UnityEngine The AddComponentMenu attribute allows you to place a script anywhere in the "Component" menu, instead of just the "Component->Scripts" menu. To be added. To be added. The script will be placed in the component menu according to menuName. menuName is the path to the component To be added. To be added. To be added. To be added. The animation component is used to play back animations. See Also: An overview of Character animation in unity is . To be added. To be added. To be added. To be added. Adds a clip to the animation with name newName. To be added. To be added. To be added. To be added. To be added. Adds a clip to the animation with name newName. To be added. To be added. To be added. To be added. To be added. To be added. Adds a clip to the animation with name newName. To be added. When turned on, Unity might stop animating if it thinks that the results of the animation won't be visible to the user. To be added. To be added. When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies. To be added. To be added. To be added. Blends the animation named animation towards targetWeight over the next time seconds. To be added. To be added. To be added. Blends the animation named animation towards targetWeight over the next time seconds. To be added. To be added. To be added. To be added. Blends the animation named animation towards targetWeight over the next time seconds. To be added. The default animation. To be added. To be added. To be added. Fades the animation with name animation in over a period of time seconds and fades other animations out. To be added. To be added. To be added. Fades the animation with name animation in over a period of time seconds and fades other animations out. To be added. To be added. To be added. To be added. Fades the animation with name animation in over a period of time seconds and fades other animations out. To be added. To be added. Cross fades an animation after previous animations has finished playing. To be added. To be added. To be added. To be added. Cross fades an animation after previous animations has finished playing. To be added. To be added. To be added. To be added. To be added. Cross fades an animation after previous animations has finished playing. To be added. To be added. To be added. To be added. To be added. To be added. Cross fades an animation after previous animations has finished playing. To be added. To be added. To be added. To be added. To be added. To be added. Get the number of clips currently assigned to this animation To be added. To be added. To be added. To be added. To be added. Are we playing any animations? To be added. To be added. To be added. Is the animation named name playing? To be added. To be added. To be added. To be added. To be added. To be added. Plays animation without any blending. To be added. To be added. To be added. Plays animation without any blending. To be added. To be added. To be added. Plays animation without any blending. To be added. To be added. To be added. Plays animation without any blending. To be added. To be added. To be added. To be added. Plays animation without any blending. To be added. To be added. To be added. To be added. Plays animation without any blending. To be added. To be added. Should the default animation clip () automatically start playing on startup. To be added. To be added. To be added. Plays an animation after previous animations has finished playing. To be added. To be added. To be added. To be added. Plays an animation after previous animations has finished playing. To be added. To be added. To be added. To be added. To be added. Plays an animation after previous animations has finished playing. To be added. To be added. To be added. Remove clip from the animation list. To be added. To be added. Remove clip from the animation list. To be added. Rewinds the animation named name. To be added. To be added. Rewinds the animation named name. To be added. Samples animations at the current state. To be added. Stops all playing animations that were started with this Animation. To be added. To be added. Stops all playing animations that were started with this Animation. To be added. To be added. Synchronizes playback speed of all animations in the layer. To be added. How should time beyond the playback range of the clip be treated? To be added. To be added. Used by function. To be added. Animations will be added Animations will be blended Stores keyframe based animations. (Read Only) Creates a new animation clip To be added. To be added. Adds an animation event to the clip. To be added. Clears all curves from the clip. To be added. To be added. To be added. Frame rate at which keyframes are sampled (Read Only) To be added. (Read Only) Animation length in seconds (Read Only) To be added. (Read Only) To be added. To be added. To be added. To be added. Assigns the curve to animate a specific property. To be added. Sets the default wrap mode used in the animation state. To be added. To be added. An animation curve. Lets you add keyframes and evaluate the curve at a given time. A collection (Read Only) Creates an animation curve from arbitrary number of keyframes. To be added. To be added. Creates an animation curve from arbitrary number of keyframes. To be added. To be added. Add a new key to the curve. To be added. To be added. To be added. To be added. Add a new key to the curve. To be added. To be added. To be added. To be added. To be added. To be added. An ease-in and out curve starting at timeStart, valueStart and ending at timeEnd, valueEnd. To be added. To be added. To be added. Evaluate the curve at time. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. All keys defined in the animation curve. To be added. See Also: struct, , functions. The number of keys in the curve (Read Only) To be added. (Read Only) To be added. To be added. To be added. To be added. A straight Line starting at timeStart, valueStart and ending at timeEnd, valueEnd To be added. To be added. To be added. To be added. Removes the keyframe at index and inserts key. To be added. To be added. The behaviour of the animation after the last keyframe To be added. To be added. The behaviour of the animation before the first keyframe To be added. To be added. To be added. Removes a key To be added. To be added. To be added. Smooth the in and out tangents of the keyframe at index. To be added. AnimationEvent lets you call a script function similar to SendMessage as part of playing back an animation. (Read Only). Creates a new animation event To be added. The animation state that fired this event (Read Only). To be added. (Read Only). The string data that is stored in the animation clip and will be sent to the animation event. To be added. To be added. To be added. To be added. Float parameter that is stored in the event and will be sent to the function. To be added. To be added. The name of the function that will be called. To be added. To be added. Function call options. To be added. To be added. Object reference parameter that is stored in the event and will be sent to the function. To be added. To be added. String parameter that is stored in the event and will be sent to the function. To be added. To be added. The time at which the event will be fired off. To be added. To be added. To be added. To be added. To be added. To be added. To be added. The AnimationState gives full control over animation blending. To be added. To be added. To be added. To be added. Adds a transform which should be animated. This allows you to reduce the number of animations you have to create. To be added. To be added. To be added. Adds a transform which should be animated. This allows you to reduce the number of animations you have to create. To be added. Which blend mode should be used? To be added. To be added. The clip that is being played by this animation state. To be added. To be added. Enables / disables the animation. To be added. To be added. The layer of the animation. When calculating the final blend weights, animations in higher layers will get their weights To be added. To be added. The length of the animation clip in seconds. To be added. To be added. The name of the animation To be added. To be added. The normalized playback speed. To be added. To be added. The normalized time of the animation. To be added. To be added. The playback speed of the animation. 1 is normal playback speed. To be added. To be added. The current time of the animation To be added. To be added. The weight of animation To be added. To be added. Wrapping mode of the animation. To be added. To be added. Anisotropic filtering mode. See Also: . Disable anisotropic filtering for all textures. See Also: . Enable anisotropic filtering, as set for each texture. See Also: . Enable anisotropic filtering for all textures. See Also: . Access to application run-time data. (Read Only). To be added. To be added. The absolute path to the web player data file (Read Only). To be added. (Read Only). The absolute path to the web player data file (Read Only). To be added. (Read Only). Priority of background loading thread. To be added. See Also: enum. Cancels quitting the application. This is useful for showing a splash screen at the end of a game. To be added. To be added. Can the streamed level be loaded? To be added. To be added. To be added. Can the streamed level be loaded? To be added. To be added. To be added. Captures a screenshot at path filename as a PNG file. To be added. To be added. To be added. To be added. Contains the path to the game data folder (Read Only). To be added. (Read Only). To be added. To be added. To be added. To be added. To be added. Calls a function in the containing web page (Web Player only). To be added. To be added. Evaluates script snippet in the containing web page (Web Player only). To be added. To be added. How far has the download progressed? [0...1] To be added. To be added. To be added. How far has the download progressed? [0...1] To be added. To be added. Are we running inside the Unity editor? (Read Only) To be added. (Read Only) Is some level being loaded? (Read Only) To be added. (Read Only) To be added. To be added. To be added. Returns true when in any kind of player (Read Only). To be added. (Read Only). The total number of levels available (Read Only). To be added. (Read Only). The level index that was last loaded (Read Only). To be added. (Read Only). The name of the level that was last loaded (Read Only). To be added. (Read Only). To be added. Loads the level. To be added. To be added. Loads the level. To be added. To be added. Loads a level additively. To be added. To be added. Loads a level additively. To be added. To be added. Loads the level additively and asynchronously in the background. To be added. To be added. To be added. Loads the level asynchronously in the background. To be added. To be added. To be added. Opens the url in a browser. To be added. Returns the platform the game is running (Read Only). To be added. (Read Only). Quits the player application. Quit is ignored in the editor or the web player. To be added. To be added. Register a delegate to be called on log messages. To be added. Should the player be running when the application is in the background? To be added. To be added. The path to the web player data file relative to the html file (Read Only). To be added. (Read Only). How many bytes have we downloaded from the main unity web stream (Read Only). To be added. (Read Only). The language the user's operating system is running in. To be added. To be added. Instructs game to try to render at a specified frame rate. To be added. To be added. The version of the Unity runtime used to play the content. To be added. To be added. To be added. To be added. To be added. To be added. AssetBundles let you stream additional assets via the WWW class and instantiate them at runtime. AssetBundles are created via . See Also: , , . To be added. To be added. To be added. Check if an AssetBundle contains a specific object. To be added. To be added. To be added. Loads object with name from the bundle. To be added. To be added. To be added. To be added. Loads object with name from the bundle. To be added. To be added. Loads all objects contained in the asset bundle that inherit from type. To be added. To be added. To be added. Loads all objects contained in the asset bundle that inherit from type. To be added. To be added. To be added. To be added. Asynchronously loads object with name of a given type from the bundle. To be added. To be added. Main asset that was supplied when building the asset bundle (Read Only). To be added. (Read Only). To be added. Unloads all assets in the bundle. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. A container for audio data. See Also: in the Components Reference To be added. To be added. Channels in audio clip (Read Only) To be added. (Read Only) Sample frequency (Read Only) To be added. (Read Only) Is a streamed audio clip ready to play? (Read Only) To be added. (Read Only) The length of the audio clip in seconds (Read Only) To be added. (Read Only) The length of the audio clip in samples (Read Only) To be added. (Read Only) Representation of a listener in 3D space. See Also: , in the Components Reference. To be added. To be added. The paused state of the audio. If set to True, the listener will not generate sound. To be added. To be added. This lets you set whether the Audio Listener should be updated in the fixed or dynamic update. To be added. To be added. Controls the game sound volume. To be added. To be added. A representation of audio sources in 3D. See Also: , , . To be added. To be added. The default to play To be added. To be added. This makes the audio source not take into account the volume of the audio listener. To be added. To be added. Is the playing right now (Read Only)? To be added. (Read Only)? Is the audio clip looping? To be added. To be added. The maximum volume the audio source will play at. To be added. See Also: , . The minimal volume the audio source will play at. To be added. See Also: , . Pauses playing the . To be added. The pitch of the audio source. To be added. To be added. Plays the . To be added. To be added. To be added. Plays the clip at position. Automatically cleans up the audio source after it has finished playing. To be added. To be added. To be added. To be added. Plays the clip at position. Automatically cleans up the audio source after it has finished playing. To be added. If set to true, the audio source will automatically start playing on awake To be added. To be added. To be added. Plays an . To be added. To be added. To be added. Plays an . To be added. How fast the sound fades. To be added. See Also: , . Stops playing the . To be added. Playback position in seconds. To be added. See Also: variable. Use this to read current playback time or to seek to a new playback time in samples,if you want more precise timing than what variable allows. To be added. See Also: variable. Whether the Audio Source should be updated in the fixed or dynamic update. To be added. To be added. The volume of the audio source. To be added. To be added. Describes when an or is updated. To be added. Updates the source or listener in the fixed update loop if it is attached to a , dynamic otherwise. Updates the source or listener in the dynamic update loop. Updates the source or listener in the fixed update loop. Behaviours are Components that can be enabled or disabled. See Also: and To be added. To be added. Enabled Behaviours are Updated, disabled Behaviours are not. To be added. To be added. The BitStream class represents seralized variables, packed into a stream. (Read Only) To be added. To be added. Is the BitStream currently being read? (Read Only) To be added. (Read Only) Is the BitStream currently being written? (Read Only) To be added. (Read Only) To be added. Serializes different types of variables. To be added. To be added. Serializes different types of variables. To be added. To be added. Serializes different types of variables. To be added. To be added. Serializes different types of variables. To be added. To be added. Serializes different types of variables. To be added. To be added. Serializes different types of variables. To be added. To be added. Serializes different types of variables. To be added. To be added. Serializes different types of variables. To be added. To be added. Serializes different types of variables. To be added. To be added. To be added. Serializes different types of variables. To be added. To be added. To be added. Serializes different types of variables. To be added. To be added. To be added. Serializes different types of variables. To be added. Skinning bone weights of a vertex in the mesh. See Also: variable. Index of first bone. To be added. See Also: . Index of second bone. To be added. See Also: . Index of third bone. To be added. See Also: . Index of fourth bone. To be added. See Also: . To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Skinning weight for first bone. To be added. See Also: . Skinning weight for second bone. To be added. See Also: . Skinning weight for third bone. To be added. See Also: . Skinning weight for fourth bone. To be added. See Also: . Represents an axis aligned bounding box. To be added. To be added. To be added. Creates new Bounds with a given center and total size. Bound will be half the given size. To be added. The center of the bounding box. To be added. To be added. To be added. Is point contained in the bounding box? To be added. To be added. To be added. Grows the Bounds to include the point. To be added. To be added. Grows the Bounds to include the point. To be added. To be added. To be added. To be added. To be added. To be added. Expand the bounds by increasing its size by amount along each side. To be added. To be added. Expand the bounds by increasing its size by amount along each side. To be added. The extents of the box. This is always half of the . To be added. To be added. To be added. To be added. To be added. To be added. Does ray intersect this bounding box? To be added. To be added. To be added. To be added. Does ray intersect this bounding box? To be added. To be added. The maximal point of the box. This is always equal to center+extents. To be added. To be added. The minimal point of the box. This is always equal to center-extents. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Sets the bounds to the min and max value of the box. To be added. The total size of the box. This is always twice as large as the . To be added. To be added. To be added. The smallest squared distance between the point and this bounding box. To be added. To be added. Returns a nicely formatted string for the bounds. To be added. To be added. A box-shaped primitive collider. See Also: , , , To be added. To be added. The center of the box, measured in the object's local space. To be added. To be added. To be added. To be added. To be added. The size of the box, measured in the object's local space. To be added. To be added. A Camera is a device through which the player views the world. See Also: . To be added. To be added. Returns all enabled cameras in the scene. To be added. To be added. The aspect ratio (width divided by height). To be added. See Also: , class. The color with which the screen will be cleared. To be added. See Also: , property. Matrix that transforms from camera space to world space (Read Only). To be added. (Read Only). How the camera clears the background. To be added. To be added. To be added. Makes this camera's settings match other camera. To be added. This is used to render parts of the scene selectively. To be added. See Also: The camera we are currently rendering with, for low-level render control only (Read Only). To be added. To be added. Camera's depth in the camera rendering order. To be added. See Also: , property. How and if camera generates a depth texture. To be added. See Also: . To be added. To be added. To be added. To be added. To be added. The far clipping plane distance. To be added. See Also: , . The field of view of the camera in degrees. To be added. See Also: To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Per-layer culling distances. To be added. See Also: . The first enabled camera tagged "MainCamera" (Read Only). To be added. (Read Only). To be added. To be added. To be added. To be added. To be added. To be added. The near clipping plane distance. To be added. See Also: Is the camera orthographic (true) or perspective (false)? To be added. See Also: Camera's half-size when in orthographic mode. To be added. See Also: How tall is the camera in pixels (Read Only). To be added. (Read Only). Where on the screen is the camera rendered in pixel coordinates. To be added. To be added. How wide is the camera in pixels (Read Only). To be added. (Read Only). Set a custom projection matrix. To be added. To be added. Where on the screen is the camera rendered in normalized coordinates. To be added. To be added. Render the camera manually. To be added. To be added. To be added. To be added. Render into a cubemap from this camera. To be added. To be added. To be added. Render into a cubemap from this camera. To be added. To be added. To be added. To be added. Render into a cubemap from this camera. To be added. To be added. To be added. To be added. Render into a cubemap from this camera. To be added. To be added. To be added. To be added. Render the camera with shader replacement. To be added. Revert the aspect ratio to the screen's aspect ratio. To be added. Make the projection reflect normal camera's parameters. To be added. Remove shader replacement from camera. To be added. Make the rendering position reflect the camera's position in the scene. To be added. To be added. Returns a ray going from camera through a screen point. To be added. To be added. To be added. Transforms position from screen space into viewport space. To be added. To be added. To be added. Transforms position from screen space into world space. To be added. To be added. To be added. To be added. Make the camera render with shader replacement. To be added. To be added. To be added. To be added. Destination render texture (Unity Pro only). To be added. To be added. Get the world-space speed of the camera (Read Only). To be added. (Read Only). To be added. Returns a ray going from camera through a viewport point. To be added. To be added. To be added. Transforms position from viewport space into screen space. To be added. To be added. To be added. Transforms position from viewport space into world space. To be added. To be added. Matrix that transforms from world to camera space. To be added. To be added. To be added. Transforms position from world space into screen space. To be added. To be added. To be added. Transforms position from world space into viewport space. To be added. To be added. Values for , determining what to clear when rendering a . See Also: . To be added. Clear only the depth buffer. See Also: property, . Don't clear anything. See Also: property, . Clear with the skybox. See Also: property, , . Clear with a background color. See Also: property, , property. A capsule-shaped primitive collider. See Also: , , , To be added. To be added. The center of the capsule, measured in the object's local space. To be added. To be added. The direction of the capsule. To be added. To be added. The height of the capsule meased in the object's local space. To be added. To be added. The radius of the sphere, measured in the object's local space. To be added. To be added. A CharacterController allows you to easily do movement constrained by collisions without having to deal with a rigidbody. To be added. To be added. To be added. The center of the character's capsule relative to the transform's position. To be added. To be added. What part of the capsule collided with the environment during the last call. To be added. To be added. Should other rigidbodies or character controllers collide with this character controller (By default always enabled) To be added. To be added. The height of the character's capsule To be added. To be added. Was the CharacterController touching the ground during the last move? To be added. To be added. To be added. A more complex move function taking absolute movement deltas. To be added. To be added. The radius of the character's capsule To be added. To be added. To be added. Moves the character with speed. To be added. To be added. The character controllers slope limit in degrees To be added. To be added. The character controllers step offset in meters To be added. To be added. The current relative velocity of the Character (see notes). To be added. To be added. Character Joints are mainly used for Ragdoll effects. They are an extended ball-socket joint which allows you to limit the joint on each axis. (Read Only). (null if there is none attached) To be added. To be added. The upper limit around the primary axis of the character joint. To be added. To be added. The lower limit around the primary axis of the character joint. To be added. To be added. To be added. To be added. To be added. The limit around the primary axis of the character joint. To be added. To be added. The limit around the primary axis of the character joint. To be added. To be added. The secondary axis around which the joint can rotate To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. A base class of all colliders. See Also: , , , , , . To be added. To be added. The rigidbody the collider is attached to. To be added. To be added. The world space bounding volume of the collider. To be added. To be added. To be added. The closest point to the bounding box of the attached collider. To be added. To be added. Is the collider a trigger? To be added. To be added. The material used by the collider. To be added. To be added. To be added. To be added. To be added. Casts a that ignores all Colliders except this one. bool - True when the ray intersects any collider, otherwise false. To be added. The shared physic material of this collider. To be added. To be added. Describes collision. See Also: . To be added. To be added. The we hit (Read Only). To be added. (Read Only). The contact points generated by the physics engine. To be added. To be added. To be added. To be added. To be added. /gameObject/ is the object we are colliding with. (Read Only). To be added. (Read Only). To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. The relative linear velocity of the two colling objects (Read Only). To be added. (Read Only). The we hit (Read Only). This is null if the object we hit is a collider with no rigidbody attached. To be added. (Read Only). This is null if the object we hit is a collider with no rigidbody attached. The of the object we hit (Read Only). To be added. (Read Only). CollisionFlags is a bitmask returned by . To be added. CollisionFlags is a bitmask returned by . CollisionFlags is a bitmask returned by . To be added. To be added. To be added. CollisionFlags is a bitmask returned by . CollisionFlags is a bitmask returned by . Representation of RGBA colors. (Read Only) To be added. To be added. To be added. Constructs a new Color with given r,g,b,a components. To be added. To be added. To be added. To be added. To be added. Constructs a new Color with given r,g,b,a components. To be added. Alpha component of the color. To be added. Blue component of the color. To be added. Solid black. RGBA is (0, 0, 0, 1). To be added. To be added. Solid blue. RGBA is (0, 0, 1, 1). To be added. To be added. Completely transparent. RGBA is (0, 0, 0, 0). To be added. To be added. Cyan. RGBA is (0, 1, 1, 1). To be added. To be added. To be added. To be added. To be added. To be added. Green component of the color. To be added. To be added. To be added. To be added. Gray. RGBA is (0.5, 0.5, 0.5, 1). To be added. To be added. The grayscale value of the color (Read Only) To be added. (Read Only) Solid green. RGBA is (0, 1, 0, 1). To be added. To be added. English spelling for . RGBA is the same (0.5, 0.5, 0.5, 1). To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Interpolates between colors a and b by t. To be added. To be added. Magenta. RGBA is (1, 0, 1, 1). To be added. To be added. To be added. To be added. Adds two colors together. Each component is added separately. To be added. To be added. To be added. To be added. Divides color a by the float b. Each color component is scaled separately. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Multiplies two colors together. Each component is multiplied separately. To be added. To be added. To be added. To be added. Multiplies two colors together. Each component is multiplied separately. To be added. To be added. To be added. To be added. Multiplies two colors together. Each component is multiplied separately. To be added. To be added. To be added. To be added. Subtracts color b from color a. Each component is subtracted separately. To be added. To be added. Red component of the color. To be added. Solid red. RGBA is (1, 0, 0, 1). To be added. To be added. Returns a nicely formatted string of this color. To be added. To be added. Solid white. RGBA is (1, 1, 1, 1). To be added. To be added. Yellow. RGBA is weird (1, 235/255, 4/255, 1), but the color is nice to look at! To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Base class for everything attached to GameObjects. (Read Only). (null if there is none attached) To be added. To be added. To be added. To be added. To be added. The attached to this (null if there is none attached). To be added. To be added. The attached to this (null if there is none attached). To be added. To be added. To be added. Calls the method named methodName on every in this game object or any of its children. To be added. To be added. To be added. Calls the method named methodName on every in this game object or any of its children. To be added. To be added. To be added. Calls the method named methodName on every in this game object or any of its children. To be added. To be added. To be added. To be added. Calls the method named methodName on every in this game object or any of its children. To be added. The attached to this (null if there is none attached). To be added. To be added. The attached to this (null if there is none attached). To be added. To be added. To be added. Is this game object tagged tag? To be added. To be added. The attached to this (null if there is none attached). To be added. To be added. The game object this component is attached to. A component is always attached to a game object. To be added. To be added. To be added. Returns the component of Type type if the game object has one attached, null if it doesn't. To be added. To be added. To be added. Returns the component of Type type if the game object has one attached, null if it doesn't. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Returns the component of Type type in the or any of its children using depth first search. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Returns all components of Type type in the . To be added. To be added. To be added. To be added. To be added. To be added. To be added. Returns all components of Type type in the or any of its children. To be added. To be added. To be added. To be added. Returns all components of Type type in the or any of its children. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. The attached to this (null if there is none attached). To be added. To be added. The attached to this (Read Only). (null if there is none attached) To be added. (Read Only). (null if there is none attached) The attached to this (null if there is none attached). To be added. To be added. The attached to this (null if there is none attached). To be added. To be added. The attached to this (Read Only). (null if there is none attached) To be added. (Read Only). (null if there is none attached) The attached to this (null if there is none attached). To be added. To be added. The attached to this (null if there is none attached). To be added. To be added. The attached to this (null if there is none attached). To be added. To be added. To be added. Calls the method named methodName on every in this game object. To be added. To be added. To be added. Calls the method named methodName on every in this game object. To be added. To be added. To be added. Calls the method named methodName on every in this game object. To be added. To be added. To be added. To be added. Calls the method named methodName on every in this game object. To be added. To be added. Calls the method named methodName on every in this game object and on every ancestor of the behaviour To be added. To be added. To be added. Calls the method named methodName on every in this game object and on every ancestor of the behaviour To be added. To be added. To be added. Calls the method named methodName on every in this game object and on every ancestor of the behaviour To be added. To be added. To be added. To be added. Calls the method named methodName on every in this game object and on every ancestor of the behaviour To be added. The tag of this game object. To be added. To be added. The attached to this (null if there is none attached). To be added. To be added. The configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion. (Read Only). (null if there is none attached) To be added. To be added. Definition of how the joint's rotation will behave around its local X axis. Only used if Rotation Drive Mode is Swing & Twist To be added. To be added. Allow rotation around the X axis to be Free, completely Locked, or Limited according to Low and High Angular XLimit To be added. To be added. Boundary defining rotation restriction, based on delta from original rotation To be added. To be added. Allow rotation around the Y axis to be Free, completely Locked, or Limited according to Angular YLimit To be added. To be added. Definition of how the joint's rotation will behave around its local Y and Z axes. Only used if Rotation Drive Mode is Swing & Twist To be added. To be added. Boundary defining rotation restriction, based on delta from original rotation To be added. To be added. Allow rotation around the Z axis to be Free, completely Locked, or Limited according to Angular ZLimit To be added. To be added. If enabled, all Target values will be calculated in world space instead of the object's local space To be added. To be added. Boundary defining upper rotation restriction, based on delta from original rotation. To be added. To be added. Boundary defining movement restriction, based on distance from the joint's origin To be added. To be added. Boundary defining lower rotation restriction, based on delta from original rotation To be added. To be added. Difference in angle from the Connected Body that must be exceeded before the object snaps back to an acceptable position To be added. To be added. Distance from the Connected Body that must be exceeded before the object snaps back to an acceptable position To be added. To be added. Properties to track to snap the object back to its constrained position when it drifts off too much To be added. To be added. Control the object's rotation with either X & YZ or Slerp Drive by itself To be added. To be added. Definition of how the joint's rotation will behave around all local axes. Only used if Rotation Drive Mode is Slerp Only To be added. To be added. This is a . It defines the desired angular velocity that the joint should rotate into. To be added. To be added. The desired position that the joint should move into To be added. To be added. This is a . It defines the desired rotation that the joint should rotate into. To be added. To be added. The desired velocity that the joint should move along To be added. To be added. Definition of how the joint's movement will behave along its local X axis To be added. To be added. Allow movement along the X axis to be Free, completely Locked, or Limited according to Linear Limit To be added. To be added. Definition of how the joint's movement will behave along its local Y axis To be added. To be added. Allow movement along the Y axis to be Free, completely Locked, or Limited according to Linear Limit To be added. To be added. Definition of how the joint's movement will behave along its local Z axis To be added. To be added. Allow movement along the Z axis to be Free, completely Locked, or Limited according to Linear Limit To be added. To be added. Constrains movement for a along the 6 axes. To be added. Motion along the axis will be completely free and completely unconstrained Motion along the axis will be limited by the respective limit Motion along the axis will be locked The various test results the connection tester may return with. To be added. Some unknown error occurred. Private IP address detected which can do NAT punchthrough. Private IP address detected which cannot do NAT punchthrough. Public IP address detected and game listen port is accessible to the internet. Public IP address detected but server is not initialized and no port is listening. Public IP address detected but the port is not connectable from the internet. Test result undetermined, still in progress. A force applied constantly. See Also: To be added. To be added. The force applied to the rigidbody every frame. To be added. To be added. The force - relative to the rigid bodies coordinate system - applied every frame. To be added. To be added. The torque - relative to the rigid bodies coordinate system - applied every frame. To be added. To be added. The torque applied to the rigidbody every frame. To be added. To be added. Describes a contact point where the collision occurs. See Also: , , , . Normal of the contact point. To be added. To be added. The other collider in contact. To be added. To be added. The point of contact. To be added. To be added. To be added. To be added. To be added. The ContextMenu attribute allows you to add commands to the context menu To be added. To be added. Adds the function to the context menu of the component. To be added. To be added. To be added. To be added. ControllerColliderHit is used by to give detailed information about the collision and how to deal with it. To be added. To be added. To be added. The collider that was hit by the controller To be added. To be added. The controller that hit the collider To be added. To be added. The game object that was hit by the controller. To be added. To be added. Approximately the direction from the center of the capsule to the point we touch. To be added. To be added. How far the character has travelled until it hit the collider. To be added. To be added. The normal of the surface we collided with in world space To be added. To be added. The impact point in world space To be added. To be added. The rigidbody that was hit by the controller. To be added. To be added. The transform that was hit by the controller. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. returns a Coroutine. Instances of this class are only used to reference these coroutines and do not hold any exposed properties or functions. To be added. To be added. To be added. Class for handling cube maps, Use this to create or modify existing . (Read Only). To be added. To be added. To be added. Create a new empty cubemap texture. See Also: , functions. Actually apply all previous and changes. To be added. To be added. Actually apply all previous and changes. To be added. The format of the pixel data in the texture (Read Only). To be added. (Read Only). To be added. To be added. To be added. Returns pixel color at coordinates (face, x, y). To be added. To be added. To be added. Returns pixel colors of a cubemap face. To be added. To be added. To be added. To be added. Returns pixel colors of a cubemap face. To be added. To be added. To be added. To be added. To be added. To be added. Sets pixel color at coordinates (face, x, y). To be added. To be added. To be added. Sets pixel colors of a cubemap face. To be added. To be added. To be added. To be added. Sets pixel colors of a cubemap face. To be added. face. To be added. Left facing side (-x) downward facing side (-y) Backward facing side (-z) Right facing side (+x) Upwards facing side (+y) Forward facing side (+z) Class containing methods to ease debugging while developing a game. To be added. To be added. To be added. Pauses the editor. To be added. To be added. To be added. To be added. To be added. Draws a line from the point start to end with color. To be added. To be added. To be added. To be added. Draws a line from the point start to end with color. To be added. To be added. To be added. Draws a line from start to start + dir with color. To be added. To be added. To be added. To be added. Draws a line from start to start + dir with color. To be added. In the Build Settings ... dialog there is a check box called "strip debug symbols". To be added. To be added. To be added. Logs message to the Unity Console. To be added. To be added. To be added. Logs message to the Unity Console. To be added. To be added. A variant of that logs an error message to the console. To be added. To be added. To be added. A variant of that logs an error message to the console. To be added. To be added. A variant of that logs a warning message to the console. To be added. To be added. To be added. A variant of that logs a warning message to the console. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. A UnityGUI event. To be added. To be added. To be added. To be added. To be added. To be added. Is Alt/Option key held down? (Read Only) To be added. (Read Only) Which mouse button was pressed. To be added. To be added. To be added. To be added. To be added. Is Caps Lock on? (Read Only) To be added. (Read Only) The character typed. To be added. See Also: . How many consecutive mouse clicks have we received. To be added. To be added. Is Command/Windows key held down? (Read Only) To be added. (Read Only) The name of an ExecuteCommand or ValidateCommand Event To be added. To be added. Is Control key held down? (Read Only) To be added. (Read Only) The current event that's being processed right now. To be added. To be added. The relative movement of the mouse compared to last event. To be added. See Also: . To be added. To be added. To be added. To be added. Is the current keypress a function key? (Read Only) To be added. (Read Only) To be added. To be added. To be added. To be added. Get a filtered event type for a give control ID. To be added. To be added. Is this event a keyboard event? (Read Only) To be added. (Read Only) Is this event a mouse event? (Read Only) To be added. (Read Only) To be added. Create a keyboard event. To be added. To be added. The raw key code for keyboard events. To be added. See Also: . The mouse position. To be added. See Also: . To be added. To be added. To be added. Is the current keypress on the numeric keyboard? (Read Only) To be added. (Read Only) To be added. To be added. To be added. To be added. To be added. To be added. Is Shift held down? (Read Only) To be added. (Read Only) To be added. To be added. To be added. The type of event. To be added. See Also: . Use this event. To be added. Types of UnityGUI input and processing events. See Also: , . User has right-clicked (or control-clicked on the mac). Editor only: drag & drop operation exited. See Also: class. Editor only: drag & drop operation performed. See Also: class. Editor only: drag & drop operation performed. See Also: class. Editor only: drag & drop operation updated. See Also: class. Editor only: drag & drop operation updated. See Also: class. Execute a special command (eg. copy & paste) should be ignored. should be ignored. A keyboard key was pressed. A keyboard key was pressed. A keyboard key was released. A keyboard key was released. A layout event. A layout event. Mouse button was pressed. Mouse button was pressed. Mouse was dragged. Mouse was dragged. Mouse was moved (editor views only). Mouse was moved (editor views only). Mouse button was released. Mouse button was released. A repaint event. One is sent every frame. A repaint event. One is sent every frame. The scroll wheel was moved. The scroll wheel was moved. Already processed event. Already processed event. Validates a special command (e.g. copy & paste) Makes a script execute in edit mode. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Filtering mode for textures. Corresponds to the settings in a . See Also: , . Bilinear filtering - texture samples are averaged. See Also: , . Point filtering - texture pixels become blocky up close. See Also: , . Trilinear filtering - texture samples are averaged and also blended between mipmap levels. See Also: , . The Fixed joint groups together 2 rigidbodies, making them stick together in their bound position. See Also: , , . To be added. To be added. A flare asset. Read more about flares in the . See Also: , class. To be added. To be added. Used by to inform the UnityGUI system if a given control can get keyboard focus. To be added. This is a proper keyboard control. It can have input focus on all platforms. Used for TextField and TextArea controls This control can get keyboard focus on Windows, but not on Mac. Used for buttons, checkboxes and other "pressable" things. This control can never recieve keyboard focus. Script interface for . See Also: and . To be added. To be added. To be added. To be added. To be added. To be added. Does this font have a specific character? To be added. To be added. The material used for the font display. To be added. To be added. Option for how to apply a force using . To be added. Add a newton-like force to the rigidbody, ignoring its mass. Add a newton-like force to the rigidbody, using its mass. Change the rigidbody's velocity, using its mass. Change the rigidbody's velocity, ignoring its mass. Base class for all entities in Unity scenes. See Also: Creates a new game object, named name. To be added. To be added. Creates a new game object, named name. To be added. To be added. To be added. Creates a new game object, named name. To be added. Is the GameObject active? Activates/Deactivates the GameObject. To be added. To be added. To be added. Adds a component class named className to the game object. To be added. To be added. To be added. Adds a component class named className to the game object. To be added. To be added. To be added. To be added. To be added. To be added. The attached to this GameObject (Read Only). (null if there is none attached) To be added. (Read Only). (null if there is none attached) The attached to this GameObject (Read Only). (null if there is none attached) To be added. (Read Only). (null if there is none attached) To be added. Calls the method named methodName on every in this game object or any of its children. To be added. To be added. To be added. Calls the method named methodName on every in this game object or any of its children. To be added. To be added. To be added. Calls the method named methodName on every in this game object or any of its children. To be added. To be added. To be added. To be added. Calls the method named methodName on every in this game object or any of its children. To be added. The attached to this GameObject (Read Only). (null if there is none attached) To be added. (Read Only). (null if there is none attached) The attached to this GameObject (Read Only). (null if there is none attached) To be added. (Read Only). (null if there is none attached) To be added. Is this game object tagged with tag? To be added. To be added. The attached to this GameObject (Read Only). (null if there is none attached) To be added. (Read Only). (null if there is none attached) To be added. Creates a game object with a primitive mesh renderer and appropriate collider. To be added. To be added. To be added. Finds a game object by name and returns it. To be added. To be added. To be added. Returns a list of active GameObjects tagged tag. Returns null if no GameObject was found. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Returns one active GameObject tagged tag. Returns null if no GameObject was found. To be added. To be added. To be added. To be added. To be added. To be added. Returns the component of Type type if the game object has one attached, null if it doesn't. You can access both builtin components or scripts with this function. To be added. To be added. To be added. Returns the component of Type type if the game object has one attached, null if it doesn't. You can access both builtin components or scripts with this function. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Returns the component of Type type in the GameObject or any of its children using depth first search. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Returns all components of Type type in the GameObject. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Returns all components of Type type in the GameObject or any of its children. To be added. To be added. To be added. To be added. Returns all components of Type type in the GameObject or any of its children. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. The attached to this GameObject (Read Only). (null if there is none attached) To be added. (Read Only). (null if there is none attached) The attached to this GameObject (Read Only). (null if there is none attached) To be added. (Read Only). (null if there is none attached) The attached to this GameObject (Read Only). (null if there is none attached) To be added. (Read Only). (null if there is none attached) The layer the game object is in. A layer is in the range [0...32] To be added. To be added. The attached to this GameObject (Read Only). (null if there is none attached) To be added. (Read Only). (null if there is none attached) The attached to this GameObject (Read Only). (null if there is none attached) To be added. (Read Only). (null if there is none attached) The attached to this GameObject (Read Only). (null if there is none attached) To be added. (Read Only). (null if there is none attached) To be added. To be added. To be added. The attached to this GameObject (Read Only). (null if there is none attached) To be added. (Read Only). (null if there is none attached) The attached to this GameObject (Read Only). (null if there is none attached) To be added. (Read Only). (null if there is none attached) To be added. To be added. Samples an animation at a given time for any animated properties. To be added. To be added. Calls the method named methodName on every in this game object. To be added. To be added. To be added. Calls the method named methodName on every in this game object. To be added. To be added. To be added. Calls the method named methodName on every in this game object. To be added. To be added. To be added. To be added. Calls the method named methodName on every in this game object. To be added. To be added. Calls the method named methodName on every in this game object and on every ancestor of the behaviour To be added. To be added. To be added. Calls the method named methodName on every in this game object and on every ancestor of the behaviour To be added. To be added. To be added. Calls the method named methodName on every in this game object and on every ancestor of the behaviour To be added. To be added. To be added. To be added. Calls the method named methodName on every in this game object and on every ancestor of the behaviour To be added. To be added. Sets the active state of this and all the game objects children to state. To be added. To be added. To be added. The tag of this game object. To be added. To be added. The attached to this GameObject. (null if there is none attached) To be added. To be added. Utility class for common geometric functions. To be added. To be added. To be added. To be added. Calculates frustum planes. To be added. To be added. To be added. Calculates frustum planes. To be added. To be added. To be added. To be added. Returns true if bounds are inside the plane array. To be added. To be added. Gizmos are used to give visual debugging or setup aids in the scene view. To be added. To be added. To be added. Sets the color for the gizmos that will be drawn next. To be added. To be added. To be added. To be added. Draw a solid box with center and size. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Draw a texture in screen coordinates. Useful for GUI backgrounds. To be added. To be added. To be added. To be added. Draw a texture in screen coordinates. Useful for GUI backgrounds. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Draw a texture in screen coordinates. Useful for GUI backgrounds. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Draw a texture in screen coordinates. Useful for GUI backgrounds. To be added. To be added. To be added. Draw an icon at world position center. To be added. To be added. To be added. Draws a line starting at from towards to. To be added. To be added. Draws a ray starting at from to from + direction. To be added. To be added. To be added. Draws a ray starting at from to from + direction. To be added. To be added. To be added. Draws a solid sphere with center and radius. To be added. To be added. To be added. Draw a wireframe box with center and size. To be added. To be added. To be added. Draws a wireframe sphere with center and radius. To be added. Set the gizmo matrix used to draw all gizmos. To be added. To be added. Low-level graphics library. To be added. To be added. To be added. To be added. Begin drawing 3D primitives. To be added. To be added. To be added. To be added. Clear the current render buffer. To be added. To be added. Sets current vertex color. To be added. End drawing 3D primitives. To be added. To be added. To be added. Load the identity matrix to the current modelview matrix. To be added. Helper function to set up an ortho perspective transform. To be added. Setup a matrix for pixel-correct rendering. To be added. To be added. To be added. To be added. To be added. Setup a matrix for pixel-correct rendering. To be added. To be added. Load an arbitrary matrix to the current projection matrix. To be added. The current modelview matrix. To be added. To be added. To be added. To be added. Sets current texture coordinate (v.x,v.y,v.z) to the actual texture unit. To be added. To be added. To be added. To be added. Sets current texture coordinate (x,y) for the actual texture unit. To be added. To be added. To be added. To be added. To be added. Sets current texture coordinate (x,y,z) to the actual texture unit. To be added. To be added. Multiplies the current modelview matrix with the one specified. To be added. Restores both projection and modelview matrices off the top of the matrix stack. To be added. Saves both projection and modelview matrices to the matrix stack. To be added. To be added. To be added. To be added. Select whether to invert the backface culling (true) or not (false). To be added. To be added. Sets current texture coordinate (v.x,v.y,v.z) for all texture units. To be added. To be added. To be added. Sets current texture coordinate (x,y) for all texture units. To be added. To be added. To be added. To be added. Sets current texture coordinate (x,y,z) for all texture units. To be added. To be added. To be added. To be added. To be added. To be added. Submit a vertex. To be added. To be added. To be added. To be added. Submit a vertex. To be added. To be added. Set the rendering viewport. To be added. Raw interface to Unity's drawing functions. To be added. To be added. To be added. To be added. To be added. Copies source texture into destination render texture. To be added. To be added. To be added. To be added. Copies source texture into destination render texture. To be added. To be added. To be added. To be added. To be added. Copies source texture into destination render texture. To be added. To be added. To be added. To be added. To be added. Copies source texture into destination, for multi-tap shader. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Draw a mesh. To be added. To be added. To be added. To be added. Draw a mesh. To be added. To be added. To be added. To be added. Draw a mesh. To be added. To be added. To be added. To be added. To be added. Draw a mesh. To be added. To be added. To be added. To be added. To be added. Draw a mesh. To be added. To be added. To be added. To be added. To be added. To be added. Draw a mesh. To be added. To be added. To be added. To be added. To be added. To be added. Draw a mesh. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Draw a mesh. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Draw a mesh. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Draw a mesh. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Draw a mesh. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Draw a mesh. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Draw a mesh. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Draw a mesh. To be added. To be added. To be added. Draw a mesh immediately. To be added. To be added. To be added. To be added. Draw a mesh immediately. To be added. To be added. To be added. To be added. Draw a mesh immediately. To be added. To be added. To be added. To be added. To be added. Draw a mesh immediately. To be added. To be added. To be added. Draw a texture in screen coordinates. To be added. To be added. To be added. To be added. Draw a texture in screen coordinates. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Draw a texture in screen coordinates. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Draw a texture in screen coordinates. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Draw a texture in screen coordinates. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Draw a texture in screen coordinates. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Draw a texture in screen coordinates. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Draw a texture in screen coordinates. To be added. To be added. To be added. To be added. To be added. To be added. To be added. The GUI class is the interface for Unity's GUI with manual positioning. See Also: To be added. To be added. Global tinting color for all background elements rendered by the GUI. To be added. See Also: , . To be added. Begin a group. Must be matched with a call to . To be added. To be added. To be added. Begin a group. Must be matched with a call to . To be added. To be added. To be added. Begin a group. Must be matched with a call to . To be added. To be added. To be added. Begin a group. Must be matched with a call to . To be added. To be added. To be added. Begin a group. Must be matched with a call to . To be added. To be added. To be added. To be added. Begin a group. Must be matched with a call to . To be added. To be added. To be added. To be added. Begin a group. Must be matched with a call to . To be added. To be added. To be added. To be added. Begin a group. Must be matched with a call to . To be added. To be added. To be added. To be added. Begin a scrolling view inside your GUI. - The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. To be added. To be added. To be added. To be added. To be added. To be added. Begin a scrolling view inside your GUI. - The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. To be added. To be added. To be added. To be added. To be added. To be added. Begin a scrolling view inside your GUI. - The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Begin a scrolling view inside your GUI. - The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Make a graphical box. To be added. To be added. To be added. Make a graphical box. To be added. To be added. To be added. Make a graphical box. To be added. To be added. To be added. To be added. Make a graphical box. To be added. To be added. To be added. To be added. Make a graphical box. To be added. To be added. To be added. To be added. Make a graphical box. To be added. To be added. Bring a specific window to back of the floating windows. To be added. To be added. Bring a specific window to front of the floating windows. To be added. To be added. To be added. Make a single press button. The user clicks them and something happens immediately. bool - /true/ when the users clicks the button To be added. To be added. To be added. Make a single press button. The user clicks them and something happens immediately. bool - /true/ when the users clicks the button To be added. To be added. To be added. Make a single press button. The user clicks them and something happens immediately. bool - /true/ when the users clicks the button To be added. To be added. To be added. To be added. Make a single press button. The user clicks them and something happens immediately. bool - /true/ when the users clicks the button To be added. To be added. To be added. To be added. Make a single press button. The user clicks them and something happens immediately. bool - /true/ when the users clicks the button To be added. To be added. To be added. To be added. Make a single press button. The user clicks them and something happens immediately. bool - /true/ when the users clicks the button To be added. Have any controls changed the value of input data? To be added. To be added. Global tinting color for the GUI. To be added. See Also: , . Tinting color for all text rendered by the GUI. To be added. See Also: , . The sorting depth of the currently executing GUI behaviour. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Make a window draggable. To be added. To be added. Make a window draggable. To be added. To be added. To be added. Draw a texture within a rectangle. To be added. To be added. To be added. To be added. Draw a texture within a rectangle. To be added. To be added. To be added. To be added. To be added. Draw a texture within a rectangle. To be added. To be added. To be added. To be added. To be added. To be added. Draw a texture within a rectangle. To be added. Is the GUI enabled? To be added. To be added. End a group. To be added. Ends a scrollview started with a call to BeginScrollView. To be added. To be added. Move keyboard focus to a named control. To be added. To be added. Make a window become the active window. To be added. Get the name of named control that has focus. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Make a horizontal scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. float - the modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Make a horizontal scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. float - the modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. To be added. To be added. To be added. To be added. To be added. A horizontal slider the user can drag to change a value between a min and a max. float - The value that has been set by the user. To be added. To be added. To be added. To be added. To be added. To be added. To be added. A horizontal slider the user can drag to change a value between a min and a max. float - The value that has been set by the user. To be added. To be added. To be added. Make a text or texture label on screen. To be added. To be added. To be added. Make a text or texture label on screen. To be added. To be added. To be added. Make a text or texture label on screen. To be added. To be added. To be added. To be added. Make a text or texture label on screen. To be added. To be added. To be added. To be added. Make a text or texture label on screen. To be added. To be added. To be added. To be added. Make a text or texture label on screen. To be added. The GUI transform matrix. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Make a text field where the user can enter a password. string - the edited password. To be added. To be added. To be added. To be added. To be added. Make a text field where the user can enter a password. string - the edited password. To be added. To be added. To be added. To be added. To be added. Make a text field where the user can enter a password. string - the edited password. To be added. To be added. To be added. To be added. To be added. To be added. Make a text field where the user can enter a password. string - the edited password. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Make a button that is active as long as the user holds it down. bool - /true/ when the users clicks the button To be added. To be added. To be added. Make a button that is active as long as the user holds it down. bool - /true/ when the users clicks the button To be added. To be added. To be added. Make a button that is active as long as the user holds it down. bool - /true/ when the users clicks the button To be added. To be added. To be added. To be added. Make a button that is active as long as the user holds it down. bool - /true/ when the users clicks the button To be added. To be added. To be added. To be added. Make a button that is active as long as the user holds it down. bool - /true/ when the users clicks the button To be added. To be added. To be added. To be added. Make a button that is active as long as the user holds it down. bool - /true/ when the users clicks the button To be added. To be added. Scrolls all enclosing scrollviews so they try to make position visible. To be added. To be added. To be added. To be added. To be added. Make a grid of buttons. int - The index of the selected button. To be added. To be added. To be added. To be added. To be added. Make a grid of buttons. int - The index of the selected button. To be added. To be added. To be added. To be added. To be added. Make a grid of buttons. int - The index of the selected button. To be added. To be added. To be added. To be added. To be added. To be added. Make a grid of buttons. int - The index of the selected button. To be added. To be added. To be added. To be added. To be added. To be added. Make a grid of buttons. int - The index of the selected button. To be added. To be added. To be added. To be added. To be added. To be added. Make a grid of buttons. int - The index of the selected button. To be added. To be added. Set the name of the next control. To be added. The global skin to use. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Make a Multi-line text area where the user can edit a string. string - the edited string. To be added. To be added. To be added. To be added. Make a Multi-line text area where the user can edit a string. string - the edited string. To be added. To be added. To be added. To be added. Make a Multi-line text area where the user can edit a string. string - the edited string. To be added. To be added. To be added. To be added. To be added. Make a Multi-line text area where the user can edit a string. string - the edited string. To be added. To be added. To be added. Make a single-line text field where the user can edit a string. string - the edited string. To be added. To be added. To be added. To be added. Make a single-line text field where the user can edit a string. string - the edited string. To be added. To be added. To be added. To be added. Make a single-line text field where the user can edit a string. string - the edited string. To be added. To be added. To be added. To be added. To be added. Make a single-line text field where the user can edit a string. string - the edited string. To be added. To be added. To be added. To be added. Make an on/off toggle button. bool - The new value of the button. To be added. To be added. To be added. To be added. Make an on/off toggle button. bool - The new value of the button. To be added. To be added. To be added. To be added. Make an on/off toggle button. bool - The new value of the button. To be added. To be added. To be added. To be added. To be added. Make an on/off toggle button. bool - The new value of the button. To be added. To be added. To be added. To be added. To be added. Make an on/off toggle button. bool - The new value of the button. To be added. To be added. To be added. To be added. To be added. Make an on/off toggle button. bool - The new value of the button. To be added. To be added. To be added. To be added. Make a toolbar int - The index of the selected button. To be added. To be added. To be added. To be added. Make a toolbar int - The index of the selected button. To be added. To be added. To be added. To be added. Make a toolbar int - The index of the selected button. To be added. To be added. To be added. To be added. To be added. Make a toolbar int - The index of the selected button. To be added. To be added. To be added. To be added. To be added. Make a toolbar int - The index of the selected button. To be added. To be added. To be added. To be added. To be added. Make a toolbar int - The index of the selected button. To be added. The tooltip of the control the mouse is currently over, or which has keyboard focus. (Read Only). To be added. (Read Only). To be added. To be added. To be added. Remove focus from all windows. To be added. To be added. To be added. To be added. To be added. To be added. Make a vertiical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. float - the modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Make a vertiical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. float - the modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. To be added. To be added. To be added. To be added. To be added. A vertical slider the user can drag to change a value between a min and a max. float - The value that has been set by the user. To be added. To be added. To be added. To be added. To be added. To be added. To be added. A vertical slider the user can drag to change a value between a min and a max. float - The value that has been set by the user. To be added. To be added. To be added. To be added. To be added. Make a popup window. - the rectangle the window is at. To be added. To be added. To be added. To be added. To be added. Make a popup window. - the rectangle the window is at. To be added. To be added. To be added. To be added. To be added. Make a popup window. - the rectangle the window is at. To be added. To be added. To be added. To be added. To be added. To be added. Make a popup window. - the rectangle the window is at. To be added. To be added. To be added. To be added. To be added. To be added. Make a popup window. - the rectangle the window is at. To be added. To be added. To be added. To be added. To be added. To be added. Make a popup window. - the rectangle the window is at. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. The contents of a GUI element. See Also: Constructor for GUIContent in all shapes and sizes To be added. To be added. Constructor for GUIContent in all shapes and sizes To be added. To be added. Constructor for GUIContent in all shapes and sizes To be added. To be added. Constructor for GUIContent in all shapes and sizes To be added. To be added. To be added. Constructor for GUIContent in all shapes and sizes To be added. To be added. To be added. Constructor for GUIContent in all shapes and sizes To be added. To be added. To be added. Constructor for GUIContent in all shapes and sizes To be added. To be added. To be added. To be added. Constructor for GUIContent in all shapes and sizes To be added. To be added. To be added. To be added. The icon image contained. To be added. To be added. Shorthand for empty content. To be added. The text contained. To be added. To be added. The tooltip of this element. To be added. To be added. Base class for images & text strings displayed in a GUI. (Read Only). (null if there is none attached) To be added. To be added. Returns bounding rectangle of in screen coordinates. To be added. To be added. To be added. Returns bounding rectangle of in screen coordinates. To be added. To be added. To be added. Is a point on screen inside the element. To be added. To be added. To be added. To be added. Is a point on screen inside the element. To be added. To be added. added to a camera to make it render 2D GUI elements. (Read Only). (null if there is none attached) To be added. To be added. To be added. Get the GUI element at a specific screen position. To be added. To be added. The GUILayout class is the interface for Unity gui with automatic layouting. See Also: To be added. To be added. To be added. Begin a GUILayout block of GUI controls in a fixed screen area. To be added. To be added. To be added. Begin a GUILayout block of GUI controls in a fixed screen area. To be added. To be added. To be added. Begin a GUILayout block of GUI controls in a fixed screen area. To be added. To be added. To be added. Begin a GUILayout block of GUI controls in a fixed screen area. To be added. To be added. To be added. Begin a GUILayout block of GUI controls in a fixed screen area. To be added. To be added. To be added. To be added. Begin a GUILayout block of GUI controls in a fixed screen area. To be added. To be added. To be added. To be added. Begin a GUILayout block of GUI controls in a fixed screen area. To be added. To be added. To be added. To be added. Begin a GUILayout block of GUI controls in a fixed screen area. To be added. To be added. Begin a Horizontal control group. To be added. To be added. To be added. Begin a Horizontal control group. To be added. To be added. To be added. Begin an automatically layouted scrollview. - The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. To be added. To be added. To be added. Begin an automatically layouted scrollview. - The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. To be added. To be added. To be added. To be added. To be added. Begin an automatically layouted scrollview. - The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. To be added. To be added. To be added. To be added. To be added. Begin an automatically layouted scrollview. - The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Begin an automatically layouted scrollview. - The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Begin an automatically layouted scrollview. - The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. To be added. To be added. Begin a vertical control group. To be added. To be added. To be added. Begin a vertical control group. To be added. To be added. To be added. Make an auto-layouted box. To be added. To be added. To be added. Make an auto-layouted box. To be added. To be added. To be added. Make an auto-layouted box. To be added. To be added. To be added. To be added. Make an auto-layouted box. To be added. To be added. To be added. To be added. Make an auto-layouted box. To be added. To be added. To be added. To be added. Make an auto-layouted box. To be added. To be added. To be added. Make a single press button. The user clicks them and something happens immediately. bool - /true/ when the users clicks the button To be added. To be added. To be added. Make a single press button. The user clicks them and something happens immediately. bool - /true/ when the users clicks the button To be added. To be added. To be added. Make a single press button. The user clicks them and something happens immediately. bool - /true/ when the users clicks the button To be added. To be added. To be added. To be added. Make a single press button. The user clicks them and something happens immediately. bool - /true/ when the users clicks the button To be added. To be added. To be added. To be added. Make a single press button. The user clicks them and something happens immediately. bool - /true/ when the users clicks the button To be added. To be added. To be added. To be added. Make a single press button. The user clicks them and something happens immediately. bool - /true/ when the users clicks the button To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Close a GUILayout block started with BeginArea To be added. Close a group started with BeginHorizontal To be added. End a scroll view begun with a call to BeginScrollView. To be added. Close a group started with BeginVertical To be added. To be added. Option passed to a control to allow or disallow vertical expansion. To be added. To be added. To be added. Option passed to a control to allow or disallow horizontal expansion. To be added. To be added. Insert a flexible space element. To be added. To be added. Option passed to a control to give it an absolute height. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Make a hopriztonal scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scroll views instead. float - the modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Make a hopriztonal scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scroll views instead. float - the modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. To be added. To be added. To be added. To be added. To be added. A horizontal slider the user can drag to change a value between a min and a max. float - The value that has been set by the user. To be added. To be added. To be added. To be added. To be added. To be added. To be added. A horizontal slider the user can drag to change a value between a min and a max. float - The value that has been set by the user. To be added. To be added. To be added. Make an auto-layouted label. To be added. To be added. To be added. Make an auto-layouted label. To be added. To be added. To be added. Make an auto-layouted label. To be added. To be added. To be added. To be added. Make an auto-layouted label. To be added. To be added. To be added. To be added. Make an auto-layouted label. To be added. To be added. To be added. To be added. Make an auto-layouted label. To be added. To be added. Option passed to a control to specify a maximum height. To be added. To be added. To be added. Option passed to a control to specify a maximum width. To be added. To be added. To be added. Option passed to a control to specify a minimum height. To be added. To be added. To be added. Option passed to a control to specify a minimum width. To be added. To be added. To be added. To be added. To be added. Make a text field where the user can enter a password. string - the edited password. To be added. To be added. To be added. To be added. To be added. Make a text field where the user can enter a password. string - the edited password. To be added. To be added. To be added. To be added. To be added. Make a text field where the user can enter a password. string - the edited password. To be added. To be added. To be added. To be added. To be added. To be added. Make a text field where the user can enter a password. string - the edited password. To be added. To be added. To be added. Make a repeating button. The button returns true as long as the user holds down the mouse bool - /true/ when the holds down the mouse To be added. To be added. To be added. Make a repeating button. The button returns true as long as the user holds down the mouse bool - /true/ when the holds down the mouse To be added. To be added. To be added. Make a repeating button. The button returns true as long as the user holds down the mouse bool - /true/ when the holds down the mouse To be added. To be added. To be added. To be added. Make a repeating button. The button returns true as long as the user holds down the mouse bool - /true/ when the holds down the mouse To be added. To be added. To be added. To be added. Make a repeating button. The button returns true as long as the user holds down the mouse bool - /true/ when the holds down the mouse To be added. To be added. To be added. To be added. Make a repeating button. The button returns true as long as the user holds down the mouse bool - /true/ when the holds down the mouse To be added. To be added. To be added. To be added. To be added. Make a Selection Grid int - The index of the selected button. To be added. To be added. To be added. To be added. To be added. Make a Selection Grid int - The index of the selected button. To be added. To be added. To be added. To be added. To be added. Make a Selection Grid int - The index of the selected button. To be added. To be added. To be added. To be added. To be added. To be added. Make a Selection Grid int - The index of the selected button. To be added. To be added. To be added. To be added. To be added. To be added. Make a Selection Grid int - The index of the selected button. To be added. To be added. To be added. To be added. To be added. To be added. Make a Selection Grid int - The index of the selected button. To be added. To be added. Insert a space in the current layout group. To be added. To be added. To be added. Make a multi-line text field where the user can edit a string. string - the edited string. To be added. To be added. To be added. To be added. Make a multi-line text field where the user can edit a string. string - the edited string. To be added. To be added. To be added. To be added. Make a multi-line text field where the user can edit a string. string - the edited string. To be added. To be added. To be added. To be added. To be added. Make a multi-line text field where the user can edit a string. string - the edited string. To be added. To be added. To be added. Make a single-line text field where the user can edit a string. string - the edited string. To be added. To be added. To be added. To be added. Make a single-line text field where the user can edit a string. string - the edited string. To be added. To be added. To be added. To be added. Make a single-line text field where the user can edit a string. string - the edited string. To be added. To be added. To be added. To be added. To be added. Make a single-line text field where the user can edit a string. string - the edited string. To be added. To be added. To be added. To be added. Make an on/off toggle button. bool - The new value of the button. To be added. To be added. To be added. To be added. Make an on/off toggle button. bool - The new value of the button. To be added. To be added. To be added. To be added. Make an on/off toggle button. bool - The new value of the button. To be added. To be added. To be added. To be added. To be added. Make an on/off toggle button. bool - The new value of the button. To be added. To be added. To be added. To be added. To be added. Make an on/off toggle button. bool - The new value of the button. To be added. To be added. To be added. To be added. To be added. Make an on/off toggle button. bool - The new value of the button. To be added. To be added. To be added. To be added. Make a toolbar int - The index of the selected button. To be added. To be added. To be added. To be added. Make a toolbar int - The index of the selected button. To be added. To be added. To be added. To be added. Make a toolbar int - The index of the selected button. To be added. To be added. To be added. To be added. To be added. Make a toolbar int - The index of the selected button. To be added. To be added. To be added. To be added. To be added. Make a toolbar int - The index of the selected button. To be added. To be added. To be added. To be added. To be added. Make a toolbar int - The index of the selected button. To be added. To be added. To be added. To be added. To be added. To be added. Make a vertical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. float - the modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Make a vertical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. float - the modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. To be added. To be added. To be added. To be added. To be added. A vertical slider the user can drag to change a value between a min and a max. float - The value that has been set by the user. To be added. To be added. To be added. To be added. To be added. To be added. To be added. A vertical slider the user can drag to change a value between a min and a max. float - The value that has been set by the user. To be added. To be added. Option passed to a control to give it an absolute width. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Make a popup window that layouts its contents automatically. - the rectangle the window is at. This can be in a different position and have a different size than the one you passed in. To be added. To be added. To be added. To be added. To be added. To be added. Make a popup window that layouts its contents automatically. - the rectangle the window is at. This can be in a different position and have a different size than the one you passed in. To be added. To be added. To be added. To be added. To be added. To be added. Make a popup window that layouts its contents automatically. - the rectangle the window is at. This can be in a different position and have a different size than the one you passed in. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Make a popup window that layouts its contents automatically. - the rectangle the window is at. This can be in a different position and have a different size than the one you passed in. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Make a popup window that layouts its contents automatically. - the rectangle the window is at. This can be in a different position and have a different size than the one you passed in. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Make a popup window that layouts its contents automatically. - the rectangle the window is at. This can be in a different position and have a different size than the one you passed in. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Class internally used to pass layout options into functions. You don't use these directly, but construct them with the layouting functions in the class. See Also: , , , , , , , . To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Utility functions for implementing and extending the GUILayout class. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Generic helper - use this when creating a layoutgroup. It will make sure everything is wired up correctly. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Reserve layout space for a rectangle with a specific aspect ratio. - the rect for the control. To be added. To be added. To be added. Reserve layout space for a rectangle with a specific aspect ratio. - the rect for the control. To be added. To be added. To be added. Reserve layout space for a rectangle with a specific aspect ratio. - the rect for the control. To be added. To be added. To be added. To be added. Reserve layout space for a rectangle with a specific aspect ratio. - the rect for the control. To be added. Get the rectangle last used by GUILayout for a control. - The last used rectangle. To be added. To be added. To be added. Reserve layout space for a rectangle for displaying some contents with a specific style. - A rectangle that is large enough to contain content when rendered in style. To be added. To be added. To be added. Reserve layout space for a rectangle for displaying some contents with a specific style. - A rectangle that is large enough to contain content when rendered in style. To be added. To be added. To be added. To be added. Reserve layout space for a rectangle for displaying some contents with a specific style. - A rectangle that is large enough to contain content when rendered in style. To be added. To be added. To be added. To be added. Reserve layout space for a rectangle for displaying some contents with a specific style. - A rectangle that is large enough to contain content when rendered in style. To be added. To be added. To be added. To be added. Reserve layout space for a rectangle for displaying some contents with a specific style. - A rectangle that is large enough to contain content when rendered in style. To be added. To be added. To be added. To be added. To be added. Reserve layout space for a rectangle for displaying some contents with a specific style. - A rectangle that is large enough to contain content when rendered in style. To be added. To be added. To be added. To be added. To be added. Reserve layout space for a rectangle for displaying some contents with a specific style. - A rectangle that is large enough to contain content when rendered in style. To be added. To be added. To be added. To be added. To be added. To be added. Reserve layout space for a rectangle for displaying some contents with a specific style. - A rectangle that is large enough to contain content when rendered in style. To be added. To be added. To be added. To be added. To be added. To be added. Reserve layout space for a rectangle for displaying some contents with a specific style. - A rectangle that is large enough to contain content when rendered in style. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Reserve layout space for a rectangle for displaying some contents with a specific style. - A rectangle that is large enough to contain content when rendered in style. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. General settings for how the GUI behaves To be added. To be added. To be added. The color of the cursor in text fields. To be added. To be added. The speed of text field cursor flashes. To be added. To be added. Should double-clicking select words in text fields. To be added. To be added. The color of the selection rect in text fields. To be added. To be added. Should triple-clicking select whole text in text fields. To be added. To be added. Defines how GUI looks and behaves. To be added. To be added. To be added. Style used by default for controls. To be added. To be added. Style used by default for controls. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Array of GUI styles for specific needs. To be added. To be added. To be added. To be added. Try to search for a . This functions returns NULL and does not give an error. To be added. To be added. The default font to use for all styles. To be added. To be added. To be added. To be added. To be added. To be added. Get a named . To be added. To be added. Style used by default for the background part of controls. To be added. To be added. Style used by default for the left button on controls. To be added. To be added. Style used by default for the right button on controls. To be added. To be added. Style used by default for the thumb that is dragged in controls. To be added. To be added. Style used by default for the background part of controls. To be added. To be added. Style used by default for the thumb that is dragged in controls. To be added. To be added. Style used by default for controls. To be added. To be added. Style used by default for the background of ScrollView controls (see ). To be added. To be added. Generic settings for how controls should behave with this skin. To be added. To be added. To be added. To be added. Style used by default for controls. To be added. To be added. Style used by default for controls. To be added. To be added. Style used by default for controls. To be added. To be added. Style used by default for the background part of controls. To be added. To be added. Style used by default for the down button on controls. To be added. To be added. Style used by default for the thumb that is dragged in controls. To be added. To be added. Style used by default for the up button on controls. To be added. To be added. Style used by default for the background part of controls. To be added. To be added. Style used by default for the thumb that is dragged in controls. To be added. To be added. Style used by default for Window controls (SA ). To be added. To be added. Style settings for a GUI element. See Also: , , , , , - these contain the background image & text color properties for each state.Text rendering The style can define a font for text rendering, as well as alignment, wordwrap and clipping settings. It also defines colors for the text in the various states of the style element See Also: , , , , , , , Icon Placement GUIStyles can be rendered with either text, and icon or both. The GUIStyle defines where these two are rendered in relation to each other (or can force it to only display one of them). See Also: Sizing and Spacing Options GUIStyles contain padding, margins and borders. These corresponds loosely to the similar named CSS properties. A GUIStyle can optionally define a fixed width and height. See Also: , , , , Constructor for empty GUIStyle. To be added. To be added. Constructor for empty GUIStyle. To be added. Rendering settings for when the control is pressed down. To be added. To be added. Text alignment. To be added. To be added. The borders of all background images. To be added. To be added. To be added. To be added. How tall this element will be when rendered with content and a specific width. To be added. To be added. To be added. To be added. To be added. Calculate the minimum and maximum widths for this style rendered with content. To be added. To be added. Calculate the size of an element formatted with this style, and a given space to content. To be added. To be added. To be added. Calculate the size of a some content if it is rendered with this style. To be added. To be added. Clip offset to apply to the content of this GUIstyle To be added. To be added. What to do when the contents to be rendered is too large to fit within the area given. To be added. To be added. Pixel offset to apply to the content of this GUIstyle To be added. To be added. To be added. To be added. To be added. Draw plain GUIStyle without text nor image. To be added. To be added. To be added. To be added. To be added. Draw plain GUIStyle without text nor image. To be added. To be added. To be added. To be added. To be added. To be added. Draw plain GUIStyle without text nor image. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Draw plain GUIStyle without text nor image. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Draw plain GUIStyle without text nor image. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Draw plain GUIStyle without text nor image. To be added. To be added. To be added. To be added. To be added. Draw this GUIStyle with selected content. To be added. To be added. To be added. To be added. To be added. To be added. Draw this GUIStyle with selected content. To be added. To be added. To be added. If non-0, any GUI elements rendered with this style will have the height specified here. To be added. To be added. If non-0, any GUI elements rendered with this style will have the width specified here. To be added. To be added. Rendering settings for when the element has keyboard focus. To be added. To be added. The font to use for rendering. If null, the default font for the current is used instead. To be added. To be added. To be added. To be added. To be added. Get the pixel position of a given string index. To be added. To be added. To be added. To be added. To be added. Get the cursor position (indexing into contents.text) when the user clicked at cursorPixelPosition To be added. To be added. Rendering settings for when the mouse is hovering over the control To be added. To be added. How image and text of the is combined. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. The height of one line of text with this style, measured in pixels. (Read Only) To be added. (Read Only) The margins between elements rendered in this style and any other GUI elements To be added. See Also: ). The name of this GUIStyle. Used for getting them based on name.... To be added. To be added. Shortcut for an empty GUIStyle. To be added. To be added. Rendering settings for when the component is displayed normally. To be added. To be added. Rendering settings for when the element is turned on and pressed down. To be added. To be added. Rendering settings for when the element has keyboard and is turned on. To be added. To be added. Rendering settings for when the control is turned on and the mouse is hovering it. To be added. To be added. Rendering settings for when the control is turned on. To be added. To be added. To be added. To be added. To be added. To be added. Extra space to be added to the background image. To be added. To be added. Space from the edge of to the start of the contents. To be added. To be added. Can GUI elements of this style be stretched vertically for better layouting? To be added. To be added. Can GUI elements of this style be stretched horizontally for better layouting? To be added. To be added. To be added. To be added. To be added. Word wrap the text? To be added. To be added. Specialized values for the given states used by objects. To be added. To be added. To be added. The background image used by GUI elements in this given state. To be added. To be added. The text color used by GUI elements in this state. To be added. To be added. A text string displayed in a GUI. (Read Only). (null if there is none attached) To be added. To be added. The alignment of the text. To be added. To be added. The anchor of the text. To be added. To be added. The font used for the text. To be added. To be added. The line spacing multiplier. To be added. To be added. The to use for rendering. To be added. See Also: variable. The pixel offset of the text. To be added. To be added. The tab width multiplier. To be added. To be added. The text to display. To be added. To be added. A texture image used in a 2D GUI. (Read Only). (null if there is none attached) To be added. To be added. The color of the GUI texture. To be added. To be added. Pixel inset used for pixel adjustments for size and position. To be added. To be added. The texture used for drawing. To be added. To be added. Utility class for making new GUI controls. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Get a unique ID for a control. To be added. To be added. To be added. To be added. Get a unique ID for a control. To be added. To be added. To be added. To be added. Get a unique ID for a control. To be added. To be added. To be added. To be added. Get a unique ID for a control. To be added. To be added. To be added. To be added. To be added. Get a unique ID for a control. To be added. To be added. To be added. To be added. To be added. Get a unique ID for a control. To be added. To be added. To be added. To be added. Get a state object from a controlID. To be added. To be added. To be added. Convert a point from GUI position to screen space. To be added. To be added. The controlID of the current hot control. To be added. To be added. The controlID of the control that has keyboard focus. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Only allow calling GUI functions from inside OnGUI To be added. To be added. To be added. Get an existing state object from a controlID. To be added. To be added. To be added. To be added. Helper function to rotate the GUI around a point. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Helper function to rotate the GUI around a point. To be added. To be added. Convert a point from screen space to GUI position. To be added. To be added. To be added. To be added. To be added. Bit mask that controls object destruction and visibility in inspectors To be added. The object will not be saved to the scene. It will not be destroyed when a new scene is loaded. A combination of not shown in the hierarchy and not saved to to scenes. The object will not appear in the hierarchy and It is not possible to view it in the inspector The object is not be editable in the inspector Makes a variable not show up in the inspector but be serialized. To be added. To be added. To be added. The HingeJoint groups together 2 rigid bodies, constraining them to move like connected by a hinge. (Read Only) To be added. To be added. The current angle in degrees of the joint relative to its rest position. (Read Only) To be added. (Read Only) The limits of the hinge joint. To be added. To be added. The motor will apply a force up to a maximum force to achieve the target velocity in degrees per second. To be added. To be added. The spring attempts to reach a target angle by adding spring and damping forces. To be added. To be added. Enables the joint's limits. To be added. To be added. Enables the joint's motor. To be added. To be added. Enables the joint's spring. To be added. To be added. The angular velocity of the joint in degrees per second. To be added. To be added. This is the data structure for holding individual host information. To be added. To be added. To be added. A miscellaneous comment (can hold data) To be added. To be added. Currently connected players To be added. To be added. The name of the game (like John Doe's Game) To be added. To be added. The type of the game (like MyUniqueGameType) To be added. To be added. Server IP address To be added. To be added. Does the server require a password? To be added. To be added. Maximum players limit To be added. To be added. Server port To be added. To be added. Does this server require NAT punchthrough? To be added. To be added. How image and text is placed inside . To be added. Image is above the text. Image is to the left of the text. Only the image is displayed. Only the text is displayed. Interface into the Input system. (Read Only) To be added. To be added. Is any key or mouse button currently held down? (Read Only) To be added. (Read Only) Returns true the first frame the user hits any key or mouse button (Read Only). To be added. (Read Only). To be added. Returns the value of the virtual axis identified by axisName. To be added. To be added. To be added. Returns the value of the virtual axis identified by axisName with no smoothing filtering applied. To be added. To be added. To be added. Returns true while the virtual button identified by buttonName is held down. To be added. To be added. To be added. Returns true during the frame the user pressed down the virtual button identified by buttonName. To be added. To be added. To be added. Returns true the first frame the user releases the virtual button identified by buttonName. To be added. To be added. Returns an array of stings describing the connected joysticks. To be added. To be added. To be added. Returns true while the user holds down the key identified by name. Think auto fire. To be added. To be added. To be added. Returns true while the user holds down the key identified by name. Think auto fire. To be added. To be added. To be added. Returns true during the frame the user starts pressing down the key identified by name. To be added. To be added. To be added. Returns true during the frame the user starts pressing down the key identified by name. To be added. To be added. To be added. Returns true during the frame the user releases the key identified by name. To be added. To be added. To be added. Returns true during the frame the user releases the key identified by name. To be added. To be added. To be added. Returns whether the the given mouse button is held down. To be added. To be added. To be added. Returns true during the frame the user pressed the given mouse button. To be added. To be added. To be added. Returns true during the frame the user releases the given mouse button. To be added. To be added. Returns the keyboard input entered this frame (Read Only). To be added. (Read Only). The current mouse position in pixel coordinates. (Read Only) To be added. (Read Only) Resets all input. After ResetInputAxes all axes return to 0 and all buttons return to 0 for one frame. To be added. Joint is the base class for all joints. See Also: , , . To be added. To be added. The Position of the anchor around which the joints motion is constrained. To be added. To be added. The Direction of the axis around which the body is constrained. To be added. To be added. The force that needs to be applied for this joint to break. To be added. See Also: OnJointBreak The torque that needs to be applied for this joint to break. To be added. See Also: OnJointBreak A reference to another rigidbody this joint connects to. To be added. To be added. How the joint's movement will behave along its local X axis To be added. Amount of force applied to push the object toward the defined direction. Only used if Mode includes Velocity. To be added. To be added. Whether the drive should attempt to reach position, velocity, both or nothing To be added. To be added. Resistance strength against the Position Spring. Only used if mode includes Position. To be added. To be added. Strength of a rubber-band pull toward the defined direction. Only used if mode includes Position. To be added. To be added. The attempts to attain position / velocity targets based on this flag To be added. Don't apply any forces to reach the target Try to reach the specified target position Try to reach the specified target position and the velocity Try to reach the specified target position and velocity JointLimits is used by the to limit the joints angle. See Also: The upper limit of the joint. When the joint angle or position is above it, To be added. To be added. The bouncyness of the joint when hitting the upper limit of the joint. To be added. To be added. The lower limit of the joint. When the joint angle or position is below it, To be added. To be added. The bouncyness of the joint when hitting the lower limit of the joint. To be added. To be added. The JointMotor is used to motorize a joint. To be added. The motor will apply a force up to force to achieve targetVelocity. To be added. To be added. If freeSpin is enabled the motor will only accelerate but never slow down. To be added. To be added. The motor will apply a force up to force to achieve targetVelocity. To be added. To be added. Determines how to snap physics joints back to its constrained position when it drifts off too much See Also: Don't snap at all Snap both position and rotation Snap Position only JointSpring is used add a spring force to and . To be added. The damper force uses to dampen the spring To be added. The spring forces used to reach the target position To be added. The target position the joint attempts to reach. To be added. Key codes returned by . These map directly to a physical key on the keyboard. To be added. 'a' key The '0' key on the top of the alphanumeric keyboard. The '1' key on the top of the alphanumeric keyboard. The '2' key on the top of the alphanumeric keyboard. The '3' key on the top of the alphanumeric keyboard. The '4' key on the top of the alphanumeric keyboard. The '5' key on the top of the alphanumeric keyboard. The '6' key on the top of the alphanumeric keyboard. The '7' key on the top of the alphanumeric keyboard. The '8' key on the top of the alphanumeric keyboard. The '9' key on the top of the alphanumeric keyboard. Alt Gr key Ampersand key Asterisk key At key 'b' key Back quote key Backslash key The backspace key Break key 'c' key Capslock key Caret key The Clear key Colon ',' key Comma ',' key 'd' key The forward delete key Dollar sign key Double quote key Down arrow key 'e' key End key Equals '=' key Escape key Explaim key 'f' key F1 function key F10 function key F11 function key F12 function key F13 function key F14 function key F15 function key F2 function key F3 function key F4 function key F5 function key F6 function key F7 function key F8 function key F9 function key 'g' key Greater '>' key 'h' key Hash key Help key Home key 'i' key Insert key key 'j' key Button 0 on first joystick Button 1 on first joystick Button 10 on first joystick Button 11 on first joystick Button 12 on first joystick Button 13 on first joystick Button 14 on first joystick Button 15 on first joystick Button 16 on first joystick Button 17 on first joystick Button 18 on first joystick Button 19 on first joystick Button 2 on first joystick Button 3 on first joystick Button 4 on first joystick Button 5 on first joystick Button 6 on first joystick Button 7 on first joystick Button 8 on first joystick Button 9 on first joystick Button 0 on second joystick Button 1 on second joystick Button 10 on second joystick Button 11 on second joystick Button 12 on second joystick Button 13 on second joystick Button 14 on second joystick Button 15 on second joystick Button 16 on second joystick Button 17 on second joystick Button 18 on second joystick Button 19 on second joystick Button 2 on second joystick Button 3 on second joystick Button 4 on second joystick Button 5 on second joystick Button 6 on second joystick Button 7 on second joystick Button 8 on second joystick Button 9 on second joystick Button 0 on third joystick Button 1 on third joystick Button 10 on third joystick Button 11 on third joystick Button 12 on third joystick Button 13 on third joystick Button 14 on third joystick Button 15 on third joystick Button 16 on third joystick Button 17 on third joystick Button 18 on third joystick Button 19 on third joystick Button 2 on third joystick Button 3 on third joystick Button 4 on third joystick Button 5 on third joystick Button 6 on third joystick Button 7 on third joystick Button 8 on third joystick Button 9 on third joystick Button 0 on any joystick Button 1 on any joystick Button 10 on any joystick Button 11 on any joystick Button 12 on any joystick Button 13 on any joystick Button 14 on any joystick Button 15 on any joystick Button 16 on any joystick Button 17 on any joystick Button 18 on any joystick Button 19 on any joystick Button 2 on any joystick Button 3 on any joystick Button 4 on any joystick Button 5 on any joystick Button 6 on any joystick Button 7 on any joystick Button 8 on any joystick Button 9 on any joystick 'k' key Numeric keypad 0 Numeric keypad 1 Numeric keypad 2 Numeric keypad 3 Numeric keypad 4 Numeric keypad 5 Numeric keypad 6 Numeric keypad 7 Numeric keypad 8 Numeric keypad 9 Numeric keypad '/' Numeric keypad enter Numeric keypad '=' Numeric keypad '-' Numeric keypad '*' Numeric keypad '.' Numeric keypad '+' 'l' key Left Alt key Left Apple key Left arrow key Left bracket key Left Control key Left Parent key Left shift key Left Windows key To be added. 'm' key Minus '-' key First (primary) mouse button Second (secondary) mouse button Third mouse button Fourth mouse button Fifth mouse button Sixth mouse button Seventh mouse button 'n' key Not assigned (never is pressed) Numlock key 'o' key 'p' key Page down Page up Pause on PC machines Period '.' key Plus key Print key 'q' key Question mark '?' key Quote key 'r' key Return key Right Alt key Right Apple key Right arrow key Backslash key Right Control key Right Parent key Right shift key Right Windows key 's' key Scroll lock key Semicolon ';' key Slash '/' key Space key Sys Req key 't' key The tab key 'u' key Underscore '_' key Up arrow key 'v' key 'w' key 'x' key 'y' key 'z' key A single keyframe that can be injected into an animation curve. To be added. To be added. To be added. Create a keyframe. To be added. To be added. To be added. To be added. To be added. Create a keyframe. To be added. Describes the tangent when approaching this point from the previous point in the curve. To be added. See Also: . Describes the tangent when leaving this point towards the next point in the curve. To be added. See Also: . To be added. To be added. To be added. The time of the keyframe. To be added. See Also: . The value of the curve at keyframe. To be added. See Also: . LayerMask allow you to display the LayerMask popup menu in the inspector To be added. To be added. Given a layer number, returns the name of the layer as defined in either a Builtin or a User Layer in the To be added. To be added. To be added. Given a layer name, returns the layer index as defined by either a Builtin or a User Layer in the To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Converts a layer mask value to an integer value. To be added. To be added. Script interface for a . (Read Only). (null if there is none attached) To be added. To be added. The strength of the flare. To be added. See Also: , . The color of the flare. To be added. See Also: , . The to use. To be added. See Also: , . Script interface for . (Read Only). (null if there is none attached) To be added. To be added. Should the light attenuate with distance? To be added. See Also: The color of the light. To be added. See Also: The cookie texture projected by the light. To be added. See Also: This is used to lights parts of the scene selectively. To be added. See Also: The to use for this light. To be added. See Also: and To be added. To be added. To be added. To be added. To be added. The Intensity of a light is multiplied with the Light color. To be added. To be added. To be added. To be added. To be added. The range of the light. To be added. See Also: How to render the light. To be added. See Also: Constant shadow bias To be added. See Also: , . Shadow bias that is relative to object size To be added. See Also: , . How this light casts shadows? To be added. See Also: , property, , . Strength of light's shadows To be added. See Also: property, , . The light's spotlight angle in degrees. To be added. See Also: The type of the light. To be added. See Also: Data of a lightmap. See Also: class, property. To be added. To be added. Lightmap's texture. To be added. See Also: class, property. Stores lightmaps of the scene. See Also: class, property. To be added. To be added. Lightmap array. To be added. See Also: class, property. How the is rendered. See Also: . Automatically choose the render mode. See Also: . Force the to be a pixel light. See Also: . Force the to be a vertex light. See Also: . Shadow casting options for a . See Also: . Cast "hard" shadows (with no shadow filtering). See Also: . Do not cast shadows (default). See Also: . Cast "soft" shadows (with 4x PCF filtering). See Also: . The type of a . See Also: , . The light is a directional light. See Also: , . The light is a point light. See Also: , . The light is a spot light. See Also: , . The line renderer is used to draw free-floating lines in 3D space. (Read Only). To be added. To be added. To be added. To be added. Set the line color at the start and at the end. To be added. To be added. To be added. Set the position of the vertex in the line. To be added. To be added. Set the number of line segments. To be added. To be added. To be added. Set the line width at the start and at the end. To be added. If enabled, the lines are defined in world space. To be added. To be added. The Master Server is used to make matchmaking between servers and clients easy. To be added. To be added. To be added. Clear the host list which was received by . To be added. Report this machine as a dedicated server. To be added. To be added. The IP address of the master server. To be added. To be added. Check for the latest host list received by using . To be added. To be added. The connection port of the master server. To be added. To be added. To be added. To be added. Register this server on the master server. To be added. To be added. To be added. To be added. Register this server on the master server. To be added. To be added. Request a host list from the master server. To be added. Unregister this server from the master server. To be added. Set the minimum update rate for master server host information update. To be added. To be added. Describes status messages from the master server as returned in . To be added. Received a host list from the master server. Registration failed because an empty game name was given. Registration failed because an empty game type was given. Registration failed because no server is running. Registration to master server succeeded, received confirmation. The material class. See Also: , . To be added. Create a temporary material from a shader source string. See Also: . To be added. Create a temporary material from a shader source string. See Also: . To be added. Create a temporary material from a shader source string. See Also: . The main material's color. To be added. See Also: , . To be added. Copy properties from other material into this material. To be added. To be added. To be added. To be added. To be added. To be added. Get a named color value. To be added. To be added. To be added. Get a named float value. To be added. To be added. To be added. Get a named matrix value from the shader. To be added. To be added. To be added. To be added. Get the value of material's shader tag. To be added. To be added. To be added. To be added. To be added. Get the value of material's shader tag. To be added. To be added. To be added. Get a named texture. To be added. To be added. To be added. Gets the placement offset of texture propertyName. To be added. To be added. To be added. Gets the placement scale of texture propertyName. To be added. To be added. To be added. Get a named vector value. To be added. To be added. To be added. Checks if material's shader has a property of a given name. To be added. To be added. To be added. To be added. To be added. Interpolate properties between two materials. To be added. The main material's texture. To be added. See Also: , . The texture offset of the main texture. To be added. See Also: , . The texture scale of the main texture. To be added. See Also: , . How many passes are in this material (Read Only). To be added. (Read Only). Render queue of this material To be added. See Also: , . To be added. To be added. Set a named color value. To be added. To be added. To be added. Set a named float value. To be added. To be added. To be added. Set a named matrix for the shader. To be added. To be added. Activate the given pass for rendering. To be added. To be added. To be added. To be added. Set a named texture. To be added. To be added. To be added. Sets the placement offset of texture propertyName. To be added. To be added. To be added. Sets the placement scale of texture propertyName. To be added. To be added. To be added. Set a named vector value. To be added. The shader used by the material. To be added. See Also: method, , . A block of material values to apply. See Also: , . To be added. To be added. To be added. To be added. Add a color material property. To be added. To be added. To be added. Add a color material property. To be added. To be added. To be added. Add a float material property. To be added. To be added. To be added. Add a float material property. To be added. To be added. To be added. Add a matrix material property. To be added. To be added. To be added. Add a matrix material property. To be added. To be added. To be added. Add a vector material property. To be added. To be added. To be added. Add a vector material property. To be added. Clear material property values. To be added. To be added. To be added. To be added. To be added. To be added. To be added. A collection of common math functions. (Read Only). To be added. Returns the absolute value of f. To be added. To be added. To be added. Returns the absolute value of f. To be added. To be added. To be added. Returns the arc-cosine of f - the angle in radians whose cosine is f. To be added. To be added. To be added. To be added. Compares two floating point values if they are similar. To be added. To be added. To be added. Returns the arc-sine of f - the angle in radians whose sine is f. To be added. To be added. To be added. Returns the arc-tangent of f - the angle in radians whose tangent is f. To be added. To be added. To be added. To be added. Returns the angle in radians whose is y/x. To be added. To be added. To be added. Rounds f to the next (larger) integer value. To be added. To be added. To be added. Returns the smallest integer greater to or equal to f. To be added. To be added. To be added. To be added. To be added. Clamps a value between a minimum float and maximum float value. To be added. To be added. To be added. To be added. To be added. Clamps a value between a minimum float and maximum float value. To be added. To be added. To be added. Clamps value between 0 and 1 and returns value To be added. To be added. To be added. Returns the closest power of two value. To be added. To be added. To be added. Returns the cosine of angle f in radians. To be added. To be added. To be added. To be added. To be added. To be added. Calculates the shortest difference between two given angles. To be added. To be added. To be added. To be added. To be added. Returns e raised to the specified power. To be added. To be added. To be added. Rounds f to the previous (smaller) integer value. To be added. To be added. To be added. Returns the largest integer smaller to or equal to f. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Calculates the parameter between of two values. To be added. To be added. To be added. To be added. To be added. Interpolates a towards b by t. t is clamped between 0 and 1. To be added. To be added. To be added. To be added. To be added. Same as but makes sure the values interpolate correctly when they wrap around 360 degrees. To be added. To be added. To be added. Returns the logarithm of a specified number in a specified base. To be added. To be added. To be added. To be added. Returns the logarithm of a specified number in a specified base. To be added. To be added. To be added. Returns the base 10 logarithm of a specified number. To be added. To be added. To be added. To be added. Returns larger of the two values. To be added. To be added. To be added. To be added. Returns larger of the two values. To be added. To be added. To be added. To be added. Returns smaller of the two values. To be added. To be added. To be added. To be added. Returns smaller of the two values. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. PingPongs the value t, so that it is never larger than length and never smaller than 0. To be added. To be added. To be added. To be added. Returns f raised to power p. To be added. To be added. To be added. To be added. To be added. To be added. Loops the value t, so that it is never larger than length and never smaller than 0. To be added. To be added. To be added. Returns f rounded to the nearest integer. To be added. To be added. To be added. Returns f rounded to the nearest integer. To be added. To be added. To be added. Returns the sign of f. To be added. To be added. To be added. Returns the sine of angle f in radians. To be added. To be added. To be added. To be added. To be added. To be added. Gradually changes a value towards a desired goal over time. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Gradually changes a value towards a desired goal over time. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Gradually changes a value towards a desired goal over time. To be added. To be added. To be added. To be added. To be added. To be added. Based on Game Programming Gems 4 Chapter 1.10 To be added. To be added. To be added. To be added. To be added. To be added. To be added. Based on Game Programming Gems 4 Chapter 1.10 To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Based on Game Programming Gems 4 Chapter 1.10 To be added. To be added. To be added. To be added. To be added. Interpolates between min and max and eases in and out at the limits. To be added. To be added. To be added. Returns square root of f. To be added. To be added. To be added. Returns the tangent of angle f in radians. To be added. To be added. A standard 4x4 transformation matrix. (Read Only). To be added. To be added. To be added. To be added. To be added. Get a column of the matrix. To be added. To be added. To be added. To be added. To be added. To be added. Returns a row of the matrix. To be added. To be added. Returns the identity matrix (Read Only). To be added. (Read Only). The inverse of this matrix (Read Only). To be added. (Read Only). To be added. To be added. To be added. To be added. Is this the identity matrix? To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Transforms a position by this matrix (generic). To be added. To be added. To be added. Transforms a position by this matrix (fast). To be added. To be added. To be added. Transforms a direction by this matrix. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Multiplies two matrices. To be added. To be added. To be added. To be added. Multiplies two matrices. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Creates an orthogonal projection matrix. To be added. To be added. To be added. To be added. To be added. To be added. Creates a perspective projection matrix. To be added. To be added. To be added. Creates a scaling matrix. To be added. To be added. To be added. To be added. Sets a column of the matrix. To be added. To be added. To be added. Sets a row of the matrix. To be added. To be added. To be added. To be added. Sets this matrix to a translation, rotation and scaling matrix. To be added. Returns a nicely formatted string for this matrix. To be added. To be added. Returns the transpose of this matrix (Read Only). To be added. (Read Only). To be added. To be added. To be added. To be added. To be added. To be added. To be added. Creates a translation, rotation and scaling matrix. To be added. To be added. Returns a matrix with all elements set to zero (Read Only). To be added. (Read Only). A class that allows creating or modifying meshes from scripts. (Read Only). Creates an empty mesh To be added. The bind poses. The bind pose at each index refers to the bone with the same index. To be added. To be added. The bone weights of each vertex To be added. To be added. The bounding volume of the mesh. To be added. See Also: class, property. Clears all vertex data and all triangle indices. To be added. Returns the vertex colors of the mesh. To be added. To be added. To be added. Combines several meshes into this mesh. To be added. To be added. To be added. Combines several meshes into this mesh. To be added. To be added. To be added. To be added. Combines several meshes into this mesh. To be added. To be added. Returns the triangle list for the submesh. To be added. To be added. To be added. To be added. To be added. To be added. The normals of the mesh. To be added. To be added. Optimizes the mesh for display. To be added. Recalculate the bounding volume of the mesh from the vertices. To be added. Recalculates the normals of the mesh from the triangles and vertices. To be added. To be added. To be added. Sets the triangle list for the submesh To be added. To be added. To be added. To be added. To be added. The number of submeshes. Every material has a seperate triangle list. To be added. See Also: , . The tangents of the mesh. To be added. To be added. An array containing all triangles in the mesh. To be added. To be added. The base texture coordinates of the mesh. To be added. To be added. To be added. To be added. To be added. The second texture coordinate set of the mesh, if present. To be added. To be added. Returns the number of vertices in the mesh (Read Only). To be added. (Read Only). Returns a copy of the vertex positions or assigns a new vertex positions array. To be added. To be added. A mesh collider allows you to do between meshes and primitives. See Also: , , , To be added. To be added. Use a convex collider from the mesh. To be added. To be added. To be added. To be added. To be added. The mesh object used for collision detection To be added. To be added. Uses interpolated normals for sphere collisions instead of flat polygonal normals. To be added. To be added. A class to access the of the . See Also: class. To be added. To be added. Returns the instantiated assigned to the mesh filter. To be added. See Also: class. Returns the shared mesh of the mesh filter. To be added. To be added. Renders meshes inserted by the or . (Read Only). To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. MonoBehaviour is the base class every script derives from. See Also: The in the manual. To be added. To be added. Cancels all Invoke calls on this MonoBehaviour. To be added. To be added. Cancels all Invoke calls on this MonoBehaviour. To be added. To be added. To be added. Invokes the method methodName in time seconds. To be added. To be added. To be added. To be added. Invokes the method methodName in time seconds. To be added. Is any invoke on methodName pending? To be added. To be added. To be added. Is any invoke on methodName pending? To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Starts a coroutine. To be added. To be added. To be added. Starts a coroutine. To be added. To be added. To be added. To be added. Starts a coroutine. To be added. To be added. To be added. To be added. To be added. To be added. Stops all coroutines running on this behaviour. To be added. To be added. Stops all coroutines named methodName running on this behaviour. To be added. Movie Textures are textures onto which movies are played back. (Read Only) To be added. To be added. Returns the belonging to the MovieTexture. To be added. To be added. Returns whether the movie is playing or not To be added. To be added. If the movie is downloading from a web site, this returns if enough data has been downloaded so playback should be able to start without interruptions. To be added. To be added. Set this to true to make the movie loop. To be added. To be added. Pauses playing the movie. To be added. Starts playing the movie. To be added. Stops playing the movie, and rewinds it to the beginning To be added. The network class is at the heart of the network implementation and provides the core functions. To be added. To be added. To be added. Query for the next available network view ID number and allocate it (reserve). To be added. To be added. To be added. To be added. Close the connection to another system. To be added. To be added. To be added. Connect to the specified host (ip or domain name) and server port. To be added. To be added. To be added. To be added. Connect to the specified host (ip or domain name) and server port. To be added. To be added. To be added. To be added. To be added. Connect to the specified host (ip or domain name) and server port. To be added. To be added. To be added. To be added. To be added. Connect to the specified host (ip or domain name) and server port. To be added. To be added. All connected players. To be added. To be added. The IP address of the connection tester used in . To be added. To be added. The port of the connection tester used in . To be added. To be added. To be added. Destroy the object associated with this view ID across the network. To be added. To be added. Destroy the object associated with this view ID across the network. To be added. To be added. Destroy all the objects based on view IDs belonging to this player. To be added. Close all open connections and shuts down the network interface. To be added. To be added. Close all open connections and shuts down the network interface. To be added. To be added. The last average ping time to the given player in milliseconds. To be added. To be added. To be added. The last ping time to the given player in milliseconds. To be added. To be added. Check if this machine has a public IP address. To be added. To be added. Set the password for the server (for incoming connections). To be added. To be added. Initializes security layer. To be added. To be added. To be added. Initialize the server. To be added. To be added. To be added. To be added. To be added. To be added. Network instantiate a prefab. To be added. To be added. Returns true if your peer type is client. To be added. To be added. Enable or disable the processing of network messages. To be added. To be added. Returns true if your peer type is server. To be added. To be added. Set the maximum amount of connections/players allowed. To be added. To be added. Get or set the minimum number of ViewID numbers in the ViewID pool given to clients by the server. To be added. To be added. The IP address of the NAT punchthrough facilitator. To be added. To be added. The port of the NAT punchthrough facilitator. To be added. To be added. The status of the peer type, i.e. if it is disconnected, connecting, server or client. To be added. To be added. Get the local instance To be added. To be added. The IP address of the proxy server. To be added. To be added. Set the proxy server password. To be added. To be added. The port of the proxy server. To be added. To be added. To be added. Remove all functions which belong to this player ID. To be added. To be added. Remove all functions which belong to this player ID. To be added. To be added. To be added. Remove all functions which belong to this player ID. To be added. To be added. Remove all functions which belong to given group number. To be added. The default send rate of network updates for all Network Views. To be added. To be added. To be added. Set the level prefix which will then be prefixed to all network ViewID numbers. To be added. To be added. To be added. To be added. Enable or disables the reception of messages in a specific group number from a specific player. To be added. To be added. To be added. Enables or disables transmission of messages and calls on a specific network group number. To be added. To be added. To be added. To be added. Enables or disables transmission of messages and calls on a specific network group number. To be added. Test this machines network connection. To be added. To be added. To be added. Test this machines network connection. To be added. To be added. Test the connecction specifically for NAT punchthrough connectivity. To be added. To be added. Get the current network time (seconds). To be added. To be added. Should we use NAT punchthrough when connecting (client) or accepting connections (server)? To be added. To be added. Indicate if proxy support is needed, in which case traffic is relayed through the proxy server. To be added. To be added. Possible status messages returned by and in in case the error was not immediate. Also used by the in To be added. Cannot connect to two servers at once. Close the connection before connecting again. We are banned from the system we attempted to connect to (likely temporarily). Connection attempt failed, possibly because of internal connectivity problems. Internal error while attempting to initialize network interface. Socket possibly already in use. No host target given in Connect. Incorrect parameters given to Connect function. Client could not connect internally to same network NAT enabled server. The server is using a password and has refused our connection because we did not set the correct password. Connection lost while attempting to connect to NAT target. The NAT target we are trying to connect to is not connected to the facilitator server. No error occurred. We presented an RSA public key which does not match what the system we connected to is using. The server is at full capacity, failed to connect. The reason a disconnect event occured, like in . To be added. The connection to the system has been closed. The connection to the system has been lost, no reliable packets could be delivered. This data structure contains information on a message just received from the network. To be added. The who sent this message To be added. To be added. The player who sent this network message (owner) To be added. To be added. The time stamp when the Message was sent in seconds. To be added. To be added. Describes the status of the network interface peer type as returned by . To be added. Running as client. Attempting to connect to a server. No client connection running. Server not initialized. Running as server. The NetworkPlayer is a data structure with which you can locate another player over the network. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Returns the external IP address of the network interface. To be added. To be added. Returns the external port of the network interface. To be added. To be added. To be added. To be added. To be added. The IP address of this player. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. The port of this player. To be added. To be added. Returns the index number for this network player. To be added. To be added. Different types of synchronization for the component. To be added. No state data will be synchronized All packets are sent reliable and ordered. Brute force unreliable state sending The network view is the binding material of multiplayer games. (Read Only). (null if there is none attached) To be added. To be added. To be added. Find a network view based on a . To be added. To be added. The network group number of this network view. To be added. To be added. Is the network view controlled by this object? To be added. To be added. The component the network view is observing. To be added. To be added. The who owns this network view. To be added. To be added. To be added. To be added. To be added. Call a function on all connected peers. To be added. To be added. To be added. To be added. Call a function on all connected peers. To be added. To be added. To be added. Set the scope of the network view in relation to a specific network player. To be added. To be added. The type of set for this network view. To be added. To be added. The ViewID of this network view. To be added. To be added. The NetworkViewID is a unique identifier for a network view instance in a multiplayer game. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. True if instantiated by me To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. The who owns the . Could be the server. To be added. To be added. Returns a formatted string with details on this NetworkViewID. To be added. To be added. Represents an invalid network view ID. To be added. To be added. Base class for all objects Unity can reference. To be added. To be added. To be added. To be added. Removes a gameobject, component or asset. To be added. To be added. To be added. Removes a gameobject, component or asset. To be added. To be added. Destroys the object obj immediately. It is strongly recommended to use Destroy instead. To be added. To be added. To be added. Destroys the object obj immediately. It is strongly recommended to use Destroy instead. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Makes the object target not be destroyed automatically when loading a new scene. To be added. To be added. To be added. To be added. To be added. To be added. Returns the first active loaded object of Type type. To be added. To be added. To be added. Returns a list of all active loaded objects of Type type. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Returns the instance id of the object. To be added. To be added. Should the object be hidden, saved with the scene or modifyable by the user? To be added. To be added. To be added. Clones the object original and returns the clone. To be added. To be added. To be added. To be added. To be added. Clones the object original and returns the clone. To be added. To be added. The name of the object. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. See Also: , . See Also: , . The color of the particle. To be added. See Also: . The energy of the particle. To be added. See Also: . The position of the particle. To be added. See Also: . The size of the particle. To be added. See Also: . The velocity of the particle. To be added. See Also: . Particle animators move your particles over time, you use them to apply wind, drag & color cycling to your particle systems. (Read Only). (null if there is none attached) To be added. To be added. Does the of this particle animator auto destructs? To be added. To be added. Colors the particles will cycle through over their lifetime. To be added. To be added. How much particles are slowed down every frame. To be added. To be added. Do particles cycle their color over their lifetime? To be added. To be added. The force being applied to particles every frame. To be added. To be added. Local space axis the particles rotate around. To be added. To be added. A random force added to particles every frame. To be added. To be added. How the particle sizes grow over their lifetime. To be added. To be added. World space axis the particles rotate around. To be added. To be added. Script interface for particle emitters. See Also: . To be added. To be added. Removes all particles from the particle system. To be added. Should particles be automatically emitted each frame? To be added. To be added. Emit a number of particles. To be added. To be added. Emit a number of particles. To be added. To be added. To be added. To be added. To be added. To be added. Emit a number of particles. To be added. he amount of the emitter's speed that the particles inherit. To be added. To be added. Turns the ParticleEmitter on or off. To be added. To be added. The starting speed of particles along X, Y, and Z, measured in the object's orientation. To be added. To be added. The maximum number of particles that will be spawned every second. To be added. To be added. The maximum lifetime of each particle, measured in seconds. To be added. To be added. The maximum size each particle can be at the time when it is spawned. To be added. To be added. The minimum number of particles that will be spawned every second. To be added. To be added. The minimum lifetime of each particle, measured in seconds. To be added. To be added. The minimum size each particle can be at the time when it is spawned. To be added. To be added. The current number of particles (Read Only). To be added. (Read Only). Returns a copy of all particles and assigns an array of all particles to be the current particles. To be added. To be added. A random speed along X, Y, and Z that is added to the velocity. To be added. To be added. To be added. Advance particle system simulation by given time. To be added. If enabled, the particles don't move when the emitter moves. If false, when you move the emitter, the particles follow it around. To be added. To be added. The starting speed of particles in world space, along X, Y, and Z. To be added. To be added. Renders particles on to the screen. (Read Only). To be added. To be added. To be added. To be added. To be added. How much are the particles strected depending on the 's speed. To be added. To be added. To be added. To be added. To be added. How much are the particles stretched in their direction of motion. To be added. To be added. Clamp the maximum particle size. To be added. To be added. To be added. To be added. To be added. How particles are drawn. To be added. To be added. To be added. To be added. To be added. Set uv animation cycles To be added. To be added. Set horizontal tiling count. To be added. To be added. Set vertical tiling count. To be added. To be added. To be added. To be added. To be added. How much are the particles strectched depending on "how fast they move" To be added. To be added. To be added. To be added. To be added. The rendering mode for particle systems. To be added. Render the particles as billboards facing the player. (Default) Render the particles as billboards always facing up along the y-Axis. Sort the particles back-to-front and render as billboards. Stretch particles in the direction of motion. Render the particles as billboards always facing the player, but not pitching along the x-Axis. Physics material describes how to handle colliding objects (friction, bouncyness). See Also: Creates a new material. To be added. To be added. Creates a new material. To be added. Determines how the bouncyness is combined. To be added. To be added. How bouncy is the surface? A value of 0 will not bounce. A value of 1 will bounce without any loss of energy. To be added. To be added. The friction used when already moving. This value has to be between 0 and 1. To be added. To be added. If anisotropic friction is enabled, dynamicFriction2 will be applied along frictionDirection2. To be added. To be added. Determines how the friction is combined. To be added. To be added. To be added. To be added. To be added. The direction of anisotropy. Anisotropic friction is enabled if the vector is not zero. To be added. To be added. The friction used when an object is lying on a surface. Usually a value from 0 to 1. To be added. To be added. If anisotropic friction is enabled, staticFriction2 will be applied along frictionDirection2. To be added. To be added. Describes how physic materials of colliding objects are combined. See Also: , . Averages the friction/bounce of the two colliding materials. Uses the larger friction/bounce of the two colliding materials. Uses the smaller friction/bounce of the two colliding materials. Multiplies the friction/bounce of the two colliding materials. Global physics properties and helper methods. To be added. To be added. To be added. Two colliding objects with a relative velocity below this will not bounce (default 2). Must be positive. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Returns true if there are any colliders touching the capsule defined by the axis going from start and end and having radius in world coordinates To be added. To be added. To be added. To be added. To be added. To be added. Returns true if there are any colliders touching the capsule defined by the axis going from start and end and having radius in world coordinates To be added. To be added. To be added. To be added. Returns true if there are any colliders touching the sphere defined by position and radius in world coordinates To be added. To be added. To be added. To be added. To be added. Returns true if there are any colliders touching the sphere defined by position and radius in world coordinates To be added. To be added. The gravity applied to all rigid bodies in the scene. To be added. To be added. To be added. To be added. Makes the collision detection system ignore all collisions between collider1 and collider2. To be added. To be added. To be added. To be added. Makes the collision detection system ignore all collisions between collider1 and collider2. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Returns true if there is any collider intersecting the line between start and end. To be added. To be added. To be added. To be added. To be added. Returns true if there is any collider intersecting the line between start and end. To be added. To be added. To be added. To be added. To be added. Returns true if there is any collider intersecting the line between start and end. To be added. To be added. To be added. To be added. To be added. To be added. Returns true if there is any collider intersecting the line between start and end. To be added. To be added. The default maximimum angular velocity permitted for any rigid bodies (default 7). Must be positive. To be added. To be added. The minimum contact penetration value in order to apply a penalty force (default 0.05). Must be positive. To be added. To be added. To be added. To be added. Returns an array with all colliders touching or inside the sphere. To be added. To be added. To be added. To be added. To be added. Returns an array with all colliders touching or inside the sphere. To be added. To be added. To be added. To be added. To be added. To be added. Casts a ray against all colliders in the scene. bool - True when the ray intersects any collider, otherwise false. To be added. To be added. To be added. Casts a ray against all colliders in the scene. bool - True when the ray intersects any collider, otherwise false. To be added. To be added. To be added. Casts a ray against all colliders in the scene. bool - True when the ray intersects any collider, otherwise false. To be added. To be added. To be added. Casts a ray against all colliders in the scene. bool - True when the ray intersects any collider, otherwise false. To be added. To be added. To be added. To be added. Casts a ray against all colliders in the scene. bool - True when the ray intersects any collider, otherwise false. To be added. To be added. To be added. To be added. Casts a ray against all colliders in the scene. bool - True when the ray intersects any collider, otherwise false. To be added. To be added. To be added. To be added. Casts a ray against all colliders in the scene. bool - True when the ray intersects any collider, otherwise false. To be added. To be added. To be added. To be added. Casts a ray against all colliders in the scene. bool - True when the ray intersects any collider, otherwise false. To be added. To be added. To be added. To be added. To be added. Casts a ray against all colliders in the scene. bool - True when the ray intersects any collider, otherwise false. To be added. To be added. To be added. To be added. To be added. Casts a ray against all colliders in the scene. bool - True when the ray intersects any collider, otherwise false. To be added. To be added. To be added. To be added. To be added. Casts a ray against all colliders in the scene. bool - True when the ray intersects any collider, otherwise false. To be added. To be added. To be added. To be added. To be added. To be added. Casts a ray against all colliders in the scene. bool - True when the ray intersects any collider, otherwise false. To be added. To be added. Casts a ray through the scene and returns all hits. To be added. To be added. To be added. To be added. Casts a ray through the scene and returns all hits. To be added. To be added. To be added. To be added. Casts a ray through the scene and returns all hits. To be added. To be added. To be added. To be added. To be added. Casts a ray through the scene and returns all hits. To be added. To be added. To be added. To be added. To be added. Casts a ray through the scene and returns all hits. To be added. To be added. To be added. To be added. To be added. To be added. Casts a ray through the scene and returns all hits. To be added. To be added. The default angular velocity, below which objects start sleeping (default 0.14). Must be positive. To be added. To be added. The default linear velocity, below which objects start going to sleep (default 0.15). Must be positive. To be added. To be added. The default solver iteration count permitted for any rigid bodies (default 7). Must be positive. To be added. To be added. Ping any given IP address (given in dot notation). To be added. To be added. Perform a ping to the supplied target IP address. To be added. To be added. To be added. To be added. To be added. The IP target of the ping. To be added. To be added. Has the ping function completed? To be added. To be added. This property contains the ping time result after isDone returns true. To be added. To be added. Representation of planes. To be added. To be added. To be added. Creates a plane. To be added. To be added. To be added. Creates a plane. To be added. To be added. To be added. To be added. Creates a plane. To be added. Distance from the origin to the plane. To be added. See Also: . To be added. Distance from plane to point. To be added. To be added. To be added. Is a point on the positive side of the plane? To be added. To be added. Normal vector of the plane. To be added. See Also: . To be added. To be added. Intersects a ray with the plane. To be added. To be added. To be added. To be added. Are two points on the same side of the plane? To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Stores and accesses player preferences between game sessions. To be added. To be added. To be added. Removes all keys and values from the preferences. Use with caution. To be added. To be added. Removes key and its corresponding value from the preferences. To be added. To be added. Returns the value corresponding to key in the preference file if it exists. To be added. To be added. To be added. To be added. Returns the value corresponding to key in the preference file if it exists. To be added. To be added. To be added. Returns the value corresponding to key in the preference file if it exists. To be added. To be added. To be added. To be added. Returns the value corresponding to key in the preference file if it exists. To be added. To be added. To be added. Returns the value corresponding to key in the preference file if it exists. To be added. To be added. To be added. To be added. Returns the value corresponding to key in the preference file if it exists. To be added. To be added. To be added. Returns true if key exists in the preferences. To be added. To be added. To be added. To be added. Sets the value of the preference identified by key. To be added. To be added. To be added. Sets the value of the preference identified by key. To be added. To be added. To be added. Sets the value of the preference identified by key. To be added. This exception is thrown by the class in the Web player if the preference file would exceed the allotted storage space when setting a value. To be added. To be added. To be added. To be added. Used by function. To be added. Will stop all animations that were started with this component before playing Will stop all animations that were started in the same layer. This is the default when playing animations. The various primitives that can be created using the function. See Also: A capsule primitive See Also: A cube primitive See Also: A cylinder primitive See Also: A plane primitive See Also: A sphere primitive See Also: A script interface for a . See Also: . To be added. To be added. The aspect ratio of the projection. To be added. See Also: . The far clipping plane distance. To be added. See Also: . The field of view of the projection in degrees. To be added. See Also: . Which object layers are ignored by the projector. To be added. See Also: , . To be added. To be added. To be added. The material that will be projected onto every object. To be added. See Also: , class. The near clipping plane distance. To be added. See Also: . Is the projection orthographic (true) or perspective (false)? To be added. See Also: . Projection's half-size when in orthographic mode. To be added. See Also: . Projection's half-size when in orthographic mode. To be added. See Also: . Graphical quality level. See Also: , . The "beautiful" quality level. See Also: , . The "fantastic" quality level. See Also: , . The "fast" quality level. See Also: , . The "fastest" quality level. See Also: , . The "good" quality level. See Also: , . The "simple" quality level. See Also: , . Script interface for . To be added. To be added. To be added. Global anisotropic filtering mode. To be added. See Also: . Current graphics quality level. To be added. See Also: enumeration, . Decrease the current quality level. To be added. Increase the current quality level. To be added. A texture size limit applied to all textures. To be added. To be added. Maximum number of frames queued up by graphics driver. To be added. To be added. The maximum number of pixel lights that should affect any object. To be added. See Also: . Number of cascades to use for directional light shadows. To be added. See Also: . Shadow drawing distance. To be added. See Also: . Use a two-pass shader for the vegetation in the terrain engine. To be added. See Also: . Quaternions are used to represent rotations. (Read Only). This quaternion corresponds to "no rotation": the object To be added. To be added. To be added. To be added. Constructs new Quaternion with given x,y,z,w components. To be added. To be added. To be added. Returns the angle in degrees between two rotations a and b. To be added. To be added. To be added. To be added. Creates a rotation which rotates angle degrees around axis. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. The dot product between two rotations. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order). To be added. To be added. To be added. To be added. To be added. Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order). To be added. To be added. Returns the euler angle representation of the rotation. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Creates a rotation which rotates from fromDirection to toDirection. To be added. To be added. To be added. To be added. To be added. The identity rotation (Read Only). This quaternion corresponds to "no rotation": the object To be added. (Read Only). This quaternion corresponds to "no rotation": the object To be added. Returns the Inverse of rotation. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Interpolates from towards to by t and normalizes the result afterwards. To be added. To be added. To be added. Creates a rotation that looks along forward with the the head upwards along upwards To be added. To be added. To be added. To be added. Creates a rotation that looks along forward with the the head upwards along upwards To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Combines rotations lhs and rhs. To be added. To be added. To be added. To be added. Combines rotations lhs and rhs. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Creates a rotation which rotates from fromDirection to toDirection. To be added. To be added. Creates a rotation that looks along forward with the the head upwards along upwards To be added. To be added. To be added. Creates a rotation that looks along forward with the the head upwards along upwards To be added. To be added. To be added. To be added. Spherically interpolates from towards to by t. To be added. To be added. To be added. To be added. Converts a rotation to angle-axis representation. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Returns a nicely formatted string of the Quaternion To be added. To be added. W component of the Quaternion. Don't modify this directly unless you know quaternions inside out. To be added. X component of the Quaternion. Don't modify this directly unless you know quaternions inside out. To be added. Y component of the Quaternion. Don't modify this directly unless you know quaternions inside out. To be added. Z component of the Quaternion. Don't modify this directly unless you know quaternions inside out. To be added. Used by function. To be added. Will start playing after all other animations have stopped playing Starts playing immediately. This can be used if you just want to quickly create a duplicate animation. Class for generating random data. (Read Only). To be added. To be added. Returns a random point inside a circle with radius 1 (Read Only). To be added. (Read Only). Returns a random point inside a sphere with radius 1 (Read Only). To be added. (Read Only). Returns a random point on the surface of a sphere with radius 1 (Read Only). To be added. (Read Only). To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Returns a random float number between and min [inclusive] and max [inclusive] (Read Only). To be added. To be added. To be added. To be added. Returns a random float number between and min [inclusive] and max [inclusive] (Read Only). To be added. To be added. Returns a random rotation (Read Only). To be added. (Read Only). Sets the seed for the random number generator. To be added. To be added. Returns a random number between 0.0 [inclusive] and 1.0 [inclusive] (Read Only). To be added. (Read Only). Representation of rays. To be added. To be added. To be added. Creates a ray starting at origin along direction. To be added. The direction of the ray. To be added. To be added. To be added. Returns a point at distance units along the ray. To be added. To be added. The origin point of the ray. To be added. To be added. Returns a nicely formatted string for this ray. To be added. To be added. A line based collider. (Read Only). (null if there is none attached) To be added. To be added. The center of the capsule, measured in the object's local space. To be added. To be added. The length of the ray cast measured in local space. The ray will go To be added. To be added. Structure used to get information back from a raycast. See Also: , , . The barycentric coordinate of the triangle we hit. To be added. To be added. The that was hit. To be added. See Also: , , . The distance from the ray's origin to the impact point. To be added. See Also: , , . The normal of the surface the ray hit. To be added. See Also: , , . The impact point in world space where the ray hit the collider. To be added. See Also: , . The of the collider that was hit. If the collider is not attached to a rigidbody then it is null. To be added. See Also: , , . The uv texture coordinate at the impact point. To be added. See Also: , , . To be added. To be added. To be added. The secondary uv texture coordinate at the impact point. To be added. To be added. The of the rigidbody or collider that was hit. To be added. See Also: , , . The index of the triangle that was hit. To be added. See Also: , , . A 2D Rectangle defined by x, y position and width, height See Also: , , . To be added. Creates a new rectangle. To be added. To be added. To be added. To be added. To be added. Creates a new rectangle. To be added. To be added. To be added. To be added. To be added. Returns true if the x and y components of point is a point inside this rectangle. To be added. To be added. To be added. Returns true if the x and y components of point is a point inside this rectangle. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Height of the rectangle. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Creates a rectangle from min/max coordinate values. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Returns a nicely formatted string for this Rect. To be added. To be added. Width of the rectangle. To be added. To be added. Left coordinate of the rectangle. To be added. To be added. Right coordinate of the rectangle. To be added. To be added. Left coordinate of the rectangle. To be added. To be added. Top coordinate of the rectangle. To be added. To be added. Bottom coordinate of the rectangle. To be added. To be added. Top coordinate of the rectangle. To be added. To be added. Offsets for rectangles, borders, etc. (Read Only) To be added. To be added. To be added. Add the border offsets to a rect. To be added. To be added. Bottom edge size. To be added. To be added. shortcut for left + right (Read Only) To be added. (Read Only) Left edge size. To be added. To be added. To be added. Remove the border offsets from a rect. To be added. To be added. Right edge size. To be added. To be added. Top edge size. To be added. To be added. To be added. To be added. To be added. shortcut for top + bottom (Read Only) To be added. (Read Only) To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Attribute defining in which render queues will be called. See Also: , . To be added. Define in which render queues will be called. See Also: , . General functionality for all renderers. See Also: Renderer components for , , and . To be added. To be added. The bounding volume of the renderer (Read Only). To be added. (Read Only). Does this object cast shadows? To be added. See Also: , . Makes the rendered 3D object visible if enabled. To be added. To be added. Is this renderer visible in any camera? (Read Only) To be added. (Read Only) The index of the lightmap applied to this renderer. To be added. See Also: class, property, . The tiling & offset used for lightmap. To be added. See Also: class, property, . The material of this object. To be added. To be added. All the materials of this object. To be added. To be added. Does this object receive shadows? To be added. See Also: To be added. To be added. To be added. The shared material of this object. To be added. See Also: property. All the shared materials of this object. To be added. See Also: , properties. The Render Settings contain values for a range of visual elements in your scene, like fog and ambient light. See Also: To be added. To be added. Color of the scene's ambient light. To be added. See Also: The intensity of all flares in the scene. To be added. See Also: , Is fog enabled? To be added. See Also: The color of the fog. To be added. See Also: The density of the fog. To be added. See Also: Size of the halos. To be added. See Also: The global skybox to use. To be added. To be added. Render textures are textures that can be rendered to. (Read Only) To be added. To be added. To be added. Creates a new RenderTexture object. See Also: variable, variable. The active render texture. To be added. To be added. Actually creates the RenderTexture. To be added. To be added. The precision of the render texture's depth buffer in bits (0, 16, 24 are supported) To be added. To be added. To be added. To be added. To be added. The format of the render texture. To be added. See Also: . To be added. To be added. Allocate a temporary render texture. To be added. To be added. To be added. To be added. To be added. Allocate a temporary render texture. To be added. To be added. To be added. To be added. To be added. To be added. Allocate a temporary render texture. To be added. To be added. To be added. To be added. To be added. The height of the render texture in pixels. To be added. To be added. Is the render texture actually created? To be added. To be added. If enabled, this Render Texture will be used as a To be added. See Also: , . Is the size of the render texture constrained to power of two sizes? To be added. To be added. Releases the RenderTexture. To be added. To be added. Release a temporary texture allocated with . To be added. To be added. Sets the border color for this render texture. To be added. To be added. Assigns this RenderTexture as a global shader property named propertyName. To be added. Generate mipmap levels? To be added. To be added. The width of the render texture in pixels. To be added. To be added. Format of a . See Also: , class. Color render texture format, 8 bits per channel. See Also: , class. Color render texture format, 16 bit floating point per channel. See Also: , class. A depth render texture format. See Also: , class, . The RequireComponent attribute lets automatically add required component as a dependency. To be added. To be added. Require a single component To be added. To be added. To be added. Require a single component To be added. To be added. To be added. To be added. Require a single component To be added. To be added. To be added. To be added. To be added. To be added. To be added. Represents a display resolution. To be added. Resolution height in pixels. To be added. To be added. Resolution's vertical refresh rate in Hz. To be added. To be added. Resolution width in pixels. To be added. To be added. The Resources class allows you to Find and Load Objects by their path name. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Loads an asset stored at path in the Resources folder. To be added. To be added. To be added. To be added. Loads an asset stored at path in the Resources folder. To be added. To be added. To be added. Loads all assets in a folder or file at path in the Resources folder. To be added. To be added. To be added. To be added. Loads all assets in a folder or file at path in the Resources folder. To be added. To be added. To be added. To be added. Returns a resource at an asset path (Editor Only). To be added. To be added. Unload unused Assets from memory. To be added. To be added. Control of an object's position through physics simulation. (Read Only). To be added. To be added. To be added. To be added. To be added. Applies a force to the rigidbody that simulates explosion effects. The explosion force will fall off linearly with distance to the rigidbody. To be added. To be added. To be added. To be added. To be added. Applies a force to the rigidbody that simulates explosion effects. The explosion force will fall off linearly with distance to the rigidbody. To be added. To be added. To be added. To be added. To be added. To be added. Applies a force to the rigidbody that simulates explosion effects. The explosion force will fall off linearly with distance to the rigidbody. To be added. To be added. Adds a force to the rigidbody. As a result the rigidbody will start moving. To be added. To be added. To be added. Adds a force to the rigidbody. As a result the rigidbody will start moving. To be added. To be added. To be added. To be added. Adds a force to the rigidbody. As a result the rigidbody will start moving. To be added. To be added. To be added. To be added. To be added. Adds a force to the rigidbody. As a result the rigidbody will start moving. To be added. To be added. To be added. Applies force at position. As a result this will apply a torque and force on the object. To be added. To be added. To be added. To be added. Applies force at position. As a result this will apply a torque and force on the object. To be added. To be added. Adds a force to the rigidbody relative to its coordinate system. To be added. To be added. To be added. Adds a force to the rigidbody relative to its coordinate system. To be added. To be added. To be added. To be added. Adds a force to the rigidbody relative to its coordinate system. To be added. To be added. To be added. To be added. To be added. Adds a force to the rigidbody relative to its coordinate system. To be added. To be added. Adds a torque to the rigidbody relative to the rigidbodie's own coordinate system. To be added. To be added. To be added. Adds a torque to the rigidbody relative to the rigidbodie's own coordinate system. To be added. To be added. To be added. To be added. Adds a torque to the rigidbody relative to the rigidbodie's own coordinate system. To be added. To be added. To be added. To be added. To be added. Adds a torque to the rigidbody relative to the rigidbodie's own coordinate system. To be added. To be added. Adds a torque to the rigidbody. To be added. To be added. To be added. Adds a torque to the rigidbody. To be added. To be added. To be added. To be added. Adds a torque to the rigidbody. To be added. To be added. To be added. To be added. To be added. Adds a torque to the rigidbody. To be added. The angular drag of the object. To be added. To be added. The angular velocity vector of the rigidbody. To be added. To be added. The center of mass relative to the transform's origin. To be added. To be added. To be added. The closest point to the bounding box of the attached colliders. To be added. To be added. Should collision detection be enabled? (By default always enabled) To be added. To be added. The drag of the object. To be added. To be added. Controls whether physics will change the rotation of the object. To be added. To be added. To be added. The velocity of the rigidbody at the point worldPoint in global space. To be added. To be added. To be added. The velocity relative to the rigidbody at the point relativePoint. To be added. To be added. The diagonal inertia tensor of mass relative to the center of mass. To be added. To be added. The rotation of the inertia tensor. To be added. To be added. Interpolation allows you to smooth out the effect of running physics at a fixed frame rate. To be added. To be added. Controls whether physics affects the rigidbody. To be added. To be added. Is the rigidbody sleeping? To be added. To be added. The mass of the rigidbody. To be added. To be added. The maximimum angular velocity of the rigidbody. (Default 7) range { 0, infinity } To be added. To be added. To be added. Moves the rigidbody to position. To be added. To be added. Rotates the rigidbody to rotation. To be added. The position of the rigidbody. To be added. To be added. The rotation of the rigdibody. To be added. To be added. To be added. Sets the mass based on the attached colliders assuming a constant density. To be added. To be added. To be added. To be added. Forces a rigidbody to sleep at least one frame. To be added. The angular velocity, below which objects start going to sleep. (Default 0.14) range { 0, infinity } To be added. To be added. The linear velocity, below which objects start going to sleep. (Default 0.14) range { 0, infinity } To be added. To be added. Allows you to override the solver iteration count per rigidbody. To be added. To be added. Force cone friction to be used for this rigidbody. To be added. To be added. Controls whether gravity affects this rigidbody. To be added. To be added. The velocity vector of the rigidbody. To be added. To be added. Forces a rigidbody to wake up. To be added. The center of mass of the rigidbody in world space (Read Only). To be added. (Read Only). interpolation mode. See Also: variable. Extrapolation will predict the position of the rigidbody based on the current velocity. See Also: variable. Interpolation will always lag a little bit behind but can be smoother than extrapolation. See Also: variable. No Interpolation. See Also: variable. Control 's rotation with either X & YZ or Slerp Drive To be added. Use Slerp drive Use XY & Z Drive Attribute for setting up RPC functions. See Also: To be added. To be added. Option for who will receive an , used by . To be added. Sends to everyone Sends to everyone and adds to the buffer Sends to everyone except the sender Sends to everyone except the sender and adds to the buffer Sends to the server only The platform application is running. Returned by . To be added. In the Dashboard widget on Mac OS X. In the Unity editor on Mac OS X. In the player on Mac OS X. In the web player on Mac OS X. To be added. In the Unity editor on Windows. In the player on Windows. In the web player on Windows. Scaling mode to draw textures with To be added. Scales the texture, maintaining aspect ratio, so it completely covers the position rectangle passed to . If the texture is being draw to a rectangle with a different aspect ration than the original, the image is cropped. Scales the texture, maintaining aspect ratio, so it completely fits withing the position rectangle passed to . Stretches the texture to fill the complete rectangle passed in to Access to display information. (Read Only). To be added. To be added. The current screen resolution. To be added. To be added. Is the game running fullscreen? To be added. See Also: . To be added. To be added. To be added. The current height of the screen window in pixels (Read Only). To be added. (Read Only). Should the cursor be locked? To be added. To be added. All fullscreen resolutions supported by the monitor (Read Only). To be added. (Read Only). To be added. To be added. To be added. Switches the screen resolution. To be added. To be added. To be added. To be added. To be added. Switches the screen resolution. To be added. Should the cursor be visible? To be added. To be added. The current width of the screen window in pixels (Read Only). To be added. (Read Only). A class you can derive from if you want to create objects that don't need to be attached to game objects. To be added. To be added. To be added. To be added. Creates an instance of a scriptable object with className. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Options for how to send a message. To be added. No receiver is required for SendMessage. A receiver is required for SendMessage. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Shader scripts used for all rendering. See Also: class, , . To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Finds a shader with the given name. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Shader LOD level for all shaders. To be added. See Also: , . Can this shader run on the end-users graphics card? (Read Only) To be added. (Read Only) Shader LOD level for this shader. To be added. See Also: , . To be added. Gets unique identifier for a shader property name. To be added. To be added. Render queue of this shader (Read Only) To be added. (Read Only) To be added. To be added. Sets a global color property for all shaders. To be added. To be added. To be added. Sets a global float property for all shaders. To be added. To be added. To be added. Sets a global matrix property for all shaders. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Sets a global texture property for all shaders. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Sets a global vector property for all shaders. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. The Skinned Mesh filter (Read Only). To be added. To be added. The bones used to skin the mesh. To be added. To be added. The maximum number of bones affecting a single vertex To be added. To be added. The mesh used for skinning To be added. To be added. If enabled, geometry normals will be updated with the bone animation. To be added. See Also: . If enabled, the Skinned Mesh will be updated when offscreen. If disabled, this also disables updating animations. To be added. See Also: . / The maximum number of bones affecting a single vertex See Also: Chooses the number of bones from the number current (Default) Use only 1 bone to deform a single vertex. (The most important bone will be used) Use 2 bones to deform a single vertex. (The most important bones will be used) Use 4 bones to deform a single vertex. A script interface for the . See Also: . To be added. To be added. The material used by the skybox. To be added. See Also: . The limits defined by the To be added. When the joint hits the limit, it can be made to bounce off it. To be added. To be added. If spring is greater than zero, the limit is soft. To be added. To be added. The limit position/angle of the joint. To be added. To be added. If greater than zero, the limit is soft. The spring will pull the joint back. To be added. To be added. The coordinate space in which to operate. See Also: Applies transformation relative to the local coordinate system Applies transformation relative to the world coordinate system A sphere-shaped primitive collider. See Also: , , , To be added. To be added. The center of the sphere, measured in the object's local space. To be added. To be added. The radius of the sphere, measured in the object's local space. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. The spring joint ties together 2 rigid bodies, spring forces will be automatically applied to keep the object at the given distance. (Read Only). (null if there is none attached) To be added. To be added. The damper force used to dampen the spring force To be added. To be added. The maximum distance between the bodies relative to their initial distance To be added. To be added. The minimum distance between the bodies relative to their initial distance To be added. To be added. The spring force used to keep the two objects together To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Access system information. (Read Only). To be added. To be added. The name of the graphics device (Read Only). To be added. (Read Only). The vendor of the graphics device (Read Only). To be added. (Read Only). The graphics API version supported by the graphics device (Read Only). To be added. (Read Only). Amount of video memory present (Read Only). To be added. (Read Only). Graphics device shader capability level (Read Only). To be added. (Read Only). Operating system name (Read Only). To be added. (Read Only). Number of processors present (Read Only). To be added. (Read Only). Processor name (Read Only). To be added. (Read Only). Are image effects supported? (Read Only) To be added. (Read Only) To be added. Is render texture format supported? To be added. To be added. Are render textures supported? (Read Only) To be added. (Read Only) Are built-in shadows supported? (Read Only) To be added. (Read Only) To be added. To be added. To be added. Amount of system memory present (Read Only). To be added. (Read Only). The Terrain component renders the terrain. (Read Only). (null if there is none attached) To be added. To be added. The active terrain. This is a convenience function to get to the main terrain in the scene. To be added. To be added. To be added. To be added. To be added. Heightmap patches beyond basemap distance will use a precomputed low res basemap. To be added. To be added. Should terrain cast shadows?. To be added. To be added. To be added. Creates a Terrain including collider from To be added. To be added. Details will be displayed up to this distance. To be added. To be added. To be added. To be added. Lets you essentially lower the heightmap resolution used for rendering To be added. To be added. An approximation of how many pixels the terrain will pop in the worst case when switching lod. To be added. To be added. Terrain lighting mode. To be added. See Also: enum, , . To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Samples the height at the given position defined in world space, relative to the terrain space. To be added. To be added. To be added. To be added. To be added. To be added. Lets you setup the connection between neighboring Terrains. To be added. To be added. To be added. To be added. The Terrain Data that stores heightmaps, terrain textures, detail meshes and trees. To be added. To be added. Distance from the camera where trees will be rendered as billboards only. To be added. To be added. Total distance delta that trees will use to transition from billboard orientation to mesh orientation. To be added. To be added. The maximum distance at which trees are rendered To be added. See Also: Maximum number of trees rendered at full LOD. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. A heightmap based collider. See Also: , , , To be added. To be added. The terrain that stores the heightmap To be added. To be added. The TerrainData class stores heightmaps, detail mesh positions, tree instances, and terrain texture alpha maps. (Read Only). To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Get an array of heightmap samples.. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Get an interpolated normal at a given location. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Height of the terrain in samples (Read Only). To be added. (Read Only). To be added. To be added. To be added. To be added. To be added. To be added. Width of the terrain in samples (Read Only). To be added. (Read Only). To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Set an array of heightmap samples. To be added. To be added. To be added. To be added. To be added. To be added. The total size in world units of the terrain To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. lighting mode. See Also: . Renders terrain with lightmap. See Also: . Renders terrain with lights up close, and lightmap far away. See Also: . To be added. Renders terrain with vertex lighting. See Also: . To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. How multiline text should be aligned. See Also: . Text lines are centered. See Also: property, . Text lines are aligned on the left side. See Also: property, . Text lines are aligned on the right side. See Also: property, . Where the anchor of the text is placed. See Also: . Text is anchored in lower side, centered horizontally. See Also: property, . Text is anchored in lower left corner. See Also: property, . Text is anchored in lower right corner. See Also: property, . Text is centered both horizontally and vertically. See Also: property, . Text is anchored in left side, centered vertically. See Also: property, . Text is anchored in right side, centered vertically. See Also: property, . Text is anchored in upper side, centered horizontally. See Also: property, . Text is anchored in upper left corner. See Also: property, . Text is anchored in upper right corner. See Also: property, . Text file assets. (Read Only) To be added. To be added. The raw bytes of the text asset. (Read Only) To be added. (Read Only) The text contents of the .txt file as a string. (Read Only) To be added. (Read Only) To be added. To be added. To be added. Different methods for how the GUI system handles text being too large to fit the rectangle allocated. To be added. Text gets clipped to be inside the element. Text flows freely outside the element. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. A script interface for the . See Also: . To be added. To be added. The used. To be added. See Also: . The text that is displayed. To be added. See Also: . Base class for texture handling. Contains functionality that is common to both and classes. (Read Only) To be added. To be added. Anisotropic filtering level of the texture. To be added. See Also: . To be added. To be added. To be added. Filtering mode of the texture. To be added. See Also: , . Height of the texture in pixels (Read Only) To be added. (Read Only) To be added. To be added. To be added. Mip map bias of the texture. To be added. See Also: , . To be added. To be added. To be added. Width of the texture in pixels (Read Only) To be added. (Read Only) Wrap mode (Repeat or Clamp) of the texture. To be added. See Also: , . Class for texture handling. Use this to create textures on the fly or to modify existing . (Read Only). To be added. To be added. Create a new empty texture. See Also: , , functions. To be added. To be added. To be added. To be added. Create a new empty texture. See Also: , , functions. Actually apply all previous and changes. To be added. To be added. Actually apply all previous and changes. To be added. To be added. Compress texture into DXT format. To be added. Encodes this texture into PNG format. To be added. To be added. The format of the pixel data in the texture (Read Only). To be added. (Read Only). To be added. To be added. Returns pixel color at coordinates (x, y). To be added. To be added. To be added. To be added. Returns filtered pixel color at normalized coordinates (u, v). To be added. To be added. Get a block of pixel colors. To be added. To be added. To be added. Get a block of pixel colors. To be added. To be added. To be added. To be added. To be added. To be added. Get a block of pixel colors. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Get a block of pixel colors. To be added. To be added. To be added. Loads an image from a byte array. To be added. To be added. How many mipmap levels are in this texture (Read Only). To be added. (Read Only). To be added. To be added. Packs multiple textures into a texture atlas. [] - An array of rectangles containing the UV coordinates in the atlas for each input texture, or null if packing fails. To be added. To be added. To be added. To be added. Packs multiple textures into a texture atlas. [] - An array of rectangles containing the UV coordinates in the atlas for each input texture, or null if packing fails. To be added. To be added. To be added. To be added. Read screen pixels into the saved texture data. To be added. To be added. To be added. To be added. To be added. Read screen pixels into the saved texture data. To be added. To be added. To be added. Resizes the texture. To be added. To be added. To be added. To be added. To be added. To be added. Resizes the texture. To be added. To be added. To be added. To be added. To be added. Sets pixel color at coordinates (x,y). To be added. To be added. Set a block of pixel colors. To be added. To be added. To be added. Set a block of pixel colors. To be added. To be added. To be added. To be added. To be added. To be added. Set a block of pixel colors. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Set a block of pixel colors. To be added. Format of a . Used when creating textures from scripts. See Also: , . Alpha-only texture format. See Also: , . Color with an alpha channel texture format. See Also: , . Compressed color texture format. See Also: , . Compressed color with alpha channel texture format. See Also: , . To be added. To be added. To be added. To be added. PowerVR (iPhone) 2 bits/pixel compressed color texture format. See Also: , . PowerVR (iPhone) 4 bits/pixel compressed color texture format. See Also: , . PowerVR (iPhone) 2 bits/pixel compressed with alpha channel texture format See Also: , . PowerVR (iPhone) 4 bits/pixel compressed with alpha channel texture format See Also: , . Color texture format. See Also: , . Wrap mode for textures. Corresponds to the settings in a . See Also: , . Clamps the texture to the last pixel at the border. See Also: , . Tiles the texture, creating a repeating pattern. See Also: , . The interface to get time information from Unity. (Read Only). This is the time in seconds since the start of the game. To be added. To be added. If captureFramerate is set to a value larger than 0, time will advance in To be added. To be added. The time in seconds it took to complete the last frame (Read Only). To be added. (Read Only). The interval in seconds at which physics and other fixed frame rate updates (like MonoBehaviour's ) are performed. To be added. To be added. The time the latest has started (Read Only). This is the time in seconds since the start of the game. To be added. (Read Only). This is the time in seconds since the start of the game. The total number of frames that have passed (Read Only). To be added. (Read Only). The real time in seconds since the game started (Read Only). To be added. (Read Only). To be added. To be added. To be added. A smoothed out (Read Only). To be added. (Read Only). The time this frame has started (Read Only). This is the time in seconds since the start of the game. To be added. (Read Only). This is the time in seconds since the start of the game. The scale at which the time is passing. This can be used for slow motion effects. To be added. To be added. The time this frame has started (Read Only). This is the time in seconds since the last level has been loaded. To be added. (Read Only). This is the time in seconds since the last level has been loaded. The trail renderer is used to make trails behind objects in the scene as they move about. (Read Only). To be added. To be added. Does the of this trail renderer auto destructs? To be added. To be added. The width of the trail at the end of the trail. To be added. See Also: variable. The width of the trail at the spawning point. To be added. See Also: variable. How long does the trail take to fade out. To be added. To be added. Position, rotation and scale of an object. See Also: , class. The number of children the Transform has. To be added. To be added. Unparents all children. To be added. The rotation as Euler angles in degrees. To be added. To be added. To be added. Finds a child by name and returns it. To be added. To be added. To be added. To be added. To be added. To be added. The blue axis of the transform in world space. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Transforms a direction from world space to local space. The opposite of . To be added. To be added. To be added. To be added. To be added. Transforms a direction from world space to local space. The opposite of . To be added. To be added. To be added. Transforms position from world space to local space. The opposite of . To be added. To be added. To be added. To be added. To be added. Transforms position from world space to local space. The opposite of . To be added. To be added. To be added. Is this transform a child of parent? To be added. To be added. The rotation as Euler angles in degrees relative to the parent transform's rotation. To be added. To be added. Position of the transform relative to the parent transform. To be added. To be added. The rotation of the transform relative to the parent transform's rotation. To be added. To be added. The scale of the transform relative to the parent. To be added. To be added. Matrix that transforms a point from local space into world space (Read Only). To be added. (Read Only). To be added. Rotates the transform so the forward vector points at /target/'s current position. To be added. To be added. Rotates the transform so the forward vector points at /target/'s current position. To be added. To be added. To be added. Rotates the transform so the forward vector points at /target/'s current position. To be added. To be added. To be added. Rotates the transform so the forward vector points at /target/'s current position. To be added. The global scale of the object (Read Only). To be added. (Read Only). The parent of the transform. To be added. To be added. The position of the transform in world space. To be added. To be added. The red axis of the transform in world space. To be added. To be added. Returns the topmost transform in the hierarchy. To be added. To be added. To be added. 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). To be added. To be added. To be added. 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). To be added. To be added. To be added. 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). To be added. To be added. To be added. To be added. 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). To be added. To be added. To be added. To be added. 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). To be added. To be added. To be added. To be added. To be added. 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). To be added. To be added. To be added. Rotates the transform about axis passsing through point in world coordinates by angle degrees. To be added. To be added. To be added. To be added. Rotates the transform about axis passsing through point in world coordinates by angle degrees. To be added. To be added. To be added. To be added. To be added. The rotation of the transform in world space stored as a . To be added. To be added. To be added. Transforms direction from local space to world space. To be added. To be added. To be added. To be added. To be added. Transforms direction from local space to world space. To be added. To be added. To be added. Transforms position from local space to world space. To be added. To be added. To be added. To be added. To be added. Transforms position from local space to world space. To be added. To be added. To be added. Moves the transform in the direction and distance of translation. To be added. To be added. To be added. Moves the transform in the direction and distance of translation. To be added. To be added. To be added. Moves the transform in the direction and distance of translation. To be added. To be added. To be added. To be added. Moves the transform in the direction and distance of translation. To be added. To be added. To be added. To be added. To be added. Moves the transform in the direction and distance of translation. To be added. To be added. To be added. To be added. To be added. Moves the transform in the direction and distance of translation. To be added. The green axis of the transform in world space. To be added. To be added. Matrix that transforms a point from world space into local space (Read Only). To be added. (Read Only). To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Representation of 2D vectors and points. (Read Only). To be added. To be added. Constructs a new vector with given x, y components. To be added. To be added. To be added. Returns the distance between a and b. To be added. To be added. To be added. To be added. Dot Product of two vectors. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Returns the length of this vector (Read Only). To be added. (Read Only). To be added. To be added. Adds two vectors. To be added. To be added. To be added. To be added. Divides a vectory by a number. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Multiplies a vector by a number. To be added. To be added. To be added. To be added. Multiplies a vector by a number. To be added. To be added. To be added. To be added. Subtracts one vector from another. To be added. To be added. To be added. To be added. To be added. To be added. Shorthand for writing Vector2(1, 0) To be added. To be added. To be added. To be added. Multiplies two vectors component-wise. To be added. To be added. Returns the squared length of this vector (Read Only). To be added. (Read Only). To be added. To be added. To be added. To be added. To be added. To be added. To be added. Returns a nicely formatted string for this vector. To be added. To be added. Shorthand for writing Vector2(0, 1) To be added. To be added. X component of the vector. To be added. Y component of the vector. To be added. Shorthand for writing Vector2(0, 0) To be added. To be added. Representation of 3D vectors and points. (Read Only). To be added. To be added. Creates a new vector with given x, y, z components. To be added. To be added. To be added. To be added. Creates a new vector with given x, y, z components. To be added. To be added. To be added. Returns the angle in degrees between from and to. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Cross Product of two vectors. To be added. To be added. To be added. To be added. Returns the distance between a and b. To be added. To be added. To be added. To be added. Dot Product of two vectors. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Shorthand for writing Vector3(0, 0, 1) To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Linearly interpolates between two vectors. To be added. To be added. Returns the length of this vector (Read Only). To be added. (Read Only). To be added. To be added. To be added. To be added. To be added. To be added. Returns a vector that is made from the largest components of lhs and rhs. To be added. To be added. To be added. To be added. Returns a vector that is made from the smallest components of lhs and rhs. To be added. To be added. Makes this vector have a of 1. To be added. To be added. Makes this vector have a of 1. To be added. To be added. Returns this vector with a of 1 (Read Only). To be added. (Read Only). Shorthand for writing Vector3(1, 1, 1) To be added. To be added. To be added. To be added. Adds two vectors. To be added. To be added. To be added. To be added. Divides a vector by a number. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Multiplies a vector by a number. To be added. To be added. To be added. To be added. Multiplies a vector by a number. To be added. To be added. To be added. To be added. Subtracts one vector from another. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Makes vectors normalized and orthogonal to each other. To be added. To be added. To be added. To be added. Makes vectors normalized and orthogonal to each other. To be added. To be added. To be added. Projects a vector onto another vector. To be added. To be added. To be added. To be added. Reflects the vector along the normal. To be added. To be added. Shorthand for writing Vector3(1, 0, 0) To be added. To be added. To be added. To be added. To be added. To be added. Rotates a vector/from/ towards to. To be added. To be added. To be added. Multiplies every component of this vector by the same component of scale. To be added. To be added. To be added. Multiplies every component of this vector by the same component of scale. To be added. To be added. To be added. To be added. To be added. Spherically interpolates between two vectors. To be added. To be added. Returns the squared length of this vector (Read Only). To be added. (Read Only). To be added. To be added. To be added. To be added. Returns a nicely formatted string for this vector. To be added. To be added. Shorthand for writing Vector3(0, 1, 0) To be added. To be added. X component of the vector. To be added. Y component of the vector. To be added. Z component of the vector. To be added. Shorthand for writing Vector3(0, 0, 0) To be added. To be added. Representation of four-dimensional vectors. (Read Only). To be added. To be added. Creates a new vector with given x, y, z, w components. To be added. To be added. To be added. To be added. Creates a new vector with given x, y, z, w components. To be added. To be added. To be added. To be added. To be added. Creates a new vector with given x, y, z, w components. To be added. To be added. To be added. Returns the distance between a and b. To be added. To be added. To be added. To be added. Dot Product of two vectors. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Linearly interpolates between two vectors. To be added. To be added. Returns the length of this vector (Read Only). To be added. (Read Only). To be added. To be added. To be added. To be added. Makes this vector have a of 1. To be added. To be added. Makes this vector have a of 1. To be added. To be added. Returns this vector with a of 1 (Read Only). To be added. (Read Only). Shorthand for writing Vector4(1,1,1,1) To be added. To be added. To be added. To be added. Adds two vectors. To be added. To be added. To be added. To be added. Divides a vector by a number. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Multiplies a vector by a number. To be added. To be added. To be added. To be added. Multiplies a vector by a number. To be added. To be added. To be added. To be added. Subtracts one vector from another. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Projects a vector onto another vector. To be added. To be added. To be added. Multiplies every component of this vector by the same component of scale. To be added. To be added. To be added. Multiplies every component of this vector by the same component of scale. To be added. To be added. Returns the squared length of this vector (Read Only). To be added. (Read Only). To be added. To be added. To be added. To be added. To be added. To be added. To be added. Returns a nicely formatted string for this vector. To be added. To be added. W component of the vector. To be added. X component of the vector. To be added. Y component of the vector. To be added. Z component of the vector. To be added. Shorthand for writing Vector4(0,0,0,0) To be added. To be added. Waits until the end of the frame after all cameras and GUI is rendered, just before displaying the frame on sceen. To be added. To be added. To be added. Waits until next fixed frame rate update function. See Also: . See Also: . To be added. To be added. Suspends the coroutine execution for the given amount of seconds. To be added. To be added. Creates a yield instruction to wait for a given number of seconds To be added. A special collider for vehicle wheels. See Also: and . To be added. To be added. Brake torque. Must be positive. To be added. To be added. The center of the wheel, measured in the object's local space. To be added. To be added. Properties of tire friction in the direction the wheel is pointing in. To be added. To be added. To be added. Gets ground collision data for the wheel. To be added. To be added. Indicates whether the wheel currently collides with something (Read Only). To be added. (Read Only). The mass of the wheel. Must be larger than zero. To be added. To be added. Motor torque on the wheel axle. Positive or negative depending on direction. To be added. To be added. The radius of the wheel, measured in local space. To be added. To be added. Current wheel axle rotation speed, in rotations per minute (Read Only). To be added. (Read Only). Properties of tire friction in the sideways direction. To be added. To be added. Steering angle in degrees, always around the local y-axis. To be added. To be added. Maximum extension distance of wheel suspension, measured in local space. To be added. To be added. The parameters of wheel's suspension. The suspension attempts to reach a target position To be added. To be added. WheelFrictionCurve is used by the to describe friction properties of the wheel tire. See Also: , . Asymptote point slip (default 2). To be added. To be added. Force at the asymptote slip (default 10000). To be added. To be added. Extremum point slip (default 1). To be added. To be added. Force at the extremum slip (default 20000). To be added. To be added. Multiplier for the and values (default 1). To be added. See Also: . Contact information for the wheel, reported by . See Also: . The other the wheel is hitting. To be added. To be added. The magnitude of the force being applied for the contact. To be added. To be added. The direction the wheel is pointing in. To be added. To be added. Tire slip in the rolling direction. Acceleration slip is negative, braking slip is positive. To be added. To be added. The normal at the point of contact. To be added. To be added. The point of contact between the wheel and the ground. To be added. To be added. The sideways direction of the wheel. To be added. To be added. Tire slip in the sideways direction. To be added. To be added. Determines how time is treated where no keyframes are defined. To be added. To be added. Plays back the animation. When it reaches the end, it will keep playing the last frame and never stop playing. Reads the repeat mode from the animation curves, which can be set to Loop or PingPong. When time reaches the end of the animation clip, time will continue at the beginning When time reaches the end of the animation clip, the clip will automatically stop playing. When time reaches the end of the animation clip, time will ping pong back between beginning and end Simple access to web pages. See Also: for a way to build valid form data for the postData parameter. To be added. WWW - A new WWW object. When it has been downloaded, the results can be fetched from the returned object. To be added. To be added. To be added. WWW - A new WWW object. When it has been downloaded, the results can be fetched from the returned object. To be added. To be added. To be added. WWW - A new WWW object. When it has been downloaded, the results can be fetched from the returned object. To be added. To be added. To be added. To be added. WWW - A new WWW object. When it has been downloaded, the results can be fetched from the returned object. To be added. Streams an AssetBundle that can contain any kind of asset from the project folder. To be added. See Also: class. Returns a generated from the downloaded data (Read Only). To be added. (Read Only). Returns the contents of the fetched web page as a byte array (Read Only). To be added. (Read Only). Returns the contents of the fetched web page as a string (Read Only). To be added. (Read Only). To be added. To be added. Returns an error message if there was an error during the download (Read Only). To be added. (Read Only). To be added. Encodes string into an URL-friendly format. string - A new string with all illegal characters replaced with %xx where xx is the hexadecimal code for the character code. To be added. To be added. To be added. Encodes string into an URL-friendly format. string - A new string with all illegal characters replaced with %xx where xx is the hexadecimal code for the character code. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Is the download already finished? (Read Only) To be added. (Read Only) To be added. To be added. To be added. To be added. To be added. To be added. Replaces the contents of an existing with an image from the downloaded data. To be added. Loads the new web player data file. To be added. Returns a generated from the downloaded data (Read Only). To be added. (Read Only). Load an Ogg Vorbis file into the audio clip. To be added. See Also: , . How far has the download progressed (Read Only). To be added. (Read Only). To be added. To be added. To be added. Returns a generated from the downloaded data (Read Only). To be added. (Read Only). Priority of decompression thread. To be added. To be added. To be added. Decodes string from an URL-friendly format. string - A new string with all occurrences of %xx replaced with the corresponding character. To be added. To be added. To be added. Decodes string from an URL-friendly format. string - A new string with all occurrences of %xx replaced with the corresponding character. To be added. How far has the upload progressed (Read Only). To be added. (Read Only). The URL of this WWW request (Read Only). To be added. (Read Only). Helper class to generate form data to post to web servers using the class. (Read Only) Returns the correct request headers for posting the form using the class. Creates an empty WWWForm object. See Also: class. To be added. To be added. Add binary data to the form. To be added. To be added. To be added. To be added. Add binary data to the form. To be added. To be added. To be added. To be added. To be added. Add binary data to the form. To be added. To be added. To be added. Add a simple field to the form. To be added. To be added. To be added. Add a simple field to the form. To be added. To be added. To be added. To be added. Add a simple field to the form. To be added. (Read Only) The raw data to pass as the POST request body when sending the form. To be added. (Read Only) The raw data to pass as the POST request body when sending the form. (Read Only) Returns the correct request headers for posting the form using the class. To be added. (Read Only) Returns the correct request headers for posting the form using the class. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. To be added. Base class for all yield instructions. To be added. To be added. To be added.