move towards.</param>
<param name="maxDistanceDelta">Distance to move current per call.</param>
<returns>
<para>The new position.</para>
</returns>
</member>
<member name="M:UnityEngine.Vector3.Normalize(UnityEngine.Vector3)">
<summary>
<para>Makes this vector have a magnitude of 1.</para>
</summary>
<param name="value"></param>
</member>
<member name="?:UnityEngine.Vector3.op_Divide(UnityEngine.Vector3,System.Single)">
<summary>
<para>Divides a vector by a number.</para>
</summary>
<param name="a"></param>
<param name="d"></param>
</member>
<member name="?:UnityEngine.Vector3.op_Equal(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Returns true if two vectors are approximately equal.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Vector3.op_Minus(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Subtracts one vector from another.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="?:UnityEngine.Vector3.op_Minus(UnityEngine.Vector3)">
<summary>
<para>Negates a vector.</para>
</summary>
<param name="a"></param>
</member>
<member name="?:UnityEngine.Vector3.op_Multiply(UnityEngine.Vector3,System.Single)">
<summary>
<para>Multiplies a vector by a number.</para>
</summary>
<param name="a"></param>
<param name="d"></param>
</member>
<member name="?:UnityEngine.Vector3.op_Multiply(System.Single,UnityEngine.Vector3)">
<summary>
<para>Multiplies a vector by a number.</para>
</summary>
<param name="d"></param>
<param name="a"></param>
</member>
<member name="?:UnityEngine.Vector3.op_NotEqual(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Returns true if vectors different.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Vector3.op_Plus(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Adds two vectors.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Vector3.OrthoNormalize(UnityEngine.Vector3&amp;,UnityEngine.Vector3&amp;)">
<summary>
<para>Makes vectors normalized and orthogonal to each other.</para>
</summary>
<param name="normal"></param>
<param name="tangent"></param>
</member>
<member name="M:UnityEngine.Vector3.OrthoNormalize(UnityEngine.Vector3&amp;,UnityEngine.Vector3&amp;,UnityEngine.Vector3&amp;)">
<summary>
<para>Makes vectors normalized and orthogonal to each other.</para>
</summary>
<param name="normal"></param>
<param name="tangent"></param>
<param name="binormal"></param>
</member>
<member name="M:UnityEngine.Vector3.Project(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Projects a vector onto another vector.</para>
</summary>
<param name="vector"></param>
<param name="onNormal"></param>
</member>
<member name="M:UnityEngine.Vector3.ProjectOnPlane(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Projects a vector onto a plane defined by a normal orthogonal to the plane.</para>
</summary>
<param name="vector"></param>
<param name="planeNormal"></param>
</member>
<member name="M:UnityEngine.Vector3.Reflect(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Reflects a vector off the plane defined by a normal.</para>
</summary>
<param name="inDirection"></param>
<param name="inNormal"></param>
</member>
<member name="M:UnityEngine.Vector3.RotateTowards(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single)">
<summary>
<para>Rotates a vector current towards target.</para>
</summary>
<param name="current">The vector being managed.</param>
<param name="target">The vector.</param>
<param name="maxRadiansDelta">The distance between the two vectors in radians.</param>
<param name="maxMagnitudeDelta">The length of the radian.</param>
<returns>
<para>The location that RotateTowards generates.</para>
</returns>
</member>
<member name="M:UnityEngine.Vector3.Scale(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Multiplies two vectors component-wise.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Vector3.Scale(UnityEngine.Vector3)">
<summary>
<para>Multiplies every component of this vector by the same component of scale.</para>
</summary>
<param name="scale"></param>
</member>
<member name="M:UnityEngine.Vector3.Set(System.Single,System.Single,System.Single)">
<summary>
<para>Set x, y and z components of an existing Vector3.</para>
</summary>
<param name="newX"></param>
<param name="newY"></param>
<param name="newZ"></param>
</member>
<member name="M:UnityEngine.Vector3.SignedAngle(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Returns the signed angle in degrees between from and to.</para>
</summary>
<param name="from">The vector from which the angular difference is measured.</param>
<param name="to">The vector to which the angular difference is measured.</param>
<param name="axis">A vector around which the other vectors are rotated.</param>
</member>
<member name="M:UnityEngine.Vector3.Slerp(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
<summary>
<para>Spherically interpolates between two vectors.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="t"></param>
</member>
<member name="M:UnityEngine.Vector3.SlerpUnclamped(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
<summary>
<para>Spherically interpolates between two vectors.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="t"></param>
</member>
<member name="M:UnityEngine.Vector3.SmoothDamp(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3&amp;,System.Single)">
<summary>
<para>Gradually changes a vector towards a desired goal over time.</para>
</summary>
<param name="current">The current position.</param>
<param name="target">The position we are trying to reach.</param>
<param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param>
<param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param>
<param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param>
<param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param>
</member>
<member name="M:UnityEngine.Vector3.SmoothDamp(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3&amp;,System.Single,System.Single)">
<summary>
<para>Gradually changes a vector towards a desired goal over time.</para>
</summary>
<param name="current">The current position.</param>
<param name="target">The position we are trying to reach.</param>
<param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param>
<param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param>
<param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param>
<param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param>
</member>
<member name="M:UnityEngine.Vector3.SmoothDamp(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3&amp;,System.Single,System.Single,System.Single)">
<summary>
<para>Gradually changes a vector towards a desired goal over time.</para>
</summary>
<param name="current">The current position.</param>
<param name="target">The position we are trying to reach.</param>
<param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param>
<param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param>
<param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param>
<param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param>
</member>
<member name="P:UnityEngine.Vector3.this">
<summary>
<para>Access the x, y, z components using [0], [1], [2] respectively.</para>
</summary>
</member>
<member name="M:UnityEngine.Vector3.ToString">
<summary>
<para>Returns a nicely formatted string for this vector.</para>
</summary>
<param name="format"></param>
</member>
<member name="M:UnityEngine.Vector3.ToString(System.String)">
<summary>
<para>Returns a nicely formatted string for this vector.</para>
</summary>
<param name="format"></param>
</member>
<member name="T:UnityEngine.Vector3Int">
<summary>
<para>Representation of 3D vectors and points using integers.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3Int.down">
<summary>
<para>Shorthand for writing Vector3Int (0, -1, 0).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3Int.left">
<summary>
<para>Shorthand for writing Vector3Int (-1, 0, 0).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3Int.magnitude">
<summary>
<para>Returns the length of this vector (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3Int.one">
<summary>
<para>Shorthand for writing Vector3Int (1, 1, 1).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3Int.right">
<summary>
<para>Shorthand for writing Vector3Int (1, 0, 0).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3Int.sqrMagnitude">
<summary>
<para>Returns the squared length of this vector (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3Int.up">
<summary>
<para>Shorthand for writing Vector3Int (0, 1, 0).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3Int.x">
<summary>
<para>X component of the vector.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3Int.y">
<summary>
<para>Y component of the vector.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3Int.z">
<summary>
<para>Z component of the vector.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3Int.zero">
<summary>
<para>Shorthand for writing Vector3Int (0, 0, 0).</para>
</summary>
</member>
<member name="M:UnityEngine.Vector3Int.CeilToInt(UnityEngine.Vector3)">
<summary>
<para>Converts a Vector3 to a Vector3Int by doing a Ceiling to each value.</para>
</summary>
<param name="v"></param>
</member>
<member name="M:UnityEngine.Vector3Int.Clamp(UnityEngine.Vector3Int,UnityEngine.Vector3Int)">
<summary>
<para>Clamps the Vector3Int to the bounds given by min and max.</para>
</summary>
<param name="min"></param>
<param name="max"></param>
</member>
<member name="M:UnityEngine.Vector3Int.Distance(UnityEngine.Vector3Int,UnityEngine.Vector3Int)">
<summary>
<para>Returns the distance between a and b.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Vector3Int.Equals(System.Object)">
<summary>
<para>Returns true if the objects are equal.</para>
</summary>
<param name="other"></param>
</member>
<member name="M:UnityEngine.Vector3Int.FloorToInt(UnityEngine.Vector3)">
<summary>
<para>Converts a Vector3 to a Vector3Int by doing a Floor to each value.</para>
</summary>
<param name="v"></param>
</member>
<member name="M:UnityEngine.Vector3Int.GetHashCode">
<summary>
<para>Gets the hash code for the Vector3Int.</para>
</summary>
<returns>
<para>The hash code of the Vector3Int.</para>
</returns>
</member>
<member name="?:UnityEngine.Vector3Int.implop_Vector3(Vector3Int)(UnityEngine.Vector3Int)">
<summary>
<para>Converts a Vector3Int to a Vector3.</para>
</summary>
<param name="v"></param>
</member>
<member name="M:UnityEngine.Vector3Int.Max(UnityEngine.Vector3Int,UnityEngine.Vector3Int)">
<summary>
<para>Returns a vector that is made from the largest components of two vectors.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="M:UnityEngine.Vector3Int.Min(UnityEngine.Vector3Int,UnityEngine.Vector3Int)">
<summary>
<para>Returns a vector that is made from the smallest components of two vectors.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Vector3Int.op_Equal(UnityEngine.Vector3Int,UnityEngine.Vector3Int)">
<summary>
<para>Returns true if the vectors are equal.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Vector3Int.op_Explicit(UnityEngine.Vector3Int)">
<summary>
<para>Converts a Vector3Int to a Vector2Int.</para>
</summary>
<param name="v"></param>
</member>
<member name="?:UnityEngine.Vector3Int.op_Minus(UnityEngine.Vector3Int,UnityEngine.Vector3Int)">
<summary>
<para>Subtracts one vector from another.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="?:UnityEngine.Vector3Int.op_Multiply(UnityEngine.Vector3Int,UnityEngine.Vector3Int)">
<summary>
<para>Multiplies a vector by a number.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="?:UnityEngine.Vector3Int.op_Multiply(UnityEngine.Vector3Int,System.Int32)">
<summary>
<para>Multiplies a vector by a number.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="?:UnityEngine.Vector3Int.op_NotEqual(UnityEngine.Vector3Int,UnityEngine.Vector3Int)">
<summary>
<para>Returns true if vectors different.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Vector3Int.op_Plus(UnityEngine.Vector3Int,UnityEngine.Vector3Int)">
<summary>
<para>Adds two vectors.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Vector3Int.RoundToInt(UnityEngine.Vector3)">
<summary>
<para>Converts a Vector3 to a Vector3Int by doing a Round to each value.</para>
</summary>
<param name="v"></param>
</member>
<member name="M:UnityEngine.Vector3Int.Scale(UnityEngine.Vector3Int,UnityEngine.Vector3Int)">
<summary>
<para>Multiplies two vectors component-wise.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Vector3Int.Scale(UnityEngine.Vector3Int)">
<summary>
<para>Multiplies every component of this vector by the same component of scale.</para>
</summary>
<param name="scale"></param>
</member>
<member name="M:UnityEngine.Vector3Int.Set(System.Int32,System.Int32,System.Int32)">
<summary>
<para>Set x, y and z components of an existing Vector3Int.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
</member>
<member name="P:UnityEngine.Vector3Int.this">
<summary>
<para>Access the x, y or z component using [0], [1] or [2] respectively.</para>
</summary>
</member>
<member name="M:UnityEngine.Vector3Int.ToString">
<summary>
<para>Returns a nicely formatted string for this vector.</para>
</summary>
<param name="format"></param>
</member>
<member name="M:UnityEngine.Vector3Int.ToString(System.String)">
<summary>
<para>Returns a nicely formatted string for this vector.</para>
</summary>
<param name="format"></param>
</member>
<member name="T:UnityEngine.Vector4">
<summary>
<para>Representation of four-dimensional vectors.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector4.magnitude">
<summary>
<para>Returns the length of this vector (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector4.negativeInfinity">
<summary>
<para>Shorthand for writing Vector4(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector4.normalized">
<summary>
<para>Returns this vector with a magnitude of 1 (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector4.one">
<summary>
<para>Shorthand for writing Vector4(1,1,1,1).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector4.positiveInfinity">
<summary>
<para>Shorthand for writing Vector4(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector4.sqrMagnitude">
<summary>
<para>Returns the squared length of this vector (Read Only).</para>
</summary>
</member>
<member name="F:UnityEngine.Vector4.w">
<summary>
<para>W component of the vector.</para>
</summary>
</member>
<member name="F:UnityEngine.Vector4.x">
<summary>
<para>X component of the vector.</para>
</summary>
</member>
<member name="F:UnityEngine.Vector4.y">
<summary>
<para>Y component of the vector.</para>
</summary>
</member>
<member name="F:UnityEngine.Vector4.z">
<summary>
<para>Z component of the vector.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector4.zero">
<summary>
<para>Shorthand for writing Vector4(0,0,0,0).</para>
</summary>
</member>
<member name="M:UnityEngine.Vector4.#ctor(System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Creates a new vector with given x, y, z, w components.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
<param name="w"></param>
</member>
<member name="M:UnityEngine.Vector4.#ctor(System.Single,System.Single,System.Single)">
<summary>
<para>Creates a new vector with given x, y, z components and sets w to zero.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
</member>
<member name="M:UnityEngine.Vector4.#ctor(System.Single,System.Single)">
<summary>
<para>Creates a new vector with given x, y components and sets z and w to zero.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
</member>
<member name="M:UnityEngine.Vector4.Distance(UnityEngine.Vector4,UnityEngine.Vector4)">
<summary>
<para>Returns the distance between a and b.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Vector4.Dot(UnityEngine.Vector4,UnityEngine.Vector4)">
<summary>
<para>Dot Product of two vectors.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Vector4.Equals(System.Object)">
<summary>
<para>Returns true if the given vector is exactly equal to this vector.</para>
</summary>
<param name="other"></param>
</member>
<member name="?:UnityEngine.Vector4.implop_Vector2(Vector4)(UnityEngine.Vector4)">
<summary>
<para>Converts a Vector4 to a Vector2.</para>
</summary>
<param name="v"></param>
</member>
<member name="?:UnityEngine.Vector4.implop_Vector3(Vector4)(UnityEngine.Vector4)">
<summary>
<para>Converts a Vector4 to a Vector3.</para>
</summary>
<param name="v"></param>
</member>
<member name="?:UnityEngine.Vector4.implop_Vector4(Vector2)(UnityEngine.Vector2)">
<summary>
<para>Converts a Vector2 to a Vector4.</para>
</summary>
<param name="v"></param>
</member>
<member name="?:UnityEngine.Vector4.implop_Vector4(Vector3)(UnityEngine.Vector3)">
<summary>
<para>Converts a Vector3 to a Vector4.</para>
</summary>
<param name="v"></param>
</member>
<member name="M:UnityEngine.Vector4.Lerp(UnityEngine.Vector4,UnityEngine.Vector4,System.Single)">
<summary>
<para>Linearly interpolates between two vectors.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="t"></param>
</member>
<member name="M:UnityEngine.Vector4.LerpUnclamped(UnityEngine.Vector4,UnityEngine.Vector4,System.Single)">
<summary>
<para>Linearly interpolates between two vectors.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="t"></param>
</member>
<member name="M:UnityEngine.Vector4.Max(UnityEngine.Vector4,UnityEngine.Vector4)">
<summary>
<para>Returns a vector that is made from the largest components of two vectors.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="M:UnityEngine.Vector4.Min(UnityEngine.Vector4,UnityEngine.Vector4)">
<summary>
<para>Returns a vector that is made from the smallest components of two vectors.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="M:UnityEngine.Vector4.MoveTowards(UnityEngine.Vector4,UnityEngine.Vector4,System.Single)">
<summary>
<para>Moves a point current towards target.</para>
</summary>
<param name="current"></param>
<param name="target"></param>
<param name="maxDistanceDelta"></param>
</member>
<member name="M:UnityEngine.Vector4.Normalize(UnityEngine.Vector4)">
<summary>
<para></para>
</summary>
<param name="a"></param>
</member>
<member name="M:UnityEngine.Vector4.Normalize">
<summary>
<para>Makes this vector have a magnitude of 1.</para>
</summary>
</member>
<member name="?:UnityEngine.Vector4.op_Divide(UnityEngine.Vector4,System.Single)">
<summary>
<para>Divides a vector by a number.</para>
</summary>
<param name="a"></param>
<param name="d"></param>
</member>
<member name="?:UnityEngine.Vector4.op_Equal(UnityEngine.Vector4,UnityEngine.Vector4)">
<summary>
<para>Returns true if two vectors are approximately equal.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Vector4.op_Minus(UnityEngine.Vector4,UnityEngine.Vector4)">
<summary>
<para>Subtracts one vector from another.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="?:UnityEngine.Vector4.op_Minus(UnityEngine.Vector4)">
<summary>
<para>Negates a vector.</para>
</summary>
<param name="a"></param>
</member>
<member name="?:UnityEngine.Vector4.op_Multiply(UnityEngine.Vector4,System.Single)">
<summary>
<para>Multiplies a vector by a number.</para>
</summary>
<param name="a"></param>
<param name="d"></param>
</member>
<member name="?:UnityEngine.Vector4.op_Multiply(System.Single,UnityEngine.Vector4)">
<summary>
<para>Multiplies a vector by a number.</para>
</summary>
<param name="d"></param>
<param name="a"></param>
</member>
<member name="?:UnityEngine.Vector4.op_Plus(UnityEngine.Vector4,UnityEngine.Vector4)">
<summary>
<para>Adds two vectors.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Vector4.Project(UnityEngine.Vector4,UnityEngine.Vector4)">
<summary>
<para>Projects a vector onto another vector.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Vector4.Scale(UnityEngine.Vector4,UnityEngine.Vector4)">
<summary>
<para>Multiplies two vectors component-wise.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Vector4.Scale(UnityEngine.Vector4)">
<summary>
<para>Multiplies every component of this vector by the same component of scale.</para>
</summary>
<param name="scale"></param>
</member>
<member name="M:UnityEngine.Vector4.Set(System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Set x, y, z and w components of an existing Vector4.</para>
</summary>
<param name="newX"></param>
<param name="newY"></param>
<param name="newZ"></param>
<param name="newW"></param>
</member>
<member name="P:UnityEngine.Vector4.this">
<summary>
<para>Access the x, y, z, w components using [0], [1], [2], [3] respectively.</para>
</summary>
</member>
<member name="M:UnityEngine.Vector4.ToString">
<summary>
<para>Return the Vector4 formatted as a string.</para>
</summary>
<param name="format"></param>
</member>
<member name="M:UnityEngine.Vector4.ToString(System.String)">
<summary>
<para>Return the Vector4 formatted as a string.</para>
</summary>
<param name="format"></param>
</member>
<member name="T:UnityEngine.VRTextureUsage">
<summary>
<para>This enum describes how the RenderTexture is used as a VR eye texture. Instead of using the values of this enum manually, use the value returned by XR.XRSettings.eyeTextureDesc|eyeTextureDesc or other VR functions returning a RenderTextureDescriptor.</para>
</summary>
</member>
<member name="F:UnityEngine.VRTextureUsage.None">
<summary>
<para>The RenderTexture is not a VR eye texture. No special rendering behavior will occur.</para>
</summary>
</member>
<member name="F:UnityEngine.VRTextureUsage.OneEye">
<summary>
<para>This texture corresponds to a single eye on a stereoscopic display.</para>
</summary>
</member>
<member name="F:UnityEngine.VRTextureUsage.TwoEyes">
<summary>
<para>This texture corresponds to two eyes on a stereoscopic display. This will be taken into account when using Graphics.Blit and other rendering functions.</para>
</summary>
</member>
<member name="T:UnityEngine.WaitForEndOfFrame">
<summary>
<para>Waits until the end of the frame after all cameras and GUI is rendered, just before displaying the frame on screen.</para>
</summary>
</member>
<member name="T:UnityEngine.WaitForFixedUpdate">
<summary>
<para>Waits until next fixed frame rate update function. See Also: MonoBehaviour.FixedUpdate.</para>
</summary>
</member>
<member name="T:UnityEngine.WaitForSeconds">
<summary>
<para>Suspends the coroutine execution for the given amount of seconds using scaled time.</para>
</summary>
</member>
<member name="M:UnityEngine.WaitForSeconds.#ctor(System.Single)">
<summary>
<para>Suspends the coroutine execution for the given amount of seconds using scaled time.</para>
</summary>
<param name="seconds">Delay execution by the amount of time in seconds.</param>
</member>
<member name="T:UnityEngine.WaitForSecondsRealtime">
<summary>
<para>Suspends the coroutine execution for the given amount of seconds using unscaled time.</para>
</summary>
</member>
<member name="P:UnityEngine.WaitForSecondsRealtime.waitTime">
<summary>
<para>The given amount of seconds that the yield instruction will wait for.</para>
</summary>
</member>
<member name="M:UnityEngine.WaitForSecondsRealtime.#ctor(System.Single)">
<summary>
<para>Creates a yield instruction to wait for a given number of seconds using unscaled time.</para>
</summary>
<param name="time"></param>
</member>
<member name="T:UnityEngine.WaitUntil">
<summary>
<para>Suspends the coroutine execution until the supplied delegate evaluates to true.</para>
</summary>
</member>
<member name="M:UnityEngine.WaitUntil.#ctor(System.Func`1&lt;System.Boolean&gt;)">
<summary>
<para>Initializes a yield instruction with a given delegate to be evaluated.</para>
</summary>
<param name="predicate">Supplied delegate will be evaluated each frame after MonoBehaviour.Update and before MonoBehaviour.LateUpdate until delegate returns true.</param>
</member>
<member name="T:UnityEngine.WaitWhile">
<summary>
<para>Suspends the coroutine execution until the supplied delegate evaluates to false.</para>
</summary>
</member>
<member name="M:UnityEngine.WaitWhile.#ctor(System.Func`1&lt;System.Boolean&gt;)">
<summary>
<para>Initializes a yield instruction with a given delegate to be evaluated.</para>
</summary>
<param name="predicate">The supplied delegate will be evaluated each frame after MonoBehaviour.Update and before MonoBehaviour.LateUpdate until delegate returns false.</param>
</member>
<member name="T:UnityEngine.WeightedMode">
<summary>
<para>Sets which weights to use when calculating curve segments.</para>
</summary>
</member>
<member name="F:UnityEngine.WeightedMode.Both">
<summary>
<para>Include inWeight and outWeight when calculating curve segments.</para>
</summary>
</member>
<member name="F:UnityEngine.WeightedMode.In">
<summary>
<para>Include inWeight when calculating the previous curve segment.</para>
</summary>
</member>
<member name="F:UnityEngine.WeightedMode.None">
<summary>
<para>Exclude both inWeight or outWeight when calculating curve segments.</para>
</summary>
</member>
<member name="F:UnityEngine.WeightedMode.Out">
<summary>
<para>Include outWeight when calculating the next curve segment.</para>
</summary>
</member>
<member name="T:UnityEngine.Windows.CrashReporting">
<summary>
<para>Exposes useful information related to crash reporting on Windows platforms.</para>
</summary>
</member>
<member name="P:UnityEngine.Windows.CrashReporting.crashReportFolder">
<summary>
<para>Returns the path to the crash report folder on Windows.</para>
</summary>
</member>
<member name="T:UnityEngine.Windows.Speech.ConfidenceLevel">
<summary>
<para>Used by KeywordRecognizer, GrammarRecognizer, DictationRecognizer. Phrases under the specified minimum level will be ignored.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.ConfidenceLevel.High">
<summary>
<para>High confidence level.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.ConfidenceLevel.Low">
<summary>
<para>Low confidence level.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.ConfidenceLevel.Medium">
<summary>
<para>Medium confidence level.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.ConfidenceLevel.Rejected">
<summary>
<para>Everything is rejected.</para>
</summary>
</member>
<member name="T:UnityEngine.Windows.Speech.DictationCompletionCause">
<summary>
<para>Represents the reason why dictation session has completed.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.DictationCompletionCause.AudioQualityFailure">
<summary>
<para>Dictation session completion was caused by bad audio quality.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.DictationCompletionCause.Canceled">
<summary>
<para>Dictation session was either cancelled, or the application was paused while dictation session was in progress.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.DictationCompletionCause.Complete">
<summary>
<para>Dictation session has completed successfully.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.DictationCompletionCause.MicrophoneUnavailable">
<summary>
<para>Dictation session has finished because a microphone was not available.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.DictationCompletionCause.NetworkFailure">
<summary>
<para>Dictation session has finished because network connection was not available.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.DictationCompletionCause.TimeoutExceeded">
<summary>
<para>Dictation session has reached its timeout.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.DictationCompletionCause.UnknownError">
<summary>
<para>Dictation session has completed due to an unknown error.</para>
</summary>
</member>
<member name="T:UnityEngine.Windows.Speech.DictationRecognizer">
<summary>
<para>DictationRecognizer listens to speech input and attempts to determine what phrase was uttered.</para>
</summary>
</member>
<member name="P:UnityEngine.Windows.Speech.DictationRecognizer.AutoSilenceTimeoutSeconds">
<summary>
<para>The time length in seconds before dictation recognizer session ends due to lack of audio input.</para>
</summary>
</member>
<member name="M:UnityEngine.Windows.Speech.DictationRecognizer.#ctor">
<summary>
<para>Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored.</para>
</summary>
<param name="minimumConfidence">The confidence level at which the recognizer will begin accepting phrases.</param>
<param name="topic">The dictation topic that this dictation recognizer should optimize its recognition for.</param>
<param name="confidenceLevel"></param>
</member>
<member name="M:UnityEngine.Windows.Speech.DictationRecognizer.#ctor(UnityEngine.Windows.Speech.ConfidenceLevel)">
<summary>
<para>Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored.</para>
</summary>
<param name="minimumConfidence">The confidence level at which the recognizer will begin accepting phrases.</param>
<param name="topic">The dictation topic that this dictation recognizer should optimize its recognition for.</param>
<param name="confidenceLevel"></param>
</member>
<member name="M:UnityEngine.Windows.Speech.DictationRecognizer.#ctor(UnityEngine.Windows.Speech.DictationTopicConstraint)">
<summary>
<para>Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored.</para>
</summary>
<param name="minimumConfidence">The confidence level at which the recognizer will begin accepting phrases.</param>
<param name="topic">The dictation topic that this dictation recognizer should optimize its recognition for.</param>
<param name="confidenceLevel"></param>
</member>
<member name="M:UnityEngine.Windows.Speech.DictationRecognizer.#ctor(UnityEngine.Windows.Speech.ConfidenceLevel,UnityEngine.Windows.Speech.DictationTopicConstraint)">
<summary>
<para>Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored.</para>
</summary>
<param name="minimumConfidence">The confidence level at which the recognizer will begin accepting phrases.</param>
<param name="topic">The dictation topic that this dictation recognizer should optimize its recognition for.</param>
<param name="confidenceLevel"></param>
</member>
<member name="?:UnityEngine.Windows.Speech.DictationRecognizer.DictationComplete(UnityEngine.Windows.Speech.DictationRecognizer/DictationCompletedDelegate)">
<summary>
<para>Event that is triggered when the recognizer session completes.</para>
</summary>
<param name="value">Delegate that is to be invoked on DictationComplete event.</param>
</member>
<member name="T:UnityEngine.Windows.Speech.DictationRecognizer.DictationCompletedDelegate">
<summary>
<para>Delegate for DictationComplete event.</para>
</summary>
<param name="cause">The cause of dictation session completion.</param>
</member>
<member name="?:UnityEngine.Windows.Speech.DictationRecognizer.DictationError(UnityEngine.Windows.Speech.DictationRecognizer/DictationErrorHandler)">
<summary>
<para>Event that is triggered when the recognizer session encouters an error.</para>
</summary>
<param name="value">Delegate that is to be invoked on DictationError event.</param>
</member>
<member name="T:UnityEngine.Windows.Speech.DictationRecognizer.DictationErrorHandler">
<summary>
<para>Delegate for DictationError event.</para>
</summary>
<param name="error">The error mesage.</param>
<param name="hresult">HRESULT code that corresponds to the error.</param>
</member>
<member name="?:UnityEngine.Windows.Speech.DictationRecognizer.DictationHypothesis(UnityEngine.Windows.Speech.DictationRecognizer/DictationHypothesisDelegate)">
<summary>
<para>Event that is triggered when the recognizer changes its hypothesis for the current fragment.</para>
</summary>
<param name="value">Delegate to be triggered in the event of a hypothesis changed event.</param>
</member>
<member name="T:UnityEngine.Windows.Speech.DictationRecognizer.DictationHypothesisDelegate">
<summary>
<para>Callback indicating a hypothesis change event. You should register with DictationHypothesis event.</para>
</summary>
<param name="text">The text that the recognizer believes may have been recognized.</param>
</member>
<member name="?:UnityEngine.Windows.Speech.DictationRecognizer.DictationResult(UnityEngine.Windows.Speech.DictationRecognizer/DictationResultDelegate)">
<summary>
<para>Event indicating a phrase has been recognized with the specified confidence level.</para>
</summary>
<param name="value">The delegate to be triggered when this event is triggered.</param>
</member>
<member name="T:UnityEngine.Windows.Speech.DictationRecognizer.DictationResultDelegate">
<summary>
<para>Callback indicating a phrase has been recognized with the specified confidence level. You should register with DictationResult event.</para>
</summary>
<param name="text">The recognized text.</param>
<param name="confidence">The confidence level at which the text was recognized.</param>
</member>
<member name="M:UnityEngine.Windows.Speech.DictationRecognizer.Dispose">
<summary>
<para>Disposes the resources this dictation recognizer uses.</para>
</summary>
</member>
<member name="P:UnityEngine.Windows.Speech.DictationRecognizer.InitialSilenceTimeoutSeconds">
<summary>
<para>The time length in seconds before dictation recognizer session ends due to lack of audio input in case there was no audio heard in the current session.</para>
</summary>
</member>
<member name="M:UnityEngine.Windows.Speech.DictationRecognizer.Start">
<summary>
<para>Starts the dictation recognization session. Dictation recognizer can only be started if PhraseRecognitionSystem is not running.</para>
</summary>
</member>
<member name="P:UnityEngine.Windows.Speech.DictationRecognizer.Status">
<summary>
<para>Indicates the status of dictation recognizer.</para>
</summary>
</member>
<member name="M:UnityEngine.Windows.Speech.DictationRecognizer.Stop">
<summary>
<para>Stops the dictation recognization session.</para>
</summary>
</member>
<member name="T:UnityEngine.Windows.Speech.DictationTopicConstraint">
<summary>
<para>DictationTopicConstraint enum specifies the scenario for which a specific dictation recognizer should optimize.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.DictationTopicConstraint.Dictation">
<summary>
<para>Dictation recognizer will optimize for dictation scenario.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.DictationTopicConstraint.Form">
<summary>
<para>Dictation recognizer will optimize for form-filling scenario.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.DictationTopicConstraint.WebSearch">
<summary>
<para>Dictation recognizer will optimize for web search scenario.</para>
</summary>
</member>
<member name="T:UnityEngine.Windows.Speech.GrammarRecognizer">
<summary>
<para>The GrammarRecognizer is a complement to the KeywordRecognizer. In many cases developers will find the KeywordRecognizer fills all their development needs. However, in some cases, more complex grammars will be better expressed in the form of an xml file on disk.
The GrammarRecognizer uses Extensible Markup Language (XML) elements and attributes, as specified in the World Wide Web Consortium (W3C) Speech Recognition Grammar Specification (SRGS) Version 1.0. These XML elements and attributes represent the rule structures that define the words or phrases (commands) recognized by speech recognition engines.</para>
</summary>
</member>
<member name="M:UnityEngine.Windows.Speech.GrammarRecognizer.#ctor(System.String)">
<summary>
<para>Creates a grammar recognizer using specified file path and minimum confidence.</para>
</summary>
<param name="grammarFilePath">Path of the grammar file.</param>
<param name="minimumConfidence">The confidence level at which the recognizer will begin accepting phrases.</param>
</member>
<member name="M:UnityEngine.Windows.Speech.GrammarRecognizer.#ctor(System.String,UnityEngine.Windows.Speech.ConfidenceLevel)">
<summary>
<para>Creates a grammar recognizer using specified file path and minimum confidence.</para>
</summary>
<param name="grammarFilePath">Path of the grammar file.</param>
<param name="minimumConfidence">The confidence level at which the recognizer will begin accepting phrases.</param>
</member>
<member name="P:UnityEngine.Windows.Speech.GrammarRecognizer.GrammarFilePath">
<summary>
<para>Returns the grammar file path which was supplied when the grammar recognizer was created.</para>
</summary>
</member>
<member name="T:UnityEngine.Windows.Speech.KeywordRecognizer">
<summary>
<para>KeywordRecognizer listens to speech input and attempts to match uttered phrases to a list of registered keywords.</para>
</summary>
</member>
<member name="M:UnityEngine.Windows.Speech.KeywordRecognizer.#ctor(System.String[])">
<summary>
<para>Create a KeywordRecognizer which listens to specified keywords with the specified minimum confidence. Phrases under the specified minimum level will be ignored.</para>
</summary>
<param name="keywords">The keywords that the recognizer will listen to.</param>
<param name="minimumConfidence">The minimum confidence level of speech recognition that the recognizer will accept.</param>
</member>
<member name="M:UnityEngine.Windows.Speech.KeywordRecognizer.#ctor(System.String[],UnityEngine.Windows.Speech.ConfidenceLevel)">
<summary>
<para>Create a KeywordRecognizer which listens to specified keywords with the specified minimum confidence. Phrases under the specified minimum level will be ignored.</para>
</summary>
<param name="keywords">The keywords that the recognizer will listen to.</param>
<param name="minimumConfidence">The minimum confidence level of speech recognition that the recognizer will accept.</param>
</member>
<member name="P:UnityEngine.Windows.Speech.KeywordRecognizer.Keywords">
<summary>
<para>Returns the list of keywords which was supplied when the keyword recognizer was created.</para>
</summary>
</member>
<member name="T:UnityEngine.Windows.Speech.PhraseRecognitionSystem">
<summary>
<para>Phrase recognition system is responsible for managing phrase recognizers and dispatching recognition events to them.</para>
</summary>
</member>
<member name="P:UnityEngine.Windows.Speech.PhraseRecognitionSystem.isSupported">
<summary>
<para>Returns whether speech recognition is supported on the machine that the application is running on.</para>
</summary>
</member>
<member name="T:UnityEngine.Windows.Speech.PhraseRecognitionSystem.ErrorDelegate">
<summary>
<para>Delegate for OnError event.</para>
</summary>
<param name="errorCode">Error code for the error that occurred.</param>
</member>
<member name="?:UnityEngine.Windows.Speech.PhraseRecognitionSystem.OnError(UnityEngine.Windows.Speech.PhraseRecognitionSystem/ErrorDelegate)">
<summary>
<para>Event that gets invoked when phrase recognition system encounters an error.</para>
</summary>
<param name="value">Delegate that will be invoked when the event occurs.</param>
</member>
<member name="?:UnityEngine.Windows.Speech.PhraseRecognitionSystem.OnStatusChanged(UnityEngine.Windows.Speech.PhraseRecognitionSystem/StatusDelegate)">
<summary>
<para>Event which occurs when the status of the phrase recognition system changes.</para>
</summary>
<param name="value">Delegate that will be invoked when the event occurs.</param>
</member>
<member name="M:UnityEngine.Windows.Speech.PhraseRecognitionSystem.Restart">
<summary>
<para>Attempts to restart the phrase recognition system.</para>
</summary>
</member>
<member name="M:UnityEngine.Windows.Speech.PhraseRecognitionSystem.Shutdown">
<summary>
<para>Shuts phrase recognition system down.</para>
</summary>
</member>
<member name="P:UnityEngine.Windows.Speech.PhraseRecognitionSystem.Status">
<summary>
<para>Returns the current status of the phrase recognition system.</para>
</summary>
</member>
<member name="T:UnityEngine.Windows.Speech.PhraseRecognitionSystem.StatusDelegate">
<summary>
<para>Delegate for OnStatusChanged event.</para>
</summary>
<param name="status">The new status of the phrase recognition system.</param>
</member>
<member name="T:UnityEngine.Windows.Speech.PhraseRecognizedEventArgs">
<summary>
<para>Provides information about a phrase recognized event.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.PhraseRecognizedEventArgs.confidence">
<summary>
<para>A measure of correct recognition certainty.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.PhraseRecognizedEventArgs.phraseDuration">
<summary>
<para>The time it took for the phrase to be uttered.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.PhraseRecognizedEventArgs.phraseStartTime">
<summary>
<para>The moment in time when uttering of the phrase began.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.PhraseRecognizedEventArgs.semanticMeanings">
<summary>
<para>A semantic meaning of recognized phrase.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.PhraseRecognizedEventArgs.text">
<summary>
<para>The text that was recognized.</para>
</summary>
</member>
<member name="T:UnityEngine.Windows.Speech.PhraseRecognizer">
<summary>
<para>A common base class for both keyword recognizer and grammar recognizer.</para>
</summary>
</member>
<member name="M:UnityEngine.Windows.Speech.PhraseRecognizer.Dispose">
<summary>
<para>Disposes the resources used by phrase recognizer.</para>
</summary>
</member>
<member name="P:UnityEngine.Windows.Speech.PhraseRecognizer.IsRunning">
<summary>
<para>Tells whether the phrase recognizer is listening for phrases.</para>
</summary>
</member>
<member name="?:UnityEngine.Windows.Speech.PhraseRecognizer.OnPhraseRecognized(UnityEngine.Windows.Speech.PhraseRecognizer/PhraseRecognizedDelegate)">
<summary>
<para>Event that gets fired when the phrase recognizer recognizes a phrase.</para>
</summary>
<param name="value">Delegate that will be invoked when the event occurs.</param>
</member>
<member name="T:UnityEngine.Windows.Speech.PhraseRecognizer.PhraseRecognizedDelegate">
<summary>
<para>Delegate for OnPhraseRecognized event.</para>
</summary>
<param name="args">Information about a phrase recognized event.</param>
</member>
<member name="M:UnityEngine.Windows.Speech.PhraseRecognizer.Start">
<summary>
<para>Makes the phrase recognizer start listening to phrases.</para>
</summary>
</member>
<member name="M:UnityEngine.Windows.Speech.PhraseRecognizer.Stop">
<summary>
<para>Stops the phrase recognizer from listening to phrases.</para>
</summary>
</member>
<member name="T:UnityEngine.Windows.Speech.SemanticMeaning">
<summary>
<para>Semantic meaning is a collection of semantic properties of a recognized phrase. These semantic properties can be specified in SRGS grammar files.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.SemanticMeaning.key">
<summary>
<para>A key of semantic meaning.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.SemanticMeaning.values">
<summary>
<para>Values of semantic property that the correspond to the semantic meaning key.</para>
</summary>
</member>
<member name="T:UnityEngine.Windows.Speech.SpeechError">
<summary>
<para>Represents an error in a speech recognition system.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.SpeechError.AudioQualityFailure">
<summary>
<para>Speech recognition engine failed because the audio quality was too low.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.SpeechError.GrammarCompilationFailure">
<summary>
<para>Speech recognition engine failed to compiled specified grammar.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.SpeechError.MicrophoneUnavailable">
<summary>
<para>Speech error occurred because a microphone was not available.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.SpeechError.NetworkFailure">
<summary>
<para>Speech error occurred due to a network failure.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.SpeechError.NoError">
<summary>
<para>No error occurred.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.SpeechError.TimeoutExceeded">
<summary>
<para>A speech recognition system has timed out.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.SpeechError.TopicLanguageNotSupported">
<summary>
<para>Supplied grammar file language is not supported.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.SpeechError.UnknownError">
<summary>
<para>A speech recognition system has encountered an unknown error.</para>
</summary>
</member>
<member name="T:UnityEngine.Windows.Speech.SpeechSystemStatus">
<summary>
<para>Represents the current status of the speech recognition system or a dictation recognizer.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.SpeechSystemStatus.Failed">
<summary>
<para>Speech recognition system has encountered an error and is in an indeterminate state.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.SpeechSystemStatus.Running">
<summary>
<para>Speech recognition system is running.</para>
</summary>
</member>
<member name="F:UnityEngine.Windows.Speech.SpeechSystemStatus.Stopped">
<summary>
<para>Speech recognition system is stopped.</para>
</summary>
</member>
<member name="T:UnityEngine.WrapMode">
<summary>
<para>Determines how time is treated outside of the keyframed range of an AnimationClip or AnimationCurve.</para>
</summary>
</member>
<member name="F:UnityEngine.WrapMode.ClampForever">
<summary>
<para>Plays back the animation. When it reaches the end, it will keep playing the last frame and never stop playing.</para>
</summary>
</member>
<member name="F:UnityEngine.WrapMode.Default">
<summary>
<para>Reads the default repeat mode set higher up.</para>
</summary>
</member>
<member name="F:UnityEngine.WrapMode.Loop">
<summary>
<para>When time reaches the end of the animation clip, time will continue at the beginning.</para>
</summary>
</member>
<member name="F:UnityEngine.WrapMode.Once">
<summary>
<para>When time reaches the end of the animation clip, the clip will automatically stop playing and time will be reset to beginning of the clip.</para>
</summary>
</member>
<member name="F:UnityEngine.WrapMode.PingPong">
<summary>
<para>When time reaches the end of the animation clip, time will ping pong back between beginning and end.</para>
</summary>
</member>
<member name="T:UnityEngine.YieldInstruction">
<summary>
<para>Base class for all yield instructions.</para>
</summary>
</member>
</members>
</doc>