runirip_objects/classes/structs.rs
1#![allow(non_camel_case_types, non_snake_case)]
2use crate::PPtr;
3use serde::{Deserialize, Serialize};
4
5/// AABB is a sub class of the Unity engine since version 3.4.0.
6#[derive(Debug, Serialize, Deserialize)]
7pub struct AABB {
8 pub m_Center: Vector3f,
9 pub m_Extent: Vector3f,
10}
11
12/// ASTCImporter is a class of the Unity engine since version 5.0.0f4.
13#[derive(Debug, Serialize, Deserialize)]
14pub struct ASTCImporter {
15 pub m_AssetBundleName: String,
16 pub m_AssetBundleVariant: String,
17 pub m_Name: String,
18 pub m_UserData: String,
19}
20
21/// AddedComponent is a sub class of the Unity engine since version 2022.2.0b1.
22/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/SceneManagement.AddedComponent.html):
23/**
24Class with information about a component that has been added to a Prefab instance.
25*/
26#[derive(Debug, Serialize, Deserialize)]
27pub struct AddedComponent {
28 /// PPtr<[`Component`]>: (2022.2.0b1 - 2022.3.2f1)
29 pub addedObject: PPtr,
30 pub insertIndex: i32,
31 /// PPtr<[`GameObject`]>: (2022.2.0b1 - 2022.3.2f1)
32 pub targetCorrespondingSourceObject: PPtr,
33}
34
35/// AddedGameObject is a sub class of the Unity engine since version 2022.1.0b1.
36/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/SceneManagement.AddedGameObject.html):
37/**
38Class with information about a GameObject that has been added as a child under a Prefab instance.
39*/
40#[derive(Debug, Serialize, Deserialize)]
41pub struct AddedGameObject {
42 /// PPtr<[`Transform`]>: (2022.1.0b1 - 2022.3.2f1)
43 pub addedObject: PPtr,
44 pub insertIndex: i32,
45 /// PPtr<[`Transform`]>: (2022.1.0b1 - 2022.3.2f1)
46 pub targetCorrespondingSourceObject: PPtr,
47}
48
49/// AimConstraint is a class of the Unity engine since version 2018.1.0b2.
50/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Animations.AimConstraint.html):
51/**
52Constrains the orientation of an object relative to the position of one or more source objects, such that the object is facing the average position of the sources.
53*/
54#[derive(Debug, Serialize, Deserialize)]
55pub struct AimConstraint {
56 pub m_AffectRotationX: bool,
57 pub m_AffectRotationY: bool,
58 pub m_AffectRotationZ: bool,
59 /**The axis towards which the constrained object orients.*/
60 pub m_AimVector: Vector3f,
61 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
62 pub m_Enabled: u8,
63 /**The game object this component is attached to. A component is always attached to a game object.*/
64 /// PPtr<[`GameObject`]>: (2018.1.0b2 - 2022.3.2f1)
65 pub m_GameObject: PPtr,
66 /**The rotation used when the sources have a total weight of 0.*/
67 pub m_RotationAtRest: Vector3f,
68 /**Represents an offset from the constrained orientation.*/
69 pub m_RotationOffset: Vector3f,
70 pub m_Sources: Vec<ConstraintSource>,
71 pub m_UpType: i32,
72 /**The up vector.*/
73 pub m_UpVector: Vector3f,
74 /**The weight of the constraint component.*/
75 pub m_Weight: f32,
76 /**The world up object, used to calculate the world up vector when the world up Type is AimConstraint.WorldUpType.ObjectUp or AimConstraint.WorldUpType.ObjectRotationUp.*/
77 /// PPtr<[`Transform`]>: (2018.1.0b2 - 2022.3.2f1)
78 pub m_WorldUpObject: PPtr,
79 /**The world up Vector used when the world up type is AimConstraint.WorldUpType.Vector or AimConstraint.WorldUpType.ObjectRotationUp.*/
80 pub m_WorldUpVector: Vector3f,
81 /// bool: (2022.1.0b1 - 2022.3.2f1)
82 pub m_Active: Option<bool>,
83 /// bool: (2018.1.0b2 - 2022.1.0a9)
84 pub m_IsContraintActive: Option<bool>,
85}
86
87/// AndroidAssetPackImporter is a class of the Unity engine since version 2019.4.29f1.
88/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AndroidAssetPackImporter.html):
89/**
90Represents an Android asset pack directory in a project.
91*/
92#[derive(Debug, Serialize, Deserialize)]
93pub struct AndroidAssetPackImporter {
94 /**Get or set the AssetBundle name.*/
95 pub m_AssetBundleName: String,
96 /**Get or set the AssetBundle variant.*/
97 pub m_AssetBundleVariant: String,
98 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2019.4.29f1 - 2022.3.2f1)
99 pub m_ExternalObjects: Vec<(SourceAssetIdentifier, PPtr)>,
100 /**The name of the object.*/
101 pub m_Name: String,
102 pub m_UsedFileIDs: Vec<i64>,
103 /**Get or set any user data.*/
104 pub m_UserData: String,
105}
106
107/// Animation is a class of the Unity engine since version 3.4.0.
108/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Animation.html):
109/**
110The animation component is used to play back animations.
111You can assign animation clips to the animation component and control playback from your script.
112
113The animation system in Unity is weight-based and supports Animation Blending, Additive animations, Animation Mixing, Layers and full control over all aspects of playback.For an overview of animation scripting in Unity please read this introduction.AnimationState can be used to change the layer of an animation, modify playback speed, and for direct control over blending and mixing.Also Animation supports enumerators. Looping through all AnimationStates is performed like this:
114See Also: An overview of animation scripting in Unity is here.
115*/
116#[derive(Debug, Serialize, Deserialize)]
117pub struct Animation {
118 /**When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies.*/
119 pub m_AnimatePhysics: bool,
120 /// PPtr<[`AnimationClip`]>: (3.4.0 - 2022.3.2f1)
121 pub m_Animation: PPtr,
122 /// Vec<PPtr<[`AnimationClip`]>>: (3.4.0 - 2022.3.2f1)
123 pub m_Animations: Vec<PPtr>,
124 /**Controls culling of this Animation component.*/
125 pub m_CullingType: i32,
126 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
127 pub m_Enabled: u8,
128 /**The game object this component is attached to. A component is always attached to a game object.*/
129 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
130 pub m_GameObject: PPtr,
131 /**Should the default animation clip (the Animation.clip property) automatically start playing on startup?*/
132 pub m_PlayAutomatically: bool,
133 /**How should time beyond the playback range of the clip be treated?*/
134 pub m_WrapMode: i32,
135 /// AABB: (3.4.0 - 4.2.2)
136 pub m_UserAABB: Option<AABB>,
137}
138
139/// AnimationClip is a class of the Unity engine since version 3.4.0.
140/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AnimationClip.html):
141/**
142Stores keyframe based animations.
143AnimationClip is used by Animation to play back animations.
144*/
145#[derive(Debug, Serialize, Deserialize)]
146pub struct AnimationClip {
147 pub m_Bounds: AABB,
148 pub m_Compressed: bool,
149 pub m_CompressedRotationCurves: Vec<CompressedAnimationCurve>,
150 /**Animation Events for this animation clip.*/
151 pub m_Events: Vec<AnimationEvent>,
152 pub m_FloatCurves: Vec<FloatCurve>,
153 /**The name of the object.*/
154 pub m_Name: String,
155 pub m_PositionCurves: Vec<Vector3Curve>,
156 pub m_RotationCurves: Vec<QuaternionCurve>,
157 pub m_SampleRate: f32,
158 pub m_ScaleCurves: Vec<Vector3Curve>,
159 /**Sets the default wrap mode used in the animation state.*/
160 pub m_WrapMode: i32,
161 /// i32: (4.0.0 - 4.7.2)
162 pub m_AnimationType: Option<i32>,
163 /// AnimationClipBindingConstant: (4.3.0 - 2022.3.2f1)
164 pub m_ClipBindingConstant: Option<AnimationClipBindingConstant>,
165 /// Vec<Vector3Curve>: (5.3.0f1 - 2022.3.2f1)
166 pub m_EulerCurves: Option<Vec<Vector3Curve>>,
167 /**Returns true if the Animation has animation on the root transform.*/
168 /// bool: (2018.3.0f2 - 2022.3.2f1)
169 pub m_HasGenericRootTransform: Option<bool>,
170 /**Returns true if the AnimationClip has editor curves for its root motion.*/
171 /// bool: (2018.3.0f2 - 2022.3.2f1)
172 pub m_HasMotionFloatCurves: Option<bool>,
173 /**Set to true if the AnimationClip will be used with the Legacy Animation component ( instead of the Animator ).*/
174 /// bool: (5.0.0f4 - 2022.3.2f1)
175 pub m_Legacy: Option<bool>,
176 /// ClipMuscleConstant: (4.0.0 - 2022.3.2f1)
177 pub m_MuscleClip: Option<ClipMuscleConstant>,
178 /// u32: (4.0.0 - 2022.3.2f1)
179 pub m_MuscleClipSize: Option<u32>,
180 /// Vec<PPtrCurve>: (4.3.0 - 2022.3.2f1)
181 pub m_PPtrCurves: Option<Vec<PPtrCurve>>,
182 /// bool: (4.3.0 - 2022.3.2f1)
183 pub m_UseHighQualityCurve: Option<bool>,
184}
185
186/// AnimationClipBindingConstant is a sub class of the Unity engine since version 4.3.0.
187#[derive(Debug, Serialize, Deserialize)]
188pub struct AnimationClipBindingConstant {
189 pub genericBindings: Vec<GenericBinding>,
190 /// Vec<PPtr<[`Object`]>>: (4.3.0 - 2022.3.2f1)
191 pub pptrCurveMapping: Vec<PPtr>,
192}
193
194/// AnimationClipOverride is a sub class of the Unity engine since version 4.3.0.
195#[derive(Debug, Serialize, Deserialize)]
196pub struct AnimationClipOverride {
197 /// PPtr<[`AnimationClip`]>: (4.3.0 - 2022.3.2f1)
198 pub m_OriginalClip: PPtr,
199 /// PPtr<[`AnimationClip`]>: (4.3.0 - 2022.3.2f1)
200 pub m_OverrideClip: PPtr,
201}
202
203/// AnimationCurve is a sub class of the Unity engine since version 3.4.0.
204/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AnimationCurve.html):
205/**
206Store a collection of Keyframes that can be evaluated over time.
207*/
208#[derive(Debug, Serialize, Deserialize)]
209pub struct AnimationCurve {
210 pub m_Curve: Vec<Keyframe>,
211 pub m_PostInfinity: i32,
212 pub m_PreInfinity: i32,
213 /// i32: (5.3.0f1 - 2022.3.2f1)
214 pub m_RotationOrder: Option<i32>,
215}
216
217/// AnimationEvent is a sub class of the Unity engine since version 3.4.0.
218/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AnimationEvent.html):
219/**
220AnimationEvent lets you call a script function similar to SendMessage as part of playing back an animation.
221Animation events support functions that take zero or one parameter.
222The parameter can be a float, an int, a string, an object reference, or an AnimationEvent.
223A more detailed example below shows a more complex
224 way of creating an animation. In this script example the Animator
225 component is accessed and a Clip from it obtained. (This clip was
226 set up in the Animation window.) The clip lasts for 2 seconds. An
227 AnimationEvent is created, and has parameters set. The parameters include
228 the function PrintEvent() which will handle the event. The event is then
229 added to the clip. This all happens in Start(). Once the game has launched
230 the event is called after 1.3s and then repeats every 2s.
231*/
232#[derive(Debug, Serialize, Deserialize)]
233pub struct AnimationEvent {
234 pub data: String,
235 /**Float parameter that is stored in the event and will be sent to the function.*/
236 pub floatParameter: f32,
237 /**The name of the function that will be called.*/
238 pub functionName: String,
239 /**Int parameter that is stored in the event and will be sent to the function.*/
240 pub intParameter: i32,
241 /**Function call options.*/
242 pub messageOptions: i32,
243 /**Object reference parameter that is stored in the event and will be sent to the function.*/
244 /// PPtr<[`Object`]>: (3.4.0 - 2022.3.2f1)
245 pub objectReferenceParameter: PPtr,
246 /**The time at which the event will be fired off.*/
247 pub time: f32,
248}
249
250/// AnimationManager is a class of the Unity engine since version 3.4.0.
251#[derive(Debug, Serialize, Deserialize)]
252pub struct AnimationManager {}
253
254/// Animator is a class of the Unity engine since version 4.0.0.
255/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Animator.html):
256/**
257Interface to control the Mecanim animation system.
258*/
259#[derive(Debug, Serialize, Deserialize)]
260pub struct Animator {
261 /**Should root motion be applied?*/
262 pub m_ApplyRootMotion: bool,
263 /**Gets/Sets the current Avatar.*/
264 /// PPtr<[`Avatar`]>: (4.0.0 - 2022.3.2f1)
265 pub m_Avatar: PPtr,
266 /// PPtr<[`AnimatorController`]>: (4.0.0 - 4.2.2); PPtr<[`RuntimeAnimatorController`]>: (4.3.0 - 2022.3.2f1)
267 pub m_Controller: PPtr,
268 /**Controls culling of this Animator component.*/
269 pub m_CullingMode: i32,
270 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
271 pub m_Enabled: u8,
272 /**The game object this component is attached to. A component is always attached to a game object.*/
273 /// PPtr<[`GameObject`]>: (4.0.0 - 2022.3.2f1)
274 pub m_GameObject: PPtr,
275 /// bool: (4.5.3 - 2022.3.2f1)
276 pub m_AllowConstantClipSamplingOptimization: Option<bool>,
277 /// bool: (4.0.0 - 4.3.4)
278 pub m_AnimatePhysics: Option<bool>,
279 /**Returns true if the object has a transform hierarchy.*/
280 /// bool: (4.3.0 - 2022.3.2f1)
281 pub m_HasTransformHierarchy: Option<bool>,
282 /// bool: (2018.1.0b2 - 2022.2.0a18)
283 pub m_KeepAnimatorControllerStateOnDisable: Option<bool>,
284 /**Controls the behaviour of the Animator component when a GameObject is disabled.*/
285 /// bool: (2020.3.43f1 - 2022.3.2f1)
286 pub m_KeepAnimatorStateOnDisable: Option<bool>,
287 /// bool: (5.0.0f4 - 2022.3.2f1)
288 pub m_LinearVelocityBlending: Option<bool>,
289 /**Automatic stabilization of feet during transition and blending.*/
290 /// bool: (2020.3.43f1 - 2022.3.2f1)
291 pub m_StabilizeFeet: Option<bool>,
292 /**Specifies the update mode of the Animator.*/
293 /// i32: (4.5.0 - 2022.3.2f1)
294 pub m_UpdateMode: Option<i32>,
295 /**Specifies whether playable graph values are reset or preserved when the Animator is disabled.*/
296 /// bool: (2020.3.46f1 - 2022.3.2f1)
297 pub m_WriteDefaultValuesOnDisable: Option<bool>,
298}
299
300/// AnimatorCondition is a sub class of the Unity engine since version 5.0.0f4.
301/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Animations.AnimatorCondition.html):
302/**
303Condition that is used to determine if a transition must be taken.
304*/
305#[derive(Debug, Serialize, Deserialize)]
306pub struct AnimatorCondition {
307 pub m_ConditionEvent: String,
308 pub m_ConditionMode: i32,
309 pub m_EventTreshold: f32,
310}
311
312/// AnimatorController is a class of the Unity engine since version 4.0.0.
313/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Animations.AnimatorController.html):
314/**
315The Animator Controller controls animation through layers with state machines, controlled by parameters.
316*/
317#[derive(Debug, Serialize, Deserialize)]
318pub struct AnimatorController {
319 /**Retrieves all AnimationClip used by the controller.*/
320 /// Vec<PPtr<[`AnimationClip`]>>: (4.0.0 - 2022.3.2f1)
321 pub m_AnimationClips: Vec<PPtr>,
322 pub m_Controller: ControllerConstant,
323 pub m_ControllerSize: u32,
324 /**The name of the object.*/
325 pub m_Name: String,
326 pub m_TOS: Vec<(u32, String)>,
327 /// bool: (5.0.0f4 - 2022.3.2f1)
328 pub m_MultiThreadedStateMachine: Option<bool>,
329 /// StateMachineBehaviourVectorDescription: (5.0.0f4 - 2022.3.2f1)
330 pub m_StateMachineBehaviourVectorDescription: Option<StateMachineBehaviourVectorDescription>,
331 /// Vec<PPtr<[`MonoBehaviour`]>>: (5.0.0f4 - 2022.3.2f1)
332 pub m_StateMachineBehaviours: Option<Vec<PPtr>>,
333}
334
335/// AnimatorOverrideController is a class of the Unity engine since version 4.3.0.
336/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AnimatorOverrideController.html):
337/**
338Interface to control Animator Override Controller.
339Animator Override Controller is used to override Animation Clips from a controller to specialize animations for a given Avatar.
340Swapping Animator.runtimeAnimatorController with an AnimatorOverrideController based on the same AnimatorController at runtime doesn't reset state machine's current state.There are three ways to use the Animator Override Controller.
3411. Create an Animator Override Controller in the Editor.
3422. Change one Animation Clip per frame at runtime (Basic use case).
343In this case the indexer operator AnimatorOverrideController.this[string] could be used, but be careful as each call will trigger a reallocation of the animator's clip bindings.
3443. Changing many Animation Clips per frame at runtime (Advanced use case).
345
346The AnimatorOverrideController.ApplyOverrides method is well suited for this case as it reduce the number of animator's clips bindings reallocation to only one per call.
347*/
348#[derive(Debug, Serialize, Deserialize)]
349pub struct AnimatorOverrideController {
350 pub m_Clips: Vec<AnimationClipOverride>,
351 /// PPtr<[`RuntimeAnimatorController`]>: (4.3.0 - 2022.3.2f1)
352 pub m_Controller: PPtr,
353 /**The name of the object.*/
354 pub m_Name: String,
355}
356
357/// AnimatorState is a class of the Unity engine since version 5.0.0f4.
358/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Animations.AnimatorState.html):
359/**
360States are the basic building blocks of a state machine. Each state contains a Motion ( AnimationClip or BlendTree) which will play while the character is in that state. When an event in the game triggers a state transition, the character will be left in a new state whose animation sequence will then take over.
361*/
362#[derive(Debug, Serialize, Deserialize)]
363pub struct AnimatorState {
364 /**Offset at which the animation loop starts. Useful for synchronizing looped animations.Units is normalized time.*/
365 pub m_CycleOffset: f32,
366 /**Should Foot IK be respected for this state.*/
367 pub m_IKOnFeet: bool,
368 /**Should the state be mirrored.*/
369 pub m_Mirror: bool,
370 /**The motion assigned to this state.*/
371 /// PPtr<[`Motion`]>: (5.0.0f4 - 2022.3.2f1)
372 pub m_Motion: PPtr,
373 /**The name of the object.*/
374 pub m_Name: String,
375 pub m_Position: Vector3f,
376 /**The default speed of the motion.*/
377 pub m_Speed: f32,
378 /// Vec<PPtr<[`MonoBehaviour`]>>: (5.0.0f4 - 2022.3.2f1)
379 pub m_StateMachineBehaviours: Vec<PPtr>,
380 /**A tag can be used to identify a state.*/
381 pub m_Tag: String,
382 /**The transitions that are going out of the state.*/
383 /// Vec<PPtr<[`AnimatorStateTransition`]>>: (5.0.0f4 - 2022.3.2f1)
384 pub m_Transitions: Vec<PPtr>,
385 /**Whether or not the AnimatorStates writes back the default values for properties that are not animated by its Motion.*/
386 pub m_WriteDefaultValues: bool,
387 /**The animator controller parameter that drives the cycle offset value.*/
388 /// String: (5.1.0f1 - 2022.3.2f1)
389 pub m_CycleOffsetParameter: Option<String>,
390 /**Define if the cycle offset value is driven by an Animator controller parameter or by the value set in the editor.*/
391 /// bool: (5.1.0f1 - 2022.3.2f1)
392 pub m_CycleOffsetParameterActive: Option<bool>,
393 /**The animator controller parameter that drives the mirror value.*/
394 /// String: (5.1.0f1 - 2022.3.2f1)
395 pub m_MirrorParameter: Option<String>,
396 /**Define if the mirror value is driven by an Animator controller parameter or by the value set in the editor.*/
397 /// bool: (5.1.0f1 - 2022.3.2f1)
398 pub m_MirrorParameterActive: Option<bool>,
399 /**The animator controller parameter that drives the speed value.*/
400 /// String: (5.1.0f1 - 2022.3.2f1)
401 pub m_SpeedParameter: Option<String>,
402 /**Define if the speed value is driven by an Animator controller parameter or by the value set in the editor.*/
403 /// bool: (5.1.0f1 - 2022.3.2f1)
404 pub m_SpeedParameterActive: Option<bool>,
405 /**If timeParameterActive is true, the value of this Parameter will be used instead of normalized time.*/
406 /// String: (2017.2.0b2 - 2022.3.2f1)
407 pub m_TimeParameter: Option<String>,
408 /**If true, use value of given Parameter as normalized time.*/
409 /// bool: (2017.2.0b2 - 2022.3.2f1)
410 pub m_TimeParameterActive: Option<bool>,
411}
412
413/// AnimatorStateMachine is a class of the Unity engine since version 5.0.0f4.
414/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Animations.AnimatorStateMachine.html):
415/**
416A graph controlling the interaction of states. Each state references a motion.
417*/
418#[derive(Debug, Serialize, Deserialize)]
419pub struct AnimatorStateMachine {
420 /**The position of the AnyState node.*/
421 pub m_AnyStatePosition: Vector3f,
422 /**The list of AnyState transitions.*/
423 /// Vec<PPtr<[`AnimatorStateTransition`]>>: (5.0.0f4 - 2022.3.2f1)
424 pub m_AnyStateTransitions: Vec<PPtr>,
425 pub m_ChildStateMachines: Vec<ChildAnimatorStateMachine>,
426 pub m_ChildStates: Vec<ChildAnimatorState>,
427 /**The state that the state machine will be in when it starts.*/
428 /// PPtr<[`AnimatorState`]>: (5.0.0f4 - 2022.3.2f1)
429 pub m_DefaultState: PPtr,
430 /**The position of the entry node.*/
431 pub m_EntryPosition: Vector3f,
432 /**The list of entry transitions in the state machine.*/
433 /// Vec<PPtr<[`AnimatorTransition`]>>: (5.0.0f4 - 2022.3.2f1)
434 pub m_EntryTransitions: Vec<PPtr>,
435 /**The position of the exit node.*/
436 pub m_ExitPosition: Vector3f,
437 /**The name of the object.*/
438 pub m_Name: String,
439 /**The position of the parent state machine node. Only valid when in a hierachic state machine.*/
440 pub m_ParentStateMachinePosition: Vector3f,
441 /// Vec<PPtr<[`MonoBehaviour`]>>: (5.0.0f4 - 2022.3.2f1)
442 pub m_StateMachineBehaviours: Vec<PPtr>,
443 /// Vec<(PPtr<[`AnimatorStateMachine`]>, Vec<PPtr<[`AnimatorTransition`]>>)>: (5.0.0f4 - 2022.3.2f1)
444 pub m_StateMachineTransitions: Vec<(PPtr, Vec<PPtr>)>,
445}
446
447/// AnimatorStateTransition is a class of the Unity engine since version 5.0.0f4.
448/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Animations.AnimatorStateTransition.html):
449/**
450Transitions define when and how the state machine switch from one state to another. AnimatorStateTransition always originate from an Animator State (or AnyState) and have timing parameters.
451A transition happens when all its conditions are met. AnimatorStateTransition derives from AnimatorTransitionBase.
452*/
453#[derive(Debug, Serialize, Deserialize)]
454pub struct AnimatorStateTransition {
455 /**Set to true to allow or disallow transition to self during AnyState transition.*/
456 pub m_CanTransitionToSelf: bool,
457 /**AnimatorCondition conditions that need to be met for a transition to happen.*/
458 pub m_Conditions: Vec<AnimatorCondition>,
459 /// PPtr<[`AnimatorState`]>: (5.0.0f4 - 2022.3.2f1)
460 pub m_DstState: PPtr,
461 /// PPtr<[`AnimatorStateMachine`]>: (5.0.0f4 - 2022.3.2f1)
462 pub m_DstStateMachine: PPtr,
463 /**If AnimatorStateTransition.hasExitTime is true, exitTime represents the exact time at which the transition can take effect.This is represented in normalized time, so for example an exit time of 0.75 means that on the first frame where 75% of the animation has played, the Exit Time condition will be true. On the next frame, the condition will be false.For looped animations, transitions with exit times smaller than 1 will be evaluated every loop, so you can use this to time your transition with the proper timing in the animation, every loop.Transitions with exit times greater than one will be evaluated only once, so they can be used to exit at a specific time, after a fixed number of loops. For example, a transition with an exit time of 3.5 will be evaluated once, after three and a half loops.*/
464 pub m_ExitTime: f32,
465 /**When active the transition will have an exit time condition.*/
466 pub m_HasExitTime: bool,
467 /**Which AnimatorState transitions can interrupt the Transition.*/
468 pub m_InterruptionSource: i32,
469 /**Is the transition destination the exit of the current state machine.*/
470 pub m_IsExit: bool,
471 /**Mutes the transition. The transition will never occur.*/
472 pub m_Mute: bool,
473 /**The name of the object.*/
474 pub m_Name: String,
475 /**The Transition can be interrupted by a transition that has a higher priority.*/
476 pub m_OrderedInterruption: bool,
477 /**Mutes all other transitions in the source state.*/
478 pub m_Solo: bool,
479 pub m_TransitionDuration: f32,
480 pub m_TransitionOffset: f32,
481 /**Determines whether the duration of the transition is reported in a fixed duration in seconds or as a normalized time.*/
482 /// bool: (5.1.0f1 - 2022.3.2f1)
483 pub m_HasFixedDuration: Option<bool>,
484}
485
486/// AnimatorTransition is a class of the Unity engine since version 5.0.0f4.
487/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Animations.AnimatorTransition.html):
488/**
489Transitions define when and how the state machine switch from on state to another. AnimatorTransition always originate from a StateMachine or a StateMachine entry. They do not define timing parameters.
490A transition happens when all its conditions are met.
491*/
492#[derive(Debug, Serialize, Deserialize)]
493pub struct AnimatorTransition {
494 /**AnimatorCondition conditions that need to be met for a transition to happen.*/
495 pub m_Conditions: Vec<AnimatorCondition>,
496 /// PPtr<[`AnimatorState`]>: (5.0.0f4 - 2022.3.2f1)
497 pub m_DstState: PPtr,
498 /// PPtr<[`AnimatorStateMachine`]>: (5.0.0f4 - 2022.3.2f1)
499 pub m_DstStateMachine: PPtr,
500 /**Is the transition destination the exit of the current state machine.*/
501 pub m_IsExit: bool,
502 /**Mutes the transition. The transition will never occur.*/
503 pub m_Mute: bool,
504 /**The name of the object.*/
505 pub m_Name: String,
506 /**Mutes all other transitions in the source state.*/
507 pub m_Solo: bool,
508}
509
510/// AnimatorTransitionBase is a class of the Unity engine since version 5.0.0f4.
511/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Animations.AnimatorTransitionBase.html):
512/**
513Base class for animator transitions. Transitions define when and how the state machine switches from one state to another.
514A transition happens when all its conditions are met.
515*/
516#[derive(Debug, Serialize, Deserialize)]
517pub struct AnimatorTransitionBase {
518 /**AnimatorCondition conditions that need to be met for a transition to happen.*/
519 pub m_Conditions: Vec<AnimatorCondition>,
520 /// PPtr<[`AnimatorState`]>: (5.0.0f4 - 2022.3.2f1)
521 pub m_DstState: PPtr,
522 /// PPtr<[`AnimatorStateMachine`]>: (5.0.0f4 - 2022.3.2f1)
523 pub m_DstStateMachine: PPtr,
524 /**Is the transition destination the exit of the current state machine.*/
525 pub m_IsExit: bool,
526 /**Mutes the transition. The transition will never occur.*/
527 pub m_Mute: bool,
528 /**The name of the object.*/
529 pub m_Name: String,
530 /**Mutes all other transitions in the source state.*/
531 pub m_Solo: bool,
532}
533
534/// Annotation is a sub class of the Unity engine since version 3.4.0.
535#[derive(Debug, Serialize, Deserialize)]
536pub struct Annotation {
537 pub m_ClassID: i32,
538 pub m_Flags: i32,
539 pub m_GizmoEnabled: bool,
540 pub m_IconEnabled: bool,
541 pub m_ScriptClass: String,
542}
543
544/// AnnotationManager is a class of the Unity engine since version 3.4.0.
545#[derive(Debug, Serialize, Deserialize)]
546pub struct AnnotationManager {
547 pub m_CurrentPreset_m_AnnotationList: Vec<Annotation>,
548 pub m_RecentlyChanged: Vec<Annotation>,
549 /// f32: (2021.1.0b1 - 2022.3.2f1)
550 pub m_FadeGizmoSize: Option<f32>,
551 /// bool: (2021.1.0b1 - 2022.3.2f1)
552 pub m_FadeGizmos: Option<bool>,
553 /// f32: (3.4.0 - 3.4.2)
554 pub m_IconSize: Option<f32>,
555 /// bool: (4.3.0 - 2022.3.2f1)
556 pub m_ShowGrid: Option<bool>,
557 /// bool: (5.5.0f3 - 2022.3.2f1)
558 pub m_ShowSelectionOutline: Option<bool>,
559 /// bool: (5.5.0f3 - 2022.3.2f1)
560 pub m_ShowSelectionWire: Option<bool>,
561 /// bool: (3.5.0 - 2022.3.2f1)
562 pub m_Use3dGizmos: Option<bool>,
563 /// f32: (3.5.0 - 2022.3.2f1)
564 pub m_WorldIconSize: Option<f32>,
565}
566
567/// AreaEffector2D is a class of the Unity engine since version 5.0.0f4.
568/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AreaEffector2D.html):
569/**
570Applies forces within an area.
571When the source Collider2D is a trigger, the effector will apply forces whenever the target Collider2D overlaps the source. When the source Collider isn't a trigger, the effector will apply forces whenever the target Collider2D is in contact with the source only.This effector is designed primarily to work with source Collider2D that are set as triggers so that target Collider2D can overlap the defined area.
572*/
573#[derive(Debug, Serialize, Deserialize)]
574pub struct AreaEffector2D {
575 /**The angular drag to apply to rigid-bodies.*/
576 pub m_AngularDrag: f32,
577 /**The mask used to select specific layers allowed to interact with the effector.*/
578 pub m_ColliderMask: BitField,
579 /**The linear drag to apply to rigid-bodies.*/
580 pub m_Drag: f32,
581 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
582 pub m_Enabled: u8,
583 /**The magnitude of the force to be applied.*/
584 pub m_ForceMagnitude: f32,
585 /**The target for where the effector applies any force.*/
586 pub m_ForceTarget: i32,
587 /**The variation of the magnitude of the force to be applied.*/
588 pub m_ForceVariation: f32,
589 /**The game object this component is attached to. A component is always attached to a game object.*/
590 /// PPtr<[`GameObject`]>: (5.0.0f4 - 2022.3.2f1)
591 pub m_GameObject: PPtr,
592 /**The angle of the force to be applied.*/
593 /// f32: (5.0.2f1 - 2022.3.2f1)
594 pub m_ForceAngle: Option<f32>,
595 /// f32: (5.0.0f4 - 5.0.1f1)
596 pub m_ForceDirection: Option<f32>,
597 /**Should the collider-mask be used or the global collision matrix?*/
598 /// bool: (5.0.2f1 - 2022.3.2f1)
599 pub m_UseColliderMask: Option<bool>,
600 /**Should the forceAngle use global space?*/
601 /// bool: (5.0.2f1 - 2022.3.2f1)
602 pub m_UseGlobalAngle: Option<bool>,
603}
604
605/// ArticulationBody is a class of the Unity engine since version 2020.1.0b1.
606/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ArticulationBody.html):
607/**
608A body that forms part of a Physics articulation.
609An articulation is a set of bodies arranged in a logical tree. The parent-child link in this tree reflects that the bodies have their relative motion constrained. Articulations are solved by a Featherstone solver that works in reduced coordinates - that is each body has relative coordinates to its parent but only along the unlocked degrees of freedom. This guarantees there is no unwanted stretch.
610
611Like with regular Joints, there are two anchors for each pair of connected articulation bodies. One anchor is defined in the parent body's reference frame, whereas the other one is defined in the child's reference frame. Changing the constraints, you directly affect the allowed space for relative positions of the two anchors. For instance, ArticulationDofLock.LockedMotion will not allow any relative motion at all.
612*/
613#[derive(Debug, Serialize, Deserialize)]
614pub struct ArticulationBody {
615 /**Position of the anchor relative to this body.*/
616 pub m_AnchorPosition: Vector3f,
617 /**Rotation of the anchor relative to this body.*/
618 pub m_AnchorRotation: Quaternionf,
619 /**Damping factor that affects how this body resists rotations.*/
620 pub m_AngularDamping: f32,
621 pub m_ArticulationJointType: i32,
622 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
623 pub m_Enabled: u8,
624 /**The game object this component is attached to. A component is always attached to a game object.*/
625 /// PPtr<[`GameObject`]>: (2020.1.0b1 - 2022.3.2f1)
626 pub m_GameObject: PPtr,
627 /**Allows you to specify that this body is not movable.*/
628 pub m_Immovable: bool,
629 /**Allows you to specify the amount of friction that is applied as a result of the parent body moving relative to this body.*/
630 pub m_JointFriction: f32,
631 /**Damping factor that affects how this body resists linear motion.*/
632 pub m_LinearDamping: f32,
633 pub m_LinearX: i32,
634 pub m_LinearY: i32,
635 pub m_LinearZ: i32,
636 /**The mass of this articulation body.*/
637 pub m_Mass: f32,
638 /**Position of the anchor relative to this body's parent.*/
639 pub m_ParentAnchorPosition: Vector3f,
640 /**Rotation of the anchor relative to this body's parent.*/
641 pub m_ParentAnchorRotation: Quaternionf,
642 pub m_SwingY: i32,
643 pub m_SwingZ: i32,
644 pub m_Twist: i32,
645 /**The properties of drive along or around X.*/
646 pub m_XDrive: ArticulationDrive,
647 /**The properties of drive along or around Y.*/
648 pub m_YDrive: ArticulationDrive,
649 /**The properties of drive along or around Z.*/
650 pub m_ZDrive: ArticulationDrive,
651 /**The center of mass of the body defined in local space.*/
652 /// Vector3f: (2022.2.0b1 - 2022.3.2f1)
653 pub m_CenterOfMass: Option<Vector3f>,
654 /**The ArticulationBody's collision detection mode.*/
655 /// i32: (2020.3.5f1 - 2022.3.2f1)
656 pub m_CollisionDetectionMode: Option<i32>,
657 /// bool: (2020.1.0b1 - 2021.2.0a20)
658 pub m_ComputeParentAnchor: Option<bool>,
659 /**The additional layers that all Colliders attached to this ArticulationBody should exclude when deciding if the Collider can come into contact with another Collider.*/
660 /// BitField: (2022.2.0b1 - 2022.3.2f1)
661 pub m_ExcludeLayers: Option<BitField>,
662 /// bool: (2022.2.0b1 - 2022.3.2f1)
663 pub m_ImplicitCom: Option<bool>,
664 /// bool: (2022.2.0b1 - 2022.3.2f1)
665 pub m_ImplicitTensor: Option<bool>,
666 /**The additional layers that all Colliders attached to this ArticulationBody should include when deciding if a the Collider can come into contact with another Collider.*/
667 /// BitField: (2022.2.0b1 - 2022.3.2f1)
668 pub m_IncludeLayers: Option<BitField>,
669 /// Quaternionf: (2022.2.0b1 - 2022.3.2f1)
670 pub m_InertiaRotation: Option<Quaternionf>,
671 /**The inertia tensor of this body.*/
672 /// Vector3f: (2022.2.0b1 - 2022.3.2f1)
673 pub m_InertiaTensor: Option<Vector3f>,
674 /**Whether the parent anchor should be computed automatically or not.*/
675 /// bool: (2021.2.0b1 - 2022.3.2f1)
676 pub m_MatchAnchors: Option<bool>,
677 /**Controls whether gravity affects this articulation body.*/
678 /// bool: (2020.1.0b1 - 2022.3.2f1)
679 pub m_UseGravity: Option<bool>,
680}
681
682/// ArticulationDrive is a sub class of the Unity engine since version 2020.1.0b1.
683/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ArticulationDrive.html):
684/**
685Drive applies forces and torques to the connected bodies.
686Drive moves the body along one degree of freedom, be it a linear motion along a particular axis or a rotational motion around a particular axis. The drive will apply force to the body that is calculated from the current value of the drive, using this formula: F = stiffness * (currentPosition - target) - damping * (currentVelocity - targetVelocity). In this formula, currentPosition and currentVelocity are linear position and linear velocity in case of the linear drive. In case of the rotational drive, currentPosition and currentVelocity correspond to the angle and angular velocity respectively.
687*/
688#[derive(Debug, Serialize, Deserialize)]
689pub struct ArticulationDrive {
690 /**The damping of the spring attached to this drive.*/
691 pub damping: f32,
692 /**The maximum force this drive can apply to a body.*/
693 pub forceLimit: f32,
694 /**The lower limit of motion for a particular degree of freedom.*/
695 pub lowerLimit: f32,
696 /**The stiffness of the spring connected to this drive.*/
697 pub stiffness: f32,
698 /**The target value the drive will try to reach.*/
699 pub target: f32,
700 /**The velocity of the body this drive will try to reach.*/
701 pub targetVelocity: f32,
702 /**The upper limit of motion for a particular degree of freedom.*/
703 pub upperLimit: f32,
704 /**Specifies which drive type to use for this drive.*/
705 /// i32: (2022.2.0b1 - 2022.3.2f1)
706 pub driveType: Option<i32>,
707}
708
709/// AspectRatios is a sub class of the Unity engine since version 3.4.0.
710#[derive(Debug, Serialize, Deserialize)]
711pub struct AspectRatios {
712 pub Others: bool,
713 /// bool: (3.4.0 - 2022.1.24f1)
714 #[serde(alias = "16:10")]
715 pub _16_10: Option<bool>,
716 /// bool: (3.4.0 - 2022.1.24f1)
717 #[serde(alias = "16:9")]
718 pub _16_9: Option<bool>,
719 /// bool: (3.4.0 - 2022.1.24f1)
720 #[serde(alias = "4:3")]
721 pub _4_3: Option<bool>,
722 /// bool: (3.4.0 - 2022.1.24f1)
723 #[serde(alias = "5:4")]
724 pub _5_4: Option<bool>,
725}
726
727/// AssemblyDefinitionAsset is a class of the Unity engine since version 2017.3.0b1.
728#[derive(Debug, Serialize, Deserialize)]
729pub struct AssemblyDefinitionAsset {
730 pub m_Name: String,
731 pub m_Script: String,
732}
733
734/// AssemblyDefinitionImporter is a class of the Unity engine since version 2017.3.0b1.
735#[derive(Debug, Serialize, Deserialize)]
736pub struct AssemblyDefinitionImporter {
737 pub m_AssetBundleName: String,
738 pub m_AssetBundleVariant: String,
739 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2017.3.0b1 - 2022.3.2f1)
740 pub m_ExternalObjects: Vec<(SourceAssetIdentifier, PPtr)>,
741 pub m_Name: String,
742 pub m_UserData: String,
743 /// Vec<i64>: (2019.1.0b1 - 2022.3.2f1)
744 pub m_UsedFileIDs: Option<Vec<i64>>,
745}
746
747/// AssemblyDefinitionReferenceAsset is a class of the Unity engine since version 2019.2.0b1.
748#[derive(Debug, Serialize, Deserialize)]
749pub struct AssemblyDefinitionReferenceAsset {
750 pub m_Name: String,
751 pub m_Script: String,
752}
753
754/// AssemblyDefinitionReferenceImporter is a class of the Unity engine since version 2019.2.0b1.
755#[derive(Debug, Serialize, Deserialize)]
756pub struct AssemblyDefinitionReferenceImporter {
757 pub m_AssetBundleName: String,
758 pub m_AssetBundleVariant: String,
759 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2019.2.0b1 - 2022.3.2f1)
760 pub m_ExternalObjects: Vec<(SourceAssetIdentifier, PPtr)>,
761 pub m_Name: String,
762 pub m_UsedFileIDs: Vec<i64>,
763 pub m_UserData: String,
764}
765
766/// AssemblyJsonAsset is a class of the Unity engine since version 2017.1.0b1.
767#[derive(Debug, Serialize, Deserialize)]
768pub struct AssemblyJsonAsset {
769 pub m_Name: String,
770 pub m_Script: String,
771 /// String: (2017.1.0b1 - 2017.1.0b1)
772 pub m_PathName: Option<String>,
773}
774
775/// AssemblyJsonImporter is a class of the Unity engine since version 2017.1.0b1.
776#[derive(Debug, Serialize, Deserialize)]
777pub struct AssemblyJsonImporter {
778 pub m_AssetBundleName: String,
779 pub m_AssetBundleVariant: String,
780 pub m_Name: String,
781 pub m_UserData: String,
782 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2017.2.0b2 - 2017.2.0b10)
783 pub m_ExternalObjects: Option<Vec<(SourceAssetIdentifier, PPtr)>>,
784}
785
786/// Asset is a sub class of the Unity engine since version 3.4.0.
787/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/VersionControl.Asset.html):
788/**
789This class containes information about the version control state of an asset.
790*/
791#[derive(Debug, Serialize, Deserialize)]
792pub struct Asset {
793 pub children: Vec<GUID>,
794 pub labels: AssetLabels,
795 pub mainRepresentation: LibraryRepresentation,
796 pub parent: GUID,
797 pub representations: Vec<LibraryRepresentation>,
798 /// i32: (3.4.0 - 2020.1.17f1)
799 #[serde(alias = "type")]
800 pub _type: Option<i32>,
801 /// i32: (5.0.0f4 - 2020.1.17f1)
802 pub assetBundleIndex: Option<i32>,
803 /// MdFour: (3.4.0 - 3.4.2)
804 pub digest: Option<MdFour>,
805 /// Vec<(GUID, String)>: (2018.1.0b2 - 2018.2.21f1); Vec<(String, GUID)>: (2018.3.0f2 - 2020.1.17f1)
806 pub guidOfPathLocationDependencies: Option<Vec<(Enum_GUID__String, Enum_GUID__String)>>,
807 /// MdFour: (4.3.0 - 4.7.2); Hash128: (5.0.0f4 - 2020.1.17f1)
808 pub hash: Option<Enum_MdFour__Hash128>,
809 /// Vec<GUID>: (2018.1.0b2 - 2020.1.17f1)
810 pub hashOfImportedAssetDependencies: Option<Vec<GUID>>,
811 /// Vec<GUID>: (2018.1.0b2 - 2020.1.17f1)
812 pub hashOfSourceAssetDependencies: Option<Vec<GUID>>,
813 /// i32: (3.5.0 - 2020.1.17f1)
814 pub importerClassId: Option<i32>,
815 /// u32: (3.5.0 - 2020.1.17f1)
816 pub importerVersionHash: Option<u32>,
817 /// u32: (3.4.0 - 3.4.2)
818 #[serde(alias = "metaModificationDate[0]")]
819 pub metaModificationDate_0_: Option<u32>,
820 /// u32: (3.4.0 - 3.4.2)
821 #[serde(alias = "metaModificationDate[1]")]
822 pub metaModificationDate_1_: Option<u32>,
823 /// u32: (3.4.0 - 3.4.2)
824 #[serde(alias = "modificationDate[0]")]
825 pub modificationDate_0_: Option<u32>,
826 /// u32: (3.4.0 - 3.4.2)
827 #[serde(alias = "modificationDate[1]")]
828 pub modificationDate_1_: Option<u32>,
829 /// String: (2017.2.5f1 - 2020.1.17f1)
830 pub scriptedImporterClassID: Option<String>,
831}
832
833#[derive(Debug, Serialize, Deserialize)]
834#[serde(untagged)]
835pub enum Enum_GUID__String {
836 GUID(GUID),
837 String(String),
838}
839
840#[derive(Debug, Serialize, Deserialize)]
841#[serde(untagged)]
842pub enum Enum_MdFour__Hash128 {
843 MdFour(MdFour),
844 Hash128(Hash128),
845}
846
847/// AssetBundle is a class of the Unity engine since version 3.4.0.
848/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AssetBundle.html):
849/**
850AssetBundles let you stream additional assets via the UnityWebRequest class and instantiate them at runtime.
851Create AssetBundles by calling BuildPipeline.BuildAssetBundles or using the Scriptable Build Pipeline package.A bundle built for any of the standalone platforms can only be loaded on that platform, for example a bundle build on iOS is not compatible with Android.
852This is because shaders, textures and other types of data are built into platform-specific formats based on the BuildTarget.See Also: UnityWebRequestAssetBundle.GetAssetBundle, Loading Resources at Runtime, BuildPipeline.BuildAssetBundles.
853*/
854#[derive(Debug, Serialize, Deserialize)]
855pub struct AssetBundle {
856 pub m_Container: Vec<(String, AssetInfo)>,
857 pub m_MainAsset: AssetInfo,
858 /**The name of the object.*/
859 pub m_Name: String,
860 /// Vec<PPtr<[`Object`]>>: (3.4.0 - 2022.3.2f1)
861 pub m_PreloadTable: Vec<PPtr>,
862 /// String: (5.0.0f4 - 2022.3.2f1)
863 pub m_AssetBundleName: Option<String>,
864 /// Vec<(i32, u32)>: (3.5.0 - 4.7.2)
865 pub m_ClassCompatibility: Option<Vec<(i32, u32)>>,
866 /// Vec<(i32, i32)>: (5.4.0f3 - 5.4.6f3)
867 pub m_ClassVersionMap: Option<Vec<(i32, i32)>>,
868 /// Vec<String>: (5.0.0f4 - 2022.3.2f1)
869 pub m_Dependencies: Option<Vec<String>>,
870 /// i32: (2017.3.0b1 - 2022.3.2f1)
871 pub m_ExplicitDataLayout: Option<i32>,
872 /**Return true if the AssetBundle is a streamed Scene AssetBundle.*/
873 /// bool: (5.0.0f4 - 2022.3.2f1)
874 pub m_IsStreamedSceneAssetBundle: Option<bool>,
875 /// i32: (2017.1.0b2 - 2022.3.2f1)
876 pub m_PathFlags: Option<i32>,
877 /// u32: (4.2.0 - 2022.3.2f1)
878 pub m_RuntimeCompatibility: Option<u32>,
879 /// Vec<(String, String)>: (2017.3.0b1 - 2022.3.2f1)
880 pub m_SceneHashes: Option<Vec<(String, String)>>,
881 /// Vec<AssetBundleScriptInfo>: (3.4.0 - 4.7.2)
882 pub m_ScriptCompatibility: Option<Vec<AssetBundleScriptInfo>>,
883}
884
885/// AssetBundleFullName is a sub class of the Unity engine since version 5.0.0f4.
886#[derive(Debug, Serialize, Deserialize)]
887pub struct AssetBundleFullName {
888 pub m_AssetBundleName: String,
889 pub m_AssetBundleVariant: String,
890}
891
892/// AssetBundleInfo is a sub class of the Unity engine since version 5.0.0f4.
893/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Build.Content.AssetBundleInfo.html):
894/**
895Container for holding asset loading information for an AssetBundle to be built.
896Note: this class and its members exist to provide low-level support for the Scriptable Build Pipeline package. This is intended for internal use only; use the Scriptable Build Pipeline package to implement a fully featured build pipeline. You can install this via the Unity Package Manager.
897*/
898#[derive(Debug, Serialize, Deserialize)]
899pub struct AssetBundleInfo {
900 pub AssetBundleDependencies: Vec<i32>,
901 pub AssetBundleHash: Hash128,
902}
903
904/// AssetBundleManifest is a class of the Unity engine since version 5.0.0f4.
905/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AssetBundleManifest.html):
906/**
907Manifest for all the AssetBundles in the build.
908See Also: BuildPipeline.BuildAssetBundles, AssetBundle.GetAllAssetNames
909*/
910#[derive(Debug, Serialize, Deserialize)]
911pub struct AssetBundleManifest {
912 pub AssetBundleInfos: Vec<(i32, AssetBundleInfo)>,
913 pub AssetBundleNames: Vec<(i32, String)>,
914 pub AssetBundlesWithVariant: Vec<i32>,
915 /**The name of the object.*/
916 pub m_Name: String,
917}
918
919/// AssetBundleScriptInfo is a sub class of the Unity engine since version 3.4.0.
920#[derive(Debug, Serialize, Deserialize)]
921pub struct AssetBundleScriptInfo {
922 pub assemblyName: String,
923 pub className: String,
924 pub hash: u32,
925 pub nameSpace: String,
926}
927
928/// AssetDatabase is a class of the Unity engine since version 3.4.0.
929/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AssetDatabase.html):
930/**
931An Interface for accessing assets and performing operations on assets.
932*/
933#[derive(Debug, Serialize, Deserialize)]
934pub struct AssetDatabase {
935 pub m_Assets: Vec<(GUID, Asset)>,
936 /// Vec<(i32, AssetBundleFullName)>: (5.0.0f4 - 5.6.7f1)
937 pub m_AssetBundleNames: Option<Vec<(i32, AssetBundleFullName)>>,
938 /// Vec<(String, AssetTimeStamp)>: (3.5.0 - 5.6.7f1)
939 pub m_AssetTimeStamps: Option<Vec<(String, AssetTimeStamp)>>,
940 /// AssetDatabaseMetrics: (5.0.0f4 - 5.6.7f1)
941 pub m_Metrics: Option<AssetDatabaseMetrics>,
942 /// i32: (3.5.0 - 5.6.7f1)
943 pub m_UnityShadersVersion: Option<i32>,
944 /// Vec<(i32, u32)>: (4.0.0 - 5.6.7f1)
945 pub m_lastValidVersionHashes: Option<Vec<(i32, u32)>>,
946}
947
948/// AssetDatabaseMetrics is a sub class of the Unity engine since version 5.0.0f4.
949#[derive(Debug, Serialize, Deserialize)]
950pub struct AssetDatabaseMetrics {
951 pub totalAssetCount: i32,
952 /// i32: (5.0.0f4 - 2017.4.5f1)
953 pub nonProAssetCount: Option<i32>,
954 /// i32: (5.0.0f4 - 2017.4.5f1)
955 pub nonProAssetsCreatedAfterProLicense: Option<i32>,
956}
957
958/// AssetDatabaseV1 is a class of the Unity engine since version 2017.1.0b1.
959#[derive(Debug, Serialize, Deserialize)]
960pub struct AssetDatabaseV1 {
961 pub m_AssetBundleNames: Vec<(i32, AssetBundleFullName)>,
962 pub m_AssetTimeStamps: Vec<(String, AssetTimeStamp)>,
963 pub m_Assets: Vec<(GUID, Asset)>,
964 pub m_Metrics: AssetDatabaseMetrics,
965 pub m_UnityShadersVersion: i32,
966 /// Vec<(i32, u32)>: (2017.1.0b1 - 2017.1.0b1)
967 pub m_lastValidVersionHashes: Option<Vec<(i32, u32)>>,
968 /// Vec<(AssetImporterHashKey, u32)>: (2017.1.0b2 - 2020.1.17f1)
969 pub m_lastValidVersions: Option<Vec<(AssetImporterHashKey, u32)>>,
970}
971
972/// AssetImporter is a class of the Unity engine since version 3.4.0.
973/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AssetImporter.html):
974/**
975Base class from which asset importers for specific asset types derive.
976*/
977#[derive(Debug, Serialize, Deserialize)]
978pub struct AssetImporter {
979 /**The name of the object.*/
980 pub m_Name: String,
981 /// Vec<(i32, String)>: (3.4.0 - 3.4.2)
982 pub m_FileIDToRecycleName: Option<Vec<(i32, String)>>,
983 /// MdFour: (3.4.0 - 3.4.2)
984 pub m_NewHashIdentity: Option<MdFour>,
985 /// MdFour: (3.4.0 - 3.4.2)
986 pub m_OldHashIdentity: Option<MdFour>,
987}
988
989/// AssetImporterHashKey is a sub class of the Unity engine since version 2017.1.0b2.
990#[derive(Debug, Serialize, Deserialize)]
991pub struct AssetImporterHashKey {
992 pub ScriptClass: String,
993 /// i32: (2017.1.0b2 - 2020.1.17f1)
994 #[serde(alias = "type")]
995 pub _type: Option<i32>,
996}
997
998/// AssetImporterLog is a class of the Unity engine since version 2018.1.0b2.
999#[derive(Debug, Serialize, Deserialize)]
1000pub struct AssetImporterLog {
1001 pub m_Logs: Vec<AssetImporter_ImportError>,
1002 pub m_Name: String,
1003}
1004
1005/// AssetImporter_ImportError is a sub class of the Unity engine since version 2018.1.0b2.
1006#[derive(Debug, Serialize, Deserialize)]
1007pub struct AssetImporter_ImportError {
1008 pub error: String,
1009 pub file: String,
1010 pub line: i32,
1011 pub mode: i32,
1012 /// PPtr<[`Object`]>: (2018.1.0b2 - 2022.2.0a13)
1013 pub object: PPtr,
1014}
1015
1016/// AssetInfo is a sub class of the Unity engine since version 3.4.0.
1017#[derive(Debug, Serialize, Deserialize)]
1018pub struct AssetInfo {
1019 /// PPtr<[`Object`]>: (3.4.0 - 2022.3.2f1)
1020 pub asset: PPtr,
1021 pub preloadIndex: i32,
1022 pub preloadSize: i32,
1023}
1024
1025/// AssetLabels is a sub class of the Unity engine since version 3.4.0.
1026#[derive(Debug, Serialize, Deserialize)]
1027pub struct AssetLabels {
1028 pub m_Labels: Vec<String>,
1029}
1030
1031/// AssetMetaData is a class of the Unity engine since version 3.4.0.
1032#[derive(Debug, Serialize, Deserialize)]
1033pub struct AssetMetaData {
1034 pub assetStoreRef: u64,
1035 pub guid: GUID,
1036 pub labels: Vec<String>,
1037 pub originalName: String,
1038 pub pathName: String,
1039 /// i32: (5.0.0f4 - 2017.4.5f1)
1040 pub licenseType: Option<i32>,
1041 /// u32: (3.4.0 - 5.6.7f1)
1042 pub originalChangeset: Option<u32>,
1043 /// MdFour: (3.4.0 - 4.7.2); Hash128: (5.0.0f4 - 5.6.7f1)
1044 pub originalDigest: Option<Enum_MdFour__Hash128>,
1045 /// GUID: (3.4.0 - 5.6.7f1)
1046 pub originalParent: Option<GUID>,
1047 /// u64: (5.0.0f4 - 2017.4.5f1)
1048 pub timeCreated: Option<u64>,
1049}
1050
1051/// AssetServerCache is a class of the Unity engine since version 3.4.0.
1052#[derive(Debug, Serialize, Deserialize)]
1053pub struct AssetServerCache {
1054 pub m_CachesInitialized: i32,
1055 pub m_CommitItemSelection: Vec<GUID>,
1056 pub m_DeletedItems: Vec<(GUID, DeletedItem)>,
1057 pub m_Items: Vec<(GUID, Item)>,
1058 pub m_LastCommitMessage: String,
1059 pub m_LatestServerChangeset: i32,
1060 pub m_ModifiedItems: Vec<(GUID, Item)>,
1061 pub m_WorkingItemMetaData: Vec<(GUID, CachedAssetMetaData)>,
1062}
1063
1064/// AssetTimeStamp is a sub class of the Unity engine since version 3.5.0.
1065#[derive(Debug, Serialize, Deserialize)]
1066pub struct AssetTimeStamp {
1067 /// u32: (3.5.0 - 2020.1.17f1)
1068 #[serde(alias = "metaModificationDate[0]")]
1069 pub metaModificationDate_0_: Option<u32>,
1070 /// u32: (3.5.0 - 2020.1.17f1)
1071 #[serde(alias = "metaModificationDate[1]")]
1072 pub metaModificationDate_1_: Option<u32>,
1073 /// u32: (3.5.0 - 2020.1.17f1)
1074 #[serde(alias = "modificationDate[0]")]
1075 pub modificationDate_0_: Option<u32>,
1076 /// u32: (3.5.0 - 2020.1.17f1)
1077 #[serde(alias = "modificationDate[1]")]
1078 pub modificationDate_1_: Option<u32>,
1079}
1080
1081/// AudioBuildInfo is a class of the Unity engine since version 2018.4.13f1.
1082#[derive(Debug, Serialize, Deserialize)]
1083pub struct AudioBuildInfo {
1084 pub m_AudioClipCount: i32,
1085 pub m_AudioMixerCount: i32,
1086 pub m_IsAudioDisabled: bool,
1087}
1088
1089/// AudioChorusFilter is a class of the Unity engine since version 3.4.0.
1090/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AudioChorusFilter.html):
1091/**
1092The Audio Chorus Filter takes an Audio Clip and processes it creating a chorus effect.
1093The chorus effect modulates the original sound by a sinusoid low frequency oscillator (LFO). The output sounds like there are multiple sources emitting the same sound with slight variations (resembling a choir).See Also: Audio Chorus Filter information.
1094*/
1095#[derive(Debug, Serialize, Deserialize)]
1096pub struct AudioChorusFilter {
1097 /**Chorus delay in ms. 0.1 to 100.0. Default = 40.0 ms.*/
1098 pub m_Delay: f32,
1099 /**Chorus modulation depth. 0.0 to 1.0. Default = 0.03.*/
1100 pub m_Depth: f32,
1101 /**Volume of original signal to pass to output. 0.0 to 1.0. Default = 0.5.*/
1102 pub m_DryMix: f32,
1103 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
1104 pub m_Enabled: u8,
1105 /**The game object this component is attached to. A component is always attached to a game object.*/
1106 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
1107 pub m_GameObject: PPtr,
1108 /**Chorus modulation rate in hz. 0.0 to 20.0. Default = 0.8 hz.*/
1109 pub m_Rate: f32,
1110 /**Volume of 1st chorus tap. 0.0 to 1.0. Default = 0.5.*/
1111 pub m_WetMix1: f32,
1112 /**Volume of 2nd chorus tap. This tap is 90 degrees out of phase of the first tap. 0.0 to 1.0. Default = 0.5.*/
1113 pub m_WetMix2: f32,
1114 /**Volume of 3rd chorus tap. This tap is 90 degrees out of phase of the second tap. 0.0 to 1.0. Default = 0.5.*/
1115 pub m_WetMix3: f32,
1116 /// f32: (3.4.0 - 4.1.5)
1117 pub m_FeedBack: Option<f32>,
1118}
1119
1120/// AudioClip is a class of the Unity engine since version 3.4.0.
1121/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AudioClip.html):
1122/**
1123A container for audio data.
1124An AudioClip stores the audio file either compressed as ogg vorbis or uncompressed.
1125
1126AudioClips are referenced and used by AudioSources to play sounds.See Also: AudioClip component in the Components Reference.
1127*/
1128#[derive(Debug, Serialize, Deserialize)]
1129pub struct AudioClip {
1130 /**The name of the object.*/
1131 pub m_Name: String,
1132 /// bool: (3.4.0 - 4.7.2)
1133 pub m_3D: Option<bool>,
1134 /**Returns true if this audio clip is ambisonic (read-only).*/
1135 /// bool: (2017.1.0b1 - 2022.3.2f1)
1136 pub m_Ambisonic: Option<bool>,
1137 /// Vec<u8>: (3.4.0 - 4.7.2)
1138 pub m_AudioData: Option<Vec<u8>>,
1139 /// i32: (5.0.0f4 - 2022.3.2f1)
1140 pub m_BitsPerSample: Option<i32>,
1141 /**The number of channels in the audio clip. (Read Only)*/
1142 /// i32: (5.0.0f4 - 2022.3.2f1)
1143 pub m_Channels: Option<i32>,
1144 /// i32: (5.0.0f4 - 2022.3.2f1)
1145 pub m_CompressionFormat: Option<i32>,
1146 /// i32: (3.4.0 - 4.7.2)
1147 pub m_Format: Option<i32>,
1148 /**The sample frequency of the clip in Hertz. (Read Only)*/
1149 /// i32: (5.0.0f4 - 2022.3.2f1)
1150 pub m_Frequency: Option<i32>,
1151 /// bool: (5.0.0f4 - 2022.3.2f1)
1152 pub m_IsTrackerFormat: Option<bool>,
1153 /// bool: (5.0.0f4 - 2022.3.2f1)
1154 pub m_Legacy3D: Option<bool>,
1155 /**The length of the audio clip in seconds. (Read Only)*/
1156 /// f32: (5.0.0f4 - 2022.3.2f1)
1157 pub m_Length: Option<f32>,
1158 /**Corresponding to the "Load In Background" flag in the inspector, when this flag is set, the loading will happen delayed without blocking the main thread.*/
1159 /// bool: (5.0.0f4 - 2022.3.2f1)
1160 pub m_LoadInBackground: Option<bool>,
1161 /**The load type of the clip (read-only).*/
1162 /// i32: (5.0.0f4 - 2022.3.2f1)
1163 pub m_LoadType: Option<i32>,
1164 /**Preloads audio data of the clip when the clip asset is loaded. When this flag is off, scripts have to call AudioClip.LoadAudioData() to load the data before the clip can be played. Properties like length, channels and format are available before the audio data has been loaded.*/
1165 /// bool: (5.0.0f4 - 2022.3.2f1)
1166 pub m_PreloadAudioData: Option<bool>,
1167 /// StreamedResource: (5.0.0f4 - 2022.3.2f1)
1168 pub m_Resource: Option<StreamedResource>,
1169 /// i32: (3.4.0 - 4.7.2)
1170 pub m_Stream: Option<i32>,
1171 /// i32: (5.0.0f4 - 2022.3.2f1)
1172 pub m_SubsoundIndex: Option<i32>,
1173 /// i32: (3.4.0 - 4.7.2)
1174 pub m_Type: Option<i32>,
1175 /// bool: (3.4.0 - 4.7.2)
1176 pub m_UseHardware: Option<bool>,
1177}
1178
1179/// AudioDistortionFilter is a class of the Unity engine since version 3.4.0.
1180/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AudioDistortionFilter.html):
1181/**
1182The Audio Distortion Filter distorts the sound from an AudioSource or sounds reaching the AudioListener.
1183See Also: Audio Distortion Filter information.
1184*/
1185#[derive(Debug, Serialize, Deserialize)]
1186pub struct AudioDistortionFilter {
1187 /**Distortion value. 0.0 to 1.0. Default = 0.5.*/
1188 pub m_DistortionLevel: f32,
1189 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
1190 pub m_Enabled: u8,
1191 /**The game object this component is attached to. A component is always attached to a game object.*/
1192 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
1193 pub m_GameObject: PPtr,
1194}
1195
1196/// AudioEchoFilter is a class of the Unity engine since version 3.4.0.
1197/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AudioEchoFilter.html):
1198/**
1199The Audio Echo Filter repeats a sound after a given Delay, attenuating the repetitions based on the Decay Ratio.
1200See Also: Audio Echo Filter information.
1201*/
1202#[derive(Debug, Serialize, Deserialize)]
1203pub struct AudioEchoFilter {
1204 /**Echo decay per delay. 0 to 1. 1.0 = No decay, 0.0 = total decay (i.e. simple 1 line delay). Default = 0.5.*/
1205 pub m_DecayRatio: f32,
1206 /**Echo delay in ms. 10 to 5000. Default = 500.*/
1207 pub m_Delay: Enum_u32__f32,
1208 /**Volume of original signal to pass to output. 0.0 to 1.0. Default = 1.0.*/
1209 pub m_DryMix: f32,
1210 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
1211 pub m_Enabled: u8,
1212 /**The game object this component is attached to. A component is always attached to a game object.*/
1213 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
1214 pub m_GameObject: PPtr,
1215 /**Volume of echo signal to pass to output. 0.0 to 1.0. Default = 1.0.*/
1216 pub m_WetMix: f32,
1217}
1218
1219#[derive(Debug, Serialize, Deserialize)]
1220#[serde(untagged)]
1221pub enum Enum_u32__f32 {
1222 u32(u32),
1223 f32(f32),
1224}
1225
1226/// AudioHighPassFilter is a class of the Unity engine since version 3.4.0.
1227/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AudioHighPassFilter.html):
1228/**
1229The Audio High Pass Filter passes high frequencies of an AudioSource, and cuts off signals with frequencies lower than the Cutoff Frequency.
1230See Also: Audio High Pass Filter information.
1231*/
1232#[derive(Debug, Serialize, Deserialize)]
1233pub struct AudioHighPassFilter {
1234 /**Highpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0.*/
1235 pub m_CutoffFrequency: f32,
1236 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
1237 pub m_Enabled: u8,
1238 /**The game object this component is attached to. A component is always attached to a game object.*/
1239 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
1240 pub m_GameObject: PPtr,
1241 /**Determines how much the filter's self-resonance isdampened.*/
1242 pub m_HighpassResonanceQ: f32,
1243}
1244
1245/// AudioImporter is a class of the Unity engine since version 3.4.0.
1246/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AudioImporter.html):
1247/**
1248Audio importer lets you modify AudioClip import settings from editor scripts.
1249Settings of this class match the ones exposed in Audio Import Settings.
1250*/
1251#[derive(Debug, Serialize, Deserialize)]
1252pub struct AudioImporter {
1253 pub m_3D: bool,
1254 /**Force audioclips to mono?*/
1255 pub m_ForceToMono: bool,
1256 /**The name of the object.*/
1257 pub m_Name: String,
1258 /// Vec<u8>: (3.4.0 - 3.5.7)
1259 #[serde(alias = "audio preview data")]
1260 pub audio_preview_data: Option<Vec<u8>>,
1261 /**When this flag is set, the audio clip will be treated as being ambisonic.*/
1262 /// bool: (2017.1.0b1 - 2022.3.2f1)
1263 pub m_Ambisonic: Option<bool>,
1264 /**Get or set the AssetBundle name.*/
1265 /// String: (5.0.0f4 - 2022.3.2f1)
1266 pub m_AssetBundleName: Option<String>,
1267 /**Get or set the AssetBundle variant.*/
1268 /// String: (5.0.0f4 - 2022.3.2f1)
1269 pub m_AssetBundleVariant: Option<String>,
1270 /// SampleSettings: (5.0.0f4 - 2022.3.2f1)
1271 pub m_DefaultSettings: Option<SampleSettings>,
1272 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2017.2.0b2 - 2022.3.2f1)
1273 pub m_ExternalObjects: Option<Vec<(SourceAssetIdentifier, PPtr)>>,
1274 /// Vec<(i32, String)>: (3.4.0 - 3.4.2)
1275 pub m_FileIDToRecycleName: Option<Vec<(i32, String)>>,
1276 /// i32: (3.4.0 - 4.7.2)
1277 pub m_Format: Option<i32>,
1278 /**Corresponding to the "Load In Background" flag in the AudioClip inspector, when this flag is set, the loading of the clip will happen delayed without blocking the main thread.*/
1279 /// bool: (5.0.0f4 - 2022.3.2f1)
1280 pub m_LoadInBackground: Option<bool>,
1281 /// bool: (3.4.0 - 4.7.2)
1282 pub m_Loopable: Option<bool>,
1283 /// MdFour: (3.4.0 - 3.4.2)
1284 pub m_NewHashIdentity: Option<MdFour>,
1285 /// bool: (5.1.2f1 - 2022.3.2f1)
1286 pub m_Normalize: Option<bool>,
1287 /// MdFour: (3.4.0 - 3.4.2)
1288 pub m_OldHashIdentity: Option<MdFour>,
1289 /// Output: (4.0.0 - 4.7.2); AudioImporterOutput: (5.0.0f4 - 2022.3.2f1)
1290 pub m_Output: Option<Enum_Output__AudioImporterOutput>,
1291 /// Vec<(i32, SampleSettings)>: (5.0.0f4 - 2022.3.2f1)
1292 pub m_PlatformSettingOverrides: Option<Vec<(i32, SampleSettings)>>,
1293 /// bool: (5.0.0f4 - 2022.2.0a16)
1294 pub m_PreloadAudioData: Option<bool>,
1295 /// PreviewData: (5.0.0f4 - 2022.3.2f1)
1296 pub m_PreviewData: Option<PreviewData>,
1297 /// u32: (3.4.0 - 3.5.7)
1298 pub m_PreviewDataLength: Option<u32>,
1299 /// f32: (3.4.0 - 4.7.2)
1300 pub m_Quality: Option<f32>,
1301 /// i32: (3.4.0 - 4.7.2)
1302 pub m_Stream: Option<i32>,
1303 /// bool: (3.4.0 - 4.7.2)
1304 pub m_UseHardware: Option<bool>,
1305 /// Vec<i64>: (2019.1.0b1 - 2022.3.2f1)
1306 pub m_UsedFileIDs: Option<Vec<i64>>,
1307 /**Get or set any user data.*/
1308 /// String: (4.0.0 - 2022.3.2f1)
1309 pub m_UserData: Option<String>,
1310}
1311
1312#[derive(Debug, Serialize, Deserialize)]
1313#[serde(untagged)]
1314pub enum Enum_Output__AudioImporterOutput {
1315 Output(Output),
1316 AudioImporterOutput(AudioImporterOutput),
1317}
1318
1319/// AudioImporterOutput is a sub class of the Unity engine since version 5.0.0f4.
1320#[derive(Debug, Serialize, Deserialize)]
1321pub struct AudioImporterOutput {
1322 pub editorOutputContainerFormat: i32,
1323 pub editorOutputSettings: SampleSettings,
1324 pub outputContainerFormat: i32,
1325 pub outputSettings: SampleSettings,
1326 /// StreamedResource: (5.0.0f4 - 2017.4.40f1)
1327 pub playerResource: Option<StreamedResource>,
1328}
1329
1330/// AudioListener is a class of the Unity engine since version 3.4.0.
1331/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AudioListener.html):
1332/**
1333Representation of a listener in 3D space.
1334This class implements a microphone-like device. It records the sounds around it and plays that through the player's speakers.
1335
1336You can only have one listener in a Scene.See Also: AudioSource, AudioListener component in the Components Reference.
1337*/
1338#[derive(Debug, Serialize, Deserialize)]
1339pub struct AudioListener {
1340 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
1341 pub m_Enabled: u8,
1342 /**The game object this component is attached to. A component is always attached to a game object.*/
1343 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
1344 pub m_GameObject: PPtr,
1345 /// Vec<ExtensionPropertyValue>: (2017.2.0b2 - 2017.2.0b11)
1346 pub m_ExtensionPropertyValues: Option<Vec<ExtensionPropertyValue>>,
1347}
1348
1349/// AudioLowPassFilter is a class of the Unity engine since version 3.4.0.
1350/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AudioLowPassFilter.html):
1351/**
1352The Audio Low Pass Filter passes low frequencies of an AudioSource or all sounds reaching an AudioListener, while removing frequencies higher than the Cutoff Frequency.
1353See Also: Audio Low Pass Filter information.
1354*/
1355#[derive(Debug, Serialize, Deserialize)]
1356pub struct AudioLowPassFilter {
1357 pub lowpassLevelCustomCurve: AnimationCurve,
1358 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
1359 pub m_Enabled: u8,
1360 /**The game object this component is attached to. A component is always attached to a game object.*/
1361 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
1362 pub m_GameObject: PPtr,
1363 /**Determines how much the filter's self-resonance is dampened.*/
1364 pub m_LowpassResonanceQ: f32,
1365 /**Lowpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0.*/
1366 /// f32: (3.4.0 - 5.1.5f1)
1367 pub m_CutoffFrequency: Option<f32>,
1368}
1369
1370/// AudioManager is a class of the Unity engine since version 3.4.0.
1371#[derive(Debug, Serialize, Deserialize)]
1372pub struct AudioManager {
1373 pub m_DSPBufferSize: i32,
1374 pub m_Volume: f32,
1375 /// i32: (3.4.0 - 2022.3.2f1)
1376 #[serde(alias = "Default Speaker Mode")]
1377 pub Default_Speaker_Mode: Option<i32>,
1378 /// f32: (3.4.0 - 2022.3.2f1)
1379 #[serde(alias = "Doppler Factor")]
1380 pub Doppler_Factor: Option<f32>,
1381 /// f32: (3.4.0 - 2022.3.2f1)
1382 #[serde(alias = "Rolloff Scale")]
1383 pub Rolloff_Scale: Option<f32>,
1384 /// String: (2017.1.0b1 - 2022.3.2f1)
1385 pub m_AmbisonicDecoderPlugin: Option<String>,
1386 /// bool: (4.2.0 - 2022.3.2f1)
1387 pub m_DisableAudio: Option<bool>,
1388 /// i32: (5.0.0f4 - 2022.3.2f1)
1389 pub m_RealVoiceCount: Option<i32>,
1390 /// i32: (2018.3.14f1 - 2022.3.2f1)
1391 pub m_RequestedDSPBufferSize: Option<i32>,
1392 /// i32: (5.0.0f4 - 2022.3.2f1)
1393 pub m_SampleRate: Option<i32>,
1394 /// String: (5.2.0f2 - 2022.3.2f1)
1395 pub m_SpatializerPlugin: Option<String>,
1396 /// f32: (3.4.0 - 4.7.2)
1397 pub m_SpeedOfSound: Option<f32>,
1398 /// i32: (5.0.0f4 - 2022.3.2f1)
1399 pub m_VirtualVoiceCount: Option<i32>,
1400 /// bool: (5.3.6f1 - 2022.3.2f1)
1401 pub m_VirtualizeEffects: Option<bool>,
1402}
1403
1404/// AudioMixer is a class of the Unity engine since version 5.0.0f4.
1405/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Audio.AudioMixer.html):
1406/**
1407AudioMixer asset.
1408This is a singleton representing a specific audio mixer asset in the project.
1409*/
1410#[derive(Debug, Serialize, Deserialize)]
1411pub struct AudioMixer {
1412 pub m_EnableSuspend: bool,
1413 /// PPtr<[`AudioMixerGroup`]>: (5.0.0f4 - 2022.3.2f1)
1414 pub m_MasterGroup: PPtr,
1415 pub m_MixerConstant: AudioMixerConstant,
1416 /**The name of the object.*/
1417 pub m_Name: String,
1418 /// PPtr<[`AudioMixerGroup`]>: (5.0.0f4 - 2022.3.2f1)
1419 pub m_OutputGroup: PPtr,
1420 /// Vec<PPtr<[`AudioMixerSnapshot`]>>: (5.0.0f4 - 2022.3.2f1)
1421 pub m_Snapshots: Vec<PPtr>,
1422 /// PPtr<[`AudioMixerSnapshot`]>: (5.0.0f4 - 2022.3.2f1)
1423 pub m_StartSnapshot: PPtr,
1424 pub m_SuspendThreshold: f32,
1425 /**How time should progress for this AudioMixer. Used during Snapshot transitions.*/
1426 /// i32: (5.3.6f1 - 2022.3.2f1)
1427 pub m_UpdateMode: Option<i32>,
1428}
1429
1430/// AudioMixerConstant is a sub class of the Unity engine since version 5.0.0f4.
1431#[derive(Debug, Serialize, Deserialize)]
1432pub struct AudioMixerConstant {
1433 pub effectGUIDs: Vec<GUID>,
1434 pub effects: Vec<EffectConstant>,
1435 pub exposedParameterIndices: Vec<u32>,
1436 pub exposedParameterNames: Vec<u32>,
1437 pub groupGUIDs: Vec<GUID>,
1438 pub groupNameBuffer: Vec<char>,
1439 pub groups: Vec<GroupConstant>,
1440 pub numSideChainBuffers: u32,
1441 pub pluginEffectNameBuffer: Vec<char>,
1442 pub snapshotGUIDs: Vec<GUID>,
1443 pub snapshotNameBuffer: Vec<char>,
1444 pub snapshots: Vec<SnapshotConstant>,
1445 /// Vec<GroupConnection>: (2021.2.0b1 - 2021.3.27f1)
1446 pub groupConnections: Option<Vec<GroupConnection>>,
1447}
1448
1449/// AudioMixerController is a class of the Unity engine since version 5.0.0f4.
1450#[derive(Debug, Serialize, Deserialize)]
1451pub struct AudioMixerController {
1452 pub m_EnableSuspend: bool,
1453 /// PPtr<[`AudioMixerGroup`]>: (5.0.0f4 - 2022.3.2f1)
1454 pub m_MasterGroup: PPtr,
1455 pub m_MixerConstant: AudioMixerConstant,
1456 pub m_Name: String,
1457 /// PPtr<[`AudioMixerGroup`]>: (5.0.0f4 - 2022.3.2f1)
1458 pub m_OutputGroup: PPtr,
1459 /// Vec<PPtr<[`AudioMixerSnapshot`]>>: (5.0.0f4 - 2022.3.2f1)
1460 pub m_Snapshots: Vec<PPtr>,
1461 /// PPtr<[`AudioMixerSnapshot`]>: (5.0.0f4 - 2022.3.2f1)
1462 pub m_StartSnapshot: PPtr,
1463 pub m_SuspendThreshold: f32,
1464 /// i32: (5.3.6f1 - 2022.3.2f1)
1465 pub m_UpdateMode: Option<i32>,
1466}
1467
1468/// AudioMixerEffectController is a class of the Unity engine since version 5.0.0f4.
1469#[derive(Debug, Serialize, Deserialize)]
1470pub struct AudioMixerEffectController {
1471 pub m_Bypass: bool,
1472 pub m_EffectID: GUID,
1473 pub m_EffectName: String,
1474 pub m_EnableWetMix: bool,
1475 pub m_MixLevel: GUID,
1476 pub m_Name: String,
1477 pub m_Parameters: Vec<Parameter>,
1478 /// PPtr<[`AudioMixerEffectController`]>: (5.0.0f4 - 2022.3.2f1)
1479 pub m_SendTarget: PPtr,
1480}
1481
1482/// AudioMixerGroup is a class of the Unity engine since version 5.0.0f4.
1483/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Audio.AudioMixerGroup.html):
1484/**
1485Object representing a group in the mixer.
1486*/
1487#[derive(Debug, Serialize, Deserialize)]
1488pub struct AudioMixerGroup {
1489 /// PPtr<[`AudioMixer`]>: (5.0.0f4 - 2022.3.2f1)
1490 pub m_AudioMixer: PPtr,
1491 /// Vec<PPtr<[`AudioMixerGroup`]>>: (5.0.0f4 - 2022.3.2f1)
1492 pub m_Children: Vec<PPtr>,
1493 pub m_GroupID: GUID,
1494 /**The name of the object.*/
1495 pub m_Name: String,
1496}
1497
1498/// AudioMixerGroupController is a class of the Unity engine since version 5.0.0f4.
1499#[derive(Debug, Serialize, Deserialize)]
1500pub struct AudioMixerGroupController {
1501 /// PPtr<[`AudioMixer`]>: (5.0.0f4 - 2022.3.2f1)
1502 pub m_AudioMixer: PPtr,
1503 /// Vec<PPtr<[`AudioMixerGroup`]>>: (5.0.0f4 - 2022.3.2f1)
1504 pub m_Children: Vec<PPtr>,
1505 pub m_GroupID: GUID,
1506 pub m_Name: String,
1507}
1508
1509/// AudioMixerSnapshot is a class of the Unity engine since version 5.0.0f4.
1510/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Audio.AudioMixerSnapshot.html):
1511/**
1512Object representing a snapshot in the mixer.
1513*/
1514#[derive(Debug, Serialize, Deserialize)]
1515pub struct AudioMixerSnapshot {
1516 /// PPtr<[`AudioMixer`]>: (5.0.0f4 - 2022.3.2f1)
1517 pub m_AudioMixer: PPtr,
1518 /**The name of the object.*/
1519 pub m_Name: String,
1520 pub m_SnapshotID: GUID,
1521}
1522
1523/// AudioMixerSnapshotController is a class of the Unity engine since version 5.0.0f4.
1524#[derive(Debug, Serialize, Deserialize)]
1525pub struct AudioMixerSnapshotController {
1526 /// PPtr<[`AudioMixer`]>: (5.0.0f4 - 2022.3.2f1)
1527 pub m_AudioMixer: PPtr,
1528 pub m_Name: String,
1529 pub m_SnapshotID: GUID,
1530}
1531
1532/// AudioReverbFilter is a class of the Unity engine since version 3.4.0.
1533/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AudioReverbFilter.html):
1534/**
1535The Audio Reverb Filter takes an Audio Clip and distorts it to create a custom reverb effect.
1536See Also: Audio Reverb Filter information.
1537*/
1538#[derive(Debug, Serialize, Deserialize)]
1539pub struct AudioReverbFilter {
1540 /**Decay HF Ratio : High-frequency to low-frequency decay time ratio. Ranges from 0.1 to 2.0. Default is 0.5.*/
1541 pub m_DecayHFRatio: f32,
1542 /**Reverberation decay time at low-frequencies in seconds. Ranges from 0.1 to 20.0. Default is 1.0.*/
1543 pub m_DecayTime: f32,
1544 /**Reverberation density (modal density) in percent. Ranges from 0.0 to 100.0. Default is 100.0.*/
1545 pub m_Density: f32,
1546 /**Reverberation diffusion (echo density) in percent. Ranges from 0.0 to 100.0. Default is 100.0.*/
1547 pub m_Diffusion: f32,
1548 /**Mix level of dry signal in output in millibels (mB). Ranges from -10000.0 to 0.0. Default is 0.*/
1549 pub m_DryLevel: f32,
1550 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
1551 pub m_Enabled: u8,
1552 /**The game object this component is attached to. A component is always attached to a game object.*/
1553 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
1554 pub m_GameObject: PPtr,
1555 /**Reference high frequency in hertz (Hz). Ranges from 1000.0 to 20000.0. Default is 5000.0.*/
1556 pub m_HFReference: f32,
1557 /**Reference low-frequency in hertz (Hz). Ranges from 20.0 to 1000.0. Default is 250.0.*/
1558 pub m_LFReference: f32,
1559 /**Late reverberation level relative to room effect in millibels (mB). Ranges from -10000.0 to 2000.0. Default is 0.0.*/
1560 pub m_ReflectionsDelay: f32,
1561 /**Early reflections level relative to room effect in millibels (mB). Ranges from -10000.0 to 1000.0. Default is -10000.0.*/
1562 pub m_ReflectionsLevel: f32,
1563 /**Late reverberation delay time relative to first reflection in seconds. Ranges from 0.0 to 0.1. Default is 0.04.*/
1564 pub m_ReverbDelay: f32,
1565 /**Late reverberation level relative to room effect in millibels (mB). Ranges from -10000.0 to 2000.0. Default is 0.0.*/
1566 pub m_ReverbLevel: f32,
1567 /**Set/Get reverb preset properties.*/
1568 pub m_ReverbPreset: i32,
1569 /**Room effect level at low frequencies in millibels (mB). Ranges from -10000.0 to 0.0. Default is 0.0.*/
1570 pub m_Room: f32,
1571 /**Room effect high-frequency level re. low frequency level in millibels (mB). Ranges from -10000.0 to 0.0. Default is 0.0.*/
1572 pub m_RoomHF: f32,
1573 /**Room effect low-frequency level in millibels (mB). Ranges from -10000.0 to 0.0. Default is 0.0.*/
1574 pub m_RoomLF: f32,
1575 /// f32: (3.4.0 - 5.6.0b9)
1576 pub m_RoomRolloff: Option<f32>,
1577}
1578
1579/// AudioReverbZone is a class of the Unity engine since version 3.4.0.
1580/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AudioReverbZone.html):
1581/**
1582Reverb Zones are used when you want to create location based ambient effects in the Scene.
1583As the Audio Listener moves into a Reverb Zone, the ambient effect associated with the zone is gradually applied.
1584
1585At the max distance there is no effect and at the min distance the effect is fully applied.
1586
1587For example you can gradually change your character's footsteps sounds and create the
1588
1589feeling like you where entering into a cavern, going trough a room,
1590
1591swimming underwater, etc.You can always mix reverb zones to have combined effects.
1592
1593For more info check Reverb Zones in the manual.
1594*/
1595#[derive(Debug, Serialize, Deserialize)]
1596pub struct AudioReverbZone {
1597 /**High-frequency to mid-frequency decay time ratio.*/
1598 pub m_DecayHFRatio: f32,
1599 /**Reverberation decay time at mid frequencies.*/
1600 pub m_DecayTime: f32,
1601 /**Value that controls the modal density in the late reverberation decay.*/
1602 pub m_Density: f32,
1603 /**Value that controls the echo density in the late reverberation decay.*/
1604 pub m_Diffusion: f32,
1605 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
1606 pub m_Enabled: u8,
1607 /**The game object this component is attached to. A component is always attached to a game object.*/
1608 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
1609 pub m_GameObject: PPtr,
1610 /**Reference high frequency (hz).*/
1611 pub m_HFReference: f32,
1612 /**Reference low frequency (hz).*/
1613 pub m_LFReference: f32,
1614 /**The distance from the centerpoint that the reverb will not have any effect. Default = 15.0.*/
1615 pub m_MaxDistance: f32,
1616 /**The distance from the centerpoint that the reverb will have full effect at. Default = 10.0.*/
1617 pub m_MinDistance: f32,
1618 /**Early reflections level relative to room effect.*/
1619 pub m_Reflections: i32,
1620 /**Initial reflection delay time.*/
1621 pub m_ReflectionsDelay: f32,
1622 /**Late reverberation level relative to room effect.*/
1623 pub m_Reverb: i32,
1624 /**Late reverberation delay time relative to initial reflection.*/
1625 pub m_ReverbDelay: f32,
1626 /**Set/Get reverb preset properties.*/
1627 pub m_ReverbPreset: i32,
1628 /**Room effect level (at mid frequencies).*/
1629 pub m_Room: i32,
1630 /**Relative room effect level at high frequencies.*/
1631 pub m_RoomHF: i32,
1632 /**Relative room effect level at low frequencies.*/
1633 pub m_RoomLF: i32,
1634 /// f32: (3.4.0 - 5.6.0b9)
1635 pub m_RoomRolloffFactor: Option<f32>,
1636}
1637
1638/// AudioSource is a class of the Unity engine since version 3.4.0.
1639/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AudioSource.html):
1640/**
1641A representation of audio sources in 3D.
1642An AudioSource is attached to a GameObject for playing back sounds in a 3D environment.
1643
1644In order to play 3D sounds you also need to have a AudioListener.
1645
1646The audio listener is normally attached to the camera you want to use.
1647
1648Whether sounds are played in 3D or 2D is determined by AudioImporter settings.You can play a single audio clip using Play, Pause and Stop.
1649
1650You can also adjust its volume while playing using the volume property, or seek using time.
1651
1652Multiple sounds can be played on one AudioSource using PlayOneShot.
1653
1654You can play a clip at a static position in 3D space using PlayClipAtPoint.See Also: AudioListener, AudioClip, AudioSource component.
1655*/
1656#[derive(Debug, Serialize, Deserialize)]
1657pub struct AudioSource {
1658 /**Bypass effects (Applied from filter components or global listener filters).*/
1659 pub BypassEffects: bool,
1660 /**Sets the Doppler scale for this AudioSource.*/
1661 pub DopplerLevel: f32,
1662 /**Is the audio clip looping?*/
1663 pub Loop: bool,
1664 /**(Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at.*/
1665 pub MaxDistance: f32,
1666 /**Within the Min distance the AudioSource will cease to grow louder in volume.*/
1667 pub MinDistance: f32,
1668 /**Un- / Mutes the AudioSource. Mute sets the volume=0, Un-Mute restore the original volume.*/
1669 pub Mute: bool,
1670 pub Pan2D: f32,
1671 /**Sets the priority of the AudioSource.*/
1672 pub Priority: i32,
1673 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
1674 pub m_Enabled: u8,
1675 /**The game object this component is attached to. A component is always attached to a game object.*/
1676 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
1677 pub m_GameObject: PPtr,
1678 /**The pitch of the audio source.*/
1679 pub m_Pitch: f32,
1680 /**If set to true, the audio source will automatically start playing on awake.*/
1681 pub m_PlayOnAwake: bool,
1682 /**The volume of the audio source (0.0 to 1.0).*/
1683 pub m_Volume: f32,
1684 /// PPtr<[`AudioClip`]>: (3.4.0 - 2022.3.2f1)
1685 pub m_audioClip: PPtr,
1686 pub panLevelCustomCurve: AnimationCurve,
1687 pub rolloffCustomCurve: AnimationCurve,
1688 /**Sets/Gets how the AudioSource attenuates over distance.*/
1689 pub rolloffMode: i32,
1690 pub spreadCustomCurve: AnimationCurve,
1691 /**When set global effects on the AudioListener will not be applied to the audio signal generated by the AudioSource. Does not apply if the AudioSource is playing into a mixer group.*/
1692 /// bool: (4.2.0 - 2022.3.2f1)
1693 pub BypassListenerEffects: Option<bool>,
1694 /**When set doesn't route the signal from an AudioSource into the global reverb associated with reverb zones.*/
1695 /// bool: (4.2.0 - 2022.3.2f1)
1696 pub BypassReverbZones: Option<bool>,
1697 /**The target group to which the AudioSource should route its signal.*/
1698 /// PPtr<[`AudioMixerGroup`]>: (5.0.0f4 - 2022.3.2f1)
1699 pub OutputAudioMixerGroup: Option<PPtr>,
1700 /**Enables or disables spatialization.*/
1701 /// bool: (5.2.0f2 - 2022.3.2f1)
1702 pub Spatialize: Option<bool>,
1703 /**Determines if the spatializer effect is inserted before or after the effect filters.*/
1704 /// bool: (5.5.0f3 - 2022.3.2f1)
1705 pub SpatializePostEffects: Option<bool>,
1706 /// Vec<ExtensionPropertyValue>: (2017.2.0b2 - 2017.2.0b11)
1707 pub m_ExtensionPropertyValues: Option<Vec<ExtensionPropertyValue>>,
1708 /// AnimationCurve: (5.0.0f4 - 2022.3.2f1)
1709 pub reverbZoneMixCustomCurve: Option<AnimationCurve>,
1710}
1711
1712/// AutoOffMeshLinkData is a sub class of the Unity engine since version 5.0.0f4.
1713#[derive(Debug, Serialize, Deserialize)]
1714pub struct AutoOffMeshLinkData {
1715 pub m_Area: u8,
1716 pub m_End: Vector3f,
1717 pub m_LinkDirection: u8,
1718 pub m_LinkType: u16,
1719 pub m_Radius: f32,
1720 pub m_Start: Vector3f,
1721}
1722
1723/// Avatar is a class of the Unity engine since version 4.0.0.
1724/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Avatar.html):
1725/**
1726Avatar definition.
1727See Also: Animator.avatar, AvatarBuilder.
1728*/
1729#[derive(Debug, Serialize, Deserialize)]
1730pub struct Avatar {
1731 pub m_Avatar: AvatarConstant,
1732 pub m_AvatarSize: u32,
1733 /**The name of the object.*/
1734 pub m_Name: String,
1735 pub m_TOS: Vec<(u32, String)>,
1736 /**Returns the HumanDescription used to create this Avatar.*/
1737 /// HumanDescription: (2019.1.0b1 - 2022.3.2f1)
1738 pub m_HumanDescription: Option<HumanDescription>,
1739}
1740
1741/// AvatarBodyMask is a class of the Unity engine since version 4.0.0.
1742#[derive(Debug, Serialize, Deserialize)]
1743pub struct AvatarBodyMask {
1744 pub m_Mask: Vec<u32>,
1745 pub m_Name: String,
1746}
1747
1748/// AvatarConstant is a sub class of the Unity engine since version 4.0.0.
1749#[derive(Debug, Serialize, Deserialize)]
1750pub struct AvatarConstant {
1751 pub m_Human: OffsetPtr,
1752 pub m_HumanSkeletonIndexArray: Vec<i32>,
1753 pub m_RootMotionBoneIndex: i32,
1754 pub m_RootMotionBoneX: xform,
1755 /// OffsetPtr: (4.3.0 - 2022.3.2f1)
1756 pub m_AvatarSkeleton: Option<OffsetPtr>,
1757 /// OffsetPtr: (4.3.0 - 2022.3.2f1)
1758 pub m_AvatarSkeletonPose: Option<OffsetPtr>,
1759 /// OffsetPtr: (4.3.0 - 2022.3.2f1)
1760 pub m_DefaultPose: Option<OffsetPtr>,
1761 /// Vec<i32>: (4.3.0 - 2022.3.2f1)
1762 pub m_HumanSkeletonReverseIndexArray: Option<Vec<i32>>,
1763 /// OffsetPtr: (4.3.0 - 2022.3.2f1)
1764 pub m_RootMotionSkeleton: Option<OffsetPtr>,
1765 /// Vec<i32>: (4.3.0 - 2022.3.2f1)
1766 pub m_RootMotionSkeletonIndexArray: Option<Vec<i32>>,
1767 /// OffsetPtr: (4.3.0 - 2022.3.2f1)
1768 pub m_RootMotionSkeletonPose: Option<OffsetPtr>,
1769 /// OffsetPtr: (4.0.0 - 4.2.2)
1770 pub m_Skeleton: Option<OffsetPtr>,
1771 /// Vec<u32>: (4.3.0 - 2022.3.2f1)
1772 pub m_SkeletonNameIDArray: Option<Vec<u32>>,
1773 /// OffsetPtr: (4.0.0 - 4.2.2)
1774 pub m_SkeletonPose: Option<OffsetPtr>,
1775}
1776
1777/// AvatarMask is a class of the Unity engine since version 4.1.0.
1778/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AvatarMask.html):
1779/**
1780AvatarMask is used to mask out humanoid body parts and transforms.
1781They can be used when importing animation or in an animator controller layer.
1782*/
1783#[derive(Debug, Serialize, Deserialize)]
1784pub struct AvatarMask {
1785 pub m_Elements: Vec<TransformMaskElement>,
1786 pub m_Mask: Vec<u32>,
1787 /**The name of the object.*/
1788 pub m_Name: String,
1789}
1790
1791/// AvatarSkeletonMask is a class of the Unity engine since version 4.0.0.
1792#[derive(Debug, Serialize, Deserialize)]
1793pub struct AvatarSkeletonMask {
1794 pub elements: Vec<AvatarSkeletonMaskElement>,
1795 pub m_Name: String,
1796}
1797
1798/// AvatarSkeletonMaskElement is a sub class of the Unity engine since version 4.0.0.
1799#[derive(Debug, Serialize, Deserialize)]
1800pub struct AvatarSkeletonMaskElement {
1801 pub path: String,
1802 pub weight: f32,
1803}
1804
1805/// Behaviour is a class of the Unity engine since version 3.4.0.
1806/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Behaviour.html):
1807/**
1808Behaviours are Components that can be enabled or disabled.
1809See Also: MonoBehaviour and Component.
1810*/
1811#[derive(Debug, Serialize, Deserialize)]
1812pub struct Behaviour {
1813 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
1814 pub m_Enabled: u8,
1815 /**The game object this component is attached to. A component is always attached to a game object.*/
1816 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
1817 pub m_GameObject: PPtr,
1818}
1819
1820/// BillboardAsset is a class of the Unity engine since version 5.0.0f4.
1821/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/BillboardAsset.html):
1822/**
1823BillboardAsset describes how a billboard is rendered.
1824Billboards are a level-of-detail (LOD) method of drawing complicated 3D objects in a simpler manner if they are further away. Because the object is further away, there is often less requirement to draw the object at full detail due to its size on-screen and low likelihood of being a focal point in the Camera view. Instead, the object can be pre-rendered to a texture, and this texture used on a very simple Camera-facing Mesh of flat geometry (often simply a quadrilateral) known as a billboard. At great distances an object does not significantly change its orientation relative to the camera, so a billboard looks much like the object it represents from frame to frame, without having to be redrawn from the model. The BillboardAsset class allows the creation of billboards that are rendered from several directions, allowing a BillboardAsset to efficiently represent an object at low level of detail from any approximately-horizontal viewpoint.A BillboardAsset is usually created by importing SpeedTree assets. You can also create your own once you know how the billboard is described.SpeedTree billboard geometry is usually more complex than a plain quadrilateral. By using more vertices to cut out the empty part of the billboard image, rendering performance can potentially be improved due to the graphics system not having to draw as many redundant transparent pixels. You have access to the geometry data via BillboardAsset.vertices and BillboardAsset.indices.All vertices are considered in UV-space (see Fig. 1 below), because the geometry is due to be textured by the billboard images. UV vertices are easily expanded to 3D-space vertices by knowing the billboard's width, height, bottom, and what direction the billboard is currently facing. Assuming we have a billboard located at (0,0,0) looking at negative Z axis, the 3D-space coordinates are calculated as:X = (u - 0.5) * width
1825Y = v * height + bottom
1826Z = 0
1827
1828Figure 1: How UV vertices are expanded to 3D verticesIn order to display something similar to the real 3D mesh being billboarded, SpeedTree billboards select an appropriate image from several pre-rendered images according to the current view direction. The images in Figure 2 below are created by capturing the rendered image of the 3D tree at different view angles, evenly distributed around the Y-axis. The first image always starts at positive X axis direction (or 0° if you imagine a unit circle from above).
1829
1830Figure 2: How the eight billboard images are bakedAll images should be atlased together in one single texture. Each image is represented as a Vector4 of {left u, top v, width in u, height in v} in the atlas. You have access to all the images via BillboardAsset.imageTexCoords. SpeedTree Modeler always exports a normal texture alongside the diffuse texture for even better approximation of the lighting, and it shares the same atlas layout with the diffuse texutre.Once the BillboardAsset is constructed, use BillboardRenderer to render it.
1831*/
1832#[derive(Debug, Serialize, Deserialize)]
1833pub struct BillboardAsset {
1834 /**Height of the billboard that is below ground.*/
1835 pub bottom: f32,
1836 /**Height of the billboard.*/
1837 pub height: f32,
1838 pub imageTexCoords: Vec<Vector4f>,
1839 pub indices: Vec<u16>,
1840 /**The name of the object.*/
1841 pub m_Name: String,
1842 /**The material used for rendering.*/
1843 /// PPtr<[`Material`]>: (5.0.0f4 - 2022.3.2f1)
1844 pub material: PPtr,
1845 pub vertices: Vec<Vector2f>,
1846 /**Width of the billboard.*/
1847 pub width: f32,
1848 /// Vec<u8>: (5.0.0f4 - 5.2.5f1)
1849 pub rotated: Option<Vec<u8>>,
1850}
1851
1852/// BillboardRenderer is a class of the Unity engine since version 5.0.0f4.
1853/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/BillboardRenderer.html):
1854/**
1855Renders a billboard from a BillboardAsset.
1856BillboardRenderers that share the same BillboardAsset can be rendered in a batch if they are next to each other in the order of rendering. The batching is always enabled regardless of whether dynamic batching is enabled or not.Due to the always-upright nature of a tree billboard, BillboardRenderer can only rotate around Y-axis.See Also: BillboardAsset.
1857*/
1858#[derive(Debug, Serialize, Deserialize)]
1859pub struct BillboardRenderer {
1860 /**The BillboardAsset to render.*/
1861 /// PPtr<[`BillboardAsset`]>: (5.0.0f4 - 2022.3.2f1)
1862 pub m_Billboard: PPtr,
1863 pub m_CastShadows: u8,
1864 /**Makes the rendered 3D object visible if enabled.*/
1865 pub m_Enabled: bool,
1866 /**The game object this component is attached to. A component is always attached to a game object.*/
1867 /// PPtr<[`GameObject`]>: (5.0.0f4 - 2022.3.2f1)
1868 pub m_GameObject: PPtr,
1869 /**The index of the baked lightmap applied to this renderer.*/
1870 pub m_LightmapIndex: u16,
1871 pub m_LightmapIndexDynamic: u16,
1872 pub m_LightmapTilingOffset: Vector4f,
1873 pub m_LightmapTilingOffsetDynamic: Vector4f,
1874 /**Returns all the instantiated materials of this object.*/
1875 /// Vec<PPtr<[`Material`]>>: (5.0.0f4 - 2022.3.2f1)
1876 pub m_Materials: Vec<PPtr>,
1877 /**If set, Renderer will use this Transform's position to find the light or reflection probe.*/
1878 /// PPtr<[`Transform`]>: (5.0.0f4 - 2022.3.2f1)
1879 pub m_ProbeAnchor: PPtr,
1880 /**Does this object receive shadows?*/
1881 pub m_ReceiveShadows: Enum_bool__u8,
1882 /**Should reflection probes be used for this Renderer?*/
1883 pub m_ReflectionProbeUsage: i32,
1884 /**Renderer's order within a sorting layer.*/
1885 pub m_SortingOrder: i16,
1886 /// PPtr<[`Transform`]>: (5.0.0f4 - 2022.3.2f1)
1887 pub m_StaticBatchRoot: PPtr,
1888 /// u8: (2017.2.0b2 - 2022.3.2f1)
1889 pub m_DynamicOccludee: Option<u8>,
1890 /**The light probe interpolation type.*/
1891 /// u8: (5.4.0f3 - 2022.3.2f1)
1892 pub m_LightProbeUsage: Option<u8>,
1893 /// PPtr<[`GameObject`]>: (5.4.0f3 - 2022.3.2f1)
1894 pub m_LightProbeVolumeOverride: Option<PPtr>,
1895 /// u8: (5.4.0f3 - 2022.3.2f1)
1896 pub m_MotionVectors: Option<u8>,
1897 /// u8: (2020.1.0b1 - 2022.3.2f1)
1898 pub m_RayTraceProcedural: Option<u8>,
1899 /**Describes how this renderer is updated for ray tracing.*/
1900 /// u8: (2019.3.0b1 - 2022.3.2f1)
1901 pub m_RayTracingMode: Option<u8>,
1902 /**This value sorts renderers by priority. Lower values are rendered first and higher values are rendered last.*/
1903 /// i32: (2018.3.0f2 - 2022.3.2f1)
1904 pub m_RendererPriority: Option<i32>,
1905 /**Determines which rendering layer this renderer lives on.*/
1906 /// u32: (2018.1.0b2 - 2022.3.2f1)
1907 pub m_RenderingLayerMask: Option<u32>,
1908 /// i16: (5.6.0b1 - 2022.3.2f1)
1909 pub m_SortingLayer: Option<i16>,
1910 /**Unique ID of the Renderer's sorting layer.*/
1911 /// i32: (5.0.0f4 - 2022.3.2f1)
1912 pub m_SortingLayerID: Option<i32>,
1913 /// StaticBatchInfo: (5.5.0f3 - 2022.3.2f1)
1914 pub m_StaticBatchInfo: Option<StaticBatchInfo>,
1915 /**Is this renderer a static shadow caster?*/
1916 /// u8: (2021.1.0b1 - 2022.3.2f1)
1917 pub m_StaticShadowCaster: Option<u8>,
1918 /// Vec<u32>: (5.0.0f4 - 5.4.6f3)
1919 pub m_SubsetIndices: Option<Vec<u32>>,
1920 /// bool: (5.0.0f4 - 5.3.8f2)
1921 pub m_UseLightProbes: Option<bool>,
1922}
1923
1924#[derive(Debug, Serialize, Deserialize)]
1925#[serde(untagged)]
1926pub enum Enum_bool__u8 {
1927 bool(bool),
1928 u8(u8),
1929}
1930
1931/// BitField is a sub class of the Unity engine since version 3.4.0.
1932#[derive(Debug, Serialize, Deserialize)]
1933pub struct BitField {
1934 pub m_Bits: u32,
1935}
1936
1937/// BlendShapeData is a sub class of the Unity engine since version 4.3.0.
1938#[derive(Debug, Serialize, Deserialize)]
1939pub struct BlendShapeData {
1940 pub channels: Vec<MeshBlendShapeChannel>,
1941 pub fullWeights: Vec<f32>,
1942 pub shapes: Vec<MeshBlendShape>,
1943 pub vertices: Vec<BlendShapeVertex>,
1944}
1945
1946/// BlendShapeVertex is a sub class of the Unity engine since version 4.3.0.
1947#[derive(Debug, Serialize, Deserialize)]
1948pub struct BlendShapeVertex {
1949 pub index: u32,
1950 pub normal: Vector3f,
1951 pub tangent: Vector3f,
1952 pub vertex: Vector3f,
1953}
1954
1955/// BlendTree is a class of the Unity engine since version 4.0.0.
1956/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Animations.BlendTree.html):
1957/**
1958Blend trees are used to blend continuously animation between their children. They can either be 1D or 2D.
1959*/
1960#[derive(Debug, Serialize, Deserialize)]
1961pub struct BlendTree {
1962 pub m_Childs: Vec<Enum_Child__ChildMotion>,
1963 /**Sets the maximum threshold that will be used by the ChildMotion. Only used when useAutomaticThresholds is true.*/
1964 pub m_MaxThreshold: f32,
1965 /**Sets the minimum threshold that will be used by the ChildMotion. Only used when useAutomaticThresholds is true.*/
1966 pub m_MinThreshold: f32,
1967 /**The name of the object.*/
1968 pub m_Name: String,
1969 /**When active, the children's thresholds are automatically spread between 0 and 1.*/
1970 pub m_UseAutomaticThresholds: bool,
1971 /// String: (4.0.0 - 4.1.5)
1972 pub m_BlendEvent: Option<String>,
1973 /// String: (4.1.0 - 4.1.5)
1974 pub m_BlendEventY: Option<String>,
1975 /**Parameter that is used to compute the blending weight of the children in 1D blend trees or on the X axis of a 2D blend tree.*/
1976 /// String: (4.2.0 - 2022.3.2f1)
1977 pub m_BlendParameter: Option<String>,
1978 /**Parameter that is used to compute the blending weight of the children on the Y axis of a 2D blend tree.*/
1979 /// String: (4.2.0 - 2022.3.2f1)
1980 pub m_BlendParameterY: Option<String>,
1981 /**The Blending type can be either 1D or different types of 2D.*/
1982 /// u32: (4.1.0 - 4.1.5); i32: (4.2.0 - 2022.3.2f1)
1983 pub m_BlendType: Option<i64>,
1984 /// bool: (5.0.0f4 - 2022.3.2f1)
1985 pub m_NormalizedBlendValues: Option<bool>,
1986}
1987
1988#[derive(Debug, Serialize, Deserialize)]
1989#[serde(untagged)]
1990pub enum Enum_Child__ChildMotion {
1991 Child(Child),
1992 ChildMotion(ChildMotion),
1993}
1994
1995/// BoneInfluence is a sub class of the Unity engine since version 3.4.0.
1996#[derive(Debug, Serialize, Deserialize)]
1997pub struct BoneInfluence {
1998 /// i32: (3.4.0 - 5.6.7f1)
1999 #[serde(alias = "boneIndex[0]")]
2000 pub boneIndex_0_: Option<i32>,
2001 /// i32: (3.4.0 - 5.6.7f1)
2002 #[serde(alias = "boneIndex[1]")]
2003 pub boneIndex_1_: Option<i32>,
2004 /// i32: (3.4.0 - 5.6.7f1)
2005 #[serde(alias = "boneIndex[2]")]
2006 pub boneIndex_2_: Option<i32>,
2007 /// i32: (3.4.0 - 5.6.7f1)
2008 #[serde(alias = "boneIndex[3]")]
2009 pub boneIndex_3_: Option<i32>,
2010 /// f32: (3.4.0 - 5.6.7f1)
2011 #[serde(alias = "weight[0]")]
2012 pub weight_0_: Option<f32>,
2013 /// f32: (3.4.0 - 5.6.7f1)
2014 #[serde(alias = "weight[1]")]
2015 pub weight_1_: Option<f32>,
2016 /// f32: (3.4.0 - 5.6.7f1)
2017 #[serde(alias = "weight[2]")]
2018 pub weight_2_: Option<f32>,
2019 /// f32: (3.4.0 - 5.6.7f1)
2020 #[serde(alias = "weight[3]")]
2021 pub weight_3_: Option<f32>,
2022}
2023
2024/// BoneWeights4 is a sub class of the Unity engine since version 2017.1.0b1.
2025#[derive(Debug, Serialize, Deserialize)]
2026pub struct BoneWeights4 {
2027 /// i32: (2017.1.0b1 - 2022.3.2f1)
2028 #[serde(alias = "boneIndex[0]")]
2029 pub boneIndex_0_: Option<i32>,
2030 /// i32: (2017.1.0b1 - 2022.3.2f1)
2031 #[serde(alias = "boneIndex[1]")]
2032 pub boneIndex_1_: Option<i32>,
2033 /// i32: (2017.1.0b1 - 2022.3.2f1)
2034 #[serde(alias = "boneIndex[2]")]
2035 pub boneIndex_2_: Option<i32>,
2036 /// i32: (2017.1.0b1 - 2022.3.2f1)
2037 #[serde(alias = "boneIndex[3]")]
2038 pub boneIndex_3_: Option<i32>,
2039 /// f32: (2017.1.0b1 - 2022.3.2f1)
2040 #[serde(alias = "weight[0]")]
2041 pub weight_0_: Option<f32>,
2042 /// f32: (2017.1.0b1 - 2022.3.2f1)
2043 #[serde(alias = "weight[1]")]
2044 pub weight_1_: Option<f32>,
2045 /// f32: (2017.1.0b1 - 2022.3.2f1)
2046 #[serde(alias = "weight[2]")]
2047 pub weight_2_: Option<f32>,
2048 /// f32: (2017.1.0b1 - 2022.3.2f1)
2049 #[serde(alias = "weight[3]")]
2050 pub weight_3_: Option<f32>,
2051}
2052
2053/// BoxCollider is a class of the Unity engine since version 3.4.0.
2054/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/BoxCollider.html):
2055/**
2056A box-shaped primitive collider.
2057See Also: SphereCollider, CapsuleCollider, PhysicMaterial, Rigidbody.
2058*/
2059#[derive(Debug, Serialize, Deserialize)]
2060pub struct BoxCollider {
2061 /**The center of the box, measured in the object's local space.*/
2062 pub m_Center: Vector3f,
2063 /**Enabled Colliders will collide with other Colliders, disabled Colliders won't.*/
2064 pub m_Enabled: bool,
2065 /**The game object this component is attached to. A component is always attached to a game object.*/
2066 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
2067 pub m_GameObject: PPtr,
2068 /**Specify if this collider is configured as a trigger.*/
2069 pub m_IsTrigger: bool,
2070 /**The material used by the collider.*/
2071 /// PPtr<[`PhysicMaterial`]>: (3.4.0 - 2022.3.2f1)
2072 pub m_Material: PPtr,
2073 /**The size of the box, measured in the object's local space.*/
2074 pub m_Size: Vector3f,
2075 /**The additional layers that this Collider should exclude when deciding if the Collider can contact another Collider.*/
2076 /// BitField: (2022.2.0b1 - 2022.3.2f1)
2077 pub m_ExcludeLayers: Option<BitField>,
2078 /**The additional layers that this Collider should include when deciding if the Collider can contact another Collider.*/
2079 /// BitField: (2022.2.0b1 - 2022.3.2f1)
2080 pub m_IncludeLayers: Option<BitField>,
2081 /**A decision priority assigned to this Collider used when there is a conflicting decision on whether a Collider can contact another Collider.*/
2082 /// i32: (2022.2.0b1 - 2022.3.2f1)
2083 pub m_LayerOverridePriority: Option<i32>,
2084 /**Whether or not this Collider generates contacts for Physics.ContactEvent.*/
2085 /// bool: (2022.2.0b1 - 2022.3.2f1)
2086 pub m_ProvidesContacts: Option<bool>,
2087}
2088
2089/// BoxCollider2D is a class of the Unity engine since version 4.3.0.
2090/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/BoxCollider2D.html):
2091/**
2092Collider for 2D physics representing an axis-aligned rectangle.
2093See Also: CircleCollider2D, PolygonCollider2D, EdgeCollider2D.
2094*/
2095#[derive(Debug, Serialize, Deserialize)]
2096pub struct BoxCollider2D {
2097 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
2098 pub m_Enabled: u8,
2099 /**The game object this component is attached to. A component is always attached to a game object.*/
2100 /// PPtr<[`GameObject`]>: (4.3.0 - 2022.3.2f1)
2101 pub m_GameObject: PPtr,
2102 /**Is this collider configured as a trigger?*/
2103 pub m_IsTrigger: bool,
2104 /// PPtr<[`PhysicsMaterial2D`]>: (4.3.0 - 2022.3.2f1)
2105 pub m_Material: PPtr,
2106 /**The width and height of the rectangle.*/
2107 pub m_Size: Vector2f,
2108 /**Determines whether the BoxCollider2D's shape is automatically updated based on a SpriteRenderer's tiling properties.*/
2109 /// bool: (5.6.0f1 - 2022.3.2f1)
2110 pub m_AutoTiling: Option<bool>,
2111 /**The Layers that this Collider2D will report collision or trigger callbacks for during a contact with another Collider2D.*/
2112 /// BitField: (2022.2.0b1 - 2022.3.2f1)
2113 pub m_CallbackLayers: Option<BitField>,
2114 /// Vector2f: (4.3.0 - 4.7.2)
2115 pub m_Center: Option<Vector2f>,
2116 /**The layers of other Collider2D involved in contacts with this Collider2D that will be captured.*/
2117 /// BitField: (2022.2.0b1 - 2022.3.2f1)
2118 pub m_ContactCaptureLayers: Option<BitField>,
2119 /**The density of the collider used to calculate its mass (when auto mass is enabled).*/
2120 /// f32: (5.3.0f1 - 2022.3.2f1)
2121 pub m_Density: Option<f32>,
2122 /**Controls the radius of all edges created by the collider.*/
2123 /// f32: (5.6.0f1 - 2022.3.2f1)
2124 pub m_EdgeRadius: Option<f32>,
2125 /**The additional Layers that this Collider2D should exclude when deciding if a contact with another Collider2D should happen or not.*/
2126 /// BitField: (2022.2.0b1 - 2022.3.2f1)
2127 pub m_ExcludeLayers: Option<BitField>,
2128 /**The Layers that this Collider2D can receive forces from during a Collision contact with another Collider2D.*/
2129 /// BitField: (2022.2.0b1 - 2022.3.2f1)
2130 pub m_ForceReceiveLayers: Option<BitField>,
2131 /**The Layers that this Collider2D is allowed to send forces to during a Collision contact with another Collider2D.*/
2132 /// BitField: (2022.2.0b1 - 2022.3.2f1)
2133 pub m_ForceSendLayers: Option<BitField>,
2134 /**The additional Layers that this Collider2D should include when deciding if a contact with another Collider2D should happen or not.*/
2135 /// BitField: (2022.2.0b1 - 2022.3.2f1)
2136 pub m_IncludeLayers: Option<BitField>,
2137 /**A decision priority assigned to this Collider2D used when there is a conflicting decision on whether a contact between itself and another Collision2D should happen or not.*/
2138 /// i32: (2022.2.0b1 - 2022.3.2f1)
2139 pub m_LayerOverridePriority: Option<i32>,
2140 /**The local offset of the collider geometry.*/
2141 /// Vector2f: (5.0.0f4 - 2022.3.2f1)
2142 pub m_Offset: Option<Vector2f>,
2143 /// SpriteTilingProperty: (5.6.0f1 - 2022.3.2f1)
2144 pub m_SpriteTilingProperty: Option<SpriteTilingProperty>,
2145 /**Sets whether the Collider will be used or not used by a CompositeCollider2D.*/
2146 /// bool: (5.6.0b1 - 2022.3.2f1)
2147 pub m_UsedByComposite: Option<bool>,
2148 /**Whether the collider is used by an attached effector or not.*/
2149 /// bool: (5.0.0f4 - 2022.3.2f1)
2150 pub m_UsedByEffector: Option<bool>,
2151}
2152
2153/// BrokenPrefabAsset is a class of the Unity engine since version 2022.2.0b1.
2154/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/BrokenPrefabAsset.html):
2155/**
2156BrokenPrefabAsset is for Prefab files where the file content cannot be loaded without errors.
2157A Prefab Asset can be broken if the content of the file invalid or if it is a Variant Prefab where the parent Prefab is either invalid or missing.Search for t:BrokenPrefabAsset in the project browser to see which assets are of that type.
2158*/
2159#[derive(Debug, Serialize, Deserialize)]
2160pub struct BrokenPrefabAsset {
2161 /// PPtr<[`BrokenPrefabAsset`]>: (2022.2.0b1 - 2022.3.2f1)
2162 pub m_BrokenParentPrefab: PPtr,
2163 /**Returns true if the content of the file is valid.*/
2164 pub m_IsPrefabFileValid: bool,
2165 /**Returns true if the prefab is a variant.*/
2166 pub m_IsVariant: bool,
2167 pub m_IsWarning: bool,
2168 pub m_Message: String,
2169 /**The name of the object.*/
2170 pub m_Name: String,
2171}
2172
2173/// BufferBinding is a sub class of the Unity engine since version 5.5.0f3.
2174#[derive(Debug, Serialize, Deserialize)]
2175pub struct BufferBinding {
2176 pub m_Index: i32,
2177 pub m_NameIndex: i32,
2178 /// i32: (2020.1.0b1 - 2022.3.2f1)
2179 pub m_ArraySize: Option<i32>,
2180}
2181
2182/// BuildReport is a class of the Unity engine since version 5.4.0f3.
2183/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Build.Reporting.BuildReport.html):
2184/**
2185The BuildReport API gives you information about the Unity build process.
2186A BuildReport object is returned by BuildPipeline.BuildPlayer and can be used to discover information about the files output, the build steps taken, and other platform-specific information such as native code stripping.
2187*/
2188#[derive(Debug, Serialize, Deserialize)]
2189pub struct BuildReport {
2190 /// Vec<PPtr<[`Object`]>>: (5.4.0f3 - 2022.3.2f1)
2191 pub m_Appendices: Vec<PPtr>,
2192 pub m_BuildSteps: Vec<BuildStepInfo>,
2193 pub m_Files: Vec<BuildReportFile>,
2194 /**The name of the object.*/
2195 pub m_Name: String,
2196 /**A BuildSummary containing overall statistics and data about the build process.*/
2197 pub m_Summary: BuildSummary,
2198}
2199
2200/// BuildReportFile is a sub class of the Unity engine since version 5.4.0f3.
2201#[derive(Debug, Serialize, Deserialize)]
2202pub struct BuildReportFile {
2203 pub id: u32,
2204 pub path: String,
2205 pub role: String,
2206 pub totalSize: u64,
2207}
2208
2209/// BuildReportPackedAssetInfo is a sub class of the Unity engine since version 5.4.0f3.
2210#[derive(Debug, Serialize, Deserialize)]
2211pub struct BuildReportPackedAssetInfo {
2212 pub classID: i32,
2213 pub fileID: i64,
2214 pub packedSize: i128,
2215 pub sourceAssetGUID: GUID,
2216 /// String: (5.4.2f2 - 2022.3.2f1)
2217 pub buildTimeAssetPath: Option<String>,
2218 /// u64: (2019.3.0b1 - 2022.3.2f1)
2219 pub offset: Option<u64>,
2220}
2221
2222/// BuildReportScenesUsingAsset is a sub class of the Unity engine since version 2020.1.0b1.
2223#[derive(Debug, Serialize, Deserialize)]
2224pub struct BuildReportScenesUsingAsset {
2225 pub assetPath: String,
2226 pub scenePaths: Vec<String>,
2227}
2228
2229/// BuildSettings is a class of the Unity engine since version 3.4.0.
2230/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Build.Content.BuildSettings.html):
2231/**
2232Struct containing information on how to build content.
2233Note: this struct and its members exist to provide low-level support for the Scriptable Build Pipeline package. This is intended for internal use only; use the Scriptable Build Pipeline package to implement a fully featured build pipeline. You can install this via the Unity Package Manager.
2234*/
2235#[derive(Debug, Serialize, Deserialize)]
2236pub struct BuildSettings {
2237 pub enableDynamicBatching: bool,
2238 pub hasAdvancedVersion: bool,
2239 pub hasPROVersion: bool,
2240 pub hasPublishingRights: bool,
2241 pub hasShadows: bool,
2242 pub isEducationalBuild: bool,
2243 pub m_Version: String,
2244 /// GUID: (5.6.0f1 - 2022.2.1f1); String: (5.6.0b3 - 5.6.0b3)
2245 pub buildGUID: Option<Enum_GUID__String>,
2246 /// Vec<String>: (5.6.0b1 - 2022.3.2f1)
2247 pub buildTags: Option<Vec<String>>,
2248 /// bool: (5.0.0f4 - 5.2.5f1)
2249 pub enableMultipleDisplays: Option<bool>,
2250 /// Vec<String>: (5.4.0f3 - 2022.3.2f1)
2251 pub enabledVRDevices: Option<Vec<String>>,
2252 /// bool: (5.0.0f4 - 2022.3.2f1)
2253 pub hasClusterRendering: Option<bool>,
2254 /// bool: (4.2.0 - 2022.3.2f1)
2255 pub hasLocalLightShadows: Option<bool>,
2256 /// bool: (4.6.2 - 4.7.2)
2257 pub hasOculusPlugin: Option<bool>,
2258 /// bool: (3.4.0 - 5.2.5f1)
2259 pub hasRenderTexture: Option<bool>,
2260 /// bool: (4.2.0 - 2022.3.2f1)
2261 pub hasSoftShadows: Option<bool>,
2262 /// bool: (3.4.0 - 2022.2.1f1)
2263 pub isDebugBuild: Option<bool>,
2264 /// bool: (4.0.0 - 2022.3.2f1)
2265 pub isEmbedded: Option<bool>,
2266 /// bool: (3.5.0 - 2022.3.2f1)
2267 pub isNoWatermarkBuild: Option<bool>,
2268 /// bool: (3.5.0 - 2022.3.2f1)
2269 pub isPrototypingBuild: Option<bool>,
2270 /// bool: (2018.3.0f2 - 2022.3.2f1)
2271 pub isTrial: Option<bool>,
2272 /// bool: (2018.2.0b1 - 2018.2.8f1)
2273 pub isWsaHolographicRemotingEnabled: Option<bool>,
2274 /// Vec<String>: (3.4.0 - 5.0.4f1)
2275 pub levels: Option<Vec<String>>,
2276 /// String: (3.4.0 - 2022.2.0a18)
2277 pub m_AuthToken: Option<String>,
2278 /// Vec<i32>: (5.1.0f1 - 2022.3.2f1)
2279 pub m_GraphicsAPIs: Option<Vec<i32>>,
2280 /// Vec<String>: (5.0.0f4 - 2022.3.2f1)
2281 pub preloadedPlugins: Option<Vec<String>>,
2282 /// Vec<(i32, u32)>: (3.5.0 - 4.7.2); Vec<(i32, Hash128)>: (5.0.0f4 - 2020.2.0a19)
2283 pub runtimeClassHashes: Option<Vec<(i32, Enum_u32__Hash128)>>,
2284 /// Vec<String>: (5.1.0f1 - 2022.3.2f1)
2285 pub scenes: Option<Vec<String>>,
2286 /// Vec<(Hash128, Hash128)>: (5.0.0f4 - 2020.2.0a19)
2287 pub scriptHashes: Option<Vec<(Hash128, Hash128)>>,
2288 /// bool: (4.0.0 - 2022.3.2f1)
2289 pub usesOnMouseEvents: Option<bool>,
2290}
2291
2292#[derive(Debug, Serialize, Deserialize)]
2293#[serde(untagged)]
2294pub enum Enum_u32__Hash128 {
2295 u32(u32),
2296 Hash128(Hash128),
2297}
2298
2299/// BuildStepInfo is a sub class of the Unity engine since version 5.4.0f3.
2300#[derive(Debug, Serialize, Deserialize)]
2301pub struct BuildStepInfo {
2302 pub messages: Vec<BuildStepMessage>,
2303 pub stepName: String,
2304 /// i32: (2018.1.0b2 - 2022.3.2f1)
2305 pub depth: Option<i32>,
2306 /// u64: (5.4.0f3 - 2017.4.40f1)
2307 pub duration: Option<u64>,
2308 /// u64: (2018.1.0b2 - 2022.3.2f1)
2309 pub durationTicks: Option<u64>,
2310}
2311
2312/// BuildStepMessage is a sub class of the Unity engine since version 5.4.0f3.
2313/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Build.Reporting.BuildStepMessage.html):
2314/**
2315Contains information about a single log message recorded during the build process.
2316*/
2317#[derive(Debug, Serialize, Deserialize)]
2318pub struct BuildStepMessage {
2319 /**The text content of the log message.*/
2320 pub content: String,
2321 /**The LogType of the log message.*/
2322 /// i32: (5.4.0f3 - 2022.3.2f1)
2323 #[serde(alias = "type")]
2324 pub _type: Option<i32>,
2325}
2326
2327/// BuildSummary is a sub class of the Unity engine since version 5.4.0f3.
2328/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Build.Reporting.BuildSummary.html):
2329/**
2330Contains overall summary information about a build.
2331*/
2332#[derive(Debug, Serialize, Deserialize)]
2333pub struct BuildSummary {
2334 pub assetBundleOptions: i32,
2335 pub crc: u32,
2336 /**The BuildOptions used for the build, as passed to BuildPipeline.BuildPlayer.*/
2337 pub options: i32,
2338 /**The output path for the build, as provided to BuildPipeline.BuildPlayer.*/
2339 pub outputPath: String,
2340 pub platformName: String,
2341 /**The total number of errors and exceptions recorded during the build process.*/
2342 pub totalErrors: i32,
2343 /**The total size of the build output, in bytes.*/
2344 pub totalSize: u64,
2345 /**The total number of warnings recorded during the build process.*/
2346 pub totalWarnings: i32,
2347 /// GUID: (5.6.0f1 - 2022.3.2f1)
2348 pub buildGUID: Option<GUID>,
2349 /// i32: (2017.2.0b2 - 2022.3.2f1)
2350 pub buildResult: Option<i32>,
2351 /// DateTime: (2018.1.0b2 - 2022.3.2f1)
2352 pub buildStartTime: Option<DateTime>,
2353 /// i32: (5.5.0f3 - 2022.3.2f1)
2354 pub buildType: Option<i32>,
2355 /// String: (5.4.0f3 - 2017.4.40f1)
2356 pub name: Option<String>,
2357 /// String: (5.6.0b1 - 2022.3.2f1)
2358 pub platformGroupName: Option<String>,
2359 /// i32: (2021.2.0f1 - 2022.3.2f1)
2360 pub subtarget: Option<i32>,
2361 /// bool: (5.5.0f3 - 2017.1.5f1)
2362 pub success: Option<bool>,
2363 /// u64: (5.4.0f3 - 2017.4.40f1)
2364 pub totalTimeMS: Option<u64>,
2365 /// u64: (2018.1.0b2 - 2022.3.2f1)
2366 pub totalTimeTicks: Option<u64>,
2367}
2368
2369/// BuildTargetSettings is a sub class of the Unity engine since version 3.4.0.
2370#[derive(Debug, Serialize, Deserialize)]
2371pub struct BuildTargetSettings {
2372 pub m_BuildTarget: String,
2373 pub m_TextureFormat: i32,
2374 /// bool: (5.2.0f2 - 5.4.6f3)
2375 pub m_AllowsAlphaSplitting: Option<bool>,
2376 /// i32: (3.5.0 - 5.4.6f3)
2377 pub m_CompressionQuality: Option<i32>,
2378 /// i32: (5.5.0f3 - 2017.4.40f1)
2379 pub m_LoadingBehavior: Option<i32>,
2380 /// i32: (3.4.0 - 5.4.6f3)
2381 pub m_MaxTextureSize: Option<i32>,
2382 /// i32: (5.5.0f3 - 2017.4.40f1)
2383 pub m_TextureHeight: Option<i32>,
2384 /// i32: (5.5.0f3 - 2017.4.40f1)
2385 pub m_TextureWidth: Option<i32>,
2386}
2387
2388/// BuildTextureStackReference is a sub class of the Unity engine since version 2020.1.0b1.
2389#[derive(Debug, Serialize, Deserialize)]
2390pub struct BuildTextureStackReference {
2391 pub groupName: String,
2392 pub itemName: String,
2393}
2394
2395/// BuiltAssetBundleInfo is a sub class of the Unity engine since version 5.5.4f1.
2396#[derive(Debug, Serialize, Deserialize)]
2397pub struct BuiltAssetBundleInfo {
2398 pub bundleArchiveFile: u32,
2399 pub bundleName: String,
2400 pub packagedFileIndices: Vec<u32>,
2401}
2402
2403/// BuiltAssetBundleInfoSet is a class of the Unity engine since version 5.5.4f1.
2404#[derive(Debug, Serialize, Deserialize)]
2405pub struct BuiltAssetBundleInfoSet {
2406 pub bundleInfos: Vec<BuiltAssetBundleInfo>,
2407}
2408
2409/// BuiltinShaderSettings is a sub class of the Unity engine since version 5.0.0f4.
2410#[derive(Debug, Serialize, Deserialize)]
2411pub struct BuiltinShaderSettings {
2412 pub m_Mode: i32,
2413 /// PPtr<[`Shader`]>: (5.0.0f4 - 2022.3.2f1)
2414 pub m_Shader: PPtr,
2415}
2416
2417/// BuoyancyEffector2D is a class of the Unity engine since version 5.3.0f1.
2418/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/BuoyancyEffector2D.html):
2419/**
2420Applies forces to simulate buoyancy, fluid-flow and fluid drag.
2421When any Collider2D overlap the area defined by the effector, calculations are made to determine if they are below the surfaceLevel. If they are not, no forces are applied. If they are then the effector will apply buoyancy forces in an attempt to move the Collider2D to the surfaceLevel i.e. they will float.This effector is designed primarily to work with Collider2D that are set as triggers so that Collider2D can overlap the defined area and have buoyancy forces applied to them.
2422*/
2423#[derive(Debug, Serialize, Deserialize)]
2424pub struct BuoyancyEffector2D {
2425 /**A force applied to slow angular movement of any Collider2D in contact with the effector.*/
2426 pub m_AngularDrag: f32,
2427 /**The mask used to select specific layers allowed to interact with the effector.*/
2428 pub m_ColliderMask: BitField,
2429 /**The density of the fluid used to calculate the buoyancy forces.*/
2430 pub m_Density: f32,
2431 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
2432 pub m_Enabled: u8,
2433 /**The angle of the force used to similate fluid flow.*/
2434 pub m_FlowAngle: f32,
2435 /**The magnitude of the force used to similate fluid flow.*/
2436 pub m_FlowMagnitude: f32,
2437 /**The random variation of the force used to similate fluid flow.*/
2438 pub m_FlowVariation: f32,
2439 /**The game object this component is attached to. A component is always attached to a game object.*/
2440 /// PPtr<[`GameObject`]>: (5.3.0f1 - 2022.3.2f1)
2441 pub m_GameObject: PPtr,
2442 /**A force applied to slow linear movement of any Collider2D in contact with the effector.*/
2443 pub m_LinearDrag: f32,
2444 /**Defines an arbitrary horizontal line that represents the fluid surface level.*/
2445 pub m_SurfaceLevel: f32,
2446 /**Should the collider-mask be used or the global collision matrix?*/
2447 pub m_UseColliderMask: bool,
2448}
2449
2450/// CachedAssetMetaData is a sub class of the Unity engine since version 3.4.0.
2451#[derive(Debug, Serialize, Deserialize)]
2452pub struct CachedAssetMetaData {
2453 pub guid: GUID,
2454 pub originalChangeset: u32,
2455 pub originalDigest: Enum_MdFour__Hash128,
2456 pub originalName: String,
2457 pub originalParent: GUID,
2458 pub pathName: String,
2459}
2460
2461/// CachedSpriteAtlas is a class of the Unity engine since version 4.3.0.
2462#[derive(Debug, Serialize, Deserialize)]
2463pub struct CachedSpriteAtlas {
2464 pub frames: Vec<((GUID, i64), SpriteRenderData)>,
2465 /// Vec<PPtr<[`Texture2D`]>>: (4.3.0 - 2022.3.2f1)
2466 pub textures: Vec<PPtr>,
2467 /// Vec<PPtr<[`Texture2D`]>>: (5.2.0f2 - 2022.3.2f1)
2468 pub alphaTextures: Option<Vec<PPtr>>,
2469}
2470
2471/// CachedSpriteAtlasRuntimeData is a class of the Unity engine since version 2017.1.0b1.
2472#[derive(Debug, Serialize, Deserialize)]
2473pub struct CachedSpriteAtlasRuntimeData {
2474 /// Vec<PPtr<[`Texture2D`]>>: (2017.1.0b1 - 2022.3.2f1)
2475 pub alphaTextures: Vec<PPtr>,
2476 pub frames: Vec<((GUID, i64), SpriteAtlasData)>,
2477 /// Vec<PPtr<[`Texture2D`]>>: (2017.1.0b1 - 2022.3.2f1)
2478 pub textures: Vec<PPtr>,
2479 /// Hash128: (2020.1.0b1 - 2022.3.2f1)
2480 pub currentPackingHash: Option<Hash128>,
2481}
2482
2483/// Camera is a class of the Unity engine since version 3.4.0.
2484/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Camera.html):
2485/**
2486A Camera is a device through which the player views the world.
2487A screen space point is defined in pixels. The bottom-left of the screen is (0,0); the right-top
2488
2489is (pixelWidth,pixelHeight). The z position is in world units from the Camera.A viewport space point is normalized and relative to the Camera. The bottom-left of the Camera is
2490
2491(0,0); the top-right is (1,1). The z position is in world units from the Camera.A world space point is defined in global coordinates (for example, Transform.position).See Also: camera component.
2492*/
2493#[derive(Debug, Serialize, Deserialize)]
2494pub struct Camera {
2495 /**The color with which the screen will be cleared.*/
2496 pub m_BackGroundColor: ColorRGBA,
2497 /**How the camera clears the background.*/
2498 pub m_ClearFlags: u32,
2499 /**This is used to render parts of the Scene selectively.*/
2500 pub m_CullingMask: BitField,
2501 /**Camera's depth in the camera rendering order.*/
2502 pub m_Depth: f32,
2503 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
2504 pub m_Enabled: u8,
2505 /**The game object this component is attached to. A component is always attached to a game object.*/
2506 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
2507 pub m_GameObject: PPtr,
2508 pub m_NormalizedViewPortRect: Rectf,
2509 /**The rendering path that should be used, if possible.*/
2510 pub m_RenderingPath: i32,
2511 /**Destination render texture.*/
2512 /// PPtr<[`RenderTexture`]>: (3.4.0 - 2022.3.2f1)
2513 pub m_TargetTexture: PPtr,
2514 /**Is the camera orthographic (true) or perspective (false)?*/
2515 pub orthographic: bool,
2516 /**The distance of the far clipping plane from the Camera, in world units.*/
2517 /// f32: (3.4.0 - 2022.3.2f1)
2518 #[serde(alias = "far clip plane")]
2519 pub far_clip_plane: Option<f32>,
2520 /**The vertical field of view of the Camera, in degrees.*/
2521 /// f32: (3.4.0 - 2022.3.2f1)
2522 #[serde(alias = "field of view")]
2523 pub field_of_view: Option<f32>,
2524 /**Dynamic Resolution Scaling.*/
2525 /// bool: (2017.3.0b1 - 2022.3.2f1)
2526 pub m_AllowDynamicResolution: Option<bool>,
2527 /**MSAA rendering.*/
2528 /// bool: (5.6.0b1 - 2022.3.2f1)
2529 pub m_AllowMSAA: Option<bool>,
2530 /**The camera anamorphism. To use this property, enable UsePhysicalProperties.*/
2531 /// f32: (2022.2.0b1 - 2022.3.2f1)
2532 pub m_Anamorphism: Option<f32>,
2533 /**The camera aperture. To use this property, enable UsePhysicalProperties.*/
2534 /// f32: (2022.2.0b1 - 2022.3.2f1)
2535 pub m_Aperture: Option<f32>,
2536 /**The camera barrel clipping. To use this property, enable UsePhysicalProperties.*/
2537 /// f32: (2022.2.0b1 - 2022.3.2f1)
2538 pub m_BarrelClipping: Option<f32>,
2539 /**The blade count in the lens of the camera. To use this property, enable UsePhysicalProperties.*/
2540 /// i32: (2022.2.0b1 - 2022.3.2f1)
2541 pub m_BladeCount: Option<i32>,
2542 /**The curvature of the blades. To use this property, enable UsePhysicalProperties.*/
2543 /// Vector2f: (2022.2.0b1 - 2022.3.2f1)
2544 pub m_Curvature: Option<Vector2f>,
2545 /**The camera focal length, expressed in millimeters. To use this property, enable UsePhysicalProperties.*/
2546 /// f32: (2018.2.0b1 - 2022.3.2f1)
2547 pub m_FocalLength: Option<f32>,
2548 /**The focus distance of the lens. To use this property, enable UsePhysicalProperties.*/
2549 /// f32: (2022.2.0b1 - 2022.3.2f1)
2550 pub m_FocusDistance: Option<f32>,
2551 /// bool: (5.6.0b1 - 2022.3.2f1)
2552 pub m_ForceIntoRT: Option<bool>,
2553 /// i32: (2018.3.0f2 - 2022.3.2f1)
2554 pub m_GateFitMode: Option<i32>,
2555 /// bool: (3.5.0 - 2022.3.2f1)
2556 pub m_HDR: Option<bool>,
2557 /**The sensor sensitivity of the camera. To use this property, enable UsePhysicalProperties.*/
2558 /// i32: (2022.2.0b1 - 2022.3.2f1)
2559 pub m_Iso: Option<i32>,
2560 /**The lens offset of the camera. The lens shift is relative to the sensor size. For example, a lens shift of 0.5 offsets the sensor by half its horizontal size.*/
2561 /// Vector2f: (2018.2.0b1 - 2022.3.2f1)
2562 pub m_LensShift: Option<Vector2f>,
2563 /// bool: (4.3.0 - 2022.3.2f1)
2564 pub m_OcclusionCulling: Option<bool>,
2565 /**The size of the camera sensor, expressed in millimeters.*/
2566 /// Vector2f: (2018.2.0b1 - 2022.3.2f1)
2567 pub m_SensorSize: Option<Vector2f>,
2568 /**The exposure time of the camera, in seconts. To use this property, enable UsePhysicalProperties.*/
2569 /// f32: (2022.2.0b1 - 2022.3.2f1)
2570 pub m_ShutterSpeed: Option<f32>,
2571 /**Distance to a point where virtual eyes converge.*/
2572 /// f32: (4.5.0 - 2022.3.2f1)
2573 pub m_StereoConvergence: Option<f32>,
2574 /// bool: (5.1.0f1 - 2017.2.0b10)
2575 pub m_StereoMirrorMode: Option<bool>,
2576 /**The distance between the virtual eyes. Use this to query or set the current eye separation. Note that most VR devices provide this value, in which case setting the value will have no effect.*/
2577 /// f32: (4.5.0 - 2022.3.2f1)
2578 pub m_StereoSeparation: Option<f32>,
2579 /**Set the target display for this Camera.*/
2580 /// u32: (4.5.0 - 5.2.5f1); i32: (5.3.0f1 - 2022.3.2f1)
2581 pub m_TargetDisplay: Option<i64>,
2582 /// i32: (5.1.3f1 - 2022.3.2f1)
2583 pub m_TargetEye: Option<i32>,
2584 /// i32: (2018.2.0b1 - 2022.3.2f1)
2585 pub m_projectionMatrixMode: Option<i32>,
2586 /**The distance of the near clipping plane from the the Camera, in world units.*/
2587 /// f32: (3.4.0 - 2022.3.2f1)
2588 #[serde(alias = "near clip plane")]
2589 pub near_clip_plane: Option<f32>,
2590 /**Camera's half-size when in orthographic mode.*/
2591 /// f32: (3.4.0 - 2022.3.2f1)
2592 #[serde(alias = "orthographic size")]
2593 pub orthographic_size: Option<f32>,
2594}
2595
2596/// Canvas is a class of the Unity engine since version 4.5.0.
2597/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Canvas.html):
2598/**
2599Element that can be used for screen rendering.
2600Elements on a canvas are rendered AFTER Scene rendering, either from an attached camera or using overlay mode.
2601*/
2602#[derive(Debug, Serialize, Deserialize)]
2603pub struct Canvas {
2604 /// PPtr<[`Camera`]>: (4.5.0 - 2022.3.2f1)
2605 pub m_Camera: PPtr,
2606 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
2607 pub m_Enabled: u8,
2608 /**The game object this component is attached to. A component is always attached to a game object.*/
2609 /// PPtr<[`GameObject`]>: (4.5.0 - 2022.3.2f1)
2610 pub m_GameObject: PPtr,
2611 /**Force elements in the canvas to be aligned with pixels. Only applies with renderMode is Screen Space.*/
2612 pub m_PixelPerfect: bool,
2613 /**Is the Canvas in World or Overlay mode?*/
2614 pub m_RenderMode: i32,
2615 /// i32: (5.6.0f1 - 2022.3.2f1)
2616 pub m_AdditionalShaderChannelsFlag: Option<i32>,
2617 /// f32: (4.5.0 - 4.5.5)
2618 pub m_Alpha: Option<f32>,
2619 /// bool: (4.5.0 - 4.5.5)
2620 pub m_Normals: Option<bool>,
2621 /**Allows for nested canvases to override pixelPerfect settings inherited from parent canvases.*/
2622 /// bool: (4.6.0 - 2022.3.2f1)
2623 pub m_OverridePixelPerfect: Option<bool>,
2624 /**Override the sorting of canvas.*/
2625 /// bool: (4.6.0 - 2022.3.2f1)
2626 pub m_OverrideSorting: Option<bool>,
2627 /**How far away from the camera is the Canvas generated.*/
2628 /// f32: (4.6.0 - 2022.3.2f1)
2629 pub m_PlaneDistance: Option<f32>,
2630 /// bool: (4.5.0 - 4.5.5)
2631 pub m_PositionUVs: Option<bool>,
2632 /// bool: (4.6.0 - 2022.3.2f1)
2633 pub m_ReceivesEvents: Option<bool>,
2634 /// f32: (5.3.4f1 - 2022.3.2f1)
2635 pub m_SortingBucketNormalizedSize: Option<f32>,
2636 /**Unique ID of the Canvas' sorting layer.*/
2637 /// u32: (4.6.0 - 4.7.2); i32: (5.0.0f4 - 2022.3.2f1)
2638 pub m_SortingLayerID: Option<i64>,
2639 /**Canvas' order within a sorting layer.*/
2640 /// i16: (4.6.0 - 2022.3.2f1)
2641 pub m_SortingOrder: Option<i16>,
2642 /**For Overlay mode, display index on which the UI canvas will appear.*/
2643 /// i8: (5.3.0f1 - 2022.3.2f1)
2644 pub m_TargetDisplay: Option<i8>,
2645 /**Should the Canvas size be updated based on the render target when a manual Camera.Render call is performed.*/
2646 /// i32: (2022.1.0b1 - 2022.3.2f1)
2647 pub m_UpdateRectTransformForStandalone: Option<i32>,
2648 /**Should the Canvas vertex color always be in gamma space before passing to the UI shaders in linear color space work flow.*/
2649 /// bool: (2022.2.15f1 - 2022.3.2f1)
2650 pub m_VertexColorAlwaysGammaSpace: Option<bool>,
2651}
2652
2653/// CanvasGroup is a class of the Unity engine since version 4.6.0.
2654/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/CanvasGroup.html):
2655/**
2656A Canvas placable element that can be used to modify children Alpha, Raycasting, Enabled state.
2657A canvas group can be used to modify the state of children elements.An example of this would be a window which fades in over time, by modifying the alpha value of the group the children elements will be affected. The result alpha will be the multiplied result of any nested groups, multiplied with the canvas elements alpha.You can configure Canvas Groups to not block raycasts. When you configure a Canvas Group to not block raycasts, graphic raycasting ignores anything in the group.Let's say you have a Canvas GameObject with a CanvasGroup component on it, and you set the CanvasGroup component's alpha to 0. In that case, the Canvas does not render any of its child GameObjects.
2658
2659Now suppose that the Canvas also has a child CanvasGroup GameObject that you do want to render. If you enable IgnoreParentGroups for the CanvasGroup GameObject, the parent Canvas does not render any of its child GameObjects, including the CanvasGroup you want to render.
2660
2661To get the child CanvasGroup GameObject, do one of two things:
2662
2663In the parent Canvas, set the CanvasGroup component's alpha to a small, non-zero value.
2664
2665Add a Canvas component to the child CanvasGroup GameObject that you want to render.
2666*/
2667#[derive(Debug, Serialize, Deserialize)]
2668pub struct CanvasGroup {
2669 /**Set the alpha of the group.*/
2670 pub m_Alpha: f32,
2671 /**Does this group block raycasting (allow collision).*/
2672 pub m_BlocksRaycasts: bool,
2673 /**The game object this component is attached to. A component is always attached to a game object.*/
2674 /// PPtr<[`GameObject`]>: (4.6.0 - 2022.3.2f1)
2675 pub m_GameObject: PPtr,
2676 /**Should the group ignore parent groups?*/
2677 pub m_IgnoreParentGroups: bool,
2678 /**Is the group interactable (are the elements beneath the group enabled).*/
2679 pub m_Interactable: bool,
2680 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
2681 /// u8: (4.6.1 - 2022.3.2f1)
2682 pub m_Enabled: Option<u8>,
2683}
2684
2685/// CanvasRenderer is a class of the Unity engine since version 4.6.0.
2686/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/CanvasRenderer.html):
2687/**
2688A component that will render to the screen after all normal rendering has completed when attached to a Canvas. Designed for GUI application.
2689See Also:Canvas.
2690*/
2691#[derive(Debug, Serialize, Deserialize)]
2692pub struct CanvasRenderer {
2693 /**The game object this component is attached to. A component is always attached to a game object.*/
2694 /// PPtr<[`GameObject`]>: (4.6.0 - 2022.3.2f1)
2695 pub m_GameObject: PPtr,
2696 /**Indicates whether geometry emitted by this renderer can be ignored when the vertex color alpha is close to zero for every vertex of the mesh.*/
2697 /// bool: (2018.2.0b1 - 2022.3.2f1)
2698 pub m_CullTransparentMesh: Option<bool>,
2699}
2700
2701/// CapsuleCollider is a class of the Unity engine since version 3.4.0.
2702/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/CapsuleCollider.html):
2703/**
2704A capsule-shaped primitive collider.
2705Capsules are cylinders with a half-sphere at each end.See Also: BoxCollider, SphereCollider, PhysicMaterial, Rigidbody.
2706*/
2707#[derive(Debug, Serialize, Deserialize)]
2708pub struct CapsuleCollider {
2709 /**The center of the capsule, measured in the object's local space.*/
2710 pub m_Center: Vector3f,
2711 /**The direction of the capsule.*/
2712 pub m_Direction: i32,
2713 /**Enabled Colliders will collide with other Colliders, disabled Colliders won't.*/
2714 pub m_Enabled: bool,
2715 /**The game object this component is attached to. A component is always attached to a game object.*/
2716 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
2717 pub m_GameObject: PPtr,
2718 /**The height of the capsule measured in the object's local space.*/
2719 pub m_Height: f32,
2720 /**Specify if this collider is configured as a trigger.*/
2721 pub m_IsTrigger: bool,
2722 /**The material used by the collider.*/
2723 /// PPtr<[`PhysicMaterial`]>: (3.4.0 - 2022.3.2f1)
2724 pub m_Material: PPtr,
2725 /**The radius of the sphere, measured in the object's local space.*/
2726 pub m_Radius: f32,
2727 /**The additional layers that this Collider should exclude when deciding if the Collider can contact another Collider.*/
2728 /// BitField: (2022.2.0b1 - 2022.3.2f1)
2729 pub m_ExcludeLayers: Option<BitField>,
2730 /**The additional layers that this Collider should include when deciding if the Collider can contact another Collider.*/
2731 /// BitField: (2022.2.0b1 - 2022.3.2f1)
2732 pub m_IncludeLayers: Option<BitField>,
2733 /**A decision priority assigned to this Collider used when there is a conflicting decision on whether a Collider can contact another Collider.*/
2734 /// i32: (2022.2.0b1 - 2022.3.2f1)
2735 pub m_LayerOverridePriority: Option<i32>,
2736 /**Whether or not this Collider generates contacts for Physics.ContactEvent.*/
2737 /// bool: (2022.2.0b1 - 2022.3.2f1)
2738 pub m_ProvidesContacts: Option<bool>,
2739}
2740
2741/// CapsuleCollider2D is a class of the Unity engine since version 5.5.0f3.
2742/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/CapsuleCollider2D.html):
2743/**
2744A capsule-shaped primitive collider.
2745Capsules are boxes with a semi-circle at each end.
2746*/
2747#[derive(Debug, Serialize, Deserialize)]
2748pub struct CapsuleCollider2D {
2749 /**The density of the collider used to calculate its mass (when auto mass is enabled).*/
2750 pub m_Density: f32,
2751 /**The direction that the capsule sides can extend.*/
2752 pub m_Direction: i32,
2753 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
2754 pub m_Enabled: u8,
2755 /**The game object this component is attached to. A component is always attached to a game object.*/
2756 /// PPtr<[`GameObject`]>: (5.5.0f3 - 2022.3.2f1)
2757 pub m_GameObject: PPtr,
2758 /**Is this collider configured as a trigger?*/
2759 pub m_IsTrigger: bool,
2760 /// PPtr<[`PhysicsMaterial2D`]>: (5.5.0f3 - 2022.3.2f1)
2761 pub m_Material: PPtr,
2762 /**The local offset of the collider geometry.*/
2763 pub m_Offset: Vector2f,
2764 /**The width and height of the capsule area.*/
2765 pub m_Size: Vector2f,
2766 /**Whether the collider is used by an attached effector or not.*/
2767 pub m_UsedByEffector: bool,
2768 /**The Layers that this Collider2D will report collision or trigger callbacks for during a contact with another Collider2D.*/
2769 /// BitField: (2022.2.0b1 - 2022.3.2f1)
2770 pub m_CallbackLayers: Option<BitField>,
2771 /**The layers of other Collider2D involved in contacts with this Collider2D that will be captured.*/
2772 /// BitField: (2022.2.0b1 - 2022.3.2f1)
2773 pub m_ContactCaptureLayers: Option<BitField>,
2774 /**The additional Layers that this Collider2D should exclude when deciding if a contact with another Collider2D should happen or not.*/
2775 /// BitField: (2022.2.0b1 - 2022.3.2f1)
2776 pub m_ExcludeLayers: Option<BitField>,
2777 /**The Layers that this Collider2D can receive forces from during a Collision contact with another Collider2D.*/
2778 /// BitField: (2022.2.0b1 - 2022.3.2f1)
2779 pub m_ForceReceiveLayers: Option<BitField>,
2780 /**The Layers that this Collider2D is allowed to send forces to during a Collision contact with another Collider2D.*/
2781 /// BitField: (2022.2.0b1 - 2022.3.2f1)
2782 pub m_ForceSendLayers: Option<BitField>,
2783 /**The additional Layers that this Collider2D should include when deciding if a contact with another Collider2D should happen or not.*/
2784 /// BitField: (2022.2.0b1 - 2022.3.2f1)
2785 pub m_IncludeLayers: Option<BitField>,
2786 /**A decision priority assigned to this Collider2D used when there is a conflicting decision on whether a contact between itself and another Collision2D should happen or not.*/
2787 /// i32: (2022.2.0b1 - 2022.3.2f1)
2788 pub m_LayerOverridePriority: Option<i32>,
2789 /**Sets whether the Collider will be used or not used by a CompositeCollider2D.*/
2790 /// bool: (5.6.0b1 - 2022.3.2f1)
2791 pub m_UsedByComposite: Option<bool>,
2792}
2793
2794/// Channel is a sub class of the Unity engine since version 3.4.0.
2795#[derive(Debug, Serialize, Deserialize)]
2796pub struct Channel {
2797 pub attributeName: String,
2798 pub byteOffset: i32,
2799 pub curve: AnimationCurve,
2800}
2801
2802/// ChannelInfo is a sub class of the Unity engine since version 4.0.0.
2803/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/MPE.ChannelInfo.html):
2804/**
2805A structure that contains the connection information of a Channel in ChannelService.
2806*/
2807#[derive(Debug, Serialize, Deserialize)]
2808pub struct ChannelInfo {
2809 pub dimension: u8,
2810 pub format: u8,
2811 pub offset: u8,
2812 pub stream: u8,
2813}
2814
2815/// CharacterController is a class of the Unity engine since version 3.4.0.
2816/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/CharacterController.html):
2817/**
2818A CharacterController allows you to easily do movement constrained by collisions without having to deal with a rigidbody.
2819A CharacterController is not affected by forces and will only move when you call the Move function.
2820
2821It will then carry out the movement but be constrained by collisions.See Also: Character Controller component and Character animation examples
2822*/
2823#[derive(Debug, Serialize, Deserialize)]
2824pub struct CharacterController {
2825 /**The center of the character's capsule relative to the transform's position.*/
2826 pub m_Center: Vector3f,
2827 /**The game object this component is attached to. A component is always attached to a game object.*/
2828 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
2829 pub m_GameObject: PPtr,
2830 /**The height of the character's capsule.*/
2831 pub m_Height: f32,
2832 /**Gets or sets the minimum move distance of the character controller.*/
2833 pub m_MinMoveDistance: f32,
2834 /**The radius of the character's capsule.*/
2835 pub m_Radius: f32,
2836 /**The character's collision skin width.*/
2837 pub m_SkinWidth: f32,
2838 /**The character controllers slope limit in degrees.*/
2839 pub m_SlopeLimit: f32,
2840 /**The character controllers step offset in meters.*/
2841 pub m_StepOffset: f32,
2842 /**Enabled Colliders will collide with other Colliders, disabled Colliders won't.*/
2843 /// bool: (5.0.0f4 - 2022.3.2f1)
2844 pub m_Enabled: Option<bool>,
2845 /**The additional layers that this Collider should exclude when deciding if the Collider can contact another Collider.*/
2846 /// BitField: (2022.2.0b1 - 2022.3.2f1)
2847 pub m_ExcludeLayers: Option<BitField>,
2848 /**The additional layers that this Collider should include when deciding if the Collider can contact another Collider.*/
2849 /// BitField: (2022.2.0b1 - 2022.3.2f1)
2850 pub m_IncludeLayers: Option<BitField>,
2851 /**Specify if this collider is configured as a trigger.*/
2852 /// bool: (5.0.0f4 - 2022.3.2f1)
2853 pub m_IsTrigger: Option<bool>,
2854 /**A decision priority assigned to this Collider used when there is a conflicting decision on whether a Collider can contact another Collider.*/
2855 /// i32: (2022.2.0b1 - 2022.3.2f1)
2856 pub m_LayerOverridePriority: Option<i32>,
2857 /**The material used by the collider.*/
2858 /// PPtr<[`PhysicMaterial`]>: (5.0.0f4 - 2022.3.2f1)
2859 pub m_Material: Option<PPtr>,
2860 /**Whether or not this Collider generates contacts for Physics.ContactEvent.*/
2861 /// bool: (2022.2.0b1 - 2022.3.2f1)
2862 pub m_ProvidesContacts: Option<bool>,
2863}
2864
2865/// CharacterInfo is a sub class of the Unity engine since version 3.4.0.
2866/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/CharacterInfo.html):
2867/**
2868Specification for how to render a character from the font texture. See Font.characterInfo.
2869See Also: Example at Font.RequestCharactersInTexture.
2870*/
2871#[derive(Debug, Serialize, Deserialize)]
2872pub struct CharacterInfo {
2873 /**Unicode value of the character.*/
2874 pub index: u32,
2875 pub uv: Rectf,
2876 pub vert: Rectf,
2877 /**The horizontal distance, rounded to the nearest integer, from the origin of this character to the origin of the next character.*/
2878 /// f32: (5.3.0f1 - 2022.3.2f1)
2879 pub advance: Option<f32>,
2880 /// bool: (4.0.0 - 2022.3.2f1)
2881 pub flipped: Option<bool>,
2882 /// f32: (3.4.0 - 5.2.5f1)
2883 pub width: Option<f32>,
2884}
2885
2886/// CharacterJoint is a class of the Unity engine since version 3.4.0.
2887/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/CharacterJoint.html):
2888/**
2889Character Joints are mainly used for Ragdoll effects.
2890They are an extended ball-socket joint which allows you to limit the joint on each axis.
2891*/
2892#[derive(Debug, Serialize, Deserialize)]
2893pub struct CharacterJoint {
2894 /**The Position of the anchor around which the joints motion is constrained.*/
2895 pub m_Anchor: Vector3f,
2896 /**The Direction of the axis around which the body is constrained.*/
2897 pub m_Axis: Vector3f,
2898 /**The force that needs to be applied for this joint to break.*/
2899 pub m_BreakForce: f32,
2900 /**The torque that needs to be applied for this joint to break. To be able to break, a joint must be _Locked_ or _Limited_ on the axis of rotation where the torque is being applied. This means that some joints cannot break, such as an unconstrained Configurable Joint.*/
2901 pub m_BreakTorque: f32,
2902 /**A reference to another rigidbody this joint connects to.*/
2903 /// PPtr<[`Rigidbody`]>: (3.4.0 - 2022.3.2f1)
2904 pub m_ConnectedBody: PPtr,
2905 /**The game object this component is attached to. A component is always attached to a game object.*/
2906 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
2907 pub m_GameObject: PPtr,
2908 /**The upper limit around the primary axis of the character joint.*/
2909 pub m_HighTwistLimit: SoftJointLimit,
2910 /**The lower limit around the primary axis of the character joint.*/
2911 pub m_LowTwistLimit: SoftJointLimit,
2912 /**The angular limit of rotation (in degrees) around the primary axis of the character joint.*/
2913 pub m_Swing1Limit: SoftJointLimit,
2914 /**The angular limit of rotation (in degrees) around the primary axis of the character joint.*/
2915 pub m_Swing2Limit: SoftJointLimit,
2916 /**The secondary axis around which the joint can rotate.*/
2917 pub m_SwingAxis: Vector3f,
2918 /**Should the connectedAnchor be calculated automatically?*/
2919 /// bool: (4.3.0 - 2022.3.2f1)
2920 pub m_AutoConfigureConnectedAnchor: Option<bool>,
2921 /**Position of the anchor relative to the connected Rigidbody.*/
2922 /// Vector3f: (4.3.0 - 2022.3.2f1)
2923 pub m_ConnectedAnchor: Option<Vector3f>,
2924 /**A reference to an articulation body this joint connects to.*/
2925 /// PPtr<[`ArticulationBody`]>: (2020.2.0b1 - 2022.3.2f1)
2926 pub m_ConnectedArticulationBody: Option<PPtr>,
2927 /**The scale to apply to the inverse mass and inertia tensor of the connected body prior to solving the constraints.*/
2928 /// f32: (2017.1.0b2 - 2022.3.2f1)
2929 pub m_ConnectedMassScale: Option<f32>,
2930 /**Enable collision between bodies connected with the joint.*/
2931 /// bool: (4.5.0 - 2022.3.2f1)
2932 pub m_EnableCollision: Option<bool>,
2933 /**Toggle preprocessing for this joint.*/
2934 /// bool: (5.0.0f4 - 2022.3.2f1)
2935 pub m_EnablePreprocessing: Option<bool>,
2936 /**Brings violated constraints back into alignment even when the solver fails.*/
2937 /// bool: (5.0.0f4 - 2022.3.2f1)
2938 pub m_EnableProjection: Option<bool>,
2939 /// bool: (2017.1.0b2 - 2017.1.0b5)
2940 pub m_Enabled: Option<bool>,
2941 /**The scale to apply to the inverse mass and inertia tensor of the body prior to solving the constraints.*/
2942 /// f32: (2017.1.0b2 - 2022.3.2f1)
2943 pub m_MassScale: Option<f32>,
2944 /**Set the angular tolerance threshold (in degrees) for projection.*/
2945 /// f32: (5.0.0f4 - 2022.3.2f1)
2946 pub m_ProjectionAngle: Option<f32>,
2947 /**Set the linear tolerance threshold for projection.*/
2948 /// f32: (5.0.0f4 - 2022.3.2f1)
2949 pub m_ProjectionDistance: Option<f32>,
2950 /**The configuration of the spring attached to the swing limits of the joint.*/
2951 /// SoftJointLimitSpring: (5.0.0f4 - 2022.3.2f1)
2952 pub m_SwingLimitSpring: Option<SoftJointLimitSpring>,
2953 /**The configuration of the spring attached to the twist limits of the joint.*/
2954 /// SoftJointLimitSpring: (5.0.0f4 - 2022.3.2f1)
2955 pub m_TwistLimitSpring: Option<SoftJointLimitSpring>,
2956}
2957
2958/// Child is a sub class of the Unity engine since version 4.0.0.
2959#[derive(Debug, Serialize, Deserialize)]
2960pub struct Child {
2961 pub m_IsAnim: bool,
2962 /// PPtr<[`Motion`]>: (4.0.0 - 4.7.2)
2963 pub m_Motion: PPtr,
2964 pub m_Threshold: f32,
2965 pub m_TimeScale: f32,
2966 /// f32: (4.1.0 - 4.7.2)
2967 pub m_CycleOffset: Option<f32>,
2968 /// bool: (4.1.0 - 4.7.2)
2969 pub m_Mirror: Option<bool>,
2970 /// Vector2f: (4.1.0 - 4.7.2)
2971 pub m_Position: Option<Vector2f>,
2972}
2973
2974/// ChildAnimatorState is a sub class of the Unity engine since version 5.0.0f4.
2975/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Animations.ChildAnimatorState.html):
2976/**
2977Structure that represents a state in the context of its parent state machine.
2978*/
2979#[derive(Debug, Serialize, Deserialize)]
2980pub struct ChildAnimatorState {
2981 /**The position the the state node in the context of its parent state machine.*/
2982 pub m_Position: Vector3f,
2983 /**The state.*/
2984 /// PPtr<[`AnimatorState`]>: (5.0.0f4 - 2022.3.2f1)
2985 pub m_State: PPtr,
2986}
2987
2988/// ChildAnimatorStateMachine is a sub class of the Unity engine since version 5.0.0f4.
2989/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Animations.ChildAnimatorStateMachine.html):
2990/**
2991Structure that represents a state machine in the context of its parent state machine.
2992*/
2993#[derive(Debug, Serialize, Deserialize)]
2994pub struct ChildAnimatorStateMachine {
2995 /**The position of the state machine node in the context of its parent state machine.*/
2996 pub m_Position: Vector3f,
2997 /**The state machine.*/
2998 /// PPtr<[`AnimatorStateMachine`]>: (5.0.0f4 - 2022.3.2f1)
2999 pub m_StateMachine: PPtr,
3000}
3001
3002/// ChildMotion is a sub class of the Unity engine since version 5.0.0f4.
3003/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Animations.ChildMotion.html):
3004/**
3005Structure that represents a motion in the context of its parent blend tree.
3006*/
3007#[derive(Debug, Serialize, Deserialize)]
3008pub struct ChildMotion {
3009 /**Normalized time offset of the child.*/
3010 pub m_CycleOffset: f32,
3011 /**The parameter used by the child when used in a BlendTree of type BlendTreeType.Direct.*/
3012 pub m_DirectBlendParameter: String,
3013 /**Mirror of the child.*/
3014 pub m_Mirror: bool,
3015 /**The motion itself.*/
3016 /// PPtr<[`Motion`]>: (5.0.0f4 - 2022.3.2f1)
3017 pub m_Motion: PPtr,
3018 /**The position of the child. Used in 2D blend trees.*/
3019 pub m_Position: Vector2f,
3020 /**The threshold of the child. Used in 1D blend trees.*/
3021 pub m_Threshold: f32,
3022 /**The relative speed of the child.*/
3023 pub m_TimeScale: f32,
3024}
3025
3026/// CircleCollider2D is a class of the Unity engine since version 4.3.0.
3027/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/CircleCollider2D.html):
3028/**
3029Collider for 2D physics representing an circle.
3030See Also: BoxCollider class, PolygonCollider2D class.
3031*/
3032#[derive(Debug, Serialize, Deserialize)]
3033pub struct CircleCollider2D {
3034 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
3035 pub m_Enabled: u8,
3036 /**The game object this component is attached to. A component is always attached to a game object.*/
3037 /// PPtr<[`GameObject`]>: (4.3.0 - 2022.3.2f1)
3038 pub m_GameObject: PPtr,
3039 /**Is this collider configured as a trigger?*/
3040 pub m_IsTrigger: bool,
3041 /// PPtr<[`PhysicsMaterial2D`]>: (4.3.0 - 2022.3.2f1)
3042 pub m_Material: PPtr,
3043 /**Radius of the circle.*/
3044 pub m_Radius: f32,
3045 /**The Layers that this Collider2D will report collision or trigger callbacks for during a contact with another Collider2D.*/
3046 /// BitField: (2022.2.0b1 - 2022.3.2f1)
3047 pub m_CallbackLayers: Option<BitField>,
3048 /// Vector2f: (4.3.0 - 4.7.2)
3049 pub m_Center: Option<Vector2f>,
3050 /**The layers of other Collider2D involved in contacts with this Collider2D that will be captured.*/
3051 /// BitField: (2022.2.0b1 - 2022.3.2f1)
3052 pub m_ContactCaptureLayers: Option<BitField>,
3053 /**The density of the collider used to calculate its mass (when auto mass is enabled).*/
3054 /// f32: (5.3.0f1 - 2022.3.2f1)
3055 pub m_Density: Option<f32>,
3056 /**The additional Layers that this Collider2D should exclude when deciding if a contact with another Collider2D should happen or not.*/
3057 /// BitField: (2022.2.0b1 - 2022.3.2f1)
3058 pub m_ExcludeLayers: Option<BitField>,
3059 /**The Layers that this Collider2D can receive forces from during a Collision contact with another Collider2D.*/
3060 /// BitField: (2022.2.0b1 - 2022.3.2f1)
3061 pub m_ForceReceiveLayers: Option<BitField>,
3062 /**The Layers that this Collider2D is allowed to send forces to during a Collision contact with another Collider2D.*/
3063 /// BitField: (2022.2.0b1 - 2022.3.2f1)
3064 pub m_ForceSendLayers: Option<BitField>,
3065 /**The additional Layers that this Collider2D should include when deciding if a contact with another Collider2D should happen or not.*/
3066 /// BitField: (2022.2.0b1 - 2022.3.2f1)
3067 pub m_IncludeLayers: Option<BitField>,
3068 /**A decision priority assigned to this Collider2D used when there is a conflicting decision on whether a contact between itself and another Collision2D should happen or not.*/
3069 /// i32: (2022.2.0b1 - 2022.3.2f1)
3070 pub m_LayerOverridePriority: Option<i32>,
3071 /**The local offset of the collider geometry.*/
3072 /// Vector2f: (5.0.0f4 - 2022.3.2f1)
3073 pub m_Offset: Option<Vector2f>,
3074 /**Sets whether the Collider will be used or not used by a CompositeCollider2D.*/
3075 /// bool: (5.6.0b1 - 2022.3.2f1)
3076 pub m_UsedByComposite: Option<bool>,
3077 /**Whether the collider is used by an attached effector or not.*/
3078 /// bool: (5.0.0f4 - 2022.3.2f1)
3079 pub m_UsedByEffector: Option<bool>,
3080}
3081
3082/// ClampVelocityModule is a sub class of the Unity engine since version 3.5.0.
3083#[derive(Debug, Serialize, Deserialize)]
3084pub struct ClampVelocityModule {
3085 pub dampen: f32,
3086 pub enabled: bool,
3087 pub magnitude: MinMaxCurve,
3088 pub separateAxis: bool,
3089 pub x: MinMaxCurve,
3090 pub y: MinMaxCurve,
3091 pub z: MinMaxCurve,
3092 /// MinMaxCurve: (2017.2.0b2 - 2022.3.2f1)
3093 pub drag: Option<MinMaxCurve>,
3094 /// bool: (4.0.0 - 2022.3.2f1)
3095 pub inWorldSpace: Option<bool>,
3096 /// bool: (2017.2.0b2 - 2022.3.2f1)
3097 pub multiplyDragByParticleSize: Option<bool>,
3098 /// bool: (2017.2.0b2 - 2022.3.2f1)
3099 pub multiplyDragByParticleVelocity: Option<bool>,
3100}
3101
3102/// ClassInfo is a sub class of the Unity engine since version 5.0.0f4.
3103#[derive(Debug, Serialize, Deserialize)]
3104pub struct ClassInfo {
3105 pub m_AssemblyNameIndex: i32,
3106 pub m_ClassName: String,
3107 pub m_IsUnityClass: bool,
3108 pub m_MethodIndex: i32,
3109 pub m_NamespaceIndex: i32,
3110 pub m_NumOfMethods: i32,
3111 /// String: (2019.4.29f1 - 2019.4.40f1)
3112 pub m_NamespaceName: Option<String>,
3113}
3114
3115/// ClassMethodInfo is a sub class of the Unity engine since version 5.0.0f4.
3116#[derive(Debug, Serialize, Deserialize)]
3117pub struct ClassMethodInfo {
3118 pub m_ClassIndex: i32,
3119 pub m_MethodName: String,
3120 pub m_OrderNumber: i32,
3121}
3122
3123/// Clip is a sub class of the Unity engine since version 4.0.0.
3124#[derive(Debug, Serialize, Deserialize)]
3125pub struct Clip {
3126 pub m_DenseClip: DenseClip,
3127 pub m_StreamedClip: StreamedClip,
3128 /// Box<OffsetPtr>: (4.0.0 - 2018.2.21f1)
3129 pub m_Binding: Option<Box<OffsetPtr>>,
3130 /// ConstantClip: (4.3.0 - 2022.3.2f1)
3131 pub m_ConstantClip: Option<ConstantClip>,
3132}
3133
3134/// ClipAnimationInfo is a sub class of the Unity engine since version 3.4.0.
3135#[derive(Debug, Serialize, Deserialize)]
3136pub struct ClipAnimationInfo {
3137 pub firstFrame: Enum_i32__f32,
3138 pub lastFrame: Enum_i32__f32,
3139 pub name: String,
3140 pub wrapMode: i32,
3141 /// bool: (3.4.0 - 2022.3.2f1)
3142 #[serde(alias = "loop")]
3143 pub _loop: Option<bool>,
3144 /// f32: (5.3.0f1 - 2022.3.2f1)
3145 pub additiveReferencePoseFrame: Option<f32>,
3146 /// Vec<u32>: (4.0.0 - 2022.3.2f1)
3147 pub bodyMask: Option<Vec<u32>>,
3148 /// Vec<ClipAnimationInfoCurve>: (4.0.0 - 2022.3.2f1)
3149 pub curves: Option<Vec<ClipAnimationInfoCurve>>,
3150 /// f32: (4.0.0 - 2022.3.2f1)
3151 pub cycleOffset: Option<f32>,
3152 /// Vec<AnimationEvent>: (4.3.0 - 2022.3.2f1)
3153 pub events: Option<Vec<AnimationEvent>>,
3154 /// bool: (5.3.0f1 - 2022.3.2f1)
3155 pub hasAdditiveReferencePose: Option<bool>,
3156 /// bool: (4.0.0 - 2022.3.2f1)
3157 pub heightFromFeet: Option<bool>,
3158 /// i64: (2019.1.0b1 - 2022.3.2f1)
3159 pub internalID: Option<i64>,
3160 /// bool: (4.0.0 - 4.0.1)
3161 pub keepAdditionalBonesAnimation: Option<bool>,
3162 /// bool: (4.0.0 - 2022.3.2f1)
3163 pub keepOriginalOrientation: Option<bool>,
3164 /// bool: (4.0.0 - 2022.3.2f1)
3165 pub keepOriginalPositionXZ: Option<bool>,
3166 /// bool: (4.0.0 - 2022.3.2f1)
3167 pub keepOriginalPositionY: Option<bool>,
3168 /// f32: (4.0.0 - 2022.3.2f1)
3169 pub level: Option<f32>,
3170 /// bool: (4.0.0 - 2022.3.2f1)
3171 pub loopBlend: Option<bool>,
3172 /// bool: (4.0.0 - 2022.3.2f1)
3173 pub loopBlendOrientation: Option<bool>,
3174 /// bool: (4.0.0 - 2022.3.2f1)
3175 pub loopBlendPositionXZ: Option<bool>,
3176 /// bool: (4.0.0 - 2022.3.2f1)
3177 pub loopBlendPositionY: Option<bool>,
3178 /// bool: (4.3.0 - 2022.3.2f1)
3179 pub loopTime: Option<bool>,
3180 /// PPtr<[`AvatarMask`]>: (4.3.0 - 2022.3.2f1)
3181 pub maskSource: Option<PPtr>,
3182 /// i32: (4.3.0 - 2022.3.2f1)
3183 pub maskType: Option<i32>,
3184 /// bool: (4.0.0 - 2022.3.2f1)
3185 pub mirror: Option<bool>,
3186 /// f32: (4.0.0 - 2022.3.2f1)
3187 pub orientationOffsetY: Option<f32>,
3188 /// Vec<AvatarSkeletonMaskElement>: (4.0.0 - 4.0.1)
3189 pub skeletonMaskElements: Option<Vec<AvatarSkeletonMaskElement>>,
3190 /// String: (4.0.0 - 2022.3.2f1)
3191 pub takeName: Option<String>,
3192 /// Vec<TransformMaskElement>: (4.1.0 - 2022.3.2f1)
3193 pub transformMask: Option<Vec<TransformMaskElement>>,
3194}
3195
3196#[derive(Debug, Serialize, Deserialize)]
3197#[serde(untagged)]
3198pub enum Enum_i32__f32 {
3199 i32(i32),
3200 f32(f32),
3201}
3202
3203/// ClipAnimationInfoCurve is a sub class of the Unity engine since version 4.0.0.
3204/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ClipAnimationInfoCurve.html):
3205/**
3206Stores a curve and its name that will be used to create additional curves during the import process.
3207*/
3208#[derive(Debug, Serialize, Deserialize)]
3209pub struct ClipAnimationInfoCurve {
3210 /**The animation curve.*/
3211 pub curve: AnimationCurve,
3212 /**The name of the animation curve.*/
3213 pub name: String,
3214}
3215
3216/// ClipMuscleConstant is a sub class of the Unity engine since version 4.0.0.
3217#[derive(Debug, Serialize, Deserialize)]
3218pub struct ClipMuscleConstant {
3219 pub m_AverageAngularSpeed: f32,
3220 pub m_AverageSpeed: Enum_float4__float3,
3221 pub m_Clip: OffsetPtr,
3222 pub m_CycleOffset: f32,
3223 pub m_DeltaPose: HumanPose,
3224 pub m_HeightFromFeet: bool,
3225 pub m_IndexArray: Vec<i32>,
3226 pub m_KeepOriginalOrientation: bool,
3227 pub m_KeepOriginalPositionXZ: bool,
3228 pub m_KeepOriginalPositionY: bool,
3229 pub m_LeftFootStartX: xform,
3230 pub m_Level: f32,
3231 pub m_LoopBlend: bool,
3232 pub m_LoopBlendOrientation: bool,
3233 pub m_LoopBlendPositionXZ: bool,
3234 pub m_LoopBlendPositionY: bool,
3235 pub m_Mirror: bool,
3236 pub m_OrientationOffsetY: f32,
3237 pub m_RightFootStartX: xform,
3238 pub m_StartTime: f32,
3239 pub m_StartX: xform,
3240 pub m_StopTime: f32,
3241 pub m_ValueArrayDelta: Vec<ValueDelta>,
3242 /// Vec<i32>: (4.0.0 - 4.2.2)
3243 pub m_AdditionalCurveIndexArray: Option<Vec<i32>>,
3244 /// bool: (4.3.0 - 2022.3.2f1)
3245 pub m_LoopTime: Option<bool>,
3246 /// xform: (4.0.0 - 4.7.2)
3247 pub m_MotionStartX: Option<xform>,
3248 /// xform: (4.0.0 - 4.7.2)
3249 pub m_MotionStopX: Option<xform>,
3250 /// bool: (5.5.0f3 - 2022.3.2f1)
3251 pub m_StartAtOrigin: Option<bool>,
3252 /// xform: (5.5.0f3 - 2022.3.2f1)
3253 pub m_StopX: Option<xform>,
3254 /// Vec<f32>: (5.3.0f1 - 2022.3.2f1)
3255 pub m_ValueArrayReferencePose: Option<Vec<f32>>,
3256}
3257
3258#[derive(Debug, Serialize, Deserialize)]
3259#[serde(untagged)]
3260pub enum Enum_float4__float3 {
3261 float4(float4),
3262 float3(float3),
3263}
3264
3265/// Cloth is a class of the Unity engine since version 5.0.0f4.
3266/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Cloth.html):
3267/**
3268The Cloth class provides an interface to cloth simulation physics.
3269*/
3270#[derive(Debug, Serialize, Deserialize)]
3271pub struct Cloth {
3272 /**Bending stiffness of the cloth.*/
3273 pub m_BendingStiffness: f32,
3274 /**An array of CapsuleColliders which this Cloth instance should collide with.*/
3275 /// Vec<PPtr<[`CapsuleCollider`]>>: (5.0.0f4 - 2022.3.2f1)
3276 pub m_CapsuleColliders: Vec<PPtr>,
3277 /**The cloth skinning coefficients used to set up how the cloth interacts with the skinned mesh.*/
3278 pub m_Coefficients: Vec<ClothConstrainCoefficients>,
3279 /**How much to increase mass of colliding particles.*/
3280 pub m_CollisionMassScale: f32,
3281 /**Damp cloth motion.*/
3282 pub m_Damping: f32,
3283 /**Is this cloth enabled?*/
3284 pub m_Enabled: u8,
3285 /**A constant, external acceleration applied to the cloth.*/
3286 pub m_ExternalAcceleration: Vector3f,
3287 /**The friction of the cloth when colliding with the character.*/
3288 pub m_Friction: f32,
3289 /**The game object this component is attached to. A component is always attached to a game object.*/
3290 /// PPtr<[`GameObject`]>: (5.0.0f4 - 2022.3.2f1)
3291 pub m_GameObject: PPtr,
3292 /**A random, external acceleration applied to the cloth.*/
3293 pub m_RandomAcceleration: Vector3f,
3294 /**Cloth's sleep threshold.*/
3295 pub m_SleepThreshold: f32,
3296 pub m_SolverFrequency: Enum_u32__f32,
3297 /**An array of ClothSphereColliderPairs which this Cloth instance should collide with.*/
3298 /// Vec<(PPtr<[`SphereCollider`]>, PPtr<[`SphereCollider`]>)>: (5.0.0f4 - 2019.1.0a10); Vec<ClothSphereColliderPair>: (2019.1.0b1 - 2022.3.2f1)
3299 pub m_SphereColliders: Vec<Enum_ClothSphereColliderPair___PPtr__PPtr>,
3300 /**Stretching stiffness of the cloth.*/
3301 pub m_StretchingStiffness: f32,
3302 pub m_UseContinuousCollision: bool,
3303 /**Should gravity affect the cloth simulation?*/
3304 pub m_UseGravity: bool,
3305 /**Use Tether Anchors.*/
3306 pub m_UseTethers: bool,
3307 /**How much world-space acceleration of the character will affect cloth vertices.*/
3308 pub m_WorldAccelerationScale: f32,
3309 /**How much world-space movement of the character will affect cloth vertices.*/
3310 pub m_WorldVelocityScale: f32,
3311 /// Vec<u32>: (2017.3.0b1 - 2022.3.2f1)
3312 pub m_SelfAndInterCollisionIndices: Option<Vec<u32>>,
3313 /**Minimum distance at which two cloth particles repel each other (default: 0.0).*/
3314 /// f32: (2017.3.0b1 - 2022.3.2f1)
3315 pub m_SelfCollisionDistance: Option<f32>,
3316 /**Self-collision stiffness defines how strong the separating impulse should be for colliding particles.*/
3317 /// f32: (2017.3.0b1 - 2022.3.2f1)
3318 pub m_SelfCollisionStiffness: Option<f32>,
3319 /**Add one virtual particle per triangle to improve collision stability.*/
3320 /// bool: (5.0.0f4 - 2022.3.2f1)
3321 pub m_UseVirtualParticles: Option<bool>,
3322 /// Vec<u32>: (2017.3.0b1 - 2022.3.2f1)
3323 pub m_VirtualParticleIndices: Option<Vec<u32>>,
3324 /// Vec<Vector3f>: (2017.3.0b1 - 2022.3.2f1)
3325 pub m_VirtualParticleWeights: Option<Vec<Vector3f>>,
3326}
3327
3328#[derive(Debug, Serialize, Deserialize)]
3329#[serde(untagged)]
3330pub enum Enum_ClothSphereColliderPair___PPtr__PPtr {
3331 ClothSphereColliderPair(ClothSphereColliderPair),
3332 PPtr__PPtr((PPtr, PPtr)),
3333}
3334
3335/// ClothAttachment is a sub class of the Unity engine since version 3.4.0.
3336#[derive(Debug, Serialize, Deserialize)]
3337pub struct ClothAttachment {
3338 /// PPtr<[`Collider`]>: (3.4.0 - 4.7.2)
3339 pub m_Collider: PPtr,
3340 pub m_Tearable: bool,
3341 pub m_TwoWayInteraction: bool,
3342}
3343
3344/// ClothConstrainCoefficients is a sub class of the Unity engine since version 3.4.0.
3345#[derive(Debug, Serialize, Deserialize)]
3346pub struct ClothConstrainCoefficients {
3347 pub collisionSphereDistance: f32,
3348 pub maxDistance: f32,
3349 /// f32: (3.4.0 - 4.7.2)
3350 pub collisionSphereRadius: Option<f32>,
3351 /// f32: (3.4.0 - 4.7.2)
3352 pub maxDistanceBias: Option<f32>,
3353}
3354
3355/// ClothRenderer is a class of the Unity engine since version 3.4.0.
3356#[derive(Debug, Serialize, Deserialize)]
3357pub struct ClothRenderer {
3358 pub m_CastShadows: bool,
3359 pub m_Enabled: bool,
3360 /// PPtr<[`GameObject`]>: (3.4.0 - 4.7.2)
3361 pub m_GameObject: PPtr,
3362 pub m_LightmapIndex: u8,
3363 pub m_LightmapTilingOffset: Vector4f,
3364 /// Vec<PPtr<[`Material`]>>: (3.4.0 - 4.7.2)
3365 pub m_Materials: Vec<PPtr>,
3366 pub m_PauseWhenNotVisible: bool,
3367 pub m_ReceiveShadows: bool,
3368 /// PPtr<[`Transform`]>: (3.4.0 - 4.7.2)
3369 pub m_StaticBatchRoot: PPtr,
3370 pub m_SubsetIndices: Vec<u32>,
3371 /// PPtr<[`Transform`]>: (3.5.0 - 4.7.2)
3372 pub m_LightProbeAnchor: Option<PPtr>,
3373 /// i16: (4.3.0 - 4.3.4)
3374 pub m_SortingLayer: Option<i16>,
3375 /// u32: (4.5.0 - 4.7.2)
3376 pub m_SortingLayerID: Option<u32>,
3377 /// i16: (4.3.0 - 4.7.2)
3378 pub m_SortingOrder: Option<i16>,
3379 /// bool: (3.5.0 - 4.7.2)
3380 pub m_UseLightProbes: Option<bool>,
3381}
3382
3383/// ClothSphereColliderPair is a sub class of the Unity engine since version 2019.1.0b1.
3384/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ClothSphereColliderPair.html):
3385/**
3386A pair of SphereColliders used to define shapes for Cloth objects to collide against.
3387A ClothSphereColliderPair can contain either a single valid SphereCollider instance (with the second one being null), or a pair of two SphereColliders. In the former cases the ClothSphereColliderPair just represents a single SphereCollider for the cloth to collide against. In the latter case, it represents a conic capsule shape defined by the two spheres, and the cone connecting the two. Conic capsule shapes are useful for modelling limbs of a character.Select the cloth object to see a visualization of Cloth colliders shapes in the Scene view.
3388*/
3389#[derive(Debug, Serialize, Deserialize)]
3390pub struct ClothSphereColliderPair {
3391 /**The first SphereCollider of a ClothSphereColliderPair.*/
3392 /// PPtr<[`SphereCollider`]>: (2019.1.0b1 - 2022.3.2f1)
3393 pub first: PPtr,
3394 /**The second SphereCollider of a ClothSphereColliderPair.*/
3395 /// PPtr<[`SphereCollider`]>: (2019.1.0b1 - 2022.3.2f1)
3396 pub second: PPtr,
3397}
3398
3399/// CloudServiceHandlerBehaviour is a class of the Unity engine since version 5.1.0f1.
3400#[derive(Debug, Serialize, Deserialize)]
3401pub struct CloudServiceHandlerBehaviour {
3402 pub m_Enabled: u8,
3403 /// PPtr<[`GameObject`]>: (5.1.0f1 - 5.1.5f1)
3404 pub m_GameObject: PPtr,
3405}
3406
3407/// CloudWebServicesManager is a class of the Unity engine since version 5.1.0f1.
3408#[derive(Debug, Serialize, Deserialize)]
3409pub struct CloudWebServicesManager {}
3410
3411/// ClusterInput is a sub class of the Unity engine since version 5.3.0f1.
3412/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ClusterInput.html):
3413/**
3414Interface for reading and writing inputs in a Unity Cluster.
3415ClusterInput provides access to VRPN devices by connecting to a VRPN server. It also provides access to writeable inputs. All inputs managed by ClusterInput will be replicated to the rest of the connected slaves in the cluster. Using ClusterInput is much like using the traditional Input system in Unity.
3416*/
3417#[derive(Debug, Serialize, Deserialize)]
3418pub struct ClusterInput {
3419 pub m_DeviceName: String,
3420 pub m_Index: i32,
3421 pub m_Name: String,
3422 pub m_ServerUrl: String,
3423 pub m_Type: i32,
3424}
3425
3426/// ClusterInputManager is a class of the Unity engine since version 5.3.0f1.
3427#[derive(Debug, Serialize, Deserialize)]
3428pub struct ClusterInputManager {
3429 pub m_Inputs: Vec<ClusterInput>,
3430}
3431
3432/// CollabEditorSettings is a sub class of the Unity engine since version 2017.1.0f2.
3433#[derive(Debug, Serialize, Deserialize)]
3434pub struct CollabEditorSettings {
3435 pub inProgressEnabled: bool,
3436}
3437
3438/// CollisionModule is a sub class of the Unity engine since version 3.5.0.
3439/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ParticleSystem.CollisionModule.html):
3440/**
3441Script interface for the CollisionModule of a Particle System.
3442See Also: ParticleSystem, ParticleSystem.collision.
3443*/
3444#[derive(Debug, Serialize, Deserialize)]
3445pub struct CollisionModule {
3446 /**Specifies whether the CollisionModule is enabled or disabled.*/
3447 pub enabled: bool,
3448 /**Kill particles whose speed falls below this threshold, after a collision.*/
3449 pub minKillSpeed: f32,
3450 /**The type of particle collision to perform.*/
3451 /// i32: (3.5.0 - 2022.3.2f1)
3452 #[serde(alias = "type")]
3453 pub _type: Option<i32>,
3454 /**How much force is applied to each particle after a collision.*/
3455 /// f32: (3.5.0 - 5.2.5f1)
3456 pub bounce: Option<f32>,
3457 /**How much force is applied to a Collider when hit by particles from this Particle System.*/
3458 /// f32: (2017.1.0b1 - 2022.3.2f1)
3459 pub colliderForce: Option<f32>,
3460 /**Control which Layers this Particle System collides with.*/
3461 /// BitField: (4.0.0 - 2022.3.2f1)
3462 pub collidesWith: Option<BitField>,
3463 /// bool: (5.3.0f1 - 2022.3.2f1)
3464 pub collidesWithDynamic: Option<bool>,
3465 /// bool: (4.2.0 - 2022.3.2f1)
3466 pub collisionMessages: Option<bool>,
3467 /// i32: (5.3.0f1 - 2022.3.2f1)
3468 pub collisionMode: Option<i32>,
3469 /**How much speed does each particle lose after a collision.*/
3470 /// f32: (3.5.0 - 5.2.5f1)
3471 pub dampen: Option<f32>,
3472 /// f32: (3.5.0 - 5.2.5f1)
3473 pub energyLossOnCollision: Option<f32>,
3474 /// bool: (5.3.0f1 - 2022.3.2f1)
3475 pub interiorCollisions: Option<bool>,
3476 /**How much force is applied to each particle after a collision.*/
3477 /// MinMaxCurve: (5.3.0f1 - 2022.3.2f1)
3478 pub m_Bounce: Option<MinMaxCurve>,
3479 /**How much speed does each particle lose after a collision.*/
3480 /// MinMaxCurve: (5.3.0f1 - 2022.3.2f1)
3481 pub m_Dampen: Option<MinMaxCurve>,
3482 /// MinMaxCurve: (5.3.0f1 - 2022.3.2f1)
3483 pub m_EnergyLossOnCollision: Option<MinMaxCurve>,
3484 /// Vec<PPtr<[`Transform`]>>: (2020.2.0b1 - 2022.3.2f1)
3485 pub m_Planes: Option<Vec<PPtr>>,
3486 /**The maximum number of collision shapes Unity considers for particle collisions. It ignores excess shapes. Terrains take priority.*/
3487 /// i32: (5.3.0f1 - 2022.3.2f1)
3488 pub maxCollisionShapes: Option<i32>,
3489 /**Kill particles whose speed goes above this threshold, after a collision.*/
3490 /// f32: (5.4.0f3 - 2022.3.2f1)
3491 pub maxKillSpeed: Option<f32>,
3492 /**Specifies whether the physics system considers the collision angle when it applies forces from particles to Colliders.*/
3493 /// bool: (2017.1.0b1 - 2022.3.2f1)
3494 pub multiplyColliderForceByCollisionAngle: Option<bool>,
3495 /**Specifies whether the physics system considers particle sizes when it applies forces to Colliders.*/
3496 /// bool: (2017.1.0b1 - 2022.3.2f1)
3497 pub multiplyColliderForceByParticleSize: Option<bool>,
3498 /**Specifies whether the physics system considers particle speeds when it applies forces to Colliders.*/
3499 /// bool: (2017.1.0b1 - 2022.3.2f1)
3500 pub multiplyColliderForceByParticleSpeed: Option<bool>,
3501 /// f32: (4.0.0 - 5.2.5f1)
3502 pub particleRadius: Option<f32>,
3503 /// PPtr<[`Transform`]>: (3.5.0 - 2020.2.0a13)
3504 pub plane0: Option<PPtr>,
3505 /// PPtr<[`Transform`]>: (3.5.0 - 2020.2.0a13)
3506 pub plane1: Option<PPtr>,
3507 /// PPtr<[`Transform`]>: (3.5.0 - 2020.2.0a13)
3508 pub plane2: Option<PPtr>,
3509 /// PPtr<[`Transform`]>: (3.5.0 - 2020.2.0a13)
3510 pub plane3: Option<PPtr>,
3511 /// PPtr<[`Transform`]>: (3.5.0 - 2020.2.0a13)
3512 pub plane4: Option<PPtr>,
3513 /// PPtr<[`Transform`]>: (3.5.0 - 2020.2.0a13)
3514 pub plane5: Option<PPtr>,
3515 /**Specifies the accuracy of particle collisions against colliders in the Scene.*/
3516 /// i32: (4.0.0 - 2022.3.2f1)
3517 pub quality: Option<i32>,
3518 /**A multiplier that Unity applies to the size of each particle before collisions are processed.*/
3519 /// f32: (5.3.0f1 - 2022.3.2f1)
3520 pub radiusScale: Option<f32>,
3521 /**Size of voxels in the collision cache.*/
3522 /// f32: (4.0.0 - 2022.3.2f1)
3523 pub voxelSize: Option<f32>,
3524}
3525
3526/// ColorBySpeedModule is a sub class of the Unity engine since version 3.5.0.
3527/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ParticleSystem.ColorBySpeedModule.html):
3528/**
3529Script interface for the ColorBySpeedModule of a Particle System.
3530See Also: ParticleSystem, ParticleSystem.colorBySpeed.
3531*/
3532#[derive(Debug, Serialize, Deserialize)]
3533pub struct ColorBySpeedModule {
3534 /**Specifies whether the ColorBySpeedModule is enabled or disabled.*/
3535 pub enabled: bool,
3536 pub gradient: MinMaxGradient,
3537 /**Apply the color gradient between these minimum and maximum speeds.*/
3538 pub range: Vector2f,
3539}
3540
3541/// ColorModule is a sub class of the Unity engine since version 3.5.0.
3542#[derive(Debug, Serialize, Deserialize)]
3543pub struct ColorModule {
3544 pub enabled: bool,
3545 pub gradient: MinMaxGradient,
3546}
3547
3548/// ColorRGBA is a sub class of the Unity engine since version 3.4.0.
3549#[derive(Debug, Serialize, Deserialize)]
3550pub struct ColorRGBA {
3551 /// f32: (2018.3.0f2 - 2022.3.2f1)
3552 pub a: Option<f32>,
3553 /// f32: (2018.3.0f2 - 2022.3.2f1)
3554 pub b: Option<f32>,
3555 /// f32: (2018.3.0f2 - 2022.3.2f1)
3556 pub g: Option<f32>,
3557 /// f32: (2018.3.0f2 - 2022.3.2f1)
3558 pub r: Option<f32>,
3559 /// u32: (3.4.0 - 2018.2.21f1)
3560 pub rgba: Option<u32>,
3561}
3562
3563/// Component is a class of the Unity engine since version 3.4.0.
3564/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Component.html):
3565/**
3566Base class for everything attached to a GameObject.
3567Note that your code will never directly create a Component. Instead, you write script code, and attach the script to a GameObject.
3568See Also: ScriptableObject as a way to create scripts that do not attach to any GameObject.
3569*/
3570#[derive(Debug, Serialize, Deserialize)]
3571pub struct Component {
3572 /**The game object this component is attached to. A component is always attached to a game object.*/
3573 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
3574 pub m_GameObject: PPtr,
3575}
3576
3577/// ComponentPair is a sub class of the Unity engine since version 5.5.0f3.
3578#[derive(Debug, Serialize, Deserialize)]
3579pub struct ComponentPair {
3580 /// PPtr<[`Component`]>: (5.5.0f3 - 2022.3.2f1)
3581 pub component: PPtr,
3582}
3583
3584/// CompositeCollider2D is a class of the Unity engine since version 5.6.0b1.
3585/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/CompositeCollider2D.html):
3586/**
3587A Collider that can merge other Colliders together.
3588A CompositeCollider2D merges other Colliders together when their Collider2D.usedByComposite is set to true.When a Collider is used by a Composite Collider, the Editor will ignore and not show the Collider2D.sharedMaterial, Collider2D.isTrigger & Collider2D.usedByComposite properties. The same properties on the CompositeCollider2D will be used instead. You should set these properties on the Composite Collider instead to merge all Colliders into the Composite Collider.Composite Colliders can only merge BoxCollider2D and PolygonCollider2D.
3589*/
3590#[derive(Debug, Serialize, Deserialize)]
3591pub struct CompositeCollider2D {
3592 pub m_ColliderPaths: Vec<SubCollider>,
3593 pub m_CompositePaths: Polygon2D,
3594 /**The density of the collider used to calculate its mass (when auto mass is enabled).*/
3595 pub m_Density: f32,
3596 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
3597 pub m_Enabled: u8,
3598 /**The game object this component is attached to. A component is always attached to a game object.*/
3599 /// PPtr<[`GameObject`]>: (5.6.0b1 - 2022.3.2f1)
3600 pub m_GameObject: PPtr,
3601 /**Specifies when to generate the Composite Collider geometry.*/
3602 pub m_GenerationType: i32,
3603 /**Specifies the type of geometry the Composite Collider should generate.*/
3604 pub m_GeometryType: i32,
3605 /**Is this collider configured as a trigger?*/
3606 pub m_IsTrigger: bool,
3607 /// PPtr<[`PhysicsMaterial2D`]>: (5.6.0b1 - 2022.3.2f1)
3608 pub m_Material: PPtr,
3609 /**The local offset of the collider geometry.*/
3610 pub m_Offset: Vector2f,
3611 /**Sets whether the Collider will be used or not used by a CompositeCollider2D.*/
3612 pub m_UsedByComposite: bool,
3613 /**Whether the collider is used by an attached effector or not.*/
3614 pub m_UsedByEffector: bool,
3615 /**Controls the minimum distance allowed between generated vertices.*/
3616 pub m_VertexDistance: f32,
3617 /**The Layers that this Collider2D will report collision or trigger callbacks for during a contact with another Collider2D.*/
3618 /// BitField: (2022.2.0b1 - 2022.3.2f1)
3619 pub m_CallbackLayers: Option<BitField>,
3620 /// PPtr<[`GameObject`]>: (2022.1.18f1 - 2022.3.2f1)
3621 pub m_CompositeGameObject: Option<PPtr>,
3622 /**The layers of other Collider2D involved in contacts with this Collider2D that will be captured.*/
3623 /// BitField: (2022.2.0b1 - 2022.3.2f1)
3624 pub m_ContactCaptureLayers: Option<BitField>,
3625 /**Controls the radius of all edges created by the Collider.*/
3626 /// f32: (5.6.0f1 - 2022.3.2f1)
3627 pub m_EdgeRadius: Option<f32>,
3628 /**The additional Layers that this Collider2D should exclude when deciding if a contact with another Collider2D should happen or not.*/
3629 /// BitField: (2022.2.0b1 - 2022.3.2f1)
3630 pub m_ExcludeLayers: Option<BitField>,
3631 /**The Layers that this Collider2D can receive forces from during a Collision contact with another Collider2D.*/
3632 /// BitField: (2022.2.0b1 - 2022.3.2f1)
3633 pub m_ForceReceiveLayers: Option<BitField>,
3634 /**The Layers that this Collider2D is allowed to send forces to during a Collision contact with another Collider2D.*/
3635 /// BitField: (2022.2.0b1 - 2022.3.2f1)
3636 pub m_ForceSendLayers: Option<BitField>,
3637 /**The additional Layers that this Collider2D should include when deciding if a contact with another Collider2D should happen or not.*/
3638 /// BitField: (2022.2.0b1 - 2022.3.2f1)
3639 pub m_IncludeLayers: Option<BitField>,
3640 /**A decision priority assigned to this Collider2D used when there is a conflicting decision on whether a contact between itself and another Collision2D should happen or not.*/
3641 /// i32: (2022.2.0b1 - 2022.3.2f1)
3642 pub m_LayerOverridePriority: Option<i32>,
3643 /**Vertices are offset by this distance when compositing multiple physic shapes. Any vertices between shapes within this distance are combined.*/
3644 /// f32: (2019.1.3f1 - 2022.3.2f1)
3645 pub m_OffsetDistance: Option<f32>,
3646 /**When the value is true, the Collider uses an additional Delaunay triangulation step to produce the Collider mesh. When the value is false, this additional step does not occur.*/
3647 /// bool: (2022.1.0b1 - 2022.3.2f1)
3648 pub m_UseDelaunayMesh: Option<bool>,
3649}
3650
3651/// CompressedAnimationCurve is a sub class of the Unity engine since version 3.4.0.
3652#[derive(Debug, Serialize, Deserialize)]
3653pub struct CompressedAnimationCurve {
3654 pub m_Path: String,
3655 pub m_PostInfinity: i32,
3656 pub m_PreInfinity: i32,
3657 pub m_Slopes: PackedBitVector,
3658 pub m_Times: PackedBitVector,
3659 pub m_Values: PackedBitVector,
3660}
3661
3662/// CompressedMesh is a sub class of the Unity engine since version 3.4.0.
3663#[derive(Debug, Serialize, Deserialize)]
3664pub struct CompressedMesh {
3665 pub m_BoneIndices: PackedBitVector,
3666 pub m_NormalSigns: PackedBitVector,
3667 pub m_Normals: PackedBitVector,
3668 pub m_TangentSigns: PackedBitVector,
3669 pub m_Tangents: PackedBitVector,
3670 pub m_Triangles: PackedBitVector,
3671 pub m_UV: PackedBitVector,
3672 pub m_Vertices: PackedBitVector,
3673 pub m_Weights: PackedBitVector,
3674 /// PackedBitVector: (3.4.0 - 4.7.2)
3675 pub m_BindPoses: Option<PackedBitVector>,
3676 /// PackedBitVector: (3.5.0 - 4.7.2)
3677 pub m_Colors: Option<PackedBitVector>,
3678 /// PackedBitVector: (5.0.0f4 - 2022.3.2f1)
3679 pub m_FloatColors: Option<PackedBitVector>,
3680 /// u32: (5.0.0f4 - 2022.3.2f1)
3681 pub m_UVInfo: Option<u32>,
3682}
3683
3684/// ComputeBufferCounter is a sub class of the Unity engine since version 5.2.3f1.
3685#[derive(Debug, Serialize, Deserialize)]
3686pub struct ComputeBufferCounter {
3687 pub bindpoint: i32,
3688 pub offset: i32,
3689}
3690
3691/// ComputeShader is a class of the Unity engine since version 4.0.0.
3692/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ComputeShader.html):
3693/**
3694Compute Shader asset.
3695Compute shaders are programs that run on the GPU outside of the normal rendering pipeline.
3696
3697They correspond to compute shader assets in the project (.compute files).Compute shader support can be queried runtime using SystemInfo.supportsComputeShaders. See Compute Shaders overview for more info about platforms supporting compute shaders.See Also: ComputeBuffer class, Compute Shaders overview.
3698*/
3699#[derive(Debug, Serialize, Deserialize)]
3700pub struct ComputeShader {
3701 /**The name of the object.*/
3702 pub m_Name: String,
3703 /// Vec<ComputeShaderCB>: (4.0.0 - 4.7.2)
3704 pub constantBuffers: Option<Vec<ComputeShaderCB>>,
3705 /// Vec<ComputeShaderKernel>: (4.0.0 - 4.7.2)
3706 pub kernels: Option<Vec<ComputeShaderKernel>>,
3707 /// Vec<ComputeShaderVariant>: (5.0.0f4 - 2020.1.0a8); Vec<ComputeShaderPlatformVariant>: (2020.1.0b1 - 2022.3.2f1)
3708 pub variants: Option<Vec<Enum_ComputeShaderVariant__ComputeShaderPlatformVariant>>,
3709}
3710
3711#[derive(Debug, Serialize, Deserialize)]
3712#[serde(untagged)]
3713pub enum Enum_ComputeShaderVariant__ComputeShaderPlatformVariant {
3714 ComputeShaderVariant(ComputeShaderVariant),
3715 ComputeShaderPlatformVariant(ComputeShaderPlatformVariant),
3716}
3717
3718/// ComputeShaderBuiltinSampler is a sub class of the Unity engine since version 4.0.0.
3719#[derive(Debug, Serialize, Deserialize)]
3720pub struct ComputeShaderBuiltinSampler {
3721 pub bindPoint: i32,
3722 pub sampler: i64,
3723}
3724
3725/// ComputeShaderCB is a sub class of the Unity engine since version 4.0.0.
3726#[derive(Debug, Serialize, Deserialize)]
3727pub struct ComputeShaderCB {
3728 pub byteSize: i32,
3729 pub name: Enum_FastPropertyName__String,
3730 pub params: Vec<ComputeShaderParam>,
3731}
3732
3733#[derive(Debug, Serialize, Deserialize)]
3734#[serde(untagged)]
3735pub enum Enum_FastPropertyName__String {
3736 FastPropertyName(FastPropertyName),
3737 String(String),
3738}
3739
3740/// ComputeShaderImporter is a class of the Unity engine since version 4.0.0.
3741/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ComputeShaderImporter.html):
3742/**
3743Define compute shader import settings in the Unity Editor.
3744*/
3745#[derive(Debug, Serialize, Deserialize)]
3746pub struct ComputeShaderImporter {
3747 /**The name of the object.*/
3748 pub m_Name: String,
3749 /**Get or set any user data.*/
3750 pub m_UserData: String,
3751 /**Get or set the AssetBundle name.*/
3752 /// String: (5.0.0f4 - 2022.3.2f1)
3753 pub m_AssetBundleName: Option<String>,
3754 /**Get or set the AssetBundle variant.*/
3755 /// String: (5.0.0f4 - 2022.3.2f1)
3756 pub m_AssetBundleVariant: Option<String>,
3757 /// u32: (5.3.2f1 - 2020.3.48f1)
3758 pub m_CurrentAPIMask: Option<u32>,
3759 /// i32: (5.0.0f4 - 5.3.1f1)
3760 pub m_CurrentBuildTarget: Option<i32>,
3761 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2017.2.0b2 - 2022.3.2f1)
3762 pub m_ExternalObjects: Option<Vec<(SourceAssetIdentifier, PPtr)>>,
3763 /**This property has no effect.*/
3764 /// i32: (2020.2.0b1 - 2022.1.0a9)
3765 pub m_PreprocessorOverride: Option<i32>,
3766 /// Vec<i64>: (2019.1.0b1 - 2022.3.2f1)
3767 pub m_UsedFileIDs: Option<Vec<i64>>,
3768}
3769
3770/// ComputeShaderKernel is a sub class of the Unity engine since version 4.0.0.
3771#[derive(Debug, Serialize, Deserialize)]
3772pub struct ComputeShaderKernel {
3773 pub builtinSamplers: Vec<ComputeShaderBuiltinSampler>,
3774 pub cbs: Vec<ComputeShaderResource>,
3775 pub code: Vec<u8>,
3776 pub inBuffers: Vec<ComputeShaderResource>,
3777 pub outBuffers: Vec<ComputeShaderResource>,
3778 pub textures: Vec<ComputeShaderResource>,
3779 /// Vec<u32>: (2020.1.0b1 - 2022.3.2f1)
3780 pub cbVariantIndices: Option<Vec<u32>>,
3781 /// FastPropertyName: (4.0.0 - 5.5.6f1); String: (5.6.0b1 - 2020.1.0a8)
3782 pub name: Option<Enum_FastPropertyName__String>,
3783 /// i64: (2021.1.0b1 - 2022.3.2f1)
3784 pub requirements: Option<i64>,
3785 /// Vec<u32>: (5.4.0f3 - 2022.3.2f1)
3786 pub threadGroupSize: Option<Vec<u32>>,
3787}
3788
3789/// ComputeShaderKernelParent is a sub class of the Unity engine since version 2020.1.0b1.
3790#[derive(Debug, Serialize, Deserialize)]
3791pub struct ComputeShaderKernelParent {
3792 pub name: String,
3793 /// Vec<String>: (2022.1.0b1 - 2022.3.2f1)
3794 pub dynamicKeywords: Option<Vec<String>>,
3795 /// Vec<String>: (2020.2.0b1 - 2022.3.2f1)
3796 pub globalKeywords: Option<Vec<String>>,
3797 /// Vec<String>: (2020.2.0b1 - 2022.3.2f1)
3798 pub localKeywords: Option<Vec<String>>,
3799 /// Vec<ComputeShaderKernel>: (2022.1.0b1 - 2022.3.2f1)
3800 pub uniqueVariants: Option<Vec<ComputeShaderKernel>>,
3801 /// Vec<String>: (2020.1.0b1 - 2020.2.0a13)
3802 pub validKeywords: Option<Vec<String>>,
3803 /// Vec<(String, u32)>: (2022.1.0b1 - 2022.3.2f1)
3804 pub variantIndices: Option<Vec<(String, u32)>>,
3805 /// Vec<(String, ComputeShaderKernel)>: (2020.1.0b1 - 2022.1.0a13)
3806 pub variantMap: Option<Vec<(String, ComputeShaderKernel)>>,
3807}
3808
3809/// ComputeShaderParam is a sub class of the Unity engine since version 4.0.0.
3810#[derive(Debug, Serialize, Deserialize)]
3811pub struct ComputeShaderParam {
3812 pub arraySize: i64,
3813 pub colCount: i64,
3814 pub name: Enum_FastPropertyName__String,
3815 pub offset: i64,
3816 pub rowCount: i64,
3817 /// i32: (4.0.0 - 2022.3.2f1)
3818 #[serde(alias = "type")]
3819 pub _type: Option<i32>,
3820}
3821
3822/// ComputeShaderPlatformVariant is a sub class of the Unity engine since version 2020.1.0b1.
3823#[derive(Debug, Serialize, Deserialize)]
3824pub struct ComputeShaderPlatformVariant {
3825 pub constantBuffers: Vec<ComputeShaderCB>,
3826 pub kernels: Vec<ComputeShaderKernelParent>,
3827 pub resourcesResolved: bool,
3828 pub targetLevel: i32,
3829 pub targetRenderer: i32,
3830}
3831
3832/// ComputeShaderResource is a sub class of the Unity engine since version 4.0.0.
3833#[derive(Debug, Serialize, Deserialize)]
3834pub struct ComputeShaderResource {
3835 pub bindPoint: i32,
3836 pub name: Enum_FastPropertyName__String,
3837 /// ComputeBufferCounter: (5.2.3f1 - 2017.4.40f1)
3838 pub counter: Option<ComputeBufferCounter>,
3839 /// FastPropertyName: (5.1.0f1 - 5.5.6f1); String: (5.6.0b1 - 2022.3.2f1)
3840 pub generatedName: Option<Enum_FastPropertyName__String>,
3841 /// i32: (2018.2.0b1 - 2022.3.2f1)
3842 pub samplerBindPoint: Option<i32>,
3843 /// i32: (5.1.0f1 - 5.2.2f1)
3844 pub secondaryBindPoint: Option<i32>,
3845 /// i32: (2018.2.0f2 - 2022.3.2f1)
3846 pub texDimension: Option<i32>,
3847}
3848
3849/// ComputeShaderVariant is a sub class of the Unity engine since version 5.0.0f4.
3850#[derive(Debug, Serialize, Deserialize)]
3851pub struct ComputeShaderVariant {
3852 pub constantBuffers: Vec<ComputeShaderCB>,
3853 pub kernels: Vec<ComputeShaderKernel>,
3854 pub targetLevel: i32,
3855 pub targetRenderer: i32,
3856 /// bool: (5.1.0f1 - 2020.1.0a8)
3857 pub resourcesResolved: Option<bool>,
3858}
3859
3860/// Condition is a sub class of the Unity engine since version 4.0.0.
3861#[derive(Debug, Serialize, Deserialize)]
3862pub struct Condition {
3863 pub m_ConditionEvent: String,
3864 pub m_ConditionMode: i32,
3865 pub m_EventTreshold: f32,
3866 pub m_ExitTime: f32,
3867}
3868
3869/// ConfigSetting is a sub class of the Unity engine since version 5.4.2f2.
3870#[derive(Debug, Serialize, Deserialize)]
3871pub struct ConfigSetting {
3872 pub flags: u32,
3873 pub value: String,
3874}
3875
3876/// ConfigurableJoint is a class of the Unity engine since version 3.4.0.
3877/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ConfigurableJoint.html):
3878/**
3879The configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion.
3880You can build all other joints with it and much more but it is also more complicated to setup.
3881
3882It gives you control over motors, drives and joint limits for each rotation axis and and linear degree of freedom.
3883*/
3884#[derive(Debug, Serialize, Deserialize)]
3885pub struct ConfigurableJoint {
3886 /**The Position of the anchor around which the joints motion is constrained.*/
3887 pub m_Anchor: Vector3f,
3888 /**Definition of how the joint's rotation will behave around its local X axis. Only used if Rotation Drive Mode is Swing & Twist.*/
3889 pub m_AngularXDrive: JointDrive,
3890 /**Allow rotation around the X axis to be Free, completely Locked, or Limited according to Low and High Angular XLimit.*/
3891 pub m_AngularXMotion: i32,
3892 /**Boundary defining rotation restriction, based on delta from original rotation.*/
3893 pub m_AngularYLimit: SoftJointLimit,
3894 /**Allow rotation around the Y axis to be Free, completely Locked, or Limited according to Angular YLimit.*/
3895 pub m_AngularYMotion: i32,
3896 /**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.*/
3897 pub m_AngularYZDrive: JointDrive,
3898 /**Boundary defining rotation restriction, based on delta from original rotation.*/
3899 pub m_AngularZLimit: SoftJointLimit,
3900 /**Allow rotation around the Z axis to be Free, completely Locked, or Limited according to Angular ZLimit.*/
3901 pub m_AngularZMotion: i32,
3902 /**The Direction of the axis around which the body is constrained.*/
3903 pub m_Axis: Vector3f,
3904 /**The force that needs to be applied for this joint to break.*/
3905 pub m_BreakForce: f32,
3906 /**The torque that needs to be applied for this joint to break. To be able to break, a joint must be _Locked_ or _Limited_ on the axis of rotation where the torque is being applied. This means that some joints cannot break, such as an unconstrained Configurable Joint.*/
3907 pub m_BreakTorque: f32,
3908 /**If enabled, all Target values will be calculated in world space instead of the object's local space.*/
3909 pub m_ConfiguredInWorldSpace: bool,
3910 /**A reference to another rigidbody this joint connects to.*/
3911 /// PPtr<[`Rigidbody`]>: (3.4.0 - 2022.3.2f1)
3912 pub m_ConnectedBody: PPtr,
3913 /**The game object this component is attached to. A component is always attached to a game object.*/
3914 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
3915 pub m_GameObject: PPtr,
3916 /**Boundary defining upper rotation restriction, based on delta from original rotation.*/
3917 pub m_HighAngularXLimit: SoftJointLimit,
3918 /**Boundary defining movement restriction, based on distance from the joint's origin.*/
3919 pub m_LinearLimit: SoftJointLimit,
3920 /**Boundary defining lower rotation restriction, based on delta from original rotation.*/
3921 pub m_LowAngularXLimit: SoftJointLimit,
3922 /**Set the angular tolerance threshold (in degrees) for projection.If the joint deviates by more than this angle around its locked angular degrees of freedom,the solver will move the bodies to close the angle.Setting a very small tolerance may result in simulation jitter or other artifacts.Sometimes it is not possible to project (for example when the joints form a cycle).*/
3923 pub m_ProjectionAngle: f32,
3924 /**Set the linear tolerance threshold for projection.If the joint separates by more than this distance along its locked degrees of freedom, the solverwill move the bodies to close the distance.Setting a very small tolerance may result in simulation jitter or other artifacts.Sometimes it is not possible to project (for example when the joints form a cycle).*/
3925 pub m_ProjectionDistance: f32,
3926 /**Brings violated constraints back into alignment even when the solver fails. Projection is not a physical process and does not preserve momentum or respect collision geometry. It is best avoided if practical, but can be useful in improving simulation quality where joint separation results in unacceptable artifacts.*/
3927 pub m_ProjectionMode: i32,
3928 /**Control the object's rotation with either X & YZ or Slerp Drive by itself.*/
3929 pub m_RotationDriveMode: i32,
3930 /**The joint's secondary axis.*/
3931 pub m_SecondaryAxis: Vector3f,
3932 /**Definition of how the joint's rotation will behave around all local axes. Only used if Rotation Drive Mode is Slerp Only.*/
3933 pub m_SlerpDrive: JointDrive,
3934 /**This is a Vector3. It defines the desired angular velocity that the joint should rotate into.*/
3935 pub m_TargetAngularVelocity: Vector3f,
3936 /**The desired position that the joint should move into.*/
3937 pub m_TargetPosition: Vector3f,
3938 /**This is a Quaternion. It defines the desired rotation that the joint should rotate into.*/
3939 pub m_TargetRotation: Quaternionf,
3940 /**The desired velocity that the joint should move along.*/
3941 pub m_TargetVelocity: Vector3f,
3942 /**Definition of how the joint's movement will behave along its local X axis.*/
3943 pub m_XDrive: JointDrive,
3944 /**Allow movement along the X axis to be Free, completely Locked, or Limited according to Linear Limit.*/
3945 pub m_XMotion: i32,
3946 /**Definition of how the joint's movement will behave along its local Y axis.*/
3947 pub m_YDrive: JointDrive,
3948 /**Allow movement along the Y axis to be Free, completely Locked, or Limited according to Linear Limit.*/
3949 pub m_YMotion: i32,
3950 /**Definition of how the joint's movement will behave along its local Z axis.*/
3951 pub m_ZDrive: JointDrive,
3952 /**Allow movement along the Z axis to be Free, completely Locked, or Limited according to Linear Limit.*/
3953 pub m_ZMotion: i32,
3954 /**The configuration of the spring attached to the angular X limit of the joint.*/
3955 /// SoftJointLimitSpring: (5.0.0f4 - 2022.3.2f1)
3956 pub m_AngularXLimitSpring: Option<SoftJointLimitSpring>,
3957 /**The configuration of the spring attached to the angular Y and angular Z limits of the joint.*/
3958 /// SoftJointLimitSpring: (5.0.0f4 - 2022.3.2f1)
3959 pub m_AngularYZLimitSpring: Option<SoftJointLimitSpring>,
3960 /**Should the connectedAnchor be calculated automatically?*/
3961 /// bool: (4.3.0 - 2022.3.2f1)
3962 pub m_AutoConfigureConnectedAnchor: Option<bool>,
3963 /**Position of the anchor relative to the connected Rigidbody.*/
3964 /// Vector3f: (4.3.0 - 2022.3.2f1)
3965 pub m_ConnectedAnchor: Option<Vector3f>,
3966 /**A reference to an articulation body this joint connects to.*/
3967 /// PPtr<[`ArticulationBody`]>: (2020.2.0b1 - 2022.3.2f1)
3968 pub m_ConnectedArticulationBody: Option<PPtr>,
3969 /**The scale to apply to the inverse mass and inertia tensor of the connected body prior to solving the constraints.*/
3970 /// f32: (2017.1.0b2 - 2022.3.2f1)
3971 pub m_ConnectedMassScale: Option<f32>,
3972 /**Enable collision between bodies connected with the joint.*/
3973 /// bool: (4.5.0 - 2022.3.2f1)
3974 pub m_EnableCollision: Option<bool>,
3975 /**Toggle preprocessing for this joint.*/
3976 /// bool: (5.0.0f4 - 2022.3.2f1)
3977 pub m_EnablePreprocessing: Option<bool>,
3978 /// bool: (2017.1.0b2 - 2017.1.0b5)
3979 pub m_Enabled: Option<bool>,
3980 /**The configuration of the spring attached to the linear limit of the joint.*/
3981 /// SoftJointLimitSpring: (5.0.0f4 - 2022.3.2f1)
3982 pub m_LinearLimitSpring: Option<SoftJointLimitSpring>,
3983 /**The scale to apply to the inverse mass and inertia tensor of the body prior to solving the constraints.*/
3984 /// f32: (2017.1.0b2 - 2022.3.2f1)
3985 pub m_MassScale: Option<f32>,
3986 /**Enable this property to swap the order in which the physics engine processes the Rigidbodies involved in the joint. This results in different joint motion but has no impact on Rigidbodies and anchors.*/
3987 /// bool: (3.5.0 - 2022.3.2f1)
3988 pub m_SwapBodies: Option<bool>,
3989}
3990
3991/// ConstantBuffer is a sub class of the Unity engine since version 5.5.0f3.
3992#[derive(Debug, Serialize, Deserialize)]
3993pub struct ConstantBuffer {
3994 pub m_MatrixParams: Vec<MatrixParameter>,
3995 pub m_NameIndex: i32,
3996 pub m_Size: i32,
3997 pub m_VectorParams: Vec<VectorParameter>,
3998 /// bool: (2020.3.2f1 - 2022.3.2f1)
3999 pub m_IsPartialCB: Option<bool>,
4000 /// Vec<StructParameter>: (2017.3.0b1 - 2022.3.2f1)
4001 pub m_StructParams: Option<Vec<StructParameter>>,
4002}
4003
4004/// ConstantClip is a sub class of the Unity engine since version 4.3.0.
4005#[derive(Debug, Serialize, Deserialize)]
4006pub struct ConstantClip {
4007 pub data: Vec<f32>,
4008}
4009
4010/// ConstantForce is a class of the Unity engine since version 3.4.0.
4011/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ConstantForce.html):
4012/**
4013A force applied constantly.
4014This is a small physics utility class used to apply a continous force to an object.Rigidbody.AddForce applies a force to the Rigidbody only for one frame, thus you have to keep calling the function.
4015
4016ConstantForce on the other hand will apply the force every frame until you change the force or torque to a new value.See Also: Rigidbody.
4017*/
4018#[derive(Debug, Serialize, Deserialize)]
4019pub struct ConstantForce {
4020 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
4021 pub m_Enabled: u8,
4022 /**The force applied to the rigidbody every frame.*/
4023 pub m_Force: Vector3f,
4024 /**The game object this component is attached to. A component is always attached to a game object.*/
4025 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
4026 pub m_GameObject: PPtr,
4027 /**The force - relative to the rigid bodies coordinate system - applied every frame.*/
4028 pub m_RelativeForce: Vector3f,
4029 /**The torque - relative to the rigid bodies coordinate system - applied every frame.*/
4030 pub m_RelativeTorque: Vector3f,
4031 /**The torque applied to the rigidbody every frame.*/
4032 pub m_Torque: Vector3f,
4033}
4034
4035/// ConstantForce2D is a class of the Unity engine since version 5.0.0f4.
4036/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ConstantForce2D.html):
4037/**
4038Applies both linear and angular (torque) forces continuously to the rigidbody each physics update.
4039This is equivalent of calling Rigidbody2D.AddForce, Rigidbody2D.AddRelativeForce and Rigidbody2D.AddTorque each physics update.
4040
4041See Also: Rigidbody2D.
4042*/
4043#[derive(Debug, Serialize, Deserialize)]
4044pub struct ConstantForce2D {
4045 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
4046 pub m_Enabled: u8,
4047 /**The linear force applied to the rigidbody each physics update.*/
4048 pub m_Force: Vector2f,
4049 /**The game object this component is attached to. A component is always attached to a game object.*/
4050 /// PPtr<[`GameObject`]>: (5.0.0f4 - 2022.3.2f1)
4051 pub m_GameObject: PPtr,
4052 /**The linear force, relative to the rigid-body coordinate system, applied each physics update.*/
4053 pub m_RelativeForce: Vector2f,
4054 /**The torque applied to the rigidbody each physics update.*/
4055 pub m_Torque: f32,
4056}
4057
4058/// ConstraintSource is a sub class of the Unity engine since version 2018.1.0b2.
4059/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Animations.ConstraintSource.html):
4060/**
4061Represents a source for the constraint.
4062*/
4063#[derive(Debug, Serialize, Deserialize)]
4064pub struct ConstraintSource {
4065 /**The transform component of the source object.*/
4066 /// PPtr<[`Transform`]>: (2018.1.0b2 - 2022.3.2f1)
4067 pub sourceTransform: PPtr,
4068 /**The weight of the source in the evaluation of the constraint.*/
4069 pub weight: f32,
4070}
4071
4072/// ControllerConstant is a sub class of the Unity engine since version 4.0.0.
4073#[derive(Debug, Serialize, Deserialize)]
4074pub struct ControllerConstant {
4075 pub m_DefaultValues: OffsetPtr,
4076 pub m_StateMachineArray: Vec<OffsetPtr>,
4077 pub m_Values: OffsetPtr,
4078 /// Vec<OffsetPtr>: (4.0.0 - 4.2.2)
4079 pub m_HumanLayerArray: Option<Vec<OffsetPtr>>,
4080 /// Vec<OffsetPtr>: (4.3.0 - 2022.3.2f1)
4081 pub m_LayerArray: Option<Vec<OffsetPtr>>,
4082}
4083
4084/// CrashReportManager is a class of the Unity engine since version 5.5.0f3.
4085#[derive(Debug, Serialize, Deserialize)]
4086pub struct CrashReportManager {}
4087
4088/// CrashReportingSettings is a sub class of the Unity engine since version 5.4.0f3.
4089/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/CrashReporting.CrashReportingSettings.html):
4090/**
4091Editor API for the Unity Services editor feature. Normally CrashReporting is enabled from the Services window, but if writing your own editor extension, this API can be used.
4092*/
4093#[derive(Debug, Serialize, Deserialize)]
4094pub struct CrashReportingSettings {
4095 pub m_Enabled: bool,
4096 pub m_EventUrl: String,
4097 /// u32: (2018.3.0f2 - 2022.3.2f1)
4098 pub m_LogBufferSize: Option<u32>,
4099 /// String: (2017.2.0b2 - 2018.2.21f1)
4100 pub m_NativeEventUrl: Option<String>,
4101}
4102
4103/// Cubemap is a class of the Unity engine since version 4.0.0.
4104/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Cubemap.html):
4105/**
4106Class for handling cube maps, Use this to create or modify existing cube map assets.
4107This class does not support Cubemap creation with a Crunch compression TextureFormat.
4108*/
4109#[derive(Debug, Serialize, Deserialize)]
4110pub struct Cubemap {
4111 pub m_ColorSpace: i32,
4112 pub m_CompleteImageSize: i64,
4113 /**Height of the Texture in pixels (Read Only).*/
4114 pub m_Height: i32,
4115 pub m_ImageCount: i32,
4116 /**Whether Unity stores an additional copy of this texture's pixel data in CPU-addressable memory.*/
4117 pub m_IsReadable: bool,
4118 pub m_LightmapFormat: i32,
4119 /**The name of the object.*/
4120 pub m_Name: String,
4121 /// Vec<PPtr<[`Texture2D`]>>: (4.0.0 - 2022.3.2f1)
4122 pub m_SourceTextures: Vec<PPtr>,
4123 pub m_TextureDimension: i32,
4124 pub m_TextureFormat: i32,
4125 pub m_TextureSettings: GLTextureSettings,
4126 /**Width of the Texture in pixels (Read Only).*/
4127 pub m_Width: i32,
4128 /// Vec<u8>: (4.0.0 - 2022.3.2f1)
4129 #[serde(alias = "image data")]
4130 pub image_data: Option<Vec<u8>>,
4131 /// bool: (2017.3.0b1 - 2022.3.2f1)
4132 pub m_DownscaleFallback: Option<bool>,
4133 /// i32: (2017.3.0b1 - 2022.3.2f1)
4134 pub m_ForcedFallbackFormat: Option<i32>,
4135 /// bool: (2019.3.0f6 - 2022.2.0a18)
4136 pub m_IgnoreMasterTextureLimit: Option<bool>,
4137 /// bool: (2022.2.0f1 - 2022.3.2f1)
4138 pub m_IgnoreMipmapLimit: Option<bool>,
4139 /// bool: (2020.2.0b1 - 2022.3.2f1)
4140 pub m_IsAlphaChannelOptional: Option<bool>,
4141 /// bool: (2019.4.9f1 - 2022.3.2f1)
4142 pub m_IsPreProcessed: Option<bool>,
4143 /// i32: (5.2.0f2 - 2022.3.2f1)
4144 pub m_MipCount: Option<i32>,
4145 /// bool: (4.0.0 - 5.1.5f1)
4146 pub m_MipMap: Option<bool>,
4147 /// String: (2022.2.0f1 - 2022.3.2f1)
4148 pub m_MipmapLimitGroupName: Option<String>,
4149 /// i32: (2020.1.0b1 - 2022.3.2f1)
4150 pub m_MipsStripped: Option<i32>,
4151 /// Vec<u8>: (2020.2.0b1 - 2022.3.2f1)
4152 pub m_PlatformBlob: Option<Vec<u8>>,
4153 /// bool: (4.0.0 - 5.4.6f3)
4154 pub m_ReadAllowed: Option<bool>,
4155 /// StreamingInfo: (5.3.0f1 - 2022.3.2f1)
4156 pub m_StreamData: Option<StreamingInfo>,
4157 /**Determines whether mipmap streaming is enabled for this Texture.*/
4158 /// bool: (2018.2.0b1 - 2022.3.2f1)
4159 pub m_StreamingMipmaps: Option<bool>,
4160 /**Sets the relative priority for this Texture when reducing memory size to fit within the memory budget.*/
4161 /// i32: (2018.2.0b1 - 2022.3.2f1)
4162 pub m_StreamingMipmapsPriority: Option<i32>,
4163}
4164
4165/// CubemapArray is a class of the Unity engine since version 5.5.0f3.
4166/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/CubemapArray.html):
4167/**
4168Class for handling Cubemap arrays.
4169Modern graphics APIs (e.g. D3D10.1 and later, OpenGL 4.0 and later, Metal on macOS, PS4) support "cubemap arrays",
4170
4171which are arrays of same size & format cubemaps. From the shader side, they are treated as a single resource, and sampling
4172
4173them needs an extra coordinate that indicates which array element to sample from.Typically cubemap arrays are useful for implementing efficient reflection probe, lighting and shadowing systems
4174
4175(all reflection/cookie/shadow cubemaps in a single array).Cubemap arrays do not have an import pipeline for them, and must be created from code, either at runtime or in editor
4176
4177scripts. Using Graphics.CopyTexture is useful for fast copying of pixel data from regular Cubemap textures into
4178
4179elements of a cubemap array. From editor scripts, a common way of creating serialized cubemap array is to create it,
4180
4181fill with data (either via Graphics.CopyTexture from regular cubemaps, or via SetPixels or
4182
4183SetPixels32) and save it as an asset via AssetDatabase.CreateAsset.Note that not all platforms and GPUs support cubemap arrays. Use SystemInfo.supportsCubemapArrayTextures to check. Also, this class does not support CubemapArray creation with a Crunch compression TextureFormat.
4184*/
4185#[derive(Debug, Serialize, Deserialize)]
4186pub struct CubemapArray {
4187 pub m_ColorSpace: i32,
4188 /**Number of cubemaps in the array (Read Only).*/
4189 pub m_CubemapCount: i32,
4190 pub m_DataSize: u32,
4191 /**Texture format (Read Only).*/
4192 pub m_Format: i32,
4193 /**Whether Unity stores an additional copy of this texture's pixel data in CPU-addressable memory.*/
4194 pub m_IsReadable: bool,
4195 pub m_MipCount: i32,
4196 /**The name of the object.*/
4197 pub m_Name: String,
4198 pub m_TextureSettings: GLTextureSettings,
4199 /**Width of the Texture in pixels (Read Only).*/
4200 pub m_Width: i32,
4201 /// Vec<u8>: (5.5.0f3 - 2022.3.2f1)
4202 #[serde(alias = "image data")]
4203 pub image_data: Option<Vec<u8>>,
4204 /// bool: (2017.3.0b1 - 2022.3.2f1)
4205 pub m_DownscaleFallback: Option<bool>,
4206 /// i32: (2017.3.0b1 - 2022.3.2f1)
4207 pub m_ForcedFallbackFormat: Option<i32>,
4208 /// bool: (2020.2.0b1 - 2022.3.2f1)
4209 pub m_IsAlphaChannelOptional: Option<bool>,
4210 /// StreamingInfo: (5.6.0b1 - 2022.3.2f1)
4211 pub m_StreamData: Option<StreamingInfo>,
4212 /// i32: (2020.2.0b1 - 2022.3.2f1)
4213 pub m_UsageMode: Option<i32>,
4214}
4215
4216/// CustomCollider2D is a class of the Unity engine since version 2021.2.0b1.
4217/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/CustomCollider2D.html):
4218/**
4219Represents a Collider2D that is configured by assigning PhysicsShape2D geometry to it via a PhysicsShapeGroup2D.
4220Unlike all other Collider2D which are defined indirectly by controlling geometric parameters such as the size of a Box or the radius of a Circle, here the CustomCollider2D is defined entirely by adding, removing and modifying PhysicsShape2D. This results in a fully customized Collider2D containing an unlimited number of low-level PhysicsShape2D which can represent any type of shape or shapes, or emulate any other existing Collider2D such as the CircleCollider2D, BoxCollider2D, CapsuleCollider2D, EdgeCollider2D, CompositeCollider2D or TilemapCollider2D.Alongside the customized geometry, there is full support for all existing Collider2D functionality such as triggers, physics materials, queries etc.When assigning PhysicsShape2D to the CustomCollider2D, you can do so either during Edit mode or Play mode.When modifying the CustomCollider2D during Edit mode, all assigned PhysicsShape2D and associated vertices will be saved with the Unity Scene. When the Unity Scene is loaded again, the CustomCollider2D will maintain its configuration. In this way, it acts like any other Collider2D that you make changes to during Edit mode. Using this ability, Edit mode authoring scripts can be used to create custom geometry.When modifing the CustomCollider2D during Play mode, all assigned PhysicsShape2D and associated vertices will be lost when exiting Play mode. This acts like any other Collider2D.
4221*/
4222#[derive(Debug, Serialize, Deserialize)]
4223pub struct CustomCollider2D {
4224 pub m_CustomShapes: PhysicsShapeGroup2D,
4225 /**The density of the collider used to calculate its mass (when auto mass is enabled).*/
4226 pub m_Density: f32,
4227 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
4228 pub m_Enabled: u8,
4229 /**The game object this component is attached to. A component is always attached to a game object.*/
4230 /// PPtr<[`GameObject`]>: (2021.2.0b1 - 2022.3.2f1)
4231 pub m_GameObject: PPtr,
4232 /**Is this collider configured as a trigger?*/
4233 pub m_IsTrigger: bool,
4234 /// PPtr<[`PhysicsMaterial2D`]>: (2021.2.0b1 - 2022.3.2f1)
4235 pub m_Material: PPtr,
4236 /**The local offset of the collider geometry.*/
4237 pub m_Offset: Vector2f,
4238 /**Sets whether the Collider will be used or not used by a CompositeCollider2D.*/
4239 pub m_UsedByComposite: bool,
4240 /**Whether the collider is used by an attached effector or not.*/
4241 pub m_UsedByEffector: bool,
4242 /**The Layers that this Collider2D will report collision or trigger callbacks for during a contact with another Collider2D.*/
4243 /// BitField: (2022.2.0b1 - 2022.3.2f1)
4244 pub m_CallbackLayers: Option<BitField>,
4245 /**The layers of other Collider2D involved in contacts with this Collider2D that will be captured.*/
4246 /// BitField: (2022.2.0b1 - 2022.3.2f1)
4247 pub m_ContactCaptureLayers: Option<BitField>,
4248 /**The additional Layers that this Collider2D should exclude when deciding if a contact with another Collider2D should happen or not.*/
4249 /// BitField: (2022.2.0b1 - 2022.3.2f1)
4250 pub m_ExcludeLayers: Option<BitField>,
4251 /**The Layers that this Collider2D can receive forces from during a Collision contact with another Collider2D.*/
4252 /// BitField: (2022.2.0b1 - 2022.3.2f1)
4253 pub m_ForceReceiveLayers: Option<BitField>,
4254 /**The Layers that this Collider2D is allowed to send forces to during a Collision contact with another Collider2D.*/
4255 /// BitField: (2022.2.0b1 - 2022.3.2f1)
4256 pub m_ForceSendLayers: Option<BitField>,
4257 /**The additional Layers that this Collider2D should include when deciding if a contact with another Collider2D should happen or not.*/
4258 /// BitField: (2022.2.0b1 - 2022.3.2f1)
4259 pub m_IncludeLayers: Option<BitField>,
4260 /**A decision priority assigned to this Collider2D used when there is a conflicting decision on whether a contact between itself and another Collision2D should happen or not.*/
4261 /// i32: (2022.2.0b1 - 2022.3.2f1)
4262 pub m_LayerOverridePriority: Option<i32>,
4263}
4264
4265/// CustomDataModule is a sub class of the Unity engine since version 5.6.0b1.
4266/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ParticleSystem.CustomDataModule.html):
4267/**
4268Script interface for the CustomDataModule of a Particle System.
4269See Also: ParticleSystem, ParticleSystem.customData.
4270*/
4271#[derive(Debug, Serialize, Deserialize)]
4272pub struct CustomDataModule {
4273 pub color0: MinMaxGradient,
4274 pub color1: MinMaxGradient,
4275 /**Specifies whether the CustomDataModule is enabled or disabled.*/
4276 pub enabled: bool,
4277 pub mode0: i32,
4278 pub mode1: i32,
4279 pub vector0_0: MinMaxCurve,
4280 pub vector0_1: MinMaxCurve,
4281 pub vector0_2: MinMaxCurve,
4282 pub vector0_3: MinMaxCurve,
4283 pub vector1_0: MinMaxCurve,
4284 pub vector1_1: MinMaxCurve,
4285 pub vector1_2: MinMaxCurve,
4286 pub vector1_3: MinMaxCurve,
4287 pub vectorComponentCount0: i32,
4288 pub vectorComponentCount1: i32,
4289}
4290
4291/// CustomRenderTexture is a class of the Unity engine since version 5.6.0b1.
4292/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/CustomRenderTexture.html):
4293/**
4294Custom Render Textures are an extension to Render Textures that allow you to render directly to the Texture using a Shader.
4295Custom Render Textures are an extension to Render Textures that allow you to update a texture with a Shader, and then use it in a regular Material. This is useful for implementing all kinds of complex simulations, for instance: water caustics, ripple simulations for rain effects, or splatting liquids against a wall. Also provided is a scripting and Shader framework to help with more complicated configurations like partial or multi-pass updates, and varying update frequency.
4296*/
4297#[derive(Debug, Serialize, Deserialize)]
4298pub struct CustomRenderTexture {
4299 /**The antialiasing level for the RenderTexture.*/
4300 pub m_AntiAliasing: i32,
4301 pub m_ColorFormat: i32,
4302 /**The bit field that you can use to enable or disable update on each of the cubemap faces. The bit order from least to most significant bit is as follows: +X, -X, +Y, -Y, +Z, -Z.*/
4303 pub m_CubemapFaceMask: u32,
4304 pub m_CurrentUpdateZoneSpace: i32,
4305 /**Dimensionality (type) of the Texture (Read Only).*/
4306 pub m_Dimension: i32,
4307 /**When this parameter is set to true, Unity double-buffers the Custom Render Texture so that you can access it during its own update.*/
4308 pub m_DoubleBuffered: bool,
4309 pub m_GenerateMips: bool,
4310 /**Height of the Texture in pixels (Read Only).*/
4311 pub m_Height: i32,
4312 pub m_InitColor: ColorRGBA,
4313 /// PPtr<[`Material`]>: (5.6.0b1 - 2022.3.2f1)
4314 pub m_InitMaterial: PPtr,
4315 /// PPtr<[`Texture`]>: (5.6.0b1 - 2022.3.2f1)
4316 pub m_InitTexture: PPtr,
4317 /**Determine how Unity initializes a texture.*/
4318 pub m_InitializationMode: i32,
4319 /**The Material that Unity uses to initialize the content of a Custom Render Texture.*/
4320 /// PPtr<[`Material`]>: (5.6.0b1 - 2022.3.2f1)
4321 pub m_Material: PPtr,
4322 pub m_MipMap: bool,
4323 /**The name of the object.*/
4324 pub m_Name: String,
4325 /**Does this render texture use sRGB read/write conversions? (Read Only).*/
4326 pub m_SRGB: bool,
4327 /**The Shader Pass Unity uses to update the Custom Render Texture.*/
4328 pub m_ShaderPass: u32,
4329 pub m_TextureSettings: GLTextureSettings,
4330 /**Determine how Unity updates the Custom Render Texture.*/
4331 pub m_UpdateMode: i32,
4332 /**The period in seconds that Unity updates real-time Custom Render Textures. A value of 0.0 means Unity updates real-time Custom Render Textures every frame.*/
4333 pub m_UpdatePeriod: f32,
4334 /**The space in which Unity expresses update zones. You can set this to Normalized or Pixel space.*/
4335 pub m_UpdateZoneSpace: i32,
4336 pub m_UpdateZones: Vec<UpdateZoneInfo>,
4337 /**Volume extent of a 3D render texture or number of slices of array texture.*/
4338 pub m_VolumeDepth: i32,
4339 /**Width of the Texture in pixels (Read Only).*/
4340 pub m_Width: i32,
4341 /**When this parameter is set to true, Unity wraps Update zones around the border of the Custom Render Texture. Otherwise, Unity clamps Update zones at the border of the Custom Render Texture.*/
4342 pub m_WrapUpdateZones: bool,
4343 /// bool: (2017.3.0b1 - 2022.3.2f1)
4344 pub m_BindMS: Option<bool>,
4345 /// i32: (5.6.0b1 - 2021.2.0a17)
4346 pub m_DepthFormat: Option<i32>,
4347 /**The format of the depth/stencil buffer.*/
4348 /// i32: (2021.2.0b1 - 2022.3.2f1)
4349 pub m_DepthStencilFormat: Option<i32>,
4350 /// bool: (2017.3.0b1 - 2022.3.2f1)
4351 pub m_DownscaleFallback: Option<bool>,
4352 /// bool: (2019.1.0b1 - 2022.3.2f1)
4353 pub m_EnableCompatibleFormat: Option<bool>,
4354 /// i32: (2017.3.0b1 - 2022.3.2f1)
4355 pub m_ForcedFallbackFormat: Option<i32>,
4356 /// i32: (5.6.0f1 - 2022.3.2f1)
4357 pub m_InitSource: Option<i32>,
4358 /// bool: (2020.2.0b1 - 2022.3.2f1)
4359 pub m_IsAlphaChannelOptional: Option<bool>,
4360 /// i32: (2019.2.0b1 - 2022.3.2f1)
4361 pub m_MipCount: Option<i32>,
4362 /// i32: (2021.2.0f1 - 2022.3.2f1)
4363 pub m_ShadowSamplingMode: Option<i32>,
4364 /**Is the render texture marked to be scaled by the Dynamic Resolution system.*/
4365 /// bool: (2017.3.0b1 - 2022.3.2f1)
4366 pub m_UseDynamicScale: Option<bool>,
4367}
4368
4369/// DDSImporter is a class of the Unity engine since version 4.0.0.
4370/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/DDSImporter.html):
4371/**
4372Texture importer lets you modify Texture2D import settings for DDS textures from editor scripts.
4373*/
4374#[derive(Debug, Serialize, Deserialize)]
4375pub struct DDSImporter {
4376 /**The name of the object.*/
4377 pub m_Name: String,
4378 /**Get or set any user data.*/
4379 pub m_UserData: String,
4380 /**Get or set the AssetBundle name.*/
4381 /// String: (5.0.0f4 - 5.5.6f1)
4382 pub m_AssetBundleName: Option<String>,
4383 /**Get or set the AssetBundle variant.*/
4384 /// String: (5.0.0f4 - 5.5.6f1)
4385 pub m_AssetBundleVariant: Option<String>,
4386 /// bool: (5.5.0f3 - 5.5.6f1)
4387 pub m_IsReadable: Option<bool>,
4388}
4389
4390/// DataTemplate is a class of the Unity engine since version 3.4.0.
4391#[derive(Debug, Serialize, Deserialize)]
4392pub struct DataTemplate {
4393 /// PPtr<[`DataTemplate`]>: (3.4.0 - 3.4.2)
4394 pub m_Father: PPtr,
4395 pub m_IsDataTemplate: bool,
4396 pub m_LastMergeIdentifier: GUID,
4397 pub m_Name: String,
4398 /// Vec<PPtr<[`EditorExtension`]>>: (3.4.0 - 3.4.2)
4399 pub m_Objects: Vec<PPtr>,
4400}
4401
4402/// DateTime is a sub class of the Unity engine since version 2018.1.0b2.
4403#[derive(Debug, Serialize, Deserialize)]
4404pub struct DateTime {
4405 pub ticks: i64,
4406}
4407
4408/// DefaultAsset is a class of the Unity engine since version 5.0.0f4.
4409/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/DefaultAsset.html):
4410/**
4411DefaultAsset is used for assets that do not have a specific type (yet).
4412Search for t:DefaultAsset in the project browser to see which assets are of that type.
4413*/
4414#[derive(Debug, Serialize, Deserialize)]
4415pub struct DefaultAsset {
4416 pub m_IsWarning: bool,
4417 pub m_Message: String,
4418 /**The name of the object.*/
4419 pub m_Name: String,
4420}
4421
4422/// DefaultImporter is a class of the Unity engine since version 4.0.0.
4423#[derive(Debug, Serialize, Deserialize)]
4424pub struct DefaultImporter {
4425 pub m_Name: String,
4426 pub m_UserData: String,
4427 /// String: (5.0.0f4 - 2022.3.2f1)
4428 pub m_AssetBundleName: Option<String>,
4429 /// String: (5.0.0f4 - 2022.3.2f1)
4430 pub m_AssetBundleVariant: Option<String>,
4431 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2017.2.0b2 - 2022.3.2f1)
4432 pub m_ExternalObjects: Option<Vec<(SourceAssetIdentifier, PPtr)>>,
4433 /// Vec<i64>: (2019.1.0b1 - 2022.3.2f1)
4434 pub m_UsedFileIDs: Option<Vec<i64>>,
4435}
4436
4437/// DefaultPreset is a sub class of the Unity engine since version 2018.1.0b2.
4438/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Presets.DefaultPreset.html):
4439/**
4440This structure defines a default Preset.
4441See Preset.GetDefaultListForType and Preset.SetDefaultListForType for usage.
4442*/
4443#[derive(Debug, Serialize, Deserialize)]
4444pub struct DefaultPreset {
4445 /**The Preset applied to an object instance when it matches the search filter defined by DefaultPreset.m_Filter.*/
4446 /// PPtr<[`Preset`]>: (2018.1.0b2 - 2022.3.2f1)
4447 pub m_Preset: PPtr,
4448 /// bool: (2020.1.0b1 - 2022.3.2f1)
4449 pub m_Disabled: Option<bool>,
4450 /**The search filter that is compared against the object instance. The DefaultPreset.m_Preset is applied to the object instance if it matches the search filter.*/
4451 /// String: (2019.3.0b1 - 2022.3.2f1)
4452 pub m_Filter: Option<String>,
4453}
4454
4455/// DefaultPresetList is a sub class of the Unity engine since version 2018.1.0b2.
4456#[derive(Debug, Serialize, Deserialize)]
4457pub struct DefaultPresetList {
4458 pub defaultPresets: Vec<DefaultPreset>,
4459 /// PresetType: (2018.1.0b2 - 2019.3.0a8)
4460 #[serde(alias = "type")]
4461 pub _type: Option<PresetType>,
4462}
4463
4464/// DeletedItem is a sub class of the Unity engine since version 3.4.0.
4465#[derive(Debug, Serialize, Deserialize)]
4466pub struct DeletedItem {
4467 pub changeset: i32,
4468 pub digest: Enum_MdFour__Hash128,
4469 pub fullPath: String,
4470 pub guid: GUID,
4471 pub parent: GUID,
4472 /// i32: (3.4.0 - 5.6.7f1)
4473 #[serde(alias = "type")]
4474 pub _type: Option<i32>,
4475}
4476
4477/// DenseClip is a sub class of the Unity engine since version 4.0.0.
4478#[derive(Debug, Serialize, Deserialize)]
4479pub struct DenseClip {
4480 pub m_BeginTime: f32,
4481 pub m_CurveCount: u32,
4482 pub m_FrameCount: i32,
4483 pub m_SampleArray: Vec<f32>,
4484 pub m_SampleRate: f32,
4485}
4486
4487/// Derived is a class of the Unity engine since version 2019.1.0b1.
4488#[derive(Debug, Serialize, Deserialize)]
4489pub struct Derived {}
4490
4491/// DetailDatabase is a sub class of the Unity engine since version 3.4.0.
4492#[derive(Debug, Serialize, Deserialize)]
4493pub struct DetailDatabase {
4494 pub WavingGrassTint: ColorRGBA,
4495 pub m_DetailPrototypes: Vec<DetailPrototype>,
4496 pub m_PatchCount: i32,
4497 pub m_PatchSamples: i32,
4498 pub m_Patches: Vec<DetailPatch>,
4499 /// Vec<PPtr<[`Texture2D`]>>: (3.4.0 - 2022.3.2f1)
4500 pub m_PreloadTextureAtlasData: Vec<PPtr>,
4501 pub m_TreeInstances: Vec<TreeInstance>,
4502 pub m_TreePrototypes: Vec<TreePrototype>,
4503 pub m_WavingGrassAmount: f32,
4504 pub m_WavingGrassSpeed: f32,
4505 pub m_WavingGrassStrength: f32,
4506 /// PPtr<[`Shader`]>: (2022.3.2f1 - 2022.3.2f1)
4507 #[serde(alias = "m_DefaultShaders[0]")]
4508 pub m_DefaultShaders_0_: Option<PPtr>,
4509 /// PPtr<[`Shader`]>: (2022.3.2f1 - 2022.3.2f1)
4510 #[serde(alias = "m_DefaultShaders[1]")]
4511 pub m_DefaultShaders_1_: Option<PPtr>,
4512 /// PPtr<[`Shader`]>: (2022.3.2f1 - 2022.3.2f1)
4513 #[serde(alias = "m_DefaultShaders[2]")]
4514 pub m_DefaultShaders_2_: Option<PPtr>,
4515 /// PPtr<[`Shader`]>: (2019.1.0f2 - 2021.1.28f1)
4516 pub m_DetailBillboardShader: Option<PPtr>,
4517 /// PPtr<[`Shader`]>: (2019.1.0f2 - 2021.1.28f1)
4518 pub m_DetailMeshGrassShader: Option<PPtr>,
4519 /// PPtr<[`Shader`]>: (2019.1.0f2 - 2021.1.28f1)
4520 pub m_DetailMeshLitShader: Option<PPtr>,
4521 /// i32: (2022.2.0b1 - 2022.3.2f1)
4522 pub m_DetailScatterMode: Option<i32>,
4523 /// Vec<Vector3f>: (3.4.0 - 2020.2.0a21)
4524 pub m_RandomRotations: Option<Vec<Vector3f>>,
4525}
4526
4527/// DetailPatch is a sub class of the Unity engine since version 3.4.0.
4528#[derive(Debug, Serialize, Deserialize)]
4529pub struct DetailPatch {
4530 pub layerIndices: Vec<u8>,
4531 /// AABB: (3.4.0 - 2020.2.0a21)
4532 pub bounds: Option<AABB>,
4533 /// Vec<u8>: (2022.2.0b1 - 2022.3.2f1)
4534 pub coverage: Option<Vec<u8>>,
4535 /// Vec<u8>: (3.4.0 - 2022.1.24f1)
4536 pub numberOfObjects: Option<Vec<u8>>,
4537}
4538
4539/// DetailPrototype is a sub class of the Unity engine since version 3.4.0.
4540/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/DetailPrototype.html):
4541/**
4542Detail prototype used by the Terrain GameObject.
4543*/
4544#[derive(Debug, Serialize, Deserialize)]
4545pub struct DetailPrototype {
4546 /**Color when the DetailPrototypes are "dry".*/
4547 pub dryColor: ColorRGBA,
4548 /**Color when the DetailPrototypes are "healthy".*/
4549 pub healthyColor: ColorRGBA,
4550 /**Maximum height of the grass billboards (if render mode is GrassBillboard).*/
4551 pub maxHeight: f32,
4552 /**Maximum width of the grass billboards (if render mode is GrassBillboard).*/
4553 pub maxWidth: f32,
4554 /**Minimum height of the grass billboards (if render mode is GrassBillboard).*/
4555 pub minHeight: f32,
4556 /**Minimum width of the grass billboards (if render mode is GrassBillboard).*/
4557 pub minWidth: f32,
4558 /**Controls the spatial frequency of the noise pattern used to vary the scale and color of the detail objects.*/
4559 pub noiseSpread: f32,
4560 /**GameObject used by the DetailPrototype.*/
4561 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
4562 pub prototype: PPtr,
4563 /**Texture used by the DetailPrototype.*/
4564 /// PPtr<[`Texture2D`]>: (3.4.0 - 2022.3.2f1)
4565 pub prototypeTexture: PPtr,
4566 /**Render mode for the DetailPrototype.*/
4567 pub renderMode: i32,
4568 /**Indicates whether this detail prototype uses the Mesh object from the GameObject specified by prototype.*/
4569 pub usePrototypeMesh: i32,
4570 /**Rotate detail axis parallel to the ground's normal direction, so that the detail is perpendicular to the ground.*/
4571 /// f32: (2022.2.0b1 - 2022.3.2f1)
4572 pub alignToGround: Option<f32>,
4573 /// f32: (3.4.0 - 2020.2.0a21)
4574 pub bendFactor: Option<f32>,
4575 /**Controls detail density for this detail prototype, relative to it's size.*/
4576 /// f32: (2022.2.0b1 - 2022.3.2f1)
4577 pub density: Option<f32>,
4578 /// f32: (2020.2.0f1 - 2022.3.2f1)
4579 pub holeTestRadius: Option<f32>,
4580 /// f32: (3.4.0 - 2021.1.28f1)
4581 pub lightmapFactor: Option<f32>,
4582 /**Specifies the random seed value for detail object placement.*/
4583 /// i32: (2021.2.0b1 - 2022.3.2f1)
4584 pub noiseSeed: Option<i32>,
4585 /**Controls how Unity generates the detail positions.*/
4586 /// f32: (2022.2.0b1 - 2022.3.2f1)
4587 pub positionJitter: Option<f32>,
4588 /// f32: (2022.2.0a13 - 2022.2.0a13)
4589 pub positionOrderliness: Option<f32>,
4590 /**Controls the detail's target coverage.*/
4591 /// f32: (2022.2.0b1 - 2022.3.2f1)
4592 pub targetCoverage: Option<f32>,
4593 /**Indicates the global density scale set in the terrain settings affects this detail prototype.*/
4594 /// i32: (2022.2.0b1 - 2022.3.2f1)
4595 pub useDensityScaling: Option<i32>,
4596 /**Indicates whether this detail prototype uses GPU Instancing for rendering.*/
4597 /// i32: (2021.2.0b1 - 2022.3.2f1)
4598 pub useInstancing: Option<i32>,
4599}
4600
4601/// DeviceNone is a sub class of the Unity engine since version 5.6.0b1.
4602#[derive(Debug, Serialize, Deserialize)]
4603pub struct DeviceNone {}
4604
4605/// DirectorGenericBinding is a sub class of the Unity engine since version 2017.1.0b1.
4606#[derive(Debug, Serialize, Deserialize)]
4607pub struct DirectorGenericBinding {
4608 /// PPtr<[`Object`]>: (2017.1.0b1 - 2022.3.2f1)
4609 pub key: PPtr,
4610 /// PPtr<[`Object`]>: (2017.1.0b1 - 2022.3.2f1)
4611 pub value: PPtr,
4612}
4613
4614/// DistanceJoint2D is a class of the Unity engine since version 4.3.0.
4615/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/DistanceJoint2D.html):
4616/**
4617Joint that keeps two Rigidbody2D objects a fixed distance apart.
4618Note that unlike the SpringJoint2D component, the distance separating the objects is truly fixed and does not allow for any stretching.See Also: HingeJoint2D class, SliderJoint2D class, SpringJoint2D class.
4619*/
4620#[derive(Debug, Serialize, Deserialize)]
4621pub struct DistanceJoint2D {
4622 /**The joint's anchor point on the object that has the joint component.*/
4623 pub m_Anchor: Vector2f,
4624 /**The joint's anchor point on the second object (ie, the one which doesn't have the joint component).*/
4625 pub m_ConnectedAnchor: Vector2f,
4626 /// PPtr<[`Rigidbody2D`]>: (4.3.0 - 2022.3.2f1)
4627 pub m_ConnectedRigidBody: PPtr,
4628 /**The distance separating the two ends of the joint.*/
4629 pub m_Distance: f32,
4630 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
4631 pub m_Enabled: u8,
4632 /**The game object this component is attached to. A component is always attached to a game object.*/
4633 /// PPtr<[`GameObject`]>: (4.3.0 - 2022.3.2f1)
4634 pub m_GameObject: PPtr,
4635 /**Should the connectedAnchor be calculated automatically?*/
4636 /// bool: (5.3.0f1 - 2022.3.2f1)
4637 pub m_AutoConfigureConnectedAnchor: Option<bool>,
4638 /**Should the distance be calculated automatically?*/
4639 /// bool: (5.3.0f1 - 2022.3.2f1)
4640 pub m_AutoConfigureDistance: Option<bool>,
4641 /**The action to take when the joint breaks the breakForce or breakTorque.*/
4642 /// i32: (2022.2.0b1 - 2022.3.2f1)
4643 pub m_BreakAction: Option<i32>,
4644 /**The force that needs to be applied for this joint to break.*/
4645 /// f32: (5.3.0f1 - 2022.3.2f1)
4646 pub m_BreakForce: Option<f32>,
4647 /**The torque that needs to be applied for this joint to break.*/
4648 /// f32: (5.3.0f1 - 2022.3.2f1)
4649 pub m_BreakTorque: Option<f32>,
4650 /// bool: (4.3.0 - 5.0.0f4)
4651 pub m_CollideConnected: Option<bool>,
4652 /**Should the two rigid bodies connected with this joint collide with each other?*/
4653 /// bool: (5.0.1f1 - 2022.3.2f1)
4654 pub m_EnableCollision: Option<bool>,
4655 /**Whether to maintain a maximum distance only or not. If not then the absolute distance will be maintained instead.*/
4656 /// bool: (4.5.0 - 2022.3.2f1)
4657 pub m_MaxDistanceOnly: Option<bool>,
4658}
4659
4660/// EdgeCollider2D is a class of the Unity engine since version 4.3.0.
4661/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/EdgeCollider2D.html):
4662/**
4663Collider for 2D physics representing an arbitrary set of connected edges (lines) defined by its vertices.
4664See Also: BoxCollider2D, CircleCollider2D, PolygonCollider2D.
4665*/
4666#[derive(Debug, Serialize, Deserialize)]
4667pub struct EdgeCollider2D {
4668 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
4669 pub m_Enabled: u8,
4670 /**The game object this component is attached to. A component is always attached to a game object.*/
4671 /// PPtr<[`GameObject`]>: (4.3.0 - 2022.3.2f1)
4672 pub m_GameObject: PPtr,
4673 /**Is this collider configured as a trigger?*/
4674 pub m_IsTrigger: bool,
4675 /// PPtr<[`PhysicsMaterial2D`]>: (4.3.0 - 2022.3.2f1)
4676 pub m_Material: PPtr,
4677 /**Get or set the points defining multiple continuous edges.*/
4678 pub m_Points: Vec<Vector2f>,
4679 /**Defines the position of a virtual point adjacent to the end point of the EdgeCollider2D.*/
4680 /// Vector2f: (2020.1.0b1 - 2022.3.2f1)
4681 pub m_AdjacentEndPoint: Option<Vector2f>,
4682 /**Defines the position of a virtual point adjacent to the start point of the EdgeCollider2D.*/
4683 /// Vector2f: (2020.1.0b1 - 2022.3.2f1)
4684 pub m_AdjacentStartPoint: Option<Vector2f>,
4685 /**The Layers that this Collider2D will report collision or trigger callbacks for during a contact with another Collider2D.*/
4686 /// BitField: (2022.2.0b1 - 2022.3.2f1)
4687 pub m_CallbackLayers: Option<BitField>,
4688 /**The layers of other Collider2D involved in contacts with this Collider2D that will be captured.*/
4689 /// BitField: (2022.2.0b1 - 2022.3.2f1)
4690 pub m_ContactCaptureLayers: Option<BitField>,
4691 /**The density of the collider used to calculate its mass (when auto mass is enabled).*/
4692 /// f32: (5.3.0f1 - 2022.3.2f1)
4693 pub m_Density: Option<f32>,
4694 /**Controls the radius of all edges created by the collider.*/
4695 /// f32: (5.6.0f1 - 2022.3.2f1)
4696 pub m_EdgeRadius: Option<f32>,
4697 /**The additional Layers that this Collider2D should exclude when deciding if a contact with another Collider2D should happen or not.*/
4698 /// BitField: (2022.2.0b1 - 2022.3.2f1)
4699 pub m_ExcludeLayers: Option<BitField>,
4700 /**The Layers that this Collider2D can receive forces from during a Collision contact with another Collider2D.*/
4701 /// BitField: (2022.2.0b1 - 2022.3.2f1)
4702 pub m_ForceReceiveLayers: Option<BitField>,
4703 /**The Layers that this Collider2D is allowed to send forces to during a Collision contact with another Collider2D.*/
4704 /// BitField: (2022.2.0b1 - 2022.3.2f1)
4705 pub m_ForceSendLayers: Option<BitField>,
4706 /**The additional Layers that this Collider2D should include when deciding if a contact with another Collider2D should happen or not.*/
4707 /// BitField: (2022.2.0b1 - 2022.3.2f1)
4708 pub m_IncludeLayers: Option<BitField>,
4709 /**A decision priority assigned to this Collider2D used when there is a conflicting decision on whether a contact between itself and another Collision2D should happen or not.*/
4710 /// i32: (2022.2.0b1 - 2022.3.2f1)
4711 pub m_LayerOverridePriority: Option<i32>,
4712 /**The local offset of the collider geometry.*/
4713 /// Vector2f: (5.0.0f4 - 2022.3.2f1)
4714 pub m_Offset: Option<Vector2f>,
4715 /**Set this to true to use the adjacentEndPoint to form the collision normal that is used to calculate the collision response when a collision occurs at the Edge Collider's end point. Set this to false to not use the adjacentEndPoint, and the collision normal becomes the direction of motion of the collision.*/
4716 /// bool: (2020.1.0b1 - 2022.3.2f1)
4717 pub m_UseAdjacentEndPoint: Option<bool>,
4718 /**Set this to true to use the adjacentStartPoint to form the collision normal that is used to calculate the collision response when a collision occurs at the Edge Collider's start point. Set this to false to not use the adjacentStartPoint, and the collision normal becomes the direction of motion of the collision.*/
4719 /// bool: (2020.1.0b1 - 2022.3.2f1)
4720 pub m_UseAdjacentStartPoint: Option<bool>,
4721 /**Sets whether the Collider will be used or not used by a CompositeCollider2D.*/
4722 /// bool: (5.6.0b1 - 2022.3.2f1)
4723 pub m_UsedByComposite: Option<bool>,
4724 /**Whether the collider is used by an attached effector or not.*/
4725 /// bool: (5.0.0f4 - 2022.3.2f1)
4726 pub m_UsedByEffector: Option<bool>,
4727}
4728
4729/// EditorBuildSettings is a class of the Unity engine since version 3.4.0.
4730/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/EditorBuildSettings.html):
4731/**
4732This class allows you to modify the Editor Build Settings via script.
4733See EditorBuildSettings.scenes for an example of how to use this class.
4734See Also: EditorBuildSettingsScene, EditorUserBuildSettings, BuildPlayerOptions.
4735*/
4736#[derive(Debug, Serialize, Deserialize)]
4737pub struct EditorBuildSettings {
4738 pub m_Scenes: Vec<Scene>,
4739 /// Vec<(String, PPtr<[`Object`]>)>: (2018.1.0b2 - 2022.3.2f1)
4740 pub m_configObjects: Option<Vec<(String, PPtr)>>,
4741}
4742
4743/// EditorExtensionImpl is a class of the Unity engine since version 3.4.0.
4744#[derive(Debug, Serialize, Deserialize)]
4745pub struct EditorExtensionImpl {
4746 /// Vec<u8>: (3.4.0 - 3.4.2)
4747 pub gFlattenedTypeTree: Option<Vec<u8>>,
4748 /// PPtr<[`DataTemplate`]>: (3.4.0 - 3.4.2)
4749 pub m_DataTemplate: Option<PPtr>,
4750 /// PPtr<[`EditorExtension`]>: (3.4.0 - 3.4.2)
4751 pub m_Object: Option<PPtr>,
4752 /// bitset: (3.4.0 - 3.4.2)
4753 pub m_OverrideVariable: Option<bitset>,
4754 /// PPtr<[`EditorExtensionImpl`]>: (3.4.0 - 3.4.2)
4755 pub m_TemplateFather: Option<PPtr>,
4756}
4757
4758/// EditorProjectAccess is a class of the Unity engine since version 2018.1.0b2.
4759#[derive(Debug, Serialize, Deserialize)]
4760pub struct EditorProjectAccess {
4761 pub m_Name: String,
4762}
4763
4764/// EditorSettings is a class of the Unity engine since version 3.4.0.
4765/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/EditorSettings.html):
4766/**
4767User settings for Unity Editor.
4768Use EditorSettings to apply Editor Project Settings to your Unity Project. You can control settings such as version control, streaming settings, and Asset serialization.See Also: Editor Project Settings
4769*/
4770#[derive(Debug, Serialize, Deserialize)]
4771pub struct EditorSettings {
4772 /// bool: (2020.1.0f1 - 2022.3.2f1)
4773 pub m_AssetNamingUsesSpace: Option<bool>,
4774 /// i32: (2019.3.0f1 - 2022.3.2f1)
4775 pub m_AssetPipelineMode: Option<i32>,
4776 /// bool: (2019.1.0f2 - 2022.3.2f1)
4777 pub m_AsyncShaderCompilation: Option<bool>,
4778 /// i32: (2021.2.0b1 - 2022.3.2f1)
4779 pub m_Bc7TextureCompressor: Option<i32>,
4780 /// i32: (2021.3.10f1 - 2022.3.2f1)
4781 pub m_CacheServerDownloadBatchSize: Option<i32>,
4782 /// bool: (2020.1.0b1 - 2022.3.2f1)
4783 pub m_CacheServerEnableAuth: Option<bool>,
4784 /// bool: (2019.3.0f1 - 2022.3.2f1)
4785 pub m_CacheServerEnableDownload: Option<bool>,
4786 /// bool: (2020.1.0b1 - 2022.3.2f1)
4787 pub m_CacheServerEnableTls: Option<bool>,
4788 /// bool: (2019.3.0f1 - 2022.3.2f1)
4789 pub m_CacheServerEnableUpload: Option<bool>,
4790 /// String: (2019.3.0f1 - 2022.3.2f1)
4791 pub m_CacheServerEndpoint: Option<String>,
4792 /// i32: (2019.3.0f1 - 2022.3.2f1)
4793 pub m_CacheServerMode: Option<i32>,
4794 /// String: (2019.3.0f1 - 2022.3.2f1)
4795 pub m_CacheServerNamespacePrefix: Option<String>,
4796 /// i32: (2019.4.40f1 - 2022.3.2f1)
4797 pub m_CacheServerValidationMode: Option<i32>,
4798 /// bool: (2020.1.0b1 - 2022.1.0a9)
4799 pub m_CachingShaderPreprocessor: Option<bool>,
4800 /// CollabEditorSettings: (2017.1.0f2 - 2020.1.0a12)
4801 pub m_CollabEditorSettings: Option<CollabEditorSettings>,
4802 /// i32: (4.3.0 - 2022.3.2f1)
4803 pub m_DefaultBehaviorMode: Option<i32>,
4804 /// bool: (2020.1.0b1 - 2022.3.2f1)
4805 pub m_DisableCookiesInLightmapper: Option<bool>,
4806 /// bool: (2022.1.0b1 - 2022.3.2f1)
4807 pub m_EnableEditorAsyncCPUTextureLoading: Option<bool>,
4808 /// bool: (2022.2.0b1 - 2022.3.2f1)
4809 pub m_EnableEnlightenBakedGI: Option<bool>,
4810 /// bool: (2020.2.0a12 - 2020.2.0a16)
4811 pub m_EnableRoslynAnalyzers: Option<bool>,
4812 /// bool: (2019.1.0b1 - 2022.3.2f1)
4813 pub m_EnableTextureStreamingInEditMode: Option<bool>,
4814 /// bool: (2018.2.0b1 - 2022.3.2f1)
4815 pub m_EnableTextureStreamingInPlayMode: Option<bool>,
4816 /// i32: (2019.3.0b1 - 2022.3.2f1)
4817 pub m_EnterPlayModeOptions: Option<i32>,
4818 /// bool: (2019.3.0b1 - 2022.3.2f1)
4819 pub m_EnterPlayModeOptionsEnabled: Option<bool>,
4820 /// i32: (2017.2.0b2 - 2022.3.2f1)
4821 pub m_EtcTextureBestCompressor: Option<i32>,
4822 /// i32: (2017.2.0b2 - 2022.3.2f1)
4823 pub m_EtcTextureCompressorBehavior: Option<i32>,
4824 /// i32: (2017.2.0b2 - 2022.3.2f1)
4825 pub m_EtcTextureFastCompressor: Option<i32>,
4826 /// i32: (2017.2.0b2 - 2022.3.2f1)
4827 pub m_EtcTextureNormalCompressor: Option<i32>,
4828 /// i32: (3.4.0 - 3.5.7); String: (4.0.0 - 2020.1.0a12)
4829 pub m_ExternalVersionControlSupport: Option<Enum_i32__String>,
4830 /// i32: (2020.1.0f1 - 2022.3.2f1)
4831 pub m_GameObjectNamingDigits: Option<i32>,
4832 /// i32: (2020.1.0f1 - 2022.3.2f1)
4833 pub m_GameObjectNamingScheme: Option<i32>,
4834 /// bool: (2022.2.0b1 - 2022.3.2f1)
4835 pub m_InspectorUseIMGUIDefaultInspector: Option<bool>,
4836 /// i32: (2017.3.0b1 - 2022.3.2f1)
4837 pub m_LineEndingsForNewScripts: Option<i32>,
4838 /// bool: (2020.2.0b1 - 2022.3.2f1)
4839 pub m_PrefabModeAllowAutoSave: Option<bool>,
4840 /// PPtr<[`SceneAsset`]>: (2018.3.0f2 - 2022.3.2f1)
4841 pub m_PrefabRegularEnvironment: Option<PPtr>,
4842 /// PPtr<[`SceneAsset`]>: (2018.3.0f2 - 2022.3.2f1)
4843 pub m_PrefabUIEnvironment: Option<PPtr>,
4844 /// String: (5.2.0f2 - 2022.3.2f1)
4845 pub m_ProjectGenerationIncludedExtensions: Option<String>,
4846 /// String: (5.2.0f2 - 2022.3.2f1)
4847 pub m_ProjectGenerationRootNamespace: Option<String>,
4848 /// i32: (2021.2.0b1 - 2022.3.2f1)
4849 pub m_RefreshImportMode: Option<i32>,
4850 /// i32: (3.5.0 - 2022.3.2f1)
4851 pub m_SerializationMode: Option<i32>,
4852 /// bool: (2020.1.0b1 - 2022.3.2f1)
4853 pub m_SerializeInlineMappingsOnOneLine: Option<bool>,
4854 /// bool: (2019.2.0b1 - 2020.1.0a12)
4855 pub m_ShowLightmapResolutionOverlay: Option<bool>,
4856 /// i32: (2022.1.0b1 - 2022.3.2f1)
4857 pub m_SpritePackerCacheSize: Option<i32>,
4858 /// i32: (4.3.0 - 2022.3.2f1)
4859 pub m_SpritePackerMode: Option<i32>,
4860 /// i32: (5.1.0f1 - 2022.3.2f1)
4861 pub m_SpritePackerPaddingPower: Option<i32>,
4862 /// bool: (2019.3.0b1 - 2022.3.2f1)
4863 pub m_UseLegacyProbeSampleCount: Option<bool>,
4864 /// String: (5.5.0f3 - 2018.2.21f1)
4865 pub m_UserGeneratedProjectSuffix: Option<String>,
4866 /// i32: (3.4.0 - 5.4.6f3)
4867 pub m_WebSecurityEmulationEnabled: Option<i32>,
4868 /// String: (3.4.0 - 5.4.6f3)
4869 pub m_WebSecurityEmulationHostUrl: Option<String>,
4870}
4871
4872#[derive(Debug, Serialize, Deserialize)]
4873#[serde(untagged)]
4874pub enum Enum_i32__String {
4875 i32(i32),
4876 String(String),
4877}
4878
4879/// EditorUSerSettings is a class of the Unity engine since version 3.5.0.
4880#[derive(Debug, Serialize, Deserialize)]
4881pub struct EditorUSerSettings {
4882 pub m_VCAutomaticAdd: bool,
4883 pub m_VCDebugCmd: bool,
4884 pub m_VCDebugCom: bool,
4885 pub m_VCDebugOut: bool,
4886 /// Vec<(String, String)>: (4.0.0 - 4.0.1)
4887 pub m_ConfigValues: Option<Vec<(String, String)>>,
4888 /// String: (3.5.0 - 3.5.7)
4889 pub m_VCPassword: Option<String>,
4890 /// String: (3.5.0 - 3.5.7)
4891 pub m_VCServer: Option<String>,
4892 /// String: (3.5.0 - 3.5.7)
4893 pub m_VCUserName: Option<String>,
4894 /// String: (3.5.0 - 3.5.7)
4895 pub m_VCWorkspace: Option<String>,
4896}
4897
4898/// EditorUserBuildSettings is a class of the Unity engine since version 3.4.0.
4899/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/EditorUserBuildSettings.html):
4900/**
4901User build settings for the Editor
4902See Also: EditorBuildSettings.
4903*/
4904#[derive(Debug, Serialize, Deserialize)]
4905pub struct EditorUserBuildSettings {
4906 pub m_ActiveBuildTarget: i32,
4907 pub m_AllowDebugging: bool,
4908 pub m_ArchitectureFlags: i32,
4909 pub m_BuildLocation: Vec<String>,
4910 pub m_ConnectProfiler: bool,
4911 pub m_Development: bool,
4912 pub m_InstallInBuildFolder: bool,
4913 pub m_SelectedAndroidSubtarget: i32,
4914 pub m_SelectedBuildTargetGroup: i32,
4915 pub m_SelectedStandaloneTarget: i32,
4916 /// String: (2021.2.0b1 - 2022.3.2f1)
4917 pub m_ActiveBuildPlatformGroupName: Option<String>,
4918 /// i32: (5.6.0b1 - 2022.3.2f1)
4919 pub m_ActiveBuildTargetGroup: Option<i32>,
4920 /// i32: (2021.2.0b1 - 2022.3.2f1)
4921 pub m_ActiveStandaloneBuildSubtarget: Option<i32>,
4922 /// i32: (5.5.0f3 - 2022.3.2f1)
4923 pub m_AndroidBuildSystem: Option<i32>,
4924 /// i32: (5.6.0f1 - 2022.3.2f1)
4925 pub m_AndroidBuildType: Option<i32>,
4926 /// i32: (2021.1.0b1 - 2022.3.2f1)
4927 pub m_AndroidCreateSymbols: Option<i32>,
4928 /// bool: (2018.4.13f1 - 2021.1.0a6)
4929 pub m_AndroidCreateSymbolsZip: Option<bool>,
4930 /// String: (2018.1.0b2 - 2022.3.2f1)
4931 pub m_AndroidCurrentDeploymentTargetId: Option<String>,
4932 /// i32: (2017.1.0b1 - 2022.3.2f1)
4933 pub m_AndroidDebugMinification: Option<i32>,
4934 /// String: (2017.2.0b2 - 2022.3.2f1)
4935 pub m_AndroidDeviceSocketAddress: Option<String>,
4936 /// i32: (2017.1.0b1 - 2022.3.2f1)
4937 pub m_AndroidReleaseMinification: Option<i32>,
4938 /// bool: (2018.3.0f2 - 2018.4.36f1)
4939 pub m_AndroidUseLegacySdkTools: Option<bool>,
4940 /// bool: (2017.4.17f1 - 2022.3.2f1)
4941 pub m_BuildAppBundle: Option<bool>,
4942 /// bool: (5.0.0f4 - 2022.3.2f1)
4943 pub m_BuildScriptsOnly: Option<bool>,
4944 /// bool: (2019.3.0b1 - 2022.3.2f1)
4945 pub m_BuildWithDeepProfilingSupport: Option<bool>,
4946 /// bool: (5.5.1f1 - 2022.3.2f1)
4947 pub m_CompressFilesInPackage: Option<bool>,
4948 /// bool: (5.0.0f4 - 2021.1.28f1)
4949 pub m_CompressWithPsArc: Option<bool>,
4950 /// bool: (5.6.0b1 - 2022.3.2f1)
4951 pub m_CreateRomFileForSwitch: Option<bool>,
4952 /// bool: (5.6.0b1 - 2020.1.0a21)
4953 pub m_CreateSolutionFileForSwitch: Option<bool>,
4954 /// bool: (2018.2.0b1 - 2019.2.21f1)
4955 pub m_DatalessPlayer: Option<bool>,
4956 /// bool: (5.6.2f1 - 2022.3.2f1)
4957 pub m_EnableDebugPadForSwitch: Option<bool>,
4958 /// bool: (4.2.0 - 2021.2.0a19)
4959 pub m_EnableHeadlessMode: Option<bool>,
4960 /// bool: (2018.3.0f2 - 2022.3.2f1)
4961 pub m_EnableHeapInspectorForSwitch: Option<bool>,
4962 /// bool: (2019.4.38f1 - 2022.3.2f1)
4963 pub m_EnableRomCompressionForSwitch: Option<bool>,
4964 /// bool: (2018.1.0b2 - 2022.3.2f1)
4965 pub m_ExplicitArrayBoundsChecks: Option<bool>,
4966 /// bool: (5.4.0f3 - 2022.3.2f1)
4967 pub m_ExplicitDivideByZeroChecks: Option<bool>,
4968 /// bool: (3.5.0 - 2022.3.2f1)
4969 pub m_ExplicitNullChecks: Option<bool>,
4970 /// bool: (5.5.0f3 - 2022.3.2f1)
4971 pub m_ExportAsGoogleAndroidProject: Option<bool>,
4972 /// String: (5.6.0f1 - 2019.3.0a10)
4973 pub m_FacebookAccessToken: Option<String>,
4974 /// bool: (5.6.0b1 - 2017.2.5f1)
4975 pub m_FacebookCreatePackageForSubmission: Option<bool>,
4976 /// bool: (5.6.3f1 - 2022.3.2f1)
4977 pub m_ForceInstallation: Option<bool>,
4978 /// bool: (5.2.2f1 - 5.6.7f1)
4979 pub m_ForceOptimizeScriptCompilation: Option<bool>,
4980 /// bool: (4.5.0 - 4.7.2)
4981 pub m_GenerateMetroReferenceProjects: Option<bool>,
4982 /// bool: (2018.4.35f1 - 2022.3.2f1)
4983 pub m_GenerateNintendoSwitchShaderInfo: Option<bool>,
4984 /// bool: (5.0.0f4 - 2018.4.36f1)
4985 pub m_GenerateWSAReferenceProjects: Option<bool>,
4986 /// bool: (2020.1.0b1 - 2022.3.2f1)
4987 pub m_HTCSScriptDebuggingForSwitch: Option<bool>,
4988 /// i32: (2021.2.0b1 - 2022.1.0a13)
4989 pub m_Il2CppCodeGeneration: Option<i32>,
4990 /// bool: (2018.1.0b2 - 2022.3.2f1)
4991 pub m_MovePackageToDiscOuterEdge: Option<bool>,
4992 /// bool: (2018.3.0f2 - 2020.1.0a9)
4993 pub m_NVNDrawValidation: Option<bool>,
4994 /// bool: (2020.1.0b1 - 2022.3.2f1)
4995 pub m_NVNDrawValidationHeavy: Option<bool>,
4996 /// bool: (2020.1.0b1 - 2022.3.2f1)
4997 pub m_NVNDrawValidationLight: Option<bool>,
4998 /// bool: (5.6.0b1 - 2022.3.2f1)
4999 pub m_NVNGraphicsDebuggerForSwitch: Option<bool>,
5000 /// bool: (2018.3.0f2 - 2022.3.2f1)
5001 pub m_NVNShaderDebugging: Option<bool>,
5002 /// bool: (5.0.0f4 - 2022.3.2f1)
5003 pub m_NeedSubmissionMaterials: Option<bool>,
5004 /// i32: (2021.2.0b1 - 2022.3.2f1)
5005 pub m_OverrideMaxTextureSize: Option<i32>,
5006 /// i32: (2021.2.0b1 - 2022.3.2f1)
5007 pub m_OverrideTextureCompression: Option<i32>,
5008 /// i32: (5.3.7f1 - 2022.3.2f1)
5009 pub m_PS4HardwareTarget: Option<i32>,
5010 /// bool: (2019.4.23f1 - 2019.4.40f1)
5011 pub m_PS5KeepPackageFiles: Option<bool>,
5012 /// String: (2019.4.23f1 - 2019.4.40f1)
5013 pub m_PS5WorkspaceName: Option<String>,
5014 /// String: (2021.2.14f1 - 2022.3.2f1)
5015 pub m_PathOnRemoteDevice: Option<String>,
5016 /// Vec<(String, PlatformSettingsData)>: (5.4.0f3 - 2022.3.2f1)
5017 pub m_PlatformSettings: Option<Vec<(String, PlatformSettingsData)>>,
5018 /// bool: (5.6.2f1 - 2022.3.2f1)
5019 pub m_RedirectWritesToHostMountForSwitch: Option<bool>,
5020 /// String: (2021.2.14f1 - 2022.3.2f1)
5021 pub m_RemoteDeviceAddress: Option<String>,
5022 /// String: (2021.2.14f1 - 2022.3.2f1)
5023 pub m_RemoteDeviceExports: Option<String>,
5024 /// bool: (2021.2.14f1 - 2022.3.2f1)
5025 pub m_RemoteDeviceInfo: Option<bool>,
5026 /// String: (2021.2.14f1 - 2022.3.2f1)
5027 pub m_RemoteDeviceUsername: Option<String>,
5028 /// String: (2019.4.38f1 - 2022.3.2f1)
5029 pub m_RomCompressionConfigForSwitch: Option<String>,
5030 /// i32: (2019.4.38f1 - 2022.3.2f1)
5031 pub m_RomCompressionLevelForSwitch: Option<i32>,
5032 /// i32: (2019.4.38f1 - 2022.3.2f1)
5033 pub m_RomCompressionTypeForSwitch: Option<i32>,
5034 /// bool: (2019.4.38f1 - 2022.3.2f1)
5035 pub m_SaveADFForSwitch: Option<bool>,
5036 /// i32: (2017.3.0b1 - 2022.3.2f1)
5037 pub m_SelectedAndroidETC2Fallback: Option<i32>,
5038 /// i32: (4.2.0 - 5.3.8f2)
5039 pub m_SelectedBlackBerryBuildType: Option<i32>,
5040 /// i32: (4.2.0 - 5.3.8f2)
5041 pub m_SelectedBlackBerrySubtarget: Option<i32>,
5042 /// String: (2021.2.0b1 - 2022.3.2f1)
5043 pub m_SelectedBuildPlatformGroupName: Option<String>,
5044 /// Vec<(String, i32)>: (2017.2.0b2 - 2022.3.2f1)
5045 pub m_SelectedCompressionType: Option<Vec<(String, i32)>>,
5046 /// i32: (2021.2.0b1 - 2022.3.2f1)
5047 pub m_SelectedEmbeddedLinuxArchitecture: Option<i32>,
5048 /// i32: (5.6.0b1 - 2019.3.0a10)
5049 pub m_SelectedFacebookTarget: Option<i32>,
5050 /// i32: (5.1.0f1 - 2022.3.2f1)
5051 pub m_SelectedIOSBuildType: Option<i32>,
5052 /// i32: (4.5.3 - 4.7.2)
5053 pub m_SelectedMetroBuildAndRunDeployTarget: Option<i32>,
5054 /// i32: (4.0.0 - 4.7.2)
5055 pub m_SelectedMetroBuildType: Option<i32>,
5056 /// i32: (4.3.0 - 4.7.2)
5057 pub m_SelectedMetroSDK: Option<i32>,
5058 /// i32: (4.2.0 - 4.7.2)
5059 pub m_SelectedMetroTarget: Option<i32>,
5060 /// i32: (4.0.0 - 5.4.1f1)
5061 pub m_SelectedPS3Subtarget: Option<i32>,
5062 /// i32: (5.0.0f4 - 2022.3.2f1)
5063 pub m_SelectedPS4Subtarget: Option<i32>,
5064 /// i32: (2019.4.23f1 - 2019.4.40f1)
5065 pub m_SelectedPS5CompressionLevel: Option<i32>,
5066 /// i32: (2019.4.23f1 - 2019.4.40f1)
5067 pub m_SelectedPS5CompressionType: Option<i32>,
5068 /// i32: (2019.4.23f1 - 2019.4.40f1)
5069 pub m_SelectedPS5Subtarget: Option<i32>,
5070 /// i32: (5.0.0f4 - 2017.4.40f1)
5071 pub m_SelectedPSMSubtarget: Option<i32>,
5072 /// i32: (4.5.0 - 2018.2.21f1)
5073 pub m_SelectedPSP2Subtarget: Option<i32>,
5074 /// i32: (2022.2.0b1 - 2022.3.2f1)
5075 pub m_SelectedQNXArchitecture: Option<i32>,
5076 /// i32: (2022.2.0b1 - 2022.3.2f1)
5077 pub m_SelectedQNXOsVersion: Option<i32>,
5078 /// i32: (2021.2.0b1 - 2022.3.2f1)
5079 pub m_SelectedStandaloneBuildSubtarget: Option<i32>,
5080 /// i32: (4.5.0 - 2018.1.9f2)
5081 pub m_SelectedTizenSubtarget: Option<i32>,
5082 /// String: (2018.3.0f2 - 2022.3.2f1)
5083 pub m_SelectedWSAArchitecture: Option<String>,
5084 /// i32: (5.0.0f4 - 2022.3.2f1)
5085 pub m_SelectedWSABuildAndRunDeployTarget: Option<i32>,
5086 /// String: (2018.3.0f2 - 2022.3.2f1)
5087 pub m_SelectedWSAMinUWPSDK: Option<String>,
5088 /// i32: (5.0.0f4 - 2017.1.0b1)
5089 pub m_SelectedWSASDK: Option<i32>,
5090 /// i32: (5.5.0f3 - 2021.1.28f1)
5091 pub m_SelectedWSASubtarget: Option<i32>,
5092 /// i32: (5.2.0f2 - 2022.3.2f1)
5093 pub m_SelectedWSAUWPBuildType: Option<i32>,
5094 /// String: (5.5.2f1 - 2022.3.2f1)
5095 pub m_SelectedWSAUWPSDK: Option<String>,
5096 /// String: (2017.3.0b1 - 2022.3.2f1)
5097 pub m_SelectedWSAUWPVSVersion: Option<String>,
5098 /// i32: (2021.2.0b1 - 2022.3.2f1)
5099 pub m_SelectedWebGLSubtarget: Option<i32>,
5100 /// i32: (3.5.0 - 4.3.4)
5101 pub m_SelectedWiiDebugLevel: Option<i32>,
5102 /// i32: (3.4.0 - 4.3.4)
5103 pub m_SelectedWiiSubtarget: Option<i32>,
5104 /// i32: (5.2.0f2 - 2017.4.40f1)
5105 pub m_SelectedWiiUBootMode: Option<i32>,
5106 /// i32: (5.2.0f2 - 2017.4.40f1)
5107 pub m_SelectedWiiUBuildOutput: Option<i32>,
5108 /// i32: (5.2.0f2 - 2017.4.40f1)
5109 pub m_SelectedWiiUDebugLevel: Option<i32>,
5110 /// i32: (2018.2.0b1 - 2022.3.2f1)
5111 pub m_SelectedXboxOneDeployDrive: Option<i32>,
5112 /// i32: (5.0.0f4 - 2022.3.2f1)
5113 pub m_SelectedXboxOneDeployMethod: Option<i32>,
5114 /// i32: (3.5.0 - 5.4.6f3)
5115 pub m_SelectedXboxRunMethod: Option<i32>,
5116 /// i32: (3.5.0 - 2022.3.2f1)
5117 pub m_SelectedXboxSubtarget: Option<i32>,
5118 /// bool: (3.4.0 - 2021.1.28f1)
5119 pub m_SymlinkLibraries: Option<bool>,
5120 /// bool: (2021.2.0b1 - 2022.3.2f1)
5121 pub m_SymlinkSources: Option<bool>,
5122 /// bool: (5.1.0f1 - 2022.3.2f1)
5123 pub m_SymlinkTrampoline: Option<bool>,
5124 /// bool: (2019.4.24f1 - 2022.3.2f1)
5125 pub m_UseLegacyNvnPoolAllocatorForSwitch: Option<bool>,
5126 /// Vec<bool>: (5.3.0f1 - 2018.4.36f1)
5127 pub m_WSADotNetNativeEnabled: Option<Vec<bool>>,
5128 /// bool: (2019.1.0b1 - 2022.3.2f1)
5129 pub m_WaitForPlayerConnection: Option<bool>,
5130 /// i32: (5.0.0f4 - 5.3.8f2)
5131 pub m_WebGLOptimizationLevel: Option<i32>,
5132 /// bool: (5.4.0f3 - 2018.4.36f1)
5133 pub m_WebGLUsePreBuiltUnityEngine: Option<bool>,
5134 /// bool: (3.5.0 - 5.1.5f1)
5135 pub m_WebPlayerDeployOnline: Option<bool>,
5136 /// bool: (3.4.0 - 3.5.7)
5137 pub m_WebPlayerNaClSupport: Option<bool>,
5138 /// bool: (3.4.0 - 2017.1.5f1)
5139 pub m_WebPlayerOfflineDeployment: Option<bool>,
5140 /// bool: (3.4.0 - 2017.1.5f1)
5141 pub m_WebPlayerStreamed: Option<bool>,
5142 /// bool: (5.2.0f2 - 2017.4.40f1)
5143 pub m_WiiUEnableNetAPI: Option<bool>,
5144 /// String: (2019.2.0b1 - 2022.3.2f1)
5145 pub m_WindowsDevicePortalAddress: Option<String>,
5146 /// String: (2019.2.0b1 - 2022.3.2f1)
5147 pub m_WindowsDevicePortalUsername: Option<String>,
5148 /// bool: (2018.2.0b1 - 2019.1.0a12)
5149 pub m_WsaHolographicRemoting: Option<bool>,
5150 /// bool: (3.5.0 - 3.5.7)
5151 pub m_XboxCompressedXex: Option<bool>,
5152 /// String: (5.3.0f1 - 2019.1.14f1)
5153 pub m_XboxOneNetworkSharePath: Option<String>,
5154 /// i32: (5.0.0f4 - 2022.3.2f1)
5155 pub m_XboxOneStreamingInstallLaunchChunkRange: Option<i32>,
5156 /// String: (5.3.0f1 - 2019.1.14f1)
5157 pub m_XboxOneUsername: Option<String>,
5158 /// i32: (2021.2.0b1 - 2022.3.2f1)
5159 pub m_macosXcodeBuildConfig: Option<i32>,
5160}
5161
5162/// EditorUserSettings is a class of the Unity engine since version 4.1.0.
5163#[derive(Debug, Serialize, Deserialize)]
5164pub struct EditorUserSettings {
5165 pub m_VCAutomaticAdd: bool,
5166 pub m_VCDebugCmd: bool,
5167 pub m_VCDebugCom: bool,
5168 pub m_VCDebugOut: bool,
5169 /// bool: (2021.2.0b1 - 2022.3.2f1)
5170 pub m_ArtifactGarbageCollection: Option<bool>,
5171 /// i32: (2019.2.0b1 - 2019.2.21f1)
5172 pub m_AssetPipelineMode: Option<i32>,
5173 /// i32: (2019.3.0b1 - 2020.1.0a8)
5174 pub m_AssetPipelineMode2: Option<i32>,
5175 /// i32: (2019.2.0b1 - 2020.1.0a8)
5176 pub m_CacheServerMode: Option<i32>,
5177 /// Vec<String>: (2019.2.0b1 - 2020.1.0a8)
5178 pub m_CacheServers: Option<Vec<String>>,
5179 /// Vec<(String, ConfigSetting)>: (5.4.2f2 - 2022.3.2f1)
5180 pub m_ConfigSettings: Option<Vec<(String, ConfigSetting)>>,
5181 /// Vec<(String, String)>: (4.1.0 - 5.4.1f1)
5182 pub m_ConfigValues: Option<Vec<(String, String)>>,
5183 /// i32: (2021.2.0b1 - 2022.3.2f1)
5184 pub m_DesiredImportWorkerCount: Option<i32>,
5185 /// i32: (2021.2.0f1 - 2022.3.2f1)
5186 pub m_IdleImportWorkerShutdownDelay: Option<i32>,
5187 /// i32: (5.0.0f4 - 2022.3.2f1)
5188 pub m_SemanticMergeMode: Option<i32>,
5189 /// i32: (2021.2.0f1 - 2022.3.2f1)
5190 pub m_StandbyImportWorkerCount: Option<i32>,
5191 /// bool: (5.6.6f1 - 2022.3.2f1)
5192 pub m_VCAllowAsyncUpdate: Option<bool>,
5193 /// bool: (2020.2.0b1 - 2022.3.2f1)
5194 pub m_VCHierarchyOverlayIcons: Option<bool>,
5195 /// bool: (2020.2.0b1 - 2022.3.2f1)
5196 pub m_VCOtherOverlayIcons: Option<bool>,
5197 /// bool: (2019.3.0b1 - 2020.1.17f1)
5198 pub m_VCOverlayIcons: Option<bool>,
5199 /// bool: (2018.4.5f1 - 2022.3.2f1)
5200 pub m_VCOverwriteFailedCheckoutAssets: Option<bool>,
5201 /// bool: (2020.2.0b1 - 2022.3.2f1)
5202 pub m_VCProjectOverlayIcons: Option<bool>,
5203 /// bool: (5.1.0f1 - 2022.3.2f1)
5204 pub m_VCShowFailedCheckout: Option<bool>,
5205}
5206
5207/// EffectConstant is a sub class of the Unity engine since version 5.0.0f4.
5208#[derive(Debug, Serialize, Deserialize)]
5209pub struct EffectConstant {
5210 pub bypass: bool,
5211 pub groupConstantIndex: u32,
5212 pub parameterIndices: Vec<u32>,
5213 pub prevEffectIndex: u32,
5214 pub sendTargetEffectIndex: u32,
5215 pub wetMixLevelIndex: u32,
5216 /// i32: (5.0.0f4 - 2022.3.2f1)
5217 #[serde(alias = "type")]
5218 pub _type: Option<i32>,
5219}
5220
5221/// EllipsoidParticleEmitter is a class of the Unity engine since version 3.4.0.
5222#[derive(Debug, Serialize, Deserialize)]
5223pub struct EllipsoidParticleEmitter {
5224 pub angularVelocity: f32,
5225 pub emitterVelocityScale: f32,
5226 pub localVelocity: Vector3f,
5227 pub m_Ellipsoid: Vector3f,
5228 pub m_Emit: bool,
5229 pub m_Enabled: bool,
5230 /// PPtr<[`GameObject`]>: (3.4.0 - 2018.2.21f1)
5231 pub m_GameObject: PPtr,
5232 pub m_MinEmitterRange: f32,
5233 pub m_OneShot: bool,
5234 pub maxEmission: f32,
5235 pub maxEnergy: f32,
5236 pub maxSize: f32,
5237 pub minEmission: f32,
5238 pub minEnergy: f32,
5239 pub minSize: f32,
5240 pub rndAngularVelocity: f32,
5241 pub rndRotation: bool,
5242 pub rndVelocity: Vector3f,
5243 pub tangentVelocity: Vector3f,
5244 pub worldVelocity: Vector3f,
5245 /// bool: (3.4.0 - 2018.2.21f1)
5246 #[serde(alias = "Simulate in Worldspace?")]
5247 pub Simulate_in_Worldspace_: Option<bool>,
5248}
5249
5250/// EmbeddedNativeType is a sub class of the Unity engine since version 2019.1.0b1.
5251#[derive(Debug, Serialize, Deserialize)]
5252pub struct EmbeddedNativeType {
5253 pub m_FloatArray: Vec<f32>,
5254 pub m_String: String,
5255}
5256
5257/// EmissionModule is a sub class of the Unity engine since version 3.5.0.
5258/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ParticleSystem.EmissionModule.html):
5259/**
5260Script interface for the EmissionModule of a Particle System.
5261See Also: ParticleSystem, ParticleSystem.emission.
5262*/
5263#[derive(Debug, Serialize, Deserialize)]
5264pub struct EmissionModule {
5265 /**Specifies whether the EmissionModule is enabled or disabled.*/
5266 pub enabled: bool,
5267 /**The current number of bursts.*/
5268 pub m_BurstCount: i32,
5269 /// u16: (3.5.0 - 5.3.8f2); i32: (5.4.0f3 - 5.6.0b4)
5270 pub cnt0: Option<i32>,
5271 /// u16: (3.5.0 - 5.3.8f2); i32: (5.4.0f3 - 5.6.0b4)
5272 pub cnt1: Option<i32>,
5273 /// u16: (3.5.0 - 5.3.8f2); i32: (5.4.0f3 - 5.6.0b4)
5274 pub cnt2: Option<i32>,
5275 /// u16: (3.5.0 - 5.3.8f2); i32: (5.4.0f3 - 5.6.0b4)
5276 pub cnt3: Option<i32>,
5277 /// u16: (5.3.0f1 - 5.3.8f2); i32: (5.4.0f3 - 5.6.0b4)
5278 pub cntmax0: Option<i32>,
5279 /// u16: (5.3.0f1 - 5.3.8f2); i32: (5.4.0f3 - 5.6.0b4)
5280 pub cntmax1: Option<i32>,
5281 /// u16: (5.3.0f1 - 5.3.8f2); i32: (5.4.0f3 - 5.6.0b4)
5282 pub cntmax2: Option<i32>,
5283 /// u16: (5.3.0f1 - 5.3.8f2); i32: (5.4.0f3 - 5.6.0b4)
5284 pub cntmax3: Option<i32>,
5285 /// Vec<ParticleSystemEmissionBurst>: (5.6.0f1 - 2022.3.2f1)
5286 pub m_Bursts: Option<Vec<ParticleSystemEmissionBurst>>,
5287 /// i32: (3.5.0 - 5.4.6f3)
5288 pub m_Type: Option<i32>,
5289 /// MinMaxCurve: (3.5.0 - 5.4.6f3)
5290 pub rate: Option<MinMaxCurve>,
5291 /**The rate at which the emitter spawns new particles over distance.*/
5292 /// MinMaxCurve: (5.5.0f3 - 2022.3.2f1)
5293 pub rateOverDistance: Option<MinMaxCurve>,
5294 /**The rate at which the emitter spawns new particles over time.*/
5295 /// MinMaxCurve: (5.5.0f3 - 2022.3.2f1)
5296 pub rateOverTime: Option<MinMaxCurve>,
5297 /// f32: (3.5.0 - 5.6.0b4)
5298 pub time0: Option<f32>,
5299 /// f32: (3.5.0 - 5.6.0b4)
5300 pub time1: Option<f32>,
5301 /// f32: (3.5.0 - 5.6.0b4)
5302 pub time2: Option<f32>,
5303 /// f32: (3.5.0 - 5.6.0b4)
5304 pub time3: Option<f32>,
5305}
5306
5307/// EmptyObject is a class of the Unity engine since version 2019.2.0b1.
5308#[derive(Debug, Serialize, Deserialize)]
5309pub struct EmptyObject {}
5310
5311/// EnlightenRendererInformation is a sub class of the Unity engine since version 5.0.0f4.
5312#[derive(Debug, Serialize, Deserialize)]
5313pub struct EnlightenRendererInformation {
5314 pub dynamicLightmapSTInSystem: Vector4f,
5315 pub instanceHash: Hash128,
5316 /// PPtr<[`Object`]>: (5.0.0f4 - 2022.3.2f1)
5317 pub renderer: PPtr,
5318 pub systemId: i32,
5319}
5320
5321/// EnlightenSceneMapping is a sub class of the Unity engine since version 5.0.0f4.
5322#[derive(Debug, Serialize, Deserialize)]
5323pub struct EnlightenSceneMapping {
5324 pub m_Renderers: Vec<EnlightenRendererInformation>,
5325 pub m_SystemAtlases: Vec<EnlightenSystemAtlasInformation>,
5326 pub m_Systems: Vec<EnlightenSystemInformation>,
5327 pub m_TerrainChunks: Vec<EnlightenTerrainChunksInformation>,
5328 /// Vec<Hash128>: (5.3.0f1 - 2022.3.2f1)
5329 pub m_Probesets: Option<Vec<Hash128>>,
5330}
5331
5332/// EnlightenSystemAtlasInformation is a sub class of the Unity engine since version 5.0.0f4.
5333#[derive(Debug, Serialize, Deserialize)]
5334pub struct EnlightenSystemAtlasInformation {
5335 pub atlasHash: Hash128,
5336 pub atlasSize: i32,
5337 pub firstSystemId: i32,
5338}
5339
5340/// EnlightenSystemInformation is a sub class of the Unity engine since version 5.0.0f4.
5341#[derive(Debug, Serialize, Deserialize)]
5342pub struct EnlightenSystemInformation {
5343 pub atlasIndex: i32,
5344 pub atlasOffsetX: i32,
5345 pub atlasOffsetY: i32,
5346 pub inputSystemHash: Hash128,
5347 pub radiositySystemHash: Hash128,
5348 pub rendererIndex: u32,
5349 pub rendererSize: u32,
5350}
5351
5352/// EnlightenTerrainChunksInformation is a sub class of the Unity engine since version 5.0.0f4.
5353#[derive(Debug, Serialize, Deserialize)]
5354pub struct EnlightenTerrainChunksInformation {
5355 pub firstSystemId: i32,
5356 pub numChunksInX: i32,
5357 pub numChunksInY: i32,
5358}
5359
5360/// ExpandedData is a sub class of the Unity engine since version 3.4.0.
5361#[derive(Debug, Serialize, Deserialize)]
5362pub struct ExpandedData {
5363 pub m_ClassID: i32,
5364 pub m_ExpandedProperties: Vec<String>,
5365 pub m_InspectorExpanded: bool,
5366 pub m_ScriptClass: String,
5367}
5368
5369/// ExposedReferenceTable is a sub class of the Unity engine since version 2017.1.0b1.
5370#[derive(Debug, Serialize, Deserialize)]
5371pub struct ExposedReferenceTable {
5372 /// Vec<(String, PPtr<[`Object`]>)>: (2017.1.0b1 - 2022.3.2f1)
5373 pub m_References: Vec<(String, PPtr)>,
5374}
5375
5376/// Expression is a sub class of the Unity engine since version 2018.3.0f2.
5377#[derive(Debug, Serialize, Deserialize)]
5378pub struct Expression {
5379 pub op: i32,
5380 pub valueIndex: i32,
5381 /// i32: (2018.3.0f2 - 2022.3.2f1)
5382 #[serde(alias = "data[0]")]
5383 pub data_0_: Option<i32>,
5384 /// i32: (2018.3.0f2 - 2022.3.2f1)
5385 #[serde(alias = "data[1]")]
5386 pub data_1_: Option<i32>,
5387 /// i32: (2018.3.0f2 - 2022.3.2f1)
5388 #[serde(alias = "data[2]")]
5389 pub data_2_: Option<i32>,
5390 /// i32: (2018.3.0f2 - 2022.3.2f1)
5391 #[serde(alias = "data[3]")]
5392 pub data_3_: Option<i32>,
5393}
5394
5395/// ExtensionPropertyValue is a sub class of the Unity engine since version 2017.2.0b2.
5396#[derive(Debug, Serialize, Deserialize)]
5397pub struct ExtensionPropertyValue {
5398 pub extensionName: String,
5399 pub pluginName: String,
5400 pub propertyName: String,
5401 pub propertyValue: f32,
5402}
5403
5404/// ExternalForcesModule is a sub class of the Unity engine since version 4.0.0.
5405/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ParticleSystem.ExternalForcesModule.html):
5406/**
5407Script interface for the ExternalForcesModule of a Particle System.
5408See Also: ParticleSystem, ParticleSystem.externalForces.
5409*/
5410#[derive(Debug, Serialize, Deserialize)]
5411pub struct ExternalForcesModule {
5412 /**Specifies whether the ExternalForcesModule is enabled or disabled.*/
5413 pub enabled: bool,
5414 /**Apply all Force Fields belonging to a matching Layer to this Particle System.*/
5415 /// i32: (2018.3.0f2 - 2022.3.2f1)
5416 pub influenceFilter: Option<i32>,
5417 /// Vec<PPtr<[`ParticleSystemForceField`]>>: (2018.3.0f2 - 2022.3.2f1)
5418 pub influenceList: Option<Vec<PPtr>>,
5419 /**Particle System Force Field Components with a matching Layer affect this Particle System.*/
5420 /// BitField: (2018.3.0f2 - 2022.3.2f1)
5421 pub influenceMask: Option<BitField>,
5422 /**Multiplies the magnitude of external forces affecting the particles.*/
5423 /// f32: (4.0.0 - 2019.2.0a8)
5424 pub multiplier: Option<f32>,
5425 /**Multiplies the magnitude of applied external forces.*/
5426 /// MinMaxCurve: (2019.1.0f2 - 2022.3.2f1)
5427 pub multiplierCurve: Option<MinMaxCurve>,
5428}
5429
5430/// FalloffTable is a sub class of the Unity engine since version 2017.1.0b1.
5431#[derive(Debug, Serialize, Deserialize)]
5432pub struct FalloffTable {
5433 /// f32: (2017.1.0b1 - 2017.1.0b10)
5434 #[serde(alias = "m_Table[0]")]
5435 pub m_Table_0_: Option<f32>,
5436 /// f32: (2017.1.0b1 - 2017.1.0b10)
5437 #[serde(alias = "m_Table[10]")]
5438 pub m_Table_10_: Option<f32>,
5439 /// f32: (2017.1.0b1 - 2017.1.0b10)
5440 #[serde(alias = "m_Table[11]")]
5441 pub m_Table_11_: Option<f32>,
5442 /// f32: (2017.1.0b1 - 2017.1.0b10)
5443 #[serde(alias = "m_Table[12]")]
5444 pub m_Table_12_: Option<f32>,
5445 /// f32: (2017.1.0b1 - 2017.1.0b10)
5446 #[serde(alias = "m_Table[1]")]
5447 pub m_Table_1_: Option<f32>,
5448 /// f32: (2017.1.0b1 - 2017.1.0b10)
5449 #[serde(alias = "m_Table[2]")]
5450 pub m_Table_2_: Option<f32>,
5451 /// f32: (2017.1.0b1 - 2017.1.0b10)
5452 #[serde(alias = "m_Table[3]")]
5453 pub m_Table_3_: Option<f32>,
5454 /// f32: (2017.1.0b1 - 2017.1.0b10)
5455 #[serde(alias = "m_Table[4]")]
5456 pub m_Table_4_: Option<f32>,
5457 /// f32: (2017.1.0b1 - 2017.1.0b10)
5458 #[serde(alias = "m_Table[5]")]
5459 pub m_Table_5_: Option<f32>,
5460 /// f32: (2017.1.0b1 - 2017.1.0b10)
5461 #[serde(alias = "m_Table[6]")]
5462 pub m_Table_6_: Option<f32>,
5463 /// f32: (2017.1.0b1 - 2017.1.0b10)
5464 #[serde(alias = "m_Table[7]")]
5465 pub m_Table_7_: Option<f32>,
5466 /// f32: (2017.1.0b1 - 2017.1.0b10)
5467 #[serde(alias = "m_Table[8]")]
5468 pub m_Table_8_: Option<f32>,
5469 /// f32: (2017.1.0b1 - 2017.1.0b10)
5470 #[serde(alias = "m_Table[9]")]
5471 pub m_Table_9_: Option<f32>,
5472}
5473
5474/// FastPropertyName is a sub class of the Unity engine since version 3.4.0.
5475#[derive(Debug, Serialize, Deserialize)]
5476pub struct FastPropertyName {
5477 pub name: String,
5478}
5479
5480/// FixedJoint is a class of the Unity engine since version 3.4.0.
5481/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/FixedJoint.html):
5482/**
5483The Fixed joint groups together 2 rigidbodies, making them stick together in their bound position.
5484See Also: CharacterJoint, HingeJoint, SpringJoint, ConfigurableJoint.
5485*/
5486#[derive(Debug, Serialize, Deserialize)]
5487pub struct FixedJoint {
5488 /**The force that needs to be applied for this joint to break.*/
5489 pub m_BreakForce: f32,
5490 /**The torque that needs to be applied for this joint to break. To be able to break, a joint must be _Locked_ or _Limited_ on the axis of rotation where the torque is being applied. This means that some joints cannot break, such as an unconstrained Configurable Joint.*/
5491 pub m_BreakTorque: f32,
5492 /**A reference to another rigidbody this joint connects to.*/
5493 /// PPtr<[`Rigidbody`]>: (3.4.0 - 2022.3.2f1)
5494 pub m_ConnectedBody: PPtr,
5495 /**The game object this component is attached to. A component is always attached to a game object.*/
5496 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
5497 pub m_GameObject: PPtr,
5498 /**A reference to an articulation body this joint connects to.*/
5499 /// PPtr<[`ArticulationBody`]>: (2020.2.0b1 - 2022.3.2f1)
5500 pub m_ConnectedArticulationBody: Option<PPtr>,
5501 /**The scale to apply to the inverse mass and inertia tensor of the connected body prior to solving the constraints.*/
5502 /// f32: (2017.1.0b2 - 2022.3.2f1)
5503 pub m_ConnectedMassScale: Option<f32>,
5504 /**Enable collision between bodies connected with the joint.*/
5505 /// bool: (4.5.0 - 2022.3.2f1)
5506 pub m_EnableCollision: Option<bool>,
5507 /**Toggle preprocessing for this joint.*/
5508 /// bool: (5.0.0f4 - 2022.3.2f1)
5509 pub m_EnablePreprocessing: Option<bool>,
5510 /// bool: (2017.1.0b2 - 2017.1.0b5)
5511 pub m_Enabled: Option<bool>,
5512 /**The scale to apply to the inverse mass and inertia tensor of the body prior to solving the constraints.*/
5513 /// f32: (2017.1.0b2 - 2022.3.2f1)
5514 pub m_MassScale: Option<f32>,
5515}
5516
5517/// FixedJoint2D is a class of the Unity engine since version 5.3.0f1.
5518/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/FixedJoint2D.html):
5519/**
5520Connects two Rigidbody2D together at their anchor points using a configurable spring.
5521*/
5522#[derive(Debug, Serialize, Deserialize)]
5523pub struct FixedJoint2D {
5524 /**The joint's anchor point on the object that has the joint component.*/
5525 pub m_Anchor: Vector2f,
5526 /**Should the connectedAnchor be calculated automatically?*/
5527 pub m_AutoConfigureConnectedAnchor: bool,
5528 /**The force that needs to be applied for this joint to break.*/
5529 pub m_BreakForce: f32,
5530 /**The torque that needs to be applied for this joint to break.*/
5531 pub m_BreakTorque: f32,
5532 /**The joint's anchor point on the second object (ie, the one which doesn't have the joint component).*/
5533 pub m_ConnectedAnchor: Vector2f,
5534 /// PPtr<[`Rigidbody2D`]>: (5.3.0f1 - 2022.3.2f1)
5535 pub m_ConnectedRigidBody: PPtr,
5536 /**The amount by which the spring force is reduced in proportion to the movement speed.*/
5537 pub m_DampingRatio: f32,
5538 /**Should the two rigid bodies connected with this joint collide with each other?*/
5539 pub m_EnableCollision: bool,
5540 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
5541 pub m_Enabled: u8,
5542 /**The frequency at which the spring oscillates around the distance between the objects.*/
5543 pub m_Frequency: f32,
5544 /**The game object this component is attached to. A component is always attached to a game object.*/
5545 /// PPtr<[`GameObject`]>: (5.3.0f1 - 2022.3.2f1)
5546 pub m_GameObject: PPtr,
5547 /**The action to take when the joint breaks the breakForce or breakTorque.*/
5548 /// i32: (2022.2.0b1 - 2022.3.2f1)
5549 pub m_BreakAction: Option<i32>,
5550}
5551
5552/// Flare is a class of the Unity engine since version 3.4.0.
5553/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Flare.html):
5554/**
5555A flare asset. Read more about flares in the components reference.
5556The flare class has no properties. It needs to be setup up in the inspector.
5557
5558You can reference flares and assign them to a Light at runtime.See Also: Flare assets, LensFlare class.
5559*/
5560#[derive(Debug, Serialize, Deserialize)]
5561pub struct Flare {
5562 pub m_Elements: Vec<FlareElement>,
5563 /// PPtr<[`Texture`]>: (3.4.0 - 2022.3.2f1)
5564 pub m_FlareTexture: PPtr,
5565 /**The name of the object.*/
5566 pub m_Name: String,
5567 pub m_TextureLayout: i32,
5568 pub m_UseFog: bool,
5569}
5570
5571/// FlareElement is a sub class of the Unity engine since version 3.4.0.
5572#[derive(Debug, Serialize, Deserialize)]
5573pub struct FlareElement {
5574 pub m_Color: ColorRGBA,
5575 pub m_Fade: bool,
5576 pub m_ImageIndex: u32,
5577 pub m_Position: f32,
5578 pub m_Rotate: bool,
5579 pub m_Size: f32,
5580 pub m_UseLightColor: bool,
5581 pub m_Zoom: bool,
5582}
5583
5584/// FloatCurve is a sub class of the Unity engine since version 3.4.0.
5585#[derive(Debug, Serialize, Deserialize)]
5586pub struct FloatCurve {
5587 pub attribute: String,
5588 pub classID: i32,
5589 pub curve: AnimationCurve,
5590 pub path: String,
5591 /// PPtr<[`MonoScript`]>: (3.4.0 - 2022.3.2f1)
5592 pub script: PPtr,
5593 /// i32: (2022.2.0b1 - 2022.3.2f1)
5594 pub flags: Option<i32>,
5595}
5596
5597/// Font is a class of the Unity engine since version 3.4.0.
5598/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Font.html):
5599/**
5600Script interface for font assets.
5601You can use this class to dynamically switch fonts on Text Meshes.See Also: TextMesh.
5602*/
5603#[derive(Debug, Serialize, Deserialize)]
5604pub struct Font {
5605 /**The ascent of the font.*/
5606 pub m_Ascent: f32,
5607 pub m_AsciiStartOffset: i32,
5608 pub m_CharacterRects: Vec<CharacterInfo>,
5609 pub m_ConvertCase: i32,
5610 /// PPtr<[`Material`]>: (3.4.0 - 2022.3.2f1)
5611 pub m_DefaultMaterial: PPtr,
5612 pub m_DefaultStyle: u32,
5613 pub m_FontData: Vec<char>,
5614 pub m_FontNames: Vec<String>,
5615 /**The default size of the font.*/
5616 pub m_FontSize: f32,
5617 pub m_KerningValues: Vec<((u16, u16), f32)>,
5618 pub m_LineSpacing: f32,
5619 /**The name of the object.*/
5620 pub m_Name: String,
5621 /// PPtr<[`Texture`]>: (3.4.0 - 2022.3.2f1)
5622 pub m_Texture: PPtr,
5623 /// i32: (4.0.0 - 2022.3.2f1)
5624 pub m_CharacterPadding: Option<i32>,
5625 /// i32: (4.0.0 - 2022.3.2f1)
5626 pub m_CharacterSpacing: Option<i32>,
5627 /// f32: (5.4.0f3 - 2022.3.2f1)
5628 pub m_Descent: Option<f32>,
5629 /// Vec<PPtr<[`Font`]>>: (4.0.0 - 2022.3.2f1)
5630 pub m_FallbackFonts: Option<Vec<PPtr>>,
5631 /// i32: (3.4.0 - 3.5.7)
5632 pub m_FontCountX: Option<i32>,
5633 /// i32: (3.4.0 - 3.5.7)
5634 pub m_FontCountY: Option<i32>,
5635 /// i32: (4.0.0 - 2022.3.2f1)
5636 pub m_FontRenderingMode: Option<i32>,
5637 /// bool: (3.4.0 - 3.5.7)
5638 pub m_GridFont: Option<bool>,
5639 /// f32: (3.4.0 - 5.2.5f1)
5640 pub m_Kerning: Option<f32>,
5641 /// Vec<(i32, f32)>: (3.4.0 - 3.5.7)
5642 pub m_PerCharacterKerning: Option<Vec<(i32, f32)>>,
5643 /// f32: (4.0.0 - 2022.3.2f1)
5644 pub m_PixelScale: Option<f32>,
5645 /// bool: (2018.1.0b2 - 2022.3.2f1)
5646 pub m_ShouldRoundAdvanceValue: Option<bool>,
5647 /// f32: (5.3.0f1 - 2022.3.2f1)
5648 pub m_Tracking: Option<f32>,
5649 /// bool: (5.6.5f1 - 2022.3.2f1)
5650 pub m_UseLegacyBoundsCalculation: Option<bool>,
5651}
5652
5653/// ForceModule is a sub class of the Unity engine since version 3.5.0.
5654#[derive(Debug, Serialize, Deserialize)]
5655pub struct ForceModule {
5656 pub enabled: bool,
5657 pub inWorldSpace: bool,
5658 pub randomizePerFrame: bool,
5659 pub x: MinMaxCurve,
5660 pub y: MinMaxCurve,
5661 pub z: MinMaxCurve,
5662}
5663
5664/// FrictionJoint2D is a class of the Unity engine since version 5.3.0f1.
5665/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/FrictionJoint2D.html):
5666/**
5667Applies both force and torque to reduce both the linear and angular velocities to zero.
5668The joint constantly tries to reduce both the ::Rigidbody2D::velocity and ::Rigidbody2D::angularVelocity to zero. Unlike contact friction which requires two colliders to be in contact, force and torque here are applied continuously.You can control both the maximum force using maxForce and maximum torque using maxTorque. Because you can use very high force or torque limits, you can essentially reduce an objects movement to almost zero.A typical usage for this joint might be to simulate top-down surface friction or to simulate stiff rotation of an object.
5669*/
5670#[derive(Debug, Serialize, Deserialize)]
5671pub struct FrictionJoint2D {
5672 /**The joint's anchor point on the object that has the joint component.*/
5673 pub m_Anchor: Vector2f,
5674 /**Should the connectedAnchor be calculated automatically?*/
5675 pub m_AutoConfigureConnectedAnchor: bool,
5676 /**The force that needs to be applied for this joint to break.*/
5677 pub m_BreakForce: f32,
5678 /**The torque that needs to be applied for this joint to break.*/
5679 pub m_BreakTorque: f32,
5680 /**The joint's anchor point on the second object (ie, the one which doesn't have the joint component).*/
5681 pub m_ConnectedAnchor: Vector2f,
5682 /// PPtr<[`Rigidbody2D`]>: (5.3.0f1 - 2022.3.2f1)
5683 pub m_ConnectedRigidBody: PPtr,
5684 /**Should the two rigid bodies connected with this joint collide with each other?*/
5685 pub m_EnableCollision: bool,
5686 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
5687 pub m_Enabled: u8,
5688 /**The game object this component is attached to. A component is always attached to a game object.*/
5689 /// PPtr<[`GameObject`]>: (5.3.0f1 - 2022.3.2f1)
5690 pub m_GameObject: PPtr,
5691 /**The maximum force that can be generated when trying to maintain the friction joint constraint.*/
5692 pub m_MaxForce: f32,
5693 /**The maximum torque that can be generated when trying to maintain the friction joint constraint.*/
5694 pub m_MaxTorque: f32,
5695 /**The action to take when the joint breaks the breakForce or breakTorque.*/
5696 /// i32: (2022.2.0b1 - 2022.3.2f1)
5697 pub m_BreakAction: Option<i32>,
5698}
5699
5700/// GISettings is a sub class of the Unity engine since version 5.0.0f4.
5701#[derive(Debug, Serialize, Deserialize)]
5702pub struct GISettings {
5703 pub m_AlbedoBoost: f32,
5704 pub m_BounceScale: f32,
5705 pub m_EnableBakedLightmaps: bool,
5706 pub m_EnableRealtimeLightmaps: bool,
5707 pub m_EnvironmentLightingMode: u32,
5708 pub m_IndirectOutputScale: f32,
5709 /// f32: (5.0.0f4 - 2018.2.21f1)
5710 pub m_TemporalCoherenceThreshold: Option<f32>,
5711}
5712
5713/// GLTextureSettings is a sub class of the Unity engine since version 3.4.0.
5714#[derive(Debug, Serialize, Deserialize)]
5715pub struct GLTextureSettings {
5716 pub m_Aniso: i32,
5717 pub m_FilterMode: i32,
5718 pub m_MipBias: f32,
5719 /// i32: (3.4.0 - 5.6.7f1)
5720 pub m_WrapMode: Option<i32>,
5721 /// i32: (2017.1.0b1 - 2022.3.2f1)
5722 pub m_WrapU: Option<i32>,
5723 /// i32: (2017.1.0b1 - 2022.3.2f1)
5724 pub m_WrapV: Option<i32>,
5725 /// i32: (2017.1.0b1 - 2022.3.2f1)
5726 pub m_WrapW: Option<i32>,
5727}
5728
5729/// GUID is a sub class of the Unity engine since version 3.4.0.
5730#[derive(Debug, Serialize, Deserialize)]
5731pub struct GUID {
5732 /// u32: (3.4.0 - 2022.3.2f1)
5733 #[serde(alias = "data[0]")]
5734 pub data_0_: Option<u32>,
5735 /// u32: (3.4.0 - 2022.3.2f1)
5736 #[serde(alias = "data[1]")]
5737 pub data_1_: Option<u32>,
5738 /// u32: (3.4.0 - 2022.3.2f1)
5739 #[serde(alias = "data[2]")]
5740 pub data_2_: Option<u32>,
5741 /// u32: (3.4.0 - 2022.3.2f1)
5742 #[serde(alias = "data[3]")]
5743 pub data_3_: Option<u32>,
5744}
5745
5746/// GUIDSerializer is a class of the Unity engine since version 3.4.0.
5747#[derive(Debug, Serialize, Deserialize)]
5748pub struct GUIDSerializer {
5749 pub guidToPath: Vec<(GUID, String)>,
5750}
5751
5752/// GUIText is a class of the Unity engine since version 3.4.0.
5753#[derive(Debug, Serialize, Deserialize)]
5754pub struct GUIText {
5755 pub m_Alignment: i16,
5756 pub m_Anchor: i16,
5757 pub m_Enabled: u8,
5758 /// PPtr<[`Font`]>: (3.4.0 - 2019.3.0a3)
5759 pub m_Font: PPtr,
5760 pub m_FontSize: i32,
5761 pub m_FontStyle: i32,
5762 /// PPtr<[`GameObject`]>: (3.4.0 - 2019.3.0a3)
5763 pub m_GameObject: PPtr,
5764 pub m_LineSpacing: f32,
5765 /// PPtr<[`Material`]>: (3.4.0 - 2019.3.0a3)
5766 pub m_Material: PPtr,
5767 pub m_PixelCorrect: bool,
5768 pub m_PixelOffset: Vector2f,
5769 pub m_TabSize: f32,
5770 pub m_Text: String,
5771 /// ColorRGBA: (4.2.0 - 2019.3.0a3)
5772 pub m_Color: Option<ColorRGBA>,
5773 /// bool: (4.0.0 - 2019.3.0a3)
5774 pub m_RichText: Option<bool>,
5775}
5776
5777/// GUITexture is a class of the Unity engine since version 3.4.0.
5778#[derive(Debug, Serialize, Deserialize)]
5779pub struct GUITexture {
5780 pub m_BottomBorder: i32,
5781 pub m_Color: ColorRGBA,
5782 pub m_Enabled: u8,
5783 /// PPtr<[`GameObject`]>: (3.4.0 - 2019.3.0a3)
5784 pub m_GameObject: PPtr,
5785 pub m_LeftBorder: i32,
5786 pub m_PixelInset: Rectf,
5787 pub m_RightBorder: i32,
5788 /// PPtr<[`Texture`]>: (3.4.0 - 2019.3.0a3)
5789 pub m_Texture: PPtr,
5790 pub m_TopBorder: i32,
5791}
5792
5793/// GameManager is a class of the Unity engine since version 3.4.0.
5794#[derive(Debug, Serialize, Deserialize)]
5795pub struct GameManager {}
5796
5797/// GameObject is a class of the Unity engine since version 3.4.0.
5798/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/GameObject.html):
5799/**
5800Base class for all entities in Unity Scenes.
5801Note: Many variables in the GameObject class have been removed. To access GameObject.renderer in csharp, for example, use GetComponent<Renderer>() instead. See Also: Component.
5802*/
5803#[derive(Debug, Serialize, Deserialize)]
5804pub struct GameObject {
5805 /// Vec<(i32, PPtr<[`Component`]>)>: (3.4.0 - 5.4.6f3); Vec<ComponentPair>: (5.5.0f3 - 2022.3.2f1)
5806 pub m_Component: Vec<Enum_ComponentPair___i32__PPtr>,
5807 pub m_IsActive: Enum_u8__bool,
5808 /**The layer the GameObject is in.*/
5809 pub m_Layer: u32,
5810 /**The name of the object.*/
5811 pub m_Name: String,
5812 /**The tag of this GameObject.*/
5813 pub m_Tag: u16,
5814}
5815
5816#[derive(Debug, Serialize, Deserialize)]
5817#[serde(untagged)]
5818pub enum Enum_ComponentPair___i32__PPtr {
5819 ComponentPair(ComponentPair),
5820 i32__PPtr((i32, PPtr)),
5821}
5822
5823#[derive(Debug, Serialize, Deserialize)]
5824#[serde(untagged)]
5825pub enum Enum_u8__bool {
5826 u8(u8),
5827 bool(bool),
5828}
5829
5830/// GameObjectRecorder is a class of the Unity engine since version 2017.1.0b1.
5831/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Animations.GameObjectRecorder.html):
5832/**
5833Records the changing properties of a GameObject as the Scene runs and saves the information into an AnimationClip.
5834This class binds GameObject properties, records their values as they change in the running Scene, and saves the result in an AnimationClip. The recorded GameObject is called root in the class, and you can also bind the properties of any child of root.See the following code example on how this class can be implemented and to set what gets recorded.
5835*/
5836#[derive(Debug, Serialize, Deserialize)]
5837pub struct GameObjectRecorder {
5838 /**The name of the object.*/
5839 pub m_Name: String,
5840}
5841
5842/// GenericBinding is a sub class of the Unity engine since version 4.3.0.
5843#[derive(Debug, Serialize, Deserialize)]
5844pub struct GenericBinding {
5845 pub attribute: u32,
5846 pub customType: u8,
5847 pub isPPtrCurve: u8,
5848 pub path: u32,
5849 /// PPtr<[`Object`]>: (4.3.0 - 2022.3.2f1)
5850 pub script: PPtr,
5851 /// u16: (4.3.0 - 5.5.6f1)
5852 pub classID: Option<u16>,
5853 /// u8: (2022.1.0b1 - 2022.3.2f1)
5854 pub isIntCurve: Option<u8>,
5855 /// u8: (2022.2.0b1 - 2022.3.2f1)
5856 pub isSerializeReferenceCurve: Option<u8>,
5857 /// i32: (5.6.0b1 - 2022.3.2f1)
5858 pub typeID: Option<i32>,
5859}
5860
5861/// GlobalGameManager is a class of the Unity engine since version 3.4.0.
5862#[derive(Debug, Serialize, Deserialize)]
5863pub struct GlobalGameManager {}
5864
5865/// Google is a sub class of the Unity engine since version 5.6.0b1.
5866#[derive(Debug, Serialize, Deserialize)]
5867pub struct Google {
5868 pub depthFormat: i32,
5869 pub enableTransitionView: bool,
5870}
5871
5872/// Gradient is a sub class of the Unity engine since version 3.4.0.
5873/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Gradient.html):
5874/**
5875Represents a Gradient used for animating colors.
5876Gradients allow animating or interpolating colors by having several "color keys" and "alpha keys". Color keys and alpha keys are separate, and each key has a time specified for it, ranging from 0.0 (0%) to 1.0 (100%). Note that the alpha and colors keys will be automatically sorted by time value and that it is ensured to always have a minimum of 2 color keys and 2 alpha keys.How the colors are interpolated between the keys is controlled by GradientMode.Public Gradient variables used in scripts automatically display the gradient editor in the inspector window. GradientUsageAttribute allows specifying whether the gradient colors should be high dynamic range for editing.
5877See Also: GradientColorKey, GradientAlphaKey, SerializedProperty.gradientValue.
5878*/
5879#[derive(Debug, Serialize, Deserialize)]
5880pub struct Gradient {
5881 /// u16: (5.5.0f3 - 2022.3.2f1)
5882 pub atime0: Option<u16>,
5883 /// u16: (5.5.0f3 - 2022.3.2f1)
5884 pub atime1: Option<u16>,
5885 /// u16: (5.5.0f3 - 2022.3.2f1)
5886 pub atime2: Option<u16>,
5887 /// u16: (5.5.0f3 - 2022.3.2f1)
5888 pub atime3: Option<u16>,
5889 /// u16: (5.5.0f3 - 2022.3.2f1)
5890 pub atime4: Option<u16>,
5891 /// u16: (5.5.0f3 - 2022.3.2f1)
5892 pub atime5: Option<u16>,
5893 /// u16: (5.5.0f3 - 2022.3.2f1)
5894 pub atime6: Option<u16>,
5895 /// u16: (5.5.0f3 - 2022.3.2f1)
5896 pub atime7: Option<u16>,
5897 /// u16: (5.5.0f3 - 2022.3.2f1)
5898 pub ctime0: Option<u16>,
5899 /// u16: (5.5.0f3 - 2022.3.2f1)
5900 pub ctime1: Option<u16>,
5901 /// u16: (5.5.0f3 - 2022.3.2f1)
5902 pub ctime2: Option<u16>,
5903 /// u16: (5.5.0f3 - 2022.3.2f1)
5904 pub ctime3: Option<u16>,
5905 /// u16: (5.5.0f3 - 2022.3.2f1)
5906 pub ctime4: Option<u16>,
5907 /// u16: (5.5.0f3 - 2022.3.2f1)
5908 pub ctime5: Option<u16>,
5909 /// u16: (5.5.0f3 - 2022.3.2f1)
5910 pub ctime6: Option<u16>,
5911 /// u16: (5.5.0f3 - 2022.3.2f1)
5912 pub ctime7: Option<u16>,
5913 /// ColorRGBA: (5.5.0f3 - 2022.3.2f1)
5914 pub key0: Option<ColorRGBA>,
5915 /// ColorRGBA: (5.5.0f3 - 2022.3.2f1)
5916 pub key1: Option<ColorRGBA>,
5917 /// ColorRGBA: (5.5.0f3 - 2022.3.2f1)
5918 pub key2: Option<ColorRGBA>,
5919 /// ColorRGBA: (5.5.0f3 - 2022.3.2f1)
5920 pub key3: Option<ColorRGBA>,
5921 /// ColorRGBA: (5.5.0f3 - 2022.3.2f1)
5922 pub key4: Option<ColorRGBA>,
5923 /// ColorRGBA: (5.5.0f3 - 2022.3.2f1)
5924 pub key5: Option<ColorRGBA>,
5925 /// ColorRGBA: (5.5.0f3 - 2022.3.2f1)
5926 pub key6: Option<ColorRGBA>,
5927 /// ColorRGBA: (5.5.0f3 - 2022.3.2f1)
5928 pub key7: Option<ColorRGBA>,
5929 /**Indicates the color space that the gradient color keys are using.*/
5930 /// i8: (2022.2.0b1 - 2022.3.2f1)
5931 pub m_ColorSpace: Option<i8>,
5932 /// ColorRGBA: (3.4.0 - 5.4.6f3)
5933 #[serde(alias = "m_Color[0]")]
5934 pub m_Color_0_: Option<ColorRGBA>,
5935 /// ColorRGBA: (3.4.0 - 5.4.6f3)
5936 #[serde(alias = "m_Color[1]")]
5937 pub m_Color_1_: Option<ColorRGBA>,
5938 /// ColorRGBA: (3.4.0 - 5.4.6f3)
5939 #[serde(alias = "m_Color[2]")]
5940 pub m_Color_2_: Option<ColorRGBA>,
5941 /// ColorRGBA: (3.4.0 - 5.4.6f3)
5942 #[serde(alias = "m_Color[3]")]
5943 pub m_Color_3_: Option<ColorRGBA>,
5944 /// ColorRGBA: (3.4.0 - 5.4.6f3)
5945 #[serde(alias = "m_Color[4]")]
5946 pub m_Color_4_: Option<ColorRGBA>,
5947 /**Controls how the gradient colors are interpolated.*/
5948 /// i32: (5.5.0f3 - 2022.1.24f1); u8: (2022.2.0b1 - 2022.3.2f1)
5949 pub m_Mode: Option<i32>,
5950 /// u8: (5.5.0f3 - 2022.3.2f1)
5951 pub m_NumAlphaKeys: Option<u8>,
5952 /// u8: (5.5.0f3 - 2022.3.2f1)
5953 pub m_NumColorKeys: Option<u8>,
5954}
5955
5956/// GradientNEW is a sub class of the Unity engine since version 3.5.0.
5957#[derive(Debug, Serialize, Deserialize)]
5958pub struct GradientNEW {
5959 pub atime0: u16,
5960 pub atime1: u16,
5961 pub atime2: u16,
5962 pub atime3: u16,
5963 pub atime4: u16,
5964 pub atime5: u16,
5965 pub atime6: u16,
5966 pub atime7: u16,
5967 pub ctime0: u16,
5968 pub ctime1: u16,
5969 pub ctime2: u16,
5970 pub ctime3: u16,
5971 pub ctime4: u16,
5972 pub ctime5: u16,
5973 pub ctime6: u16,
5974 pub ctime7: u16,
5975 pub key0: ColorRGBA,
5976 pub key1: ColorRGBA,
5977 pub key2: ColorRGBA,
5978 pub key3: ColorRGBA,
5979 pub key4: ColorRGBA,
5980 pub key5: ColorRGBA,
5981 pub key6: ColorRGBA,
5982 pub key7: ColorRGBA,
5983 pub m_NumAlphaKeys: u8,
5984 pub m_NumColorKeys: u8,
5985}
5986
5987/// GraphicsSettings is a class of the Unity engine since version 4.2.0.
5988/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Rendering.GraphicsSettings.html):
5989/**
5990Script interface for Graphics Settings.
5991*/
5992#[derive(Debug, Serialize, Deserialize)]
5993pub struct GraphicsSettings {
5994 /// Vec<PPtr<[`Shader`]>>: (4.2.0 - 2022.3.2f1)
5995 pub m_AlwaysIncludedShaders: Vec<PPtr>,
5996 /// bool: (2019.3.0b1 - 2020.1.0a7)
5997 pub m_AllowEnlightenSupportForUpgradedProject: Option<bool>,
5998 /// bool: (2020.3.45f1 - 2022.3.2f1)
5999 pub m_CameraRelativeLightCulling: Option<bool>,
6000 /// bool: (2020.3.45f1 - 2022.3.2f1)
6001 pub m_CameraRelativeShadowCulling: Option<bool>,
6002 /// PPtr<[`MonoBehaviour`]>: (5.6.0f1 - 2022.3.2f1)
6003 pub m_CustomRenderPipeline: Option<PPtr>,
6004 /// u32: (2020.2.0b1 - 2022.3.2f1)
6005 pub m_DefaultRenderingLayerMask: Option<u32>,
6006 /// BuiltinShaderSettings: (5.0.0f4 - 2022.3.2f1)
6007 pub m_Deferred: Option<BuiltinShaderSettings>,
6008 /// BuiltinShaderSettings: (5.2.0f2 - 2022.3.2f1)
6009 pub m_DeferredReflections: Option<BuiltinShaderSettings>,
6010 /// BuiltinShaderSettings: (5.4.0f3 - 2022.3.2f1)
6011 pub m_DepthNormals: Option<BuiltinShaderSettings>,
6012 /// BuiltinShaderSettings: (5.0.0f4 - 2022.1.24f1)
6013 pub m_LegacyDeferred: Option<BuiltinShaderSettings>,
6014 /// BuiltinShaderSettings: (5.4.0f3 - 2022.3.2f1)
6015 pub m_LensFlare: Option<BuiltinShaderSettings>,
6016 /// BuiltinShaderSettings: (5.4.0f3 - 2022.3.2f1)
6017 pub m_LightHalo: Option<BuiltinShaderSettings>,
6018 /// i32: (2022.2.0b1 - 2022.3.2f1)
6019 pub m_LightProbeOutsideHullStrategy: Option<i32>,
6020 /// bool: (5.6.0b1 - 5.6.0b9)
6021 pub m_LightsUseCCT: Option<bool>,
6022 /// bool: (5.6.0f1 - 2022.3.2f1)
6023 pub m_LightsUseColorTemperature: Option<bool>,
6024 /// bool: (5.6.0b1 - 2022.3.2f1)
6025 pub m_LightsUseLinearIntensity: Option<bool>,
6026 /// bool: (2018.4.6f1 - 2022.3.2f1)
6027 pub m_LogWhenShaderIsCompiled: Option<bool>,
6028 /// BuiltinShaderSettings: (5.4.0f3 - 2022.3.2f1)
6029 pub m_MotionVectors: Option<BuiltinShaderSettings>,
6030 /// i32: (2021.2.0b1 - 2022.3.2f1)
6031 pub m_PreloadShadersBatchTimeLimit: Option<i32>,
6032 /// Vec<PPtr<[`ShaderVariantCollection`]>>: (5.0.0f4 - 2022.3.2f1)
6033 pub m_PreloadedShaders: Option<Vec<PPtr>>,
6034 /// Vec<(String, PPtr<[`Object`]>)>: (2021.2.0b1 - 2022.3.2f1)
6035 pub m_SRPDefaultSettings: Option<Vec<(String, PPtr)>>,
6036 /// BuiltinShaderSettings: (5.4.0f3 - 2022.3.2f1)
6037 pub m_ScreenSpaceShadows: Option<BuiltinShaderSettings>,
6038 /// Vec<PlatformShaderDefines>: (2017.1.0b2 - 2022.3.2f1)
6039 pub m_ShaderDefinesPerShaderCompiler: Option<Vec<PlatformShaderDefines>>,
6040 /// PlatformShaderSettings: (5.3.0f1 - 5.3.8f2)
6041 pub m_ShaderSettings: Option<PlatformShaderSettings>,
6042 /// PlatformShaderSettings: (5.4.0f3 - 5.4.6f3)
6043 pub m_ShaderSettings_Tier1: Option<PlatformShaderSettings>,
6044 /// PlatformShaderSettings: (5.4.0f3 - 5.4.6f3)
6045 pub m_ShaderSettings_Tier2: Option<PlatformShaderSettings>,
6046 /// PlatformShaderSettings: (5.4.0f3 - 5.4.6f3)
6047 pub m_ShaderSettings_Tier3: Option<PlatformShaderSettings>,
6048 /// PPtr<[`Material`]>: (5.4.0f3 - 2022.3.2f1)
6049 pub m_SpritesDefaultMaterial: Option<PPtr>,
6050 /// TierGraphicsSettings: (5.5.0f3 - 2022.3.2f1)
6051 pub m_TierSettings_Tier1: Option<TierGraphicsSettings>,
6052 /// TierGraphicsSettings: (5.5.0f3 - 2022.3.2f1)
6053 pub m_TierSettings_Tier2: Option<TierGraphicsSettings>,
6054 /// TierGraphicsSettings: (5.5.0f3 - 2022.3.2f1)
6055 pub m_TierSettings_Tier3: Option<TierGraphicsSettings>,
6056 /// Vector3f: (5.6.0b1 - 2022.3.2f1)
6057 pub m_TransparencySortAxis: Option<Vector3f>,
6058 /// i32: (5.6.0b1 - 2022.3.2f1)
6059 pub m_TransparencySortMode: Option<i32>,
6060 /// i32: (2020.1.0b1 - 2022.3.2f1)
6061 pub m_VideoShadersIncludeMode: Option<i32>,
6062}
6063
6064/// Grid is a class of the Unity engine since version 2017.2.0b2.
6065/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Grid.html):
6066/**
6067Grid is the base class for plotting a layout of uniformly spaced points and lines.
6068The Grid component stores dimensional data of the layout of the grid and provides helper functions to retrieve information about the grid, such as the conversion between the cell location and local space location of items within the grid.The layout of the Grid component is in the XY plane with the origin of the grid always beginning at (0, 0) and the X and Y coordinates of the grid only as positive values.Implements the interface GridLayout.
6069*/
6070#[derive(Debug, Serialize, Deserialize)]
6071pub struct Grid {
6072 /**The size of the gap between each cell in the layout.*/
6073 pub m_CellGap: Vector3f,
6074 /**The layout of the cells.*/
6075 pub m_CellLayout: i32,
6076 /**The size of each cell in the layout.*/
6077 pub m_CellSize: Vector3f,
6078 /**The cell swizzle for the layout.*/
6079 pub m_CellSwizzle: i32,
6080 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
6081 pub m_Enabled: u8,
6082 /**The game object this component is attached to. A component is always attached to a game object.*/
6083 /// PPtr<[`GameObject`]>: (2017.2.0b2 - 2022.3.2f1)
6084 pub m_GameObject: PPtr,
6085}
6086
6087/// GroupConnection is a sub class of the Unity engine since version 2021.2.0b1.
6088#[derive(Debug, Serialize, Deserialize)]
6089pub struct GroupConnection {
6090 pub sendEffectIndex: u32,
6091 pub sourceGroupIndex: u32,
6092 pub targetGroupIndex: u32,
6093}
6094
6095/// GroupConstant is a sub class of the Unity engine since version 5.0.0f4.
6096#[derive(Debug, Serialize, Deserialize)]
6097pub struct GroupConstant {
6098 pub bypassEffects: bool,
6099 pub mute: bool,
6100 pub parentConstantIndex: i32,
6101 pub pitchIndex: u32,
6102 pub solo: bool,
6103 pub volumeIndex: u32,
6104 /// u32: (2019.1.0b1 - 2022.1.0a9)
6105 pub sendIndex: Option<u32>,
6106}
6107
6108/// Halo is a class of the Unity engine since version 3.4.0.
6109#[derive(Debug, Serialize, Deserialize)]
6110pub struct Halo {
6111 pub m_Color: ColorRGBA,
6112 pub m_Enabled: u8,
6113 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
6114 pub m_GameObject: PPtr,
6115 pub m_Size: f32,
6116}
6117
6118/// HandPose is a sub class of the Unity engine since version 4.0.0.
6119#[derive(Debug, Serialize, Deserialize)]
6120pub struct HandPose {
6121 pub m_CloseOpen: f32,
6122 pub m_DoFArray: Vec<f32>,
6123 pub m_Grab: f32,
6124 pub m_GrabX: xform,
6125 pub m_InOut: f32,
6126 pub m_Override: f32,
6127}
6128
6129/// Hash128 is a sub class of the Unity engine since version 4.1.0.
6130/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Hash128.html):
6131/**
6132Represents a 128-bit hash value.
6133Use Hash128 to uniquely identify a piece of data. A 128-bit hash value has an extremely
6134low probability of hash collisions, so you can assume that if the hash values of two pieces of data are identical,
6135then the data is identical too. For example, to quickly determine whether texture pixel contents have changed, or
6136if they are identical between several textures, you can use Texture.imageContentsHash.To compute the hash values for some data, use the Hash128.Compute function. To compute the hash
6137values incrementally for several pieces of data, use Hash128.Append.
6138The hash algorithm used to compute Hash128 values is SpookyHash V2. Note that while this hash algorithm is quite fast to compute and has good hash distribution qualities, it is not a cryptographic hash function.
6139*/
6140#[derive(Debug, Serialize, Deserialize)]
6141pub struct Hash128 {
6142 /// u8: (4.1.0 - 2022.3.2f1)
6143 #[serde(alias = "bytes[0]")]
6144 pub bytes_0_: Option<u8>,
6145 /// u8: (4.1.0 - 2022.3.2f1)
6146 #[serde(alias = "bytes[10]")]
6147 pub bytes_10_: Option<u8>,
6148 /// u8: (4.1.0 - 2022.3.2f1)
6149 #[serde(alias = "bytes[11]")]
6150 pub bytes_11_: Option<u8>,
6151 /// u8: (4.1.0 - 2022.3.2f1)
6152 #[serde(alias = "bytes[12]")]
6153 pub bytes_12_: Option<u8>,
6154 /// u8: (4.1.0 - 2022.3.2f1)
6155 #[serde(alias = "bytes[13]")]
6156 pub bytes_13_: Option<u8>,
6157 /// u8: (4.1.0 - 2022.3.2f1)
6158 #[serde(alias = "bytes[14]")]
6159 pub bytes_14_: Option<u8>,
6160 /// u8: (4.1.0 - 2022.3.2f1)
6161 #[serde(alias = "bytes[15]")]
6162 pub bytes_15_: Option<u8>,
6163 /// u8: (4.1.0 - 2022.3.2f1)
6164 #[serde(alias = "bytes[1]")]
6165 pub bytes_1_: Option<u8>,
6166 /// u8: (4.1.0 - 2022.3.2f1)
6167 #[serde(alias = "bytes[2]")]
6168 pub bytes_2_: Option<u8>,
6169 /// u8: (4.1.0 - 2022.3.2f1)
6170 #[serde(alias = "bytes[3]")]
6171 pub bytes_3_: Option<u8>,
6172 /// u8: (4.1.0 - 2022.3.2f1)
6173 #[serde(alias = "bytes[4]")]
6174 pub bytes_4_: Option<u8>,
6175 /// u8: (4.1.0 - 2022.3.2f1)
6176 #[serde(alias = "bytes[5]")]
6177 pub bytes_5_: Option<u8>,
6178 /// u8: (4.1.0 - 2022.3.2f1)
6179 #[serde(alias = "bytes[6]")]
6180 pub bytes_6_: Option<u8>,
6181 /// u8: (4.1.0 - 2022.3.2f1)
6182 #[serde(alias = "bytes[7]")]
6183 pub bytes_7_: Option<u8>,
6184 /// u8: (4.1.0 - 2022.3.2f1)
6185 #[serde(alias = "bytes[8]")]
6186 pub bytes_8_: Option<u8>,
6187 /// u8: (4.1.0 - 2022.3.2f1)
6188 #[serde(alias = "bytes[9]")]
6189 pub bytes_9_: Option<u8>,
6190}
6191
6192/// HeightMeshBVNode is a sub class of the Unity engine since version 5.0.0f4.
6193#[derive(Debug, Serialize, Deserialize)]
6194pub struct HeightMeshBVNode {
6195 pub i: i32,
6196 pub max: Vector3f,
6197 pub min: Vector3f,
6198 pub n: i32,
6199}
6200
6201/// HeightMeshData is a sub class of the Unity engine since version 5.0.0f4.
6202#[derive(Debug, Serialize, Deserialize)]
6203pub struct HeightMeshData {
6204 pub m_Bounds: AABB,
6205 pub m_Indices: Vec<i32>,
6206 pub m_Nodes: Vec<HeightMeshBVNode>,
6207 pub m_Vertices: Vec<Vector3f>,
6208}
6209
6210/// Heightmap is a sub class of the Unity engine since version 3.4.0.
6211#[derive(Debug, Serialize, Deserialize)]
6212pub struct Heightmap {
6213 pub m_Heights: Vec<i16>,
6214 pub m_Levels: i32,
6215 pub m_MinMaxPatchHeights: Vec<f32>,
6216 pub m_PrecomputedError: Vec<f32>,
6217 pub m_Scale: Vector3f,
6218 /// PPtr<[`PhysicMaterial`]>: (3.4.0 - 4.7.2)
6219 pub m_DefaultPhysicMaterial: Option<PPtr>,
6220 /// bool: (2019.3.0b1 - 2022.3.2f1)
6221 pub m_EnableHolesTextureCompression: Option<bool>,
6222 /// bool: (2019.3.0a5 - 2019.3.0a7)
6223 pub m_EnableSurfaceMaskTextureCompression: Option<bool>,
6224 /// i32: (3.4.0 - 2019.3.0a4)
6225 pub m_Height: Option<i32>,
6226 /// Vec<u8>: (2019.3.0b1 - 2022.3.2f1)
6227 pub m_Holes: Option<Vec<u8>>,
6228 /// Vec<u8>: (2019.3.0b1 - 2022.3.2f1)
6229 pub m_HolesLOD: Option<Vec<u8>>,
6230 /// i32: (2019.3.0b1 - 2022.3.2f1)
6231 pub m_Resolution: Option<i32>,
6232 /// Vec<u8>: (2019.3.0a5 - 2019.3.0a7)
6233 pub m_SurfaceMask: Option<Vec<u8>>,
6234 /// Vec<u8>: (2019.3.0a5 - 2019.3.0a7)
6235 pub m_SurfaceMaskLOD: Option<Vec<u8>>,
6236 /// f32: (5.0.0f4 - 2019.3.0a8)
6237 pub m_Thickness: Option<f32>,
6238 /// i32: (3.4.0 - 2019.3.0a4)
6239 pub m_Width: Option<i32>,
6240}
6241
6242/// HeightmapData is a sub class of the Unity engine since version 3.5.0.
6243#[derive(Debug, Serialize, Deserialize)]
6244pub struct HeightmapData {
6245 /// PPtr<[`Object`]>: (3.5.0 - 2022.3.2f1)
6246 pub terrainData: PPtr,
6247 /// bool: (2022.2.0b1 - 2022.3.2f1)
6248 pub isRotated: Option<bool>,
6249 /// Vector3f: (3.5.0 - 2022.1.24f1)
6250 pub position: Option<Vector3f>,
6251 /// Matrix4x4f: (2022.2.0b1 - 2022.3.2f1)
6252 pub surfaceToTerrain: Option<Matrix4x4f>,
6253}
6254
6255/// HierarchicalSceneData is a sub class of the Unity engine since version 2019.3.0b1.
6256#[derive(Debug, Serialize, Deserialize)]
6257pub struct HierarchicalSceneData {
6258 pub m_SceneGUID: GUID,
6259}
6260
6261/// HierarchyState is a class of the Unity engine since version 3.4.0.
6262#[derive(Debug, Serialize, Deserialize)]
6263pub struct HierarchyState {
6264 /// Vec<PPtr<[`Object`]>>: (3.4.0 - 2022.3.2f1)
6265 pub expanded: Vec<PPtr>,
6266 /// Vec<PPtr<[`Object`]>>: (3.4.0 - 2022.3.2f1)
6267 pub selection: Vec<PPtr>,
6268 /// f32: (3.4.0 - 2022.3.2f1)
6269 #[serde(alias = "scrollposition.x")]
6270 pub scrollposition_x: Option<f32>,
6271 /// f32: (3.4.0 - 2022.3.2f1)
6272 #[serde(alias = "scrollposition.y")]
6273 pub scrollposition_y: Option<f32>,
6274}
6275
6276/// HingeJoint is a class of the Unity engine since version 3.4.0.
6277/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/HingeJoint.html):
6278/**
6279The HingeJoint groups together 2 rigid bodies, constraining them to move like connected by a hinge.
6280This joint is great for, well, doors, but can also be used to model chains, etc...The HingeJoint has a motor which can be used to make the hinge spin around the joints axis.
6281
6282A spring which attempts to reach for a target angle by spinning around the joints axis.
6283
6284And a limit which constrains the joint angle.
6285*/
6286#[derive(Debug, Serialize, Deserialize)]
6287pub struct HingeJoint {
6288 /**The Position of the anchor around which the joints motion is constrained.*/
6289 pub m_Anchor: Vector3f,
6290 /**The Direction of the axis around which the body is constrained.*/
6291 pub m_Axis: Vector3f,
6292 /**The force that needs to be applied for this joint to break.*/
6293 pub m_BreakForce: f32,
6294 /**The torque that needs to be applied for this joint to break. To be able to break, a joint must be _Locked_ or _Limited_ on the axis of rotation where the torque is being applied. This means that some joints cannot break, such as an unconstrained Configurable Joint.*/
6295 pub m_BreakTorque: f32,
6296 /**A reference to another rigidbody this joint connects to.*/
6297 /// PPtr<[`Rigidbody`]>: (3.4.0 - 2022.3.2f1)
6298 pub m_ConnectedBody: PPtr,
6299 /**The game object this component is attached to. A component is always attached to a game object.*/
6300 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
6301 pub m_GameObject: PPtr,
6302 /**Limit of angular rotation (in degrees) on the hinge joint.*/
6303 pub m_Limits: JointLimits,
6304 /**The motor will apply a force up to a maximum force to achieve the target velocity in degrees per second.*/
6305 pub m_Motor: JointMotor,
6306 /**The spring attempts to reach a target angle by adding spring and damping forces.*/
6307 pub m_Spring: JointSpring,
6308 /**Enables the joint's limits. Disabled by default.*/
6309 pub m_UseLimits: bool,
6310 /**Enables the joint's motor. Disabled by default.*/
6311 pub m_UseMotor: bool,
6312 /**Enables the joint's spring. Disabled by default.*/
6313 pub m_UseSpring: bool,
6314 /**Should the connectedAnchor be calculated automatically?*/
6315 /// bool: (4.3.0 - 2022.3.2f1)
6316 pub m_AutoConfigureConnectedAnchor: Option<bool>,
6317 /**Position of the anchor relative to the connected Rigidbody.*/
6318 /// Vector3f: (4.3.0 - 2022.3.2f1)
6319 pub m_ConnectedAnchor: Option<Vector3f>,
6320 /**A reference to an articulation body this joint connects to.*/
6321 /// PPtr<[`ArticulationBody`]>: (2020.2.0b1 - 2022.3.2f1)
6322 pub m_ConnectedArticulationBody: Option<PPtr>,
6323 /**The scale to apply to the inverse mass and inertia tensor of the connected body prior to solving the constraints.*/
6324 /// f32: (2017.1.0b2 - 2022.3.2f1)
6325 pub m_ConnectedMassScale: Option<f32>,
6326 /**Enable collision between bodies connected with the joint.*/
6327 /// bool: (4.5.0 - 2022.3.2f1)
6328 pub m_EnableCollision: Option<bool>,
6329 /**Toggle preprocessing for this joint.*/
6330 /// bool: (5.0.0f4 - 2022.3.2f1)
6331 pub m_EnablePreprocessing: Option<bool>,
6332 /// bool: (2017.1.0b2 - 2017.1.0b5)
6333 pub m_Enabled: Option<bool>,
6334 /**If enabled, the angle of the hinge is extended to [-360, 360] degrees.*/
6335 /// bool: (2022.2.0b1 - 2022.3.2f1)
6336 pub m_ExtendedLimits: Option<bool>,
6337 /**The scale to apply to the inverse mass and inertia tensor of the body prior to solving the constraints.*/
6338 /// f32: (2017.1.0b2 - 2022.3.2f1)
6339 pub m_MassScale: Option<f32>,
6340 /**Defines whether the HingeJoint.spring outputs accelerations instead of forces.*/
6341 /// bool: (2022.2.0b1 - 2022.3.2f1)
6342 pub m_UseAcceleration: Option<bool>,
6343}
6344
6345/// HingeJoint2D is a class of the Unity engine since version 4.3.0.
6346/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/HingeJoint2D.html):
6347/**
6348Joint that allows a Rigidbody2D object to rotate around a point in space or a point on another object.
6349See Also: DistanceJoint2D, SliderJoint2D, SpringJoint2D, JointAngleLimits2D.
6350*/
6351#[derive(Debug, Serialize, Deserialize)]
6352pub struct HingeJoint2D {
6353 /**The joint's anchor point on the object that has the joint component.*/
6354 pub m_Anchor: Vector2f,
6355 pub m_AngleLimits: Enum_JointAngleLimit2D__JointAngleLimits2D,
6356 /**The joint's anchor point on the second object (ie, the one which doesn't have the joint component).*/
6357 pub m_ConnectedAnchor: Vector2f,
6358 /// PPtr<[`Rigidbody2D`]>: (4.3.0 - 2022.3.2f1)
6359 pub m_ConnectedRigidBody: PPtr,
6360 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
6361 pub m_Enabled: u8,
6362 /**The game object this component is attached to. A component is always attached to a game object.*/
6363 /// PPtr<[`GameObject`]>: (4.3.0 - 2022.3.2f1)
6364 pub m_GameObject: PPtr,
6365 /**Parameters for the motor force applied to the joint.*/
6366 pub m_Motor: JointMotor2D,
6367 /**Should limits be placed on the range of rotation?*/
6368 pub m_UseLimits: bool,
6369 /**Should the joint be rotated automatically by a motor torque?*/
6370 pub m_UseMotor: bool,
6371 /**Should the connectedAnchor be calculated automatically?*/
6372 /// bool: (5.3.0f1 - 2022.3.2f1)
6373 pub m_AutoConfigureConnectedAnchor: Option<bool>,
6374 /**The action to take when the joint breaks the breakForce or breakTorque.*/
6375 /// i32: (2022.2.0b1 - 2022.3.2f1)
6376 pub m_BreakAction: Option<i32>,
6377 /**The force that needs to be applied for this joint to break.*/
6378 /// f32: (5.3.0f1 - 2022.3.2f1)
6379 pub m_BreakForce: Option<f32>,
6380 /**The torque that needs to be applied for this joint to break.*/
6381 /// f32: (5.3.0f1 - 2022.3.2f1)
6382 pub m_BreakTorque: Option<f32>,
6383 /// bool: (4.3.0 - 5.0.0f4)
6384 pub m_CollideConnected: Option<bool>,
6385 /**Should the two rigid bodies connected with this joint collide with each other?*/
6386 /// bool: (5.0.1f1 - 2022.3.2f1)
6387 pub m_EnableCollision: Option<bool>,
6388}
6389
6390#[derive(Debug, Serialize, Deserialize)]
6391#[serde(untagged)]
6392pub enum Enum_JointAngleLimit2D__JointAngleLimits2D {
6393 JointAngleLimit2D(JointAngleLimit2D),
6394 JointAngleLimits2D(JointAngleLimits2D),
6395}
6396
6397/// HoloLens is a sub class of the Unity engine since version 5.6.0f1.
6398#[derive(Debug, Serialize, Deserialize)]
6399pub struct HoloLens {
6400 pub depthFormat: i32,
6401 /// bool: (2017.3.0f3 - 2020.2.0a15)
6402 pub depthBufferSharingEnabled: Option<bool>,
6403}
6404
6405/// HumanBone is a sub class of the Unity engine since version 4.0.0.
6406/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/HumanBone.html):
6407/**
6408The mapping between a bone in the model and the conceptual bone in the Mecanim human anatomy.
6409The names of the Mecanim human bone and the bone in the model are stored along with the limiting muscle values that constrain the bone's rotation during animation.
6410See Also: HumanDescription, AvatarBuilder.
6411*/
6412#[derive(Debug, Serialize, Deserialize)]
6413pub struct HumanBone {
6414 /**The name of the bone to which the Mecanim human bone is mapped.*/
6415 pub m_BoneName: String,
6416 /**The name of the Mecanim human bone to which the bone from the model is mapped.*/
6417 pub m_HumanName: String,
6418 /**The rotation limits that define the muscle for this bone.*/
6419 pub m_Limit: SkeletonBoneLimit,
6420}
6421
6422/// HumanDescription is a sub class of the Unity engine since version 4.0.0.
6423/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/HumanDescription.html):
6424/**
6425Class that holds humanoid avatar parameters to pass to the AvatarBuilder.BuildHumanAvatar function.
6426*/
6427#[derive(Debug, Serialize, Deserialize)]
6428pub struct HumanDescription {
6429 /**Amount by which the arm's length is allowed to stretch when using IK.*/
6430 pub m_ArmStretch: f32,
6431 pub m_ArmTwist: f32,
6432 /**Modification to the minimum distance between the feet of a humanoid model.*/
6433 pub m_FeetSpacing: f32,
6434 pub m_ForeArmTwist: f32,
6435 /**Mapping between Mecanim bone names and bone names in the rig.*/
6436 pub m_Human: Vec<HumanBone>,
6437 /**Amount by which the leg's length is allowed to stretch when using IK.*/
6438 pub m_LegStretch: f32,
6439 pub m_LegTwist: f32,
6440 pub m_RootMotionBoneName: String,
6441 /**List of bone Transforms to include in the model.*/
6442 pub m_Skeleton: Vec<SkeletonBone>,
6443 /**Defines how the upper leg's roll/twisting is distributed between the thigh and knee joints.*/
6444 pub m_UpperLegTwist: f32,
6445 /// f32: (2019.1.0b1 - 2022.3.2f1)
6446 pub m_GlobalScale: Option<f32>,
6447 /// Vec<HumanHandle>: (4.0.0 - 4.2.2)
6448 pub m_Handles: Option<Vec<HumanHandle>>,
6449 /// bool: (5.5.0f3 - 2022.3.2f1)
6450 pub m_HasExtraRoot: Option<bool>,
6451 /**True for any human that has a translation Degree of Freedom (DoF). It is set to false by default.*/
6452 /// bool: (5.2.0f2 - 2022.3.2f1)
6453 pub m_HasTranslationDoF: Option<bool>,
6454 /// Quaternionf: (5.5.0f3 - 2018.2.12f1)
6455 pub m_RootMotionBoneRotation: Option<Quaternionf>,
6456 /// bool: (5.5.0f3 - 2022.3.2f1)
6457 pub m_SkeletonHasParents: Option<bool>,
6458}
6459
6460/// HumanGoal is a sub class of the Unity engine since version 4.0.0.
6461#[derive(Debug, Serialize, Deserialize)]
6462pub struct HumanGoal {
6463 pub m_WeightR: f32,
6464 pub m_WeightT: f32,
6465 pub m_X: xform,
6466 /// float4: (5.0.0f4 - 5.3.8f2); float3: (5.4.0f3 - 2022.3.2f1)
6467 pub m_HintT: Option<Enum_float4__float3>,
6468 /// f32: (5.0.0f4 - 2022.3.2f1)
6469 pub m_HintWeightT: Option<f32>,
6470}
6471
6472/// HumanHandle is a sub class of the Unity engine since version 4.0.0.
6473#[derive(Debug, Serialize, Deserialize)]
6474pub struct HumanHandle {
6475 pub m_BoneName: String,
6476 pub m_LookAt: bool,
6477 pub m_Name: String,
6478 pub m_Position: Vector3f,
6479 pub m_Rotation: Quaternionf,
6480 pub m_Scale: Vector3f,
6481}
6482
6483/// HumanPose is a sub class of the Unity engine since version 4.0.0.
6484/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/HumanPose.html):
6485/**
6486Retargetable humanoid pose.
6487Represents a humanoid pose that is completely abstracted from any skeleton rig.
6488See Also: HumanPoseHandler.
6489*/
6490#[derive(Debug, Serialize, Deserialize)]
6491pub struct HumanPose {
6492 pub m_DoFArray: Vec<f32>,
6493 pub m_GoalArray: Vec<HumanGoal>,
6494 pub m_LeftHandPose: HandPose,
6495 pub m_LookAtPosition: Enum_float4__float3,
6496 pub m_LookAtWeight: float4,
6497 pub m_RightHandPose: HandPose,
6498 pub m_RootX: xform,
6499 /// Vec<float4>: (5.2.0f2 - 5.3.8f2); Vec<float3>: (5.4.0f3 - 2022.3.2f1)
6500 pub m_TDoFArray: Option<Vec<Enum_float3__float4>>,
6501}
6502
6503#[derive(Debug, Serialize, Deserialize)]
6504#[serde(untagged)]
6505pub enum Enum_float3__float4 {
6506 float3(float3),
6507 float4(float4),
6508}
6509
6510/// HumanTemplate is a class of the Unity engine since version 4.0.0.
6511#[derive(Debug, Serialize, Deserialize)]
6512pub struct HumanTemplate {
6513 pub m_BoneTemplate: Vec<(String, String)>,
6514 pub m_Name: String,
6515}
6516
6517/// IHVImageFormatImporter is a class of the Unity engine since version 5.6.0b1.
6518/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/IHVImageFormatImporter.html):
6519/**
6520Use IHVImageFormatImporter to modify Texture2D import settings for Textures in IHV (Independent Hardware Vendor) formats such as .DDS and .PVR from Editor scripts.
6521*/
6522#[derive(Debug, Serialize, Deserialize)]
6523pub struct IHVImageFormatImporter {
6524 /**Get or set the AssetBundle name.*/
6525 pub m_AssetBundleName: String,
6526 /**Get or set the AssetBundle variant.*/
6527 pub m_AssetBundleVariant: String,
6528 /**Is texture data readable from scripts.*/
6529 pub m_IsReadable: bool,
6530 /**The name of the object.*/
6531 pub m_Name: String,
6532 pub m_TextureSettings: GLTextureSettings,
6533 /**Get or set any user data.*/
6534 pub m_UserData: String,
6535 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2017.2.0b2 - 2022.3.2f1)
6536 pub m_ExternalObjects: Option<Vec<(SourceAssetIdentifier, PPtr)>>,
6537 /**Enable if the texture should ignore any texture mipmap limit settings set in the Project Settings.*/
6538 /// bool: (2022.2.0f1 - 2022.3.2f1)
6539 pub m_IgnoreMipmapLimit: Option<bool>,
6540 /**Name of the texture mipmap limit group to which this texture belongs.*/
6541 /// String: (2022.2.0f1 - 2022.3.2f1)
6542 pub m_MipmapLimitGroupName: Option<String>,
6543 /**Enable mipmap streaming for this texture.*/
6544 /// bool: (2018.2.0b1 - 2022.3.2f1)
6545 pub m_StreamingMipmaps: Option<bool>,
6546 /**Relative priority for this texture when reducing memory size in order to hit the memory budget.*/
6547 /// i32: (2018.2.0b1 - 2022.3.2f1)
6548 pub m_StreamingMipmapsPriority: Option<i32>,
6549 /// Vec<i64>: (2019.1.0b1 - 2022.3.2f1)
6550 pub m_UsedFileIDs: Option<Vec<i64>>,
6551 /// bool: (2017.3.0b1 - 2022.3.2f1)
6552 pub m_sRGBTexture: Option<bool>,
6553}
6554
6555/// Image is a sub class of the Unity engine since version 3.4.0.
6556/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/UIElements.Image.html):
6557/**
6558A VisualElement representing a source texture.
6559*/
6560#[derive(Debug, Serialize, Deserialize)]
6561pub struct Image {
6562 pub m_Format: i64,
6563 pub m_Height: i32,
6564 pub m_RowBytes: i32,
6565 pub m_Width: i32,
6566 /// Vec<u8>: (3.4.0 - 2020.1.17f1)
6567 #[serde(alias = "image data")]
6568 pub image_data: Option<Vec<u8>>,
6569}
6570
6571/// ImportLog is a class of the Unity engine since version 2022.2.0b1.
6572/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AssetImporters.ImportLog.html):
6573/**
6574Container class that holds the collection of logs generated by an importer during the import process.
6575See Also: AssetImportContext.LogImportError, AssetImportContext.LogImportWarning.
6576*/
6577#[derive(Debug, Serialize, Deserialize)]
6578pub struct ImportLog {
6579 pub m_Logs: Vec<ImportLog_ImportLogEntry>,
6580 /**The name of the object.*/
6581 pub m_Name: String,
6582}
6583
6584/// ImportLog_ImportLogEntry is a sub class of the Unity engine since version 2022.2.0b1.
6585#[derive(Debug, Serialize, Deserialize)]
6586pub struct ImportLog_ImportLogEntry {
6587 pub file: String,
6588 pub line: i32,
6589 pub message: String,
6590 pub mode: i32,
6591 /// PPtr<[`Object`]>: (2022.2.0b1 - 2022.3.2f1)
6592 pub object: PPtr,
6593}
6594
6595/// InheritVelocityModule is a sub class of the Unity engine since version 5.3.0f1.
6596/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ParticleSystem.InheritVelocityModule.html):
6597/**
6598The Inherit Velocity Module controls how the velocity of the emitter is transferred to the particles as they are emitted.
6599NOTE: The inherit velocity module only has an effect if the Particle System is set to simulate in world space. If the system is simulating in local space, this module is ignored.
6600
6601See Also: ParticleSystem, ParticleSystem.inheritVelocity.
6602*/
6603#[derive(Debug, Serialize, Deserialize)]
6604pub struct InheritVelocityModule {
6605 /**Specifies whether the InheritVelocityModule is enabled or disabled.*/
6606 pub enabled: bool,
6607 /**Curve to define how much of the emitter velocity the system applies during the lifetime of a particle.*/
6608 pub m_Curve: MinMaxCurve,
6609 /**Specifies how to apply emitter velocity to particles.*/
6610 pub m_Mode: i32,
6611}
6612
6613/// InitialModule is a sub class of the Unity engine since version 3.5.0.
6614#[derive(Debug, Serialize, Deserialize)]
6615pub struct InitialModule {
6616 pub enabled: bool,
6617 pub gravityModifier: Enum_f32__MinMaxCurve,
6618 pub maxNumParticles: i32,
6619 pub startColor: MinMaxGradient,
6620 pub startLifetime: MinMaxCurve,
6621 pub startRotation: MinMaxCurve,
6622 pub startSize: MinMaxCurve,
6623 pub startSpeed: MinMaxCurve,
6624 /// Vector3f: (2021.1.0b1 - 2022.3.2f1)
6625 pub customEmitterVelocity: Option<Vector3f>,
6626 /// i32: (2022.1.0b1 - 2022.3.2f1)
6627 pub gravitySource: Option<i32>,
6628 /// f32: (3.5.0 - 5.2.5f1)
6629 pub inheritVelocity: Option<f32>,
6630 /// f32: (5.3.0f1 - 2022.3.2f1)
6631 pub randomizeRotationDirection: Option<f32>,
6632 /// bool: (5.3.0f1 - 2022.3.2f1)
6633 pub rotation3D: Option<bool>,
6634 /// bool: (5.4.0f3 - 2022.3.2f1)
6635 pub size3D: Option<bool>,
6636 /// MinMaxCurve: (5.3.0f1 - 2022.3.2f1)
6637 pub startRotationX: Option<MinMaxCurve>,
6638 /// MinMaxCurve: (5.3.0f1 - 2022.3.2f1)
6639 pub startRotationY: Option<MinMaxCurve>,
6640 /// MinMaxCurve: (5.4.0f3 - 2022.3.2f1)
6641 pub startSizeY: Option<MinMaxCurve>,
6642 /// MinMaxCurve: (5.4.0f3 - 2022.3.2f1)
6643 pub startSizeZ: Option<MinMaxCurve>,
6644}
6645
6646#[derive(Debug, Serialize, Deserialize)]
6647#[serde(untagged)]
6648pub enum Enum_f32__MinMaxCurve {
6649 f32(f32),
6650 MinMaxCurve(MinMaxCurve),
6651}
6652
6653/// InputAxis is a sub class of the Unity engine since version 3.4.0.
6654#[derive(Debug, Serialize, Deserialize)]
6655pub struct InputAxis {
6656 pub altNegativeButton: String,
6657 pub altPositiveButton: String,
6658 pub axis: i32,
6659 pub dead: f32,
6660 pub descriptiveName: String,
6661 pub descriptiveNegativeName: String,
6662 pub gravity: f32,
6663 pub invert: bool,
6664 pub joyNum: i32,
6665 pub m_Name: String,
6666 pub negativeButton: String,
6667 pub positiveButton: String,
6668 pub sensitivity: f32,
6669 pub snap: bool,
6670 /// i32: (3.4.0 - 2022.3.2f1)
6671 #[serde(alias = "type")]
6672 pub _type: Option<i32>,
6673}
6674
6675/// InputImportSettings is a sub class of the Unity engine since version 3.4.0.
6676#[derive(Debug, Serialize, Deserialize)]
6677pub struct InputImportSettings {
6678 pub name: String,
6679 pub value: SubstanceValue,
6680}
6681
6682/// InputManager is a class of the Unity engine since version 3.4.0.
6683#[derive(Debug, Serialize, Deserialize)]
6684pub struct InputManager {
6685 pub m_Axes: Vec<InputAxis>,
6686 /// bool: (2021.2.0b1 - 2022.3.2f1)
6687 pub m_UsePhysicalKeys: Option<bool>,
6688}
6689
6690/// InspectorExpandedState is a class of the Unity engine since version 3.4.0.
6691#[derive(Debug, Serialize, Deserialize)]
6692pub struct InspectorExpandedState {
6693 pub m_ExpandedData: Vec<ExpandedData>,
6694}
6695
6696/// IntPoint is a sub class of the Unity engine since version 5.6.0b1.
6697#[derive(Debug, Serialize, Deserialize)]
6698pub struct IntPoint {
6699 pub X: i64,
6700 pub Y: i64,
6701}
6702
6703/// InteractiveCloth is a class of the Unity engine since version 3.4.0.
6704#[derive(Debug, Serialize, Deserialize)]
6705pub struct InteractiveCloth {
6706 pub m_AttachedColliders: Vec<ClothAttachment>,
6707 pub m_AttachmentResponse: f32,
6708 pub m_AttachmentTearFactor: f32,
6709 pub m_BendingStiffness: f32,
6710 pub m_CollisionResponse: f32,
6711 pub m_Damping: f32,
6712 pub m_Density: f32,
6713 pub m_Enabled: u8,
6714 pub m_ExternalAcceleration: Vector3f,
6715 pub m_Friction: f32,
6716 /// PPtr<[`GameObject`]>: (3.4.0 - 4.7.2)
6717 pub m_GameObject: PPtr,
6718 /// PPtr<[`Mesh`]>: (3.4.0 - 4.7.2)
6719 pub m_Mesh: PPtr,
6720 pub m_Pressure: f32,
6721 pub m_RandomAcceleration: Vector3f,
6722 pub m_SelfCollision: bool,
6723 pub m_StretchingStiffness: f32,
6724 pub m_TearFactor: f32,
6725 pub m_Thickness: f32,
6726 pub m_UseGravity: bool,
6727}
6728
6729/// Item is a sub class of the Unity engine since version 3.4.0.
6730/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Progress.Item.html):
6731/**
6732A data structure that provides information about a progress indicator.
6733*/
6734#[derive(Debug, Serialize, Deserialize)]
6735pub struct Item {
6736 pub markedForRemoval: bool,
6737 /// i32: (3.4.0 - 5.6.7f1)
6738 #[serde(alias = "(int&)downloadResolution")]
6739 pub downloadResolution: Option<i32>,
6740 /// i32: (3.4.0 - 5.6.7f1)
6741 #[serde(alias = "(int&)nameConflictResolution")]
6742 pub nameConflictResolution: Option<i32>,
6743}
6744
6745/// JointAngleLimit2D is a sub class of the Unity engine since version 4.3.0.
6746#[derive(Debug, Serialize, Deserialize)]
6747pub struct JointAngleLimit2D {
6748 pub m_LowerAngle: f32,
6749 pub m_UpperAngle: f32,
6750}
6751
6752/// JointAngleLimits2D is a sub class of the Unity engine since version 5.0.0f4.
6753/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/JointAngleLimits2D.html):
6754/**
6755Angular limits on the rotation of a Rigidbody2D object around a HingeJoint2D.
6756See Also: Rigidbody2D class, HingeJoint2D class.
6757*/
6758#[derive(Debug, Serialize, Deserialize)]
6759pub struct JointAngleLimits2D {
6760 pub m_LowerAngle: f32,
6761 pub m_UpperAngle: f32,
6762}
6763
6764/// JointDrive is a sub class of the Unity engine since version 3.4.0.
6765/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/JointDrive.html):
6766/**
6767How the joint's movement will behave along its local X axis.
6768*/
6769#[derive(Debug, Serialize, Deserialize)]
6770pub struct JointDrive {
6771 /**Amount of force applied to push the object toward the defined direction.*/
6772 pub maximumForce: f32,
6773 /**Resistance strength against the Position Spring. Only used if mode includes Position.*/
6774 pub positionDamper: f32,
6775 /**Strength of a rubber-band pull toward the defined direction. Only used if mode includes Position.*/
6776 pub positionSpring: f32,
6777 /// i32: (3.4.0 - 5.2.5f1)
6778 pub mode: Option<i32>,
6779 /**Defines whether the drive is an acceleration drive or a force drive.*/
6780 /// i32: (2022.2.0b1 - 2022.3.2f1)
6781 pub useAcceleration: Option<i32>,
6782}
6783
6784/// JointLimits is a sub class of the Unity engine since version 3.4.0.
6785/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/JointLimits.html):
6786/**
6787JointLimits is used by the HingeJoint to limit the joints angle.
6788See Also: HingeJoint.
6789*/
6790#[derive(Debug, Serialize, Deserialize)]
6791pub struct JointLimits {
6792 /**The upper angular limit (in degrees) of the joint.*/
6793 pub max: f32,
6794 /**The lower angular limit (in degrees) of the joint.*/
6795 pub min: f32,
6796 /**The minimum impact velocity which will cause the joint to bounce.*/
6797 /// f32: (5.1.0f1 - 2022.3.2f1)
6798 pub bounceMinVelocity: Option<f32>,
6799 /**Determines the size of the bounce when the joint hits it's limit. Also known as restitution.*/
6800 /// f32: (5.1.0f1 - 2022.3.2f1)
6801 pub bounciness: Option<f32>,
6802 /**Distance inside the limit value at which the limit will be considered to be active by the solver.*/
6803 /// f32: (5.0.0f4 - 2022.3.2f1)
6804 pub contactDistance: Option<f32>,
6805 /// f32: (3.4.0 - 5.0.4f1)
6806 pub maxBounce: Option<f32>,
6807 /// f32: (3.4.0 - 5.0.4f1)
6808 pub minBounce: Option<f32>,
6809}
6810
6811/// JointMotor is a sub class of the Unity engine since version 3.4.0.
6812/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/JointMotor.html):
6813/**
6814The JointMotor is used to motorize a joint.
6815For example the HingeJoint can be told to rotate at a given speed and force.
6816The joint will then attempt to reach the velocity with the given maximum force.
6817See Also: HingeJoint.
6818*/
6819#[derive(Debug, Serialize, Deserialize)]
6820pub struct JointMotor {
6821 /**The motor will apply a force.*/
6822 pub force: f32,
6823 /**If freeSpin is enabled the motor will only accelerate but never slow down.*/
6824 pub freeSpin: i32,
6825 /**The motor will apply a force up to force to achieve targetVelocity.*/
6826 pub targetVelocity: f32,
6827}
6828
6829/// JointMotor2D is a sub class of the Unity engine since version 4.3.0.
6830/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/JointMotor2D.html):
6831/**
6832Parameters for the optional motor force applied to a Joint2D.
6833See Also: HingeJoint2D class, SliderJoint2D class.
6834*/
6835#[derive(Debug, Serialize, Deserialize)]
6836pub struct JointMotor2D {
6837 pub m_MaximumMotorForce: f32,
6838 /**The desired speed for the Rigidbody2D to reach as it moves with the joint.*/
6839 pub m_MotorSpeed: f32,
6840}
6841
6842/// JointSpring is a sub class of the Unity engine since version 3.4.0.
6843/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/JointSpring.html):
6844/**
6845JointSpring is used add a spring force to HingeJoint and PhysicMaterial.
6846*/
6847#[derive(Debug, Serialize, Deserialize)]
6848pub struct JointSpring {
6849 /**The damper force uses to dampen the spring.*/
6850 pub damper: f32,
6851 /**The spring forces used to reach the target position.*/
6852 pub spring: f32,
6853 /**The target position the joint attempts to reach.*/
6854 pub targetPosition: f32,
6855}
6856
6857/// JointSuspension2D is a sub class of the Unity engine since version 4.5.0.
6858/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/JointSuspension2D.html):
6859/**
6860Joint suspension is used to define how suspension works on a WheelJoint2D.
6861See Also: WheelJoint2D class.
6862*/
6863#[derive(Debug, Serialize, Deserialize)]
6864pub struct JointSuspension2D {
6865 /**The world angle (in degrees) along which the suspension will move.*/
6866 pub m_Angle: f32,
6867 /**The amount by which the suspension spring force is reduced in proportion to the movement speed.*/
6868 pub m_DampingRatio: f32,
6869 /**The frequency at which the suspension spring oscillates.*/
6870 pub m_Frequency: f32,
6871}
6872
6873/// JointTranslationLimits2D is a sub class of the Unity engine since version 4.3.0.
6874/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/JointTranslationLimits2D.html):
6875/**
6876Motion limits of a Rigidbody2D object along a SliderJoint2D.
6877See Also: Rigidbody2D class, SliderJoint2D class.
6878*/
6879#[derive(Debug, Serialize, Deserialize)]
6880pub struct JointTranslationLimits2D {
6881 pub m_LowerTranslation: f32,
6882 pub m_UpperTranslation: f32,
6883}
6884
6885/// KTXImporter is a class of the Unity engine since version 5.0.0f4.
6886#[derive(Debug, Serialize, Deserialize)]
6887pub struct KTXImporter {
6888 pub m_AssetBundleName: String,
6889 pub m_AssetBundleVariant: String,
6890 pub m_Name: String,
6891 pub m_UserData: String,
6892}
6893
6894/// Keyframe is a sub class of the Unity engine since version 3.4.0.
6895/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Keyframe.html):
6896/**
6897A single keyframe that can be injected into an animation curve.
6898*/
6899#[derive(Debug, Serialize, Deserialize)]
6900pub struct Keyframe {
6901 pub inSlope: Quaternionf,
6902 pub outSlope: Quaternionf,
6903 /**The time of the keyframe.*/
6904 pub time: f32,
6905 /**The value of the curve at keyframe.*/
6906 pub value: Quaternionf,
6907 /**Sets the incoming weight for this key. The incoming weight affects the slope of the curve from the previous key to this key.*/
6908 /// Quaternionf: (2018.1.0b2 - 2022.3.2f1)
6909 pub inWeight: Option<Quaternionf>,
6910 /**Sets the outgoing weight for this key. The outgoing weight affects the slope of the curve from this key to the next key.*/
6911 /// Quaternionf: (2018.1.0b2 - 2022.3.2f1)
6912 pub outWeight: Option<Quaternionf>,
6913 /**Weighted mode for the keyframe.*/
6914 /// i32: (2018.1.0b2 - 2022.3.2f1)
6915 pub weightedMode: Option<i32>,
6916}
6917
6918/// LOD is a sub class of the Unity engine since version 3.5.0.
6919/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/LOD.html):
6920/**
6921Structure for building a LOD for passing to the SetLODs function.
6922*/
6923#[derive(Debug, Serialize, Deserialize)]
6924pub struct LOD {
6925 /**List of renderers for this LOD level.*/
6926 pub renderers: Vec<LODRenderer>,
6927 pub screenRelativeHeight: f32,
6928 /// i32: (5.0.0f4 - 5.0.4f1)
6929 pub fadeMode: Option<i32>,
6930 /**Width of the cross-fade transition zone (proportion to the current LOD's whole length) [0-1]. Only used if it's not animated.*/
6931 /// f32: (5.0.0f4 - 2022.3.2f1)
6932 pub fadeTransitionWidth: Option<f32>,
6933}
6934
6935/// LODGroup is a class of the Unity engine since version 3.5.0.
6936/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/LODGroup.html):
6937/**
6938LODGroup lets you group multiple Renderers into LOD levels.
6939This can be used to switch between different LOD levels at runtime based on size on screen.
6940*/
6941#[derive(Debug, Serialize, Deserialize)]
6942pub struct LODGroup {
6943 /**Allows you to enable or disable the LODGroup.*/
6944 pub m_Enabled: bool,
6945 /**The game object this component is attached to. A component is always attached to a game object.*/
6946 /// PPtr<[`GameObject`]>: (3.5.0 - 2022.3.2f1)
6947 pub m_GameObject: PPtr,
6948 pub m_LODs: Vec<LOD>,
6949 /**The local reference point against which the LOD distance is calculated.*/
6950 pub m_LocalReferencePoint: Vector3f,
6951 /**The size of the LOD object in local space.*/
6952 pub m_Size: f32,
6953 /**Specify if the cross-fading should be animated by time. The animation duration is specified globally as crossFadeAnimationDuration.*/
6954 /// bool: (5.1.0f1 - 2022.3.2f1)
6955 pub m_AnimateCrossFading: Option<bool>,
6956 /**The LOD fade mode used.*/
6957 /// i32: (5.1.0f1 - 2022.3.2f1)
6958 pub m_FadeMode: Option<i32>,
6959 /// bool: (2018.3.0f2 - 2022.3.2f1)
6960 pub m_LastLODIsBillboard: Option<bool>,
6961 /// f32: (3.5.0 - 4.7.2)
6962 pub m_ScreenRelativeTransitionHeight: Option<f32>,
6963}
6964
6965/// LODRenderer is a sub class of the Unity engine since version 3.5.0.
6966#[derive(Debug, Serialize, Deserialize)]
6967pub struct LODRenderer {
6968 /// PPtr<[`Renderer`]>: (3.5.0 - 2022.3.2f1)
6969 pub renderer: PPtr,
6970}
6971
6972/// LayoutDataOne is a sub class of the Unity engine since version 2019.1.0b1.
6973#[derive(Debug, Serialize, Deserialize)]
6974pub struct LayoutDataOne {
6975 pub m_FloatArray: Vec<f32>,
6976}
6977
6978/// LayoutDataThree is a sub class of the Unity engine since version 2019.1.0b1.
6979#[derive(Debug, Serialize, Deserialize)]
6980pub struct LayoutDataThree {
6981 pub m_AnotherFloatArray: Vec<f32>,
6982}
6983
6984/// LayoutDataTwo is a sub class of the Unity engine since version 2019.1.0b1.
6985#[derive(Debug, Serialize, Deserialize)]
6986pub struct LayoutDataTwo {
6987 pub m_FloatValue: f32,
6988 pub m_IntegerValue: i32,
6989}
6990
6991/// LensFlare is a class of the Unity engine since version 3.4.0.
6992/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/LensFlare.html):
6993/**
6994Script interface for a Lens flare component.
6995This allows you to change the brightness and color of lens flares at runtime.
6996*/
6997#[derive(Debug, Serialize, Deserialize)]
6998pub struct LensFlare {
6999 /**The strength of the flare.*/
7000 pub m_Brightness: f32,
7001 /**The color of the flare.*/
7002 pub m_Color: ColorRGBA,
7003 pub m_Directional: bool,
7004 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
7005 pub m_Enabled: u8,
7006 /**The flare asset to use.*/
7007 /// PPtr<[`Flare`]>: (3.4.0 - 2022.3.2f1)
7008 pub m_Flare: PPtr,
7009 /**The game object this component is attached to. A component is always attached to a game object.*/
7010 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
7011 pub m_GameObject: PPtr,
7012 pub m_IgnoreLayers: BitField,
7013 /**The fade speed of the flare.*/
7014 /// f32: (4.3.0 - 2022.3.2f1)
7015 pub m_FadeSpeed: Option<f32>,
7016}
7017
7018/// LevelGameManager is a class of the Unity engine since version 4.1.0.
7019#[derive(Debug, Serialize, Deserialize)]
7020pub struct LevelGameManager {}
7021
7022/// LibraryAssetImporter is a class of the Unity engine since version 4.0.0.
7023#[derive(Debug, Serialize, Deserialize)]
7024pub struct LibraryAssetImporter {
7025 pub m_Name: String,
7026 pub m_UserData: String,
7027 /// String: (5.0.0f4 - 2022.3.2f1)
7028 pub m_AssetBundleName: Option<String>,
7029 /// String: (5.0.0f4 - 2022.3.2f1)
7030 pub m_AssetBundleVariant: Option<String>,
7031 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2017.2.0b2 - 2022.3.2f1)
7032 pub m_ExternalObjects: Option<Vec<(SourceAssetIdentifier, PPtr)>>,
7033 /// Vec<i64>: (2019.1.0b1 - 2022.3.2f1)
7034 pub m_UsedFileIDs: Option<Vec<i64>>,
7035}
7036
7037/// LibraryRepresentation is a sub class of the Unity engine since version 3.4.0.
7038#[derive(Debug, Serialize, Deserialize)]
7039pub struct LibraryRepresentation {
7040 pub name: String,
7041 pub scriptClassName: String,
7042 pub thumbnail: Image,
7043 pub thumbnailClassID: i32,
7044 /// u16: (4.0.0 - 2020.1.17f1)
7045 pub flags: Option<u16>,
7046 /// GUID: (5.1.0f1 - 2020.1.17f1)
7047 pub guid: Option<GUID>,
7048 /// i64: (5.1.0f1 - 2020.1.17f1)
7049 pub localIdentifier: Option<i64>,
7050 /// PPtr<[`EditorExtension`]>: (3.4.0 - 3.4.2); PPtr<[`Object`]>: (3.5.0 - 5.0.4f1)
7051 pub object: Option<PPtr>,
7052 /// String: (5.1.0f1 - 2020.1.17f1)
7053 pub path: Option<String>,
7054}
7055
7056/// LifetimeByEmitterSpeedModule is a sub class of the Unity engine since version 2020.1.0b1.
7057/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ParticleSystem.LifetimeByEmitterSpeedModule.html):
7058/**
7059The Lifetime By Emitter Speed Module controls the initial lifetime of each particle based on the speed of the emitter when the particle was spawned.
7060This module multiplies the start lifetime of particles with a value that depends on the speed of the object that spawned them. For most Particle Systems, this is the GameObject velocity, but for sub-emitters, the velocity comes from the parent particle that the sub-emitter particle originated from.See Also: ParticleSystem, ParticleSystem.MainModule.startLifetime.
7061*/
7062#[derive(Debug, Serialize, Deserialize)]
7063pub struct LifetimeByEmitterSpeedModule {
7064 /**Use this property to enable or disable the LifetimeByEmitterSpeed module.*/
7065 pub enabled: bool,
7066 /**Use this curve to define which value to multiply the start lifetime of a particle with, based on the speed of the emitter when the particle is spawned.*/
7067 pub m_Curve: MinMaxCurve,
7068 /**Control the start lifetime multiplier between these minimum and maximum speeds of the emitter.*/
7069 pub m_Range: Vector2f,
7070}
7071
7072/// Light is a class of the Unity engine since version 3.4.0.
7073/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Light.html):
7074/**
7075Script interface for light components.
7076Use this to control all aspects of Unity's lights. The properties are an exact match for the
7077
7078values shown in the Inspector.Usually lights are just created in the editor but sometimes you want to create a light from a script:
7079*/
7080#[derive(Debug, Serialize, Deserialize)]
7081pub struct Light {
7082 /**The color of the light.*/
7083 pub m_Color: ColorRGBA,
7084 /**The cookie texture projected by the light.*/
7085 /// PPtr<[`Texture`]>: (3.4.0 - 2022.3.2f1)
7086 pub m_Cookie: PPtr,
7087 /**The size of a directional light's cookie.*/
7088 pub m_CookieSize: f32,
7089 /**This is used to light certain objects in the Scene selectively.*/
7090 pub m_CullingMask: BitField,
7091 pub m_DrawHalo: bool,
7092 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
7093 pub m_Enabled: u8,
7094 /**The flare asset to use for this light.*/
7095 /// PPtr<[`Flare`]>: (3.4.0 - 2022.3.2f1)
7096 pub m_Flare: PPtr,
7097 /**The game object this component is attached to. A component is always attached to a game object.*/
7098 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
7099 pub m_GameObject: PPtr,
7100 /**The Intensity of a light is multiplied with the Light color.*/
7101 pub m_Intensity: f32,
7102 pub m_Lightmapping: i32,
7103 /**The range of the light.*/
7104 pub m_Range: f32,
7105 /**How to render the light.*/
7106 pub m_RenderMode: i32,
7107 /**How this light casts shadows*/
7108 pub m_Shadows: ShadowSettings,
7109 /**The angle of the light's spotlight cone in degrees.*/
7110 pub m_SpotAngle: f32,
7111 /**The type of the light.*/
7112 pub m_Type: i32,
7113 /// bool: (3.4.0 - 5.3.8f2)
7114 pub m_ActuallyLightmapped: Option<bool>,
7115 /**The size of the area light (Editor only).*/
7116 /// Vector2f: (5.4.0f3 - 2022.3.2f1)
7117 pub m_AreaSize: Option<Vector2f>,
7118 /// i32: (5.4.0f3 - 5.6.0b1)
7119 pub m_BakedIndex: Option<i32>,
7120 /**This property describes the output of the last Global Illumination bake.*/
7121 /// LightBakingOutput: (5.6.0f1 - 2022.3.2f1)
7122 pub m_BakingOutput: Option<LightBakingOutput>,
7123 /**The multiplier that defines the strength of the bounce lighting.*/
7124 /// f32: (5.0.0f4 - 2022.3.2f1)
7125 pub m_BounceIntensity: Option<f32>,
7126 /**Bounding sphere used to override the regular light bounding sphere during culling.*/
7127 /// Vector4f: (2019.1.0f2 - 2022.3.2f1)
7128 pub m_BoundingSphereOverride: Option<Vector4f>,
7129 /// f32: (5.6.0b1 - 5.6.0b9)
7130 pub m_CCT: Option<f32>,
7131 /**The color temperature of the light. Correlated Color Temperature (abbreviated as CCT) is multiplied with the color filter when calculating the final color of a light source. The color temperature of the electromagnetic radiation emitted from an ideal black body is defined as its surface temperature in Kelvin. White is 6500K according to the D65 standard. A candle light is 1800K and a soft warm light bulb is 2700K. If you want to use colorTemperature, GraphicsSettings.lightsUseLinearIntensity and Light.useColorTemperature has to be enabled. See Also: GraphicsSettings.lightsUseLinearIntensity, GraphicsSettings.useColorTemperature.*/
7132 /// f32: (5.6.0f1 - 2022.3.2f1)
7133 pub m_ColorTemperature: Option<f32>,
7134 /// FalloffTable: (2017.1.0b1 - 2017.1.0b10)
7135 pub m_FalloffTable: Option<FalloffTable>,
7136 /**The angle of the light's spotlight inner cone in degrees.*/
7137 /// f32: (2019.1.0b1 - 2022.3.2f1)
7138 pub m_InnerSpotAngle: Option<f32>,
7139 /**Allows you to override the global Shadowmask Mode per light. Only use this with render pipelines that can handle per light Shadowmask modes. Incompatible with the legacy renderers.*/
7140 /// i32: (2018.2.0b1 - 2022.3.2f1)
7141 pub m_LightShadowCasterMode: Option<i32>,
7142 /**Determines which rendering LayerMask this Light affects.*/
7143 /// u32: (2019.1.0f2 - 2022.3.2f1)
7144 pub m_RenderingLayerMask: Option<u32>,
7145 /**This property describes the shape of the spot light. Only Scriptable Render Pipelines use this property; the built-in renderer does not support it.*/
7146 /// i32: (2019.3.0b1 - 2022.3.2f1)
7147 pub m_Shape: Option<i32>,
7148 /**Set to true to override light bounding sphere for culling.*/
7149 /// bool: (2019.1.0f2 - 2022.3.2f1)
7150 pub m_UseBoundingSphereOverride: Option<bool>,
7151 /**Set to true to use the color temperature.*/
7152 /// bool: (5.6.0f1 - 2022.3.2f1)
7153 pub m_UseColorTemperature: Option<bool>,
7154 /**Whether to cull shadows for this Light when the Light is outside of the view frustum.*/
7155 /// bool: (2020.2.0b1 - 2022.3.2f1)
7156 pub m_UseViewFrustumForShadowCasterCull: Option<bool>,
7157}
7158
7159/// LightBakingOutput is a sub class of the Unity engine since version 5.6.0f1.
7160/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/LightBakingOutput.html):
7161/**
7162Struct describing the result of a Global Illumination bake for a given light.
7163The example below demonstrates how you can check the baked status of a light and change its active state.
7164*/
7165#[derive(Debug, Serialize, Deserialize)]
7166pub struct LightBakingOutput {
7167 /**In case of a LightmapBakeType.Mixed light, contains the index of the light as seen from the occlusion probes point of view if any, otherwise -1.*/
7168 pub probeOcclusionLightIndex: i32,
7169 /**Is the light contribution already stored in lightmaps and/or lightprobes?*/
7170 /// bool: (2017.3.0b1 - 2022.3.2f1)
7171 pub isBaked: Option<bool>,
7172 /// LightmapBakeMode: (2017.3.0b1 - 2022.3.2f1)
7173 pub lightmapBakeMode: Option<LightmapBakeMode>,
7174 /// i32: (5.6.0f1 - 2017.2.5f1)
7175 pub lightmappingMask: Option<i32>,
7176 /**In case of a LightmapBakeType.Mixed light, contains the index of the occlusion mask channel to use if any, otherwise -1.*/
7177 /// i32: (5.6.0f1 - 2022.3.2f1)
7178 pub occlusionMaskChannel: Option<i32>,
7179 /// i32: (5.6.0b2 - 5.6.0b4)
7180 pub shadowMaskChannel: Option<i32>,
7181}
7182
7183/// LightProbeData is a sub class of the Unity engine since version 5.0.0f4.
7184#[derive(Debug, Serialize, Deserialize)]
7185pub struct LightProbeData {
7186 pub m_NonTetrahedralizedProbeSetIndexMap: Vec<(Hash128, i32)>,
7187 pub m_Positions: Vec<Vector3f>,
7188 pub m_ProbeSets: Vec<ProbeSetIndex>,
7189 pub m_Tetrahedralization: ProbeSetTetrahedralization,
7190}
7191
7192/// LightProbeGroup is a class of the Unity engine since version 3.5.0.
7193/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/LightProbeGroup.html):
7194/**
7195Light Probe Group.
7196*/
7197#[derive(Debug, Serialize, Deserialize)]
7198pub struct LightProbeGroup {
7199 /**The game object this component is attached to. A component is always attached to a game object.*/
7200 /// PPtr<[`GameObject`]>: (3.5.0 - 2022.3.2f1)
7201 pub m_GameObject: PPtr,
7202 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
7203 /// u8: (4.0.0 - 2022.3.2f1)
7204 pub m_Enabled: Option<u8>,
7205}
7206
7207/// LightProbeOcclusion is a sub class of the Unity engine since version 5.4.0f3.
7208#[derive(Debug, Serialize, Deserialize)]
7209pub struct LightProbeOcclusion {
7210 pub m_Occlusion: Vec<f32>,
7211 /// Vec<i32>: (5.4.0f3 - 5.6.0b1)
7212 pub m_BakedLightIndex: Option<Vec<i32>>,
7213 /// Vec<i8>: (5.6.0f1 - 2022.3.2f1)
7214 pub m_OcclusionMaskChannel: Option<Vec<i8>>,
7215 /// Vec<i32>: (5.6.0f1 - 2022.3.2f1)
7216 pub m_ProbeOcclusionLightIndex: Option<Vec<i32>>,
7217 /// Vec<i8>: (5.6.0b2 - 5.6.0b4)
7218 pub m_ShadowMaskChannel: Option<Vec<i8>>,
7219}
7220
7221/// LightProbeProxyVolume is a class of the Unity engine since version 5.4.0f3.
7222/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/LightProbeProxyVolume.html):
7223/**
7224The Light Probe Proxy Volume component offers the possibility to use higher resolution lighting for large non-static GameObjects.
7225By default, a probe-lit Renderer receives lighting from a single Light Probe that is interpolated from the surrounding Light Probes in the Scene. Because of this, GameObjects have constant ambient lighting regardless of their position on the surface. The light has have a rotational gradient because it's using spherical harmonics, but it lacks a spatial gradient. This is more noticeable on larger GameObjects and Particle Systems. The lighting across the GameObject matches the lighting at the anchor point, and if the GameObject straddles a lighting gradient, parts of the GameObject will look incorrect.This component will generate a 3D grid of interpolated Light Probes inside a bounding volume. The resolution of the grid can be user-specified. The spherical harmonics coefficients of the interpolated Light Probes are updated into 3D textures, which are sampled at render time to compute the contribution to the diffuse ambient lighting. This adds a spatial gradient to probe-lit GameObjects.See Also: Light Probes.
7226*/
7227#[derive(Debug, Serialize, Deserialize)]
7228pub struct LightProbeProxyVolume {
7229 /**The bounding box mode for generating the 3D grid of interpolated Light Probes.*/
7230 pub m_BoundingBoxMode: i32,
7231 pub m_BoundingBoxOrigin: Vector3f,
7232 pub m_BoundingBoxSize: Vector3f,
7233 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
7234 pub m_Enabled: u8,
7235 /**The game object this component is attached to. A component is always attached to a game object.*/
7236 /// PPtr<[`GameObject`]>: (5.4.0f3 - 2022.3.2f1)
7237 pub m_GameObject: PPtr,
7238 /**The mode in which the interpolated Light Probe positions are generated.*/
7239 pub m_ProbePositionMode: i32,
7240 /**Sets the way the Light Probe Proxy Volume refreshes.*/
7241 pub m_RefreshMode: i32,
7242 /**The resolution mode for generating the grid of interpolated Light Probes.*/
7243 pub m_ResolutionMode: i32,
7244 pub m_ResolutionProbesPerUnit: f32,
7245 pub m_ResolutionX: u32,
7246 pub m_ResolutionY: u32,
7247 pub m_ResolutionZ: u32,
7248 /**The texture data format used by the Light Probe Proxy Volume 3D texture.*/
7249 /// i32: (2020.2.0b1 - 2022.3.2f1)
7250 pub m_DataFormat: Option<i32>,
7251 /**Determines how many Spherical Harmonics bands will be evaluated to compute the ambient color.*/
7252 /// i32: (2018.2.0b2 - 2022.3.2f1)
7253 pub m_QualityMode: Option<i32>,
7254}
7255
7256/// LightProbes is a class of the Unity engine since version 3.5.0.
7257/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/LightProbes.html):
7258/**
7259Stores light probe data for all currently loaded Scenes.
7260The data includes: probe positions, Spherical Harmonics (SH) coefficients and the tetrahedral tessellation.You can modify the coefficients and update the tetrahedral tessellation at runtime. You can also swap the entire LightProbes object for a different pre-baked one using LightmapSettings.lightProbes.See Also: Light Probes in the Unity Manual, LightmapSettings, ReceiveGI.
7261*/
7262#[derive(Debug, Serialize, Deserialize)]
7263pub struct LightProbes {
7264 /**The name of the object.*/
7265 pub m_Name: String,
7266 /// Vec<LightmapData>: (3.5.0 - 4.7.2)
7267 pub bakedCoefficients: Option<Vec<LightmapData>>,
7268 /// Vec<Vector3f>: (3.5.0 - 4.7.2)
7269 pub bakedPositions: Option<Vec<Vector3f>>,
7270 /// Vec<Vector3f>: (3.5.0 - 4.7.2)
7271 pub hullRays: Option<Vec<Vector3f>>,
7272 /// Vec<SphericalHarmonicsL2>: (5.0.0f4 - 2022.3.2f1)
7273 pub m_BakedCoefficients: Option<Vec<SphericalHarmonicsL2>>,
7274 /// Vec<LightProbeOcclusion>: (5.4.0f3 - 2022.3.2f1)
7275 pub m_BakedLightOcclusion: Option<Vec<LightProbeOcclusion>>,
7276 /// LightProbeData: (5.0.0f4 - 2022.3.2f1)
7277 pub m_Data: Option<LightProbeData>,
7278 /// Vec<Tetrahedron>: (3.5.0 - 4.7.2)
7279 pub tetrahedra: Option<Vec<Tetrahedron>>,
7280}
7281
7282/// LightingDataAsset is a class of the Unity engine since version 5.3.0f1.
7283/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/LightingDataAsset.html):
7284/**
7285The lighting data asset used by the active Scene.
7286Please note that modifying this value currently does not affect the Scene immediately, the lighting data is only patched into the active Scene when loading the Scene.
7287*/
7288#[derive(Debug, Serialize, Deserialize)]
7289pub struct LightingDataAsset {
7290 pub m_BakedAmbientProbeInLinear: SphericalHarmonicsL2,
7291 /// Vec<PPtr<[`Texture`]>>: (5.3.0f1 - 2022.3.2f1)
7292 pub m_BakedReflectionProbeCubemaps: Vec<PPtr>,
7293 pub m_BakedReflectionProbes: Vec<SceneObjectIdentifier>,
7294 pub m_EnlightenData: Vec<u8>,
7295 pub m_EnlightenSceneMapping: EnlightenSceneMapping,
7296 pub m_EnlightenSceneMappingRendererIDs: Vec<SceneObjectIdentifier>,
7297 /// PPtr<[`LightProbes`]>: (5.3.0f1 - 2022.3.2f1)
7298 pub m_LightProbes: PPtr,
7299 pub m_LightmappedRendererData: Vec<RendererData>,
7300 pub m_LightmappedRendererDataIDs: Vec<SceneObjectIdentifier>,
7301 pub m_Lightmaps: Vec<LightmapData>,
7302 pub m_Lights: Vec<SceneObjectIdentifier>,
7303 /**The name of the object.*/
7304 pub m_Name: String,
7305 /// Vec<PPtr<[`Texture2D`]>>: (2019.1.0b1 - 2022.3.2f1)
7306 pub m_AOTextures: Option<Vec<PPtr>>,
7307 /// Vec<i32>: (5.4.0f3 - 5.6.0b1)
7308 pub m_BakedLightIndices: Option<Vec<i32>>,
7309 /// Vec<String>: (2018.2.0b1 - 2022.3.2f1)
7310 pub m_BakedReflectionProbeCubemapCacheFiles: Option<Vec<String>>,
7311 /// i32: (5.3.6f1 - 2022.3.2f1)
7312 pub m_EnlightenDataVersion: Option<i32>,
7313 /// Vec<LightBakingOutput>: (5.6.0f1 - 2022.3.2f1)
7314 pub m_LightBakingOutputs: Option<Vec<LightBakingOutput>>,
7315 /// Vec<String>: (2018.2.0b1 - 2022.3.2f1)
7316 pub m_LightmapsCacheFiles: Option<Vec<String>>,
7317 /// i32: (5.4.0f3 - 2022.3.2f1)
7318 pub m_LightmapsMode: Option<i32>,
7319 /// PPtr<[`SceneAsset`]>: (2017.1.0f2 - 2022.3.2f1)
7320 pub m_Scene: Option<PPtr>,
7321 /// GUID: (5.3.0f1 - 5.3.0f2)
7322 pub m_SceneGUID: Option<GUID>,
7323}
7324
7325/// LightingSettings is a class of the Unity engine since version 2020.1.0b1.
7326/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/LightingSettings.html):
7327/**
7328An object containing settings for precomputing lighting data, that Unity can serialize as a Lighting Settings Asset.
7329When the Unity Editor precomputes lighting data for a Scene that uses the Baked Global Illumination system or the Enlighten Realtime Global Illumination system, it uses settings from a LightingSettings object. The same LightingSettings object can be assigned to more than one Scene, which makes it possible to share settings across multiple Scenes.The following example shows how to create a LightingSettings object and assign it to the active Scene using the Lightmapping.lightingSettings API:
7330The following example shows how to create a LightingSettings object, and save it to disk as a Lighting Settings Asset using the AssetDatabase.CreateAsset API.
7331See Also: Lighting Settings Asset.
7332*/
7333#[derive(Debug, Serialize, Deserialize)]
7334pub struct LightingSettings {
7335 /**The intensity of surface albedo throughout the Scene when considered in lighting calculations. This value influences the energy of light at each bounce. (Editor only).*/
7336 pub m_AlbedoBoost: f32,
7337 pub m_BounceScale: f32,
7338 pub m_EnableBakedLightmaps: bool,
7339 pub m_EnableRealtimeLightmaps: bool,
7340 pub m_GIWorkflowMode: i32,
7341 /**The name of the object.*/
7342 pub m_Name: String,
7343 /**Determines the lightmap that Unity stores environment lighting in.*/
7344 pub m_RealtimeEnvironmentLighting: bool,
7345 pub m_UsingShadowmask: bool,
7346 /**Whether to apply ambient occlusion to lightmaps. (Editor only).*/
7347 /// bool: (2020.1.0a3 - 2020.1.0a12)
7348 pub m_AO: Option<bool>,
7349 /**The distance that a ray travels before Unity considers it to be unoccluded when calculating ambient occlusion in lightmaps. (Editor only).*/
7350 /// f32: (2020.1.0a3 - 2020.1.0a12)
7351 pub m_AOMaxDistance: Option<f32>,
7352 /// i32: (2020.1.0a3 - 2020.1.0a12)
7353 pub m_BakeBackend: Option<i32>,
7354 /// f32: (2020.1.0a3 - 2020.1.0a12)
7355 pub m_BakeResolution: Option<f32>,
7356 /// f32: (2020.1.0a3 - 2020.1.0a12)
7357 pub m_CompAOExponent: Option<f32>,
7358 /// f32: (2020.1.0a3 - 2020.1.0a12)
7359 pub m_CompAOExponentDirect: Option<f32>,
7360 /**Whether the Progressive Lightmapper exports machine learning training data to the Project folder when it performs the bake. ( Editor only).*/
7361 /// bool: (2020.1.0a3 - 2020.1.0a12)
7362 pub m_ExportTrainingData: Option<bool>,
7363 /**Whether the Progressive Lightmapper extracts Ambient Occlusion to a separate lightmap. (Editor only).*/
7364 /// bool: (2020.1.0a3 - 2020.1.0a12)
7365 pub m_ExtractAO: Option<bool>,
7366 /// i32: (2020.1.0a3 - 2020.1.0a12)
7367 pub m_FilterMode: Option<i32>,
7368 /// bool: (2020.1.0a3 - 2020.1.0a12)
7369 pub m_FinalGather: Option<bool>,
7370 /// bool: (2020.1.0a3 - 2020.1.0a12)
7371 pub m_FinalGatherFiltering: Option<bool>,
7372 /// i32: (2020.1.0a3 - 2020.1.0a12)
7373 pub m_FinalGatherRayCount: Option<i32>,
7374 /// bool: (2020.1.0a3 - 2020.1.0a12)
7375 pub m_ForceUpdates: Option<bool>,
7376 /// bool: (2020.1.0a3 - 2020.1.0a12)
7377 pub m_ForceWhiteAlbedo: Option<bool>,
7378 /// f32: (2020.1.0b1 - 2022.3.2f1)
7379 pub m_IndirectOutputScale: Option<f32>,
7380 /**The maximum size in pixels of an individual lightmap texture. (Editor only).*/
7381 /// i32: (2020.1.0a3 - 2020.1.0a12)
7382 pub m_LightmapMaxSize: Option<i32>,
7383 /// PPtr<[`LightmapParameters`]>: (2020.1.0a3 - 2020.1.0a12)
7384 pub m_LightmapParameters: Option<PPtr>,
7385 /// i32: (2020.1.0a3 - 2020.1.0a12)
7386 pub m_LightmapsBakeMode: Option<i32>,
7387 /**Sets the MixedLightingMode that Unity uses for all Mixed Lights in the Scene. (Editor only).*/
7388 /// i32: (2020.1.0a3 - 2020.1.0a12)
7389 pub m_MixedBakeMode: Option<i32>,
7390 /// i32: (2020.1.0a3 - 2020.1.0a12)
7391 pub m_PVRBounces: Option<i32>,
7392 /// bool: (2020.1.0a3 - 2020.1.0a12)
7393 pub m_PVRCulling: Option<bool>,
7394 /// i32: (2020.1.0a3 - 2020.1.0a12)
7395 pub m_PVRDenoiserTypeAO: Option<i32>,
7396 /// i32: (2020.1.0a3 - 2020.1.0a12)
7397 pub m_PVRDenoiserTypeDirect: Option<i32>,
7398 /// i32: (2020.1.0a3 - 2020.1.0a12)
7399 pub m_PVRDenoiserTypeIndirect: Option<i32>,
7400 /// i32: (2020.1.0a3 - 2020.1.0a12)
7401 pub m_PVRDirectSampleCount: Option<i32>,
7402 /// i32: (2020.1.0a3 - 2020.1.0a12)
7403 pub m_PVREnvironmentMIS: Option<i32>,
7404 /// i32: (2020.1.0a3 - 2020.1.0a12)
7405 pub m_PVREnvironmentReferencePointCount: Option<i32>,
7406 /// i32: (2020.1.0a3 - 2020.1.0a12)
7407 pub m_PVREnvironmentSampleCount: Option<i32>,
7408 /// i32: (2020.1.0a3 - 2020.1.0a12)
7409 pub m_PVRFilterTypeAO: Option<i32>,
7410 /// i32: (2020.1.0a3 - 2020.1.0a12)
7411 pub m_PVRFilterTypeDirect: Option<i32>,
7412 /// i32: (2020.1.0a3 - 2020.1.0a12)
7413 pub m_PVRFilterTypeIndirect: Option<i32>,
7414 /// f32: (2020.1.0a3 - 2020.1.0a12)
7415 pub m_PVRFilteringAtrousPositionSigmaAO: Option<f32>,
7416 /// f32: (2020.1.0a3 - 2020.1.0a12)
7417 pub m_PVRFilteringAtrousPositionSigmaDirect: Option<f32>,
7418 /// f32: (2020.1.0a3 - 2020.1.0a12)
7419 pub m_PVRFilteringAtrousPositionSigmaIndirect: Option<f32>,
7420 /// i32: (2020.1.0a3 - 2020.1.0a12)
7421 pub m_PVRFilteringGaussRadiusAO: Option<i32>,
7422 /// i32: (2020.1.0a3 - 2020.1.0a12)
7423 pub m_PVRFilteringGaussRadiusDirect: Option<i32>,
7424 /// i32: (2020.1.0a3 - 2020.1.0a12)
7425 pub m_PVRFilteringGaussRadiusIndirect: Option<i32>,
7426 /// i32: (2020.1.0a3 - 2020.1.0a12)
7427 pub m_PVRFilteringMode: Option<i32>,
7428 /// i32: (2020.1.0a3 - 2020.1.0a12)
7429 pub m_PVRSampleCount: Option<i32>,
7430 /// i32: (2020.1.0a3 - 2020.1.0a12)
7431 pub m_PVRSampling: Option<i32>,
7432 /// i32: (2020.1.0a3 - 2020.1.0a12)
7433 pub m_Padding: Option<i32>,
7434 /// f32: (2020.1.0a3 - 2020.1.0a12)
7435 pub m_RealtimeResolution: Option<f32>,
7436 /// bool: (2020.1.0a3 - 2020.1.0a12)
7437 pub m_TextureCompression: Option<bool>,
7438 /**Determines the name of the destination folder for the exported textures. (Editor only).*/
7439 /// String: (2020.1.0a3 - 2020.1.0a12)
7440 pub m_TrainingDataDestination: Option<String>,
7441}
7442
7443/// LightmapBakeMode is a sub class of the Unity engine since version 2017.3.0b1.
7444#[derive(Debug, Serialize, Deserialize)]
7445pub struct LightmapBakeMode {
7446 pub lightmapBakeType: i32,
7447 pub mixedLightingMode: i32,
7448}
7449
7450/// LightmapData is a sub class of the Unity engine since version 3.4.0.
7451/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/LightmapData.html):
7452/**
7453Data of a lightmap.
7454A Scene can have several lightmaps stored in it, and Renderer components can use those
7455lightmaps. This makes it possible to use the same material on multiple objects, while
7456each object can refer to a different lightmap or different portion of the same lightmap.You must set the following properties or Unity might render objects incorrectly:
7457*/
7458#[derive(Debug, Serialize, Deserialize)]
7459pub struct LightmapData {
7460 /// PPtr<[`Texture2D`]>: (3.4.0 - 2022.3.2f1)
7461 pub m_Lightmap: PPtr,
7462 /// PPtr<[`Texture2D`]>: (5.6.0f1 - 2022.3.2f1)
7463 pub m_DirLightmap: Option<PPtr>,
7464 /// PPtr<[`Texture2D`]>: (3.4.0 - 5.6.0b1)
7465 pub m_IndirectLightmap: Option<PPtr>,
7466 /**Texture storing occlusion mask per light (ShadowMask, up to four lights).*/
7467 /// PPtr<[`Texture2D`]>: (5.6.0f1 - 2022.3.2f1)
7468 pub m_ShadowMask: Option<PPtr>,
7469}
7470
7471/// LightmapParameters is a class of the Unity engine since version 5.0.0f4.
7472/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/LightmapParameters.html):
7473/**
7474Configures how Unity bakes lighting and can be assigned to a LightingSettings instance or asset.
7475Note that Unity's built-in Lightmap Parameters Assets are read-only.
7476
7477
7478See Also: LightmapParameters.SetLightmapParametersForLightingSettings.
7479*/
7480#[derive(Debug, Serialize, Deserialize)]
7481pub struct LightmapParameters {
7482 /**The maximum number of times to supersample a texel to reduce aliasing in AO.*/
7483 pub AOAntiAliasingSamples: i32,
7484 /**The number of rays to cast for computing ambient occlusion.*/
7485 pub AOQuality: i32,
7486 /**The maximum number of times to supersample a texel to reduce aliasing.*/
7487 pub antiAliasingSamples: i32,
7488 /**The percentage of rays shot from a ray origin that must hit front faces to be considered usable.*/
7489 pub backFaceTolerance: f32,
7490 /**BakedLightmapTag is an integer that affects the assignment to baked lightmaps. Objects with different values for bakedLightmapTag are guaranteed to not be assigned to the same lightmap even if the other baking parameters are the same.*/
7491 pub bakedLightmapTag: i32,
7492 /**The radius (in texels) of the post-processing filter that blurs baked direct lighting.*/
7493 pub blurRadius: i32,
7494 /**Controls the resolution at which Enlighten Realtime Global Illumination stores and can transfer input light.*/
7495 pub clusterResolution: f32,
7496 /**The number of rays used for lights with an area. Allows for accurate soft shadowing.*/
7497 pub directLightQuality: i32,
7498 pub edgeStitching: i32,
7499 /**The amount of data used for Enlighten Realtime Global Illumination texels. Specifies how detailed view of the Scene a texel has. Small values mean more averaged out lighting.*/
7500 pub irradianceBudget: i32,
7501 /**The number of rays to cast for computing irradiance form factors.*/
7502 pub irradianceQuality: i32,
7503 /**If enabled, the object appears transparent during GlobalIllumination lighting calculations.*/
7504 pub isTransparent: i32,
7505 /**The name of the object.*/
7506 pub m_Name: String,
7507 /**Maximum size of gaps that can be ignored for GI (multiplier on pixel size).*/
7508 pub modellingTolerance: f32,
7509 /**The texel resolution per meter used for real-time lightmaps. This value is multiplied by LightingSettings.indirectResolution.*/
7510 pub resolution: f32,
7511 /**System tag is an integer identifier. It lets you force an object into a different Enlighten Realtime Global Illumination system even though all the other parameters are the same.*/
7512 pub systemTag: i32,
7513 /**If enabled, objects sharing the same lightmap parameters will be packed into LightmapParameters.maxLightmapCount lightmaps.*/
7514 /// bool: (2019.1.0b1 - 2022.3.2f1)
7515 pub limitLightmapCount: Option<bool>,
7516 /**The maximum number of lightmaps created for objects sharing the same lightmap parameters. This property is ignored if LightmapParameters.limitLightmapCount is false.*/
7517 /// i32: (2019.1.0b1 - 2022.3.2f1)
7518 pub maxLightmapCount: Option<i32>,
7519 /**The distance to offset the ray origin from the geometry when performing ray tracing, in modelling units. Unity applies the offset to all baked lighting: direct lighting, indirect lighting, environment lighting and ambient occlusion.*/
7520 /// f32: (5.0.1f1 - 2022.3.2f1)
7521 pub pushoff: Option<f32>,
7522}
7523
7524/// LightmapSettings is a class of the Unity engine since version 3.4.0.
7525/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/LightmapSettings.html):
7526/**
7527Stores lightmaps of the Scene.
7528A Scene can have several lightmaps stored in it, and Renderer components can use those
7529lightmaps. This makes it possible to use the same material on multiple objects, while
7530each object can refer to a different lightmap or different portion of the same lightmap.See Also: LightmapData class, Renderer.lightmapIndex
7531*/
7532#[derive(Debug, Serialize, Deserialize)]
7533pub struct LightmapSettings {
7534 pub m_Lightmaps: Vec<LightmapData>,
7535 pub m_LightmapsMode: i32,
7536 /// i32: (3.5.0 - 4.7.2)
7537 pub m_BakedColorSpace: Option<i32>,
7538 /// EnlightenSceneMapping: (5.0.0f4 - 2022.3.2f1)
7539 pub m_EnlightenSceneMapping: Option<EnlightenSceneMapping>,
7540 /// GISettings: (5.0.0f4 - 2022.3.2f1)
7541 pub m_GISettings: Option<GISettings>,
7542 /// PPtr<[`LightProbes`]>: (3.5.0 - 2022.3.2f1)
7543 pub m_LightProbes: Option<PPtr>,
7544 /// PPtr<[`LightingSettings`]>: (2020.1.0b1 - 2022.3.2f1)
7545 pub m_LightingSettings: Option<PPtr>,
7546 /// i32: (5.0.0f4 - 5.6.0b6)
7547 pub m_RuntimeCPUUsage: Option<i32>,
7548 /// i32: (5.6.0f1 - 5.6.7f1)
7549 pub m_ShadowMaskMode: Option<i32>,
7550 /// bool: (3.4.0 - 4.7.2)
7551 pub m_UseDualLightmapsInForward: Option<bool>,
7552 /// bool: (2017.1.0b1 - 2020.1.0a12)
7553 pub m_UseShadowmask: Option<bool>,
7554}
7555
7556/// LightmapSnapshot is a class of the Unity engine since version 5.0.0f4.
7557#[derive(Debug, Serialize, Deserialize)]
7558pub struct LightmapSnapshot {
7559 /// Vec<PPtr<[`Texture`]>>: (5.0.0f4 - 5.2.5f1)
7560 pub m_BakedReflectionProbeCubemaps: Vec<PPtr>,
7561 pub m_BakedReflectionProbes: Vec<SceneObjectIdentifier>,
7562 pub m_EnlightenData: Vec<u8>,
7563 pub m_EnlightenSceneMapping: EnlightenSceneMapping,
7564 pub m_EnlightenSceneMappingRendererIDs: Vec<SceneObjectIdentifier>,
7565 /// PPtr<[`LightProbes`]>: (5.0.0f4 - 5.2.5f1)
7566 pub m_LightProbes: PPtr,
7567 pub m_LightmappedRendererData: Vec<RendererData>,
7568 pub m_LightmappedRendererDataIDs: Vec<SceneObjectIdentifier>,
7569 pub m_Lightmaps: Vec<LightmapData>,
7570 pub m_Lights: Vec<SceneObjectIdentifier>,
7571 pub m_Name: String,
7572 /// SphericalHarmonicsL2: (5.2.0f2 - 5.2.5f1)
7573 pub m_BakedAmbientProbeInGamma: Option<SphericalHarmonicsL2>,
7574 /// SphericalHarmonicsL2: (5.2.0f2 - 5.2.5f1)
7575 pub m_BakedAmbientProbeInLinear: Option<SphericalHarmonicsL2>,
7576 /// Vec<SphericalHarmonicsL2>: (5.0.0f4 - 5.1.5f1)
7577 pub m_BakedAmbientProbesInGamma: Option<Vec<SphericalHarmonicsL2>>,
7578 /// Vec<SphericalHarmonicsL2>: (5.0.0f4 - 5.1.5f1)
7579 pub m_BakedAmbientProbesInLinear: Option<Vec<SphericalHarmonicsL2>>,
7580 /// Vec<PPtr<[`Texture`]>>: (5.0.0f4 - 5.1.5f1)
7581 pub m_BakedSkyboxProbeCubemaps: Option<Vec<PPtr>>,
7582 /// GUID: (5.2.0f2 - 5.2.5f1)
7583 pub m_SceneGUID: Option<GUID>,
7584}
7585
7586/// LightsModule is a sub class of the Unity engine since version 5.5.0f3.
7587/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ParticleSystem.LightsModule.html):
7588/**
7589Access the ParticleSystem Lights Module.
7590This module allows you to attach real-time Lights to a percentage of your particles.The Lights Module is a simple and powerful module that allows particles to cast light onto their environment easily. Lights can inherit properties from the particles they are attached to, such as color and size. Point and Spot Lights are supported, including shadow casting and Light cookies.
7591*/
7592#[derive(Debug, Serialize, Deserialize)]
7593pub struct LightsModule {
7594 pub color: bool,
7595 /**Specifies whether the LightsModule is enabled or disabled.*/
7596 pub enabled: bool,
7597 /**Define a curve to apply custom intensity scaling to particle Lights.*/
7598 pub intensity: bool,
7599 pub intensityCurve: MinMaxCurve,
7600 /**Select what Light Prefab you want to base your particle lights on.*/
7601 /// PPtr<[`Light`]>: (5.5.0f3 - 2022.3.2f1)
7602 pub light: PPtr,
7603 /**Set a limit on how many Lights this Module can create.*/
7604 pub maxLights: i32,
7605 pub randomDistribution: bool,
7606 /**Define a curve to apply custom range scaling to particle Lights.*/
7607 pub range: bool,
7608 pub rangeCurve: MinMaxCurve,
7609 /**Choose what proportion of particles receive a dynamic light.*/
7610 pub ratio: f32,
7611}
7612
7613/// LineParameters is a sub class of the Unity engine since version 3.4.0.
7614#[derive(Debug, Serialize, Deserialize)]
7615pub struct LineParameters {
7616 /// i32: (5.5.0f3 - 2022.3.2f1)
7617 pub alignment: Option<i32>,
7618 /// Gradient: (5.5.0f3 - 2022.3.2f1)
7619 pub colorGradient: Option<Gradient>,
7620 /// f32: (3.4.0 - 5.4.6f3)
7621 pub endWidth: Option<f32>,
7622 /// bool: (2017.1.0b2 - 2022.3.2f1)
7623 pub generateLightingData: Option<bool>,
7624 /// ColorRGBA: (3.4.0 - 5.4.6f3)
7625 pub m_EndColor: Option<ColorRGBA>,
7626 /// ColorRGBA: (3.4.0 - 5.4.6f3)
7627 pub m_StartColor: Option<ColorRGBA>,
7628 /// i32: (5.5.0f3 - 2022.3.2f1)
7629 pub numCapVertices: Option<i32>,
7630 /// i32: (5.5.0f3 - 2022.3.2f1)
7631 pub numCornerVertices: Option<i32>,
7632 /// f32: (2018.3.0f2 - 2022.3.2f1)
7633 pub shadowBias: Option<f32>,
7634 /// f32: (3.4.0 - 5.4.6f3)
7635 pub startWidth: Option<f32>,
7636 /// i32: (5.5.0f3 - 2022.3.2f1)
7637 pub textureMode: Option<i32>,
7638 /// Vector2f: (2022.1.0b1 - 2022.3.2f1)
7639 pub textureScale: Option<Vector2f>,
7640 /// AnimationCurve: (5.5.0f3 - 2022.3.2f1)
7641 pub widthCurve: Option<AnimationCurve>,
7642 /// f32: (5.5.0f3 - 2022.3.2f1)
7643 pub widthMultiplier: Option<f32>,
7644}
7645
7646/// LineRenderer is a class of the Unity engine since version 3.4.0.
7647/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/LineRenderer.html):
7648/**
7649The line renderer is used to draw free-floating lines in 3D space.
7650This class is a script interface for a line renderer component.
7651*/
7652#[derive(Debug, Serialize, Deserialize)]
7653pub struct LineRenderer {
7654 pub m_CastShadows: Enum_bool__u8,
7655 /**Makes the rendered 3D object visible if enabled.*/
7656 pub m_Enabled: bool,
7657 /**The game object this component is attached to. A component is always attached to a game object.*/
7658 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
7659 pub m_GameObject: PPtr,
7660 /**The index of the baked lightmap applied to this renderer.*/
7661 pub m_LightmapIndex: u16,
7662 pub m_LightmapTilingOffset: Vector4f,
7663 /**Returns all the instantiated materials of this object.*/
7664 /// Vec<PPtr<[`Material`]>>: (3.4.0 - 2022.3.2f1)
7665 pub m_Materials: Vec<PPtr>,
7666 pub m_Parameters: LineParameters,
7667 pub m_Positions: Vec<Vector3f>,
7668 /**Does this object receive shadows?*/
7669 pub m_ReceiveShadows: Enum_bool__u8,
7670 /// PPtr<[`Transform`]>: (3.4.0 - 2022.3.2f1)
7671 pub m_StaticBatchRoot: PPtr,
7672 /**If enabled, the lines are defined in world space.*/
7673 pub m_UseWorldSpace: bool,
7674 /// bool: (2022.1.0b1 - 2022.3.2f1)
7675 pub m_ApplyActiveColorSpace: Option<bool>,
7676 /// u8: (2017.2.0b2 - 2022.3.2f1)
7677 pub m_DynamicOccludee: Option<u8>,
7678 /// PPtr<[`Transform`]>: (3.5.0 - 4.7.2)
7679 pub m_LightProbeAnchor: Option<PPtr>,
7680 /**The light probe interpolation type.*/
7681 /// u8: (5.4.0f3 - 2022.3.2f1)
7682 pub m_LightProbeUsage: Option<u8>,
7683 /// PPtr<[`GameObject`]>: (5.4.0f3 - 2022.3.2f1)
7684 pub m_LightProbeVolumeOverride: Option<PPtr>,
7685 /// u16: (5.0.0f4 - 2022.3.2f1)
7686 pub m_LightmapIndexDynamic: Option<u16>,
7687 /// Vector4f: (5.0.0f4 - 2022.3.2f1)
7688 pub m_LightmapTilingOffsetDynamic: Option<Vector4f>,
7689 /**Connect the start and end positions of the line together to form a continuous loop.*/
7690 /// bool: (5.6.0f1 - 2022.3.2f1)
7691 pub m_Loop: Option<bool>,
7692 /**Specifies how the LineRenderer interacts with SpriteMask.*/
7693 /// i32: (2022.1.0b1 - 2022.3.2f1)
7694 pub m_MaskInteraction: Option<i32>,
7695 /// u8: (5.4.0f3 - 2022.3.2f1)
7696 pub m_MotionVectors: Option<u8>,
7697 /**If set, Renderer will use this Transform's position to find the light or reflection probe.*/
7698 /// PPtr<[`Transform`]>: (5.0.0f4 - 2022.3.2f1)
7699 pub m_ProbeAnchor: Option<PPtr>,
7700 /// u8: (2020.1.0b1 - 2022.3.2f1)
7701 pub m_RayTraceProcedural: Option<u8>,
7702 /**Describes how this renderer is updated for ray tracing.*/
7703 /// u8: (2019.3.0b1 - 2022.3.2f1)
7704 pub m_RayTracingMode: Option<u8>,
7705 /**Should reflection probes be used for this Renderer?*/
7706 /// i32: (5.0.0f4 - 5.3.8f2); u8: (5.4.0f3 - 2022.3.2f1)
7707 pub m_ReflectionProbeUsage: Option<i32>,
7708 /**This value sorts renderers by priority. Lower values are rendered first and higher values are rendered last.*/
7709 /// i32: (2018.3.0f2 - 2022.3.2f1)
7710 pub m_RendererPriority: Option<i32>,
7711 /**Determines which rendering layer this renderer lives on.*/
7712 /// u32: (2018.1.0b2 - 2022.3.2f1)
7713 pub m_RenderingLayerMask: Option<u32>,
7714 /// i16: (4.3.0 - 2022.3.2f1)
7715 pub m_SortingLayer: Option<i16>,
7716 /**Unique ID of the Renderer's sorting layer.*/
7717 /// u32: (4.5.0 - 4.7.2); i32: (5.0.0f4 - 2022.3.2f1)
7718 pub m_SortingLayerID: Option<i64>,
7719 /**Renderer's order within a sorting layer.*/
7720 /// i16: (4.3.0 - 2022.3.2f1)
7721 pub m_SortingOrder: Option<i16>,
7722 /// StaticBatchInfo: (5.5.0f3 - 2022.3.2f1)
7723 pub m_StaticBatchInfo: Option<StaticBatchInfo>,
7724 /**Is this renderer a static shadow caster?*/
7725 /// u8: (2021.1.0b1 - 2022.3.2f1)
7726 pub m_StaticShadowCaster: Option<u8>,
7727 /// Vec<u32>: (3.4.0 - 5.4.6f3)
7728 pub m_SubsetIndices: Option<Vec<u32>>,
7729 /// bool: (3.5.0 - 5.3.8f2)
7730 pub m_UseLightProbes: Option<bool>,
7731}
7732
7733/// LocalizationAsset is a class of the Unity engine since version 2018.2.0b1.
7734/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/LocalizationAsset.html):
7735/**
7736An asset to represent a table of localized strings for one specific locale.
7737*/
7738#[derive(Debug, Serialize, Deserialize)]
7739pub struct LocalizationAsset {
7740 /**The name of the object.*/
7741 pub m_Name: String,
7742 /// bool: (2018.2.0b1 - 2022.3.2f1)
7743 #[serde(alias = "Editor Asset")]
7744 pub Editor_Asset: Option<bool>,
7745 /**ISO Code used to identify the locale. ex: en-uk, zh-hans, ja*/
7746 /// String: (2018.2.0b1 - 2022.3.2f1)
7747 #[serde(alias = "Locale ISO Code")]
7748 pub Locale_ISO_Code: Option<String>,
7749 /// Vec<(String, String)>: (2018.2.0b1 - 2022.3.2f1)
7750 #[serde(alias = "String Table")]
7751 pub String_Table: Option<Vec<(String, String)>>,
7752}
7753
7754/// LocalizationImporter is a class of the Unity engine since version 2018.2.0b1.
7755#[derive(Debug, Serialize, Deserialize)]
7756pub struct LocalizationImporter {
7757 pub m_AssetBundleName: String,
7758 pub m_AssetBundleVariant: String,
7759 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2018.2.0b1 - 2022.3.2f1)
7760 pub m_ExternalObjects: Vec<(SourceAssetIdentifier, PPtr)>,
7761 pub m_Name: String,
7762 pub m_UserData: String,
7763 /// Vec<i64>: (2019.1.0b1 - 2022.3.2f1)
7764 pub m_UsedFileIDs: Option<Vec<i64>>,
7765}
7766
7767/// LookAtConstraint is a class of the Unity engine since version 2018.2.0b1.
7768/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Animations.LookAtConstraint.html):
7769/**
7770Constrains the orientation of an object relative to the position of one or more source objects, such that the object is facing the average position of the sources.
7771 The LookAtConstraint is a simplified AimConstraint typically used with a Camera.
7772*/
7773#[derive(Debug, Serialize, Deserialize)]
7774pub struct LookAtConstraint {
7775 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
7776 pub m_Enabled: u8,
7777 /**The game object this component is attached to. A component is always attached to a game object.*/
7778 /// PPtr<[`GameObject`]>: (2018.2.0b1 - 2022.3.2f1)
7779 pub m_GameObject: PPtr,
7780 /**The rotation angle along the z axis of the object. The constraint uses this property to calculate the world up vector when Animations.LookAtConstraint.UseUpObject is false.*/
7781 pub m_Roll: f32,
7782 /**The rotation used when the sources have a total weight of 0.*/
7783 pub m_RotationAtRest: Vector3f,
7784 /**Represents an offset from the constrained orientation.*/
7785 pub m_RotationOffset: Vector3f,
7786 pub m_Sources: Vec<ConstraintSource>,
7787 /**Determines how the up vector is calculated.*/
7788 pub m_UseUpObject: bool,
7789 /**The weight of the constraint component.*/
7790 pub m_Weight: f32,
7791 /**The world up object, used to calculate the world up vector when Animations.LookAtConstraint.UseUpObject is true.*/
7792 /// PPtr<[`Transform`]>: (2018.2.0b1 - 2022.3.2f1)
7793 pub m_WorldUpObject: PPtr,
7794 /// bool: (2022.1.0b1 - 2022.3.2f1)
7795 pub m_Active: Option<bool>,
7796 /// bool: (2018.2.0b1 - 2022.1.0a9)
7797 pub m_IsContraintActive: Option<bool>,
7798}
7799
7800/// Lumin is a sub class of the Unity engine since version 2019.1.0b1.
7801#[derive(Debug, Serialize, Deserialize)]
7802pub struct Lumin {
7803 pub depthFormat: i32,
7804 pub enableGLCache: bool,
7805 pub frameTiming: i32,
7806 pub glCacheMaxBlobSize: u32,
7807 pub glCacheMaxFileSize: u32,
7808}
7809
7810/// Material is a class of the Unity engine since version 3.4.0.
7811/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Material.html):
7812/**
7813The material class.
7814This class exposes all properties from a material, allowing you to animate them.
7815
7816You can also use it to set custom shader properties that can't be accessed through
7817
7818the inspector (e.g. matrices).In order to get the material used by an object, use the Renderer.material property.See Also: Materials, Shaders.
7819*/
7820#[derive(Debug, Serialize, Deserialize)]
7821pub struct Material {
7822 /**The name of the object.*/
7823 pub m_Name: String,
7824 pub m_SavedProperties: UnityPropertySheet,
7825 /**The shader used by the material.*/
7826 /// PPtr<[`Shader`]>: (3.4.0 - 2022.3.2f1)
7827 pub m_Shader: PPtr,
7828 /// Vec<String>: (5.6.0f1 - 2022.3.2f1)
7829 pub disabledShaderPasses: Option<Vec<String>>,
7830 /// Vec<BuildTextureStackReference>: (2020.1.0b1 - 2022.3.2f1)
7831 pub m_BuildTextureStacks: Option<Vec<BuildTextureStackReference>>,
7832 /// i32: (4.3.0 - 2022.3.2f1)
7833 pub m_CustomRenderQueue: Option<i32>,
7834 /**Gets and sets whether the Double Sided Global Illumination setting is enabled for this material.*/
7835 /// bool: (5.6.2f1 - 2022.3.2f1)
7836 pub m_DoubleSidedGI: Option<bool>,
7837 /// bool: (5.6.0f1 - 2022.3.2f1)
7838 pub m_EnableInstancingVariants: Option<bool>,
7839 /// Vec<String>: (2021.2.18f1 - 2022.3.2f1)
7840 pub m_InvalidKeywords: Option<Vec<String>>,
7841 /// u32: (5.0.0f4 - 2022.3.2f1)
7842 pub m_LightmapFlags: Option<u32>,
7843 /**An array containing names of the local shader keywords that are currently enabled for this material.*/
7844 /// Vec<String>: (4.1.0 - 4.7.2); String: (5.0.0f4 - 2022.1.0a16)
7845 pub m_ShaderKeywords: Option<Enum_Vec_String___String>,
7846 /// Vec<String>: (2021.2.18f1 - 2022.3.2f1)
7847 pub m_ValidKeywords: Option<Vec<String>>,
7848 /// Vec<(String, String)>: (5.1.0f1 - 2022.3.2f1)
7849 pub stringTagMap: Option<Vec<(String, String)>>,
7850}
7851
7852#[derive(Debug, Serialize, Deserialize)]
7853#[serde(untagged)]
7854pub enum Enum_Vec_String___String {
7855 Vec(Vec<String>),
7856 String(String),
7857}
7858
7859/// MaterialImportOutput is a sub class of the Unity engine since version 4.0.0.
7860#[derive(Debug, Serialize, Deserialize)]
7861pub struct MaterialImportOutput {
7862 pub baked: i32,
7863 pub currentSettings: BuildTargetSettings,
7864}
7865
7866/// MaterialInstanceSettings is a sub class of the Unity engine since version 3.4.0.
7867#[derive(Debug, Serialize, Deserialize)]
7868pub struct MaterialInstanceSettings {
7869 pub buildTargetSettings: Vec<BuildTargetSettings>,
7870 pub inputs: Vec<InputImportSettings>,
7871 pub materialInformation: ProceduralMaterialInformation,
7872 pub materialProperties: UnityPropertySheet,
7873 pub name: String,
7874 pub prototypeName: String,
7875 pub textureParameters: Vec<InputImportSettings>,
7876 /// u32: (5.0.2f1 - 2017.4.40f1)
7877 pub lightmapFlags: Option<u32>,
7878 /// i32: (5.0.0f4 - 2017.4.40f1)
7879 pub renderQueue: Option<i32>,
7880 /// PPtr<[`Shader`]>: (4.5.0 - 2017.4.40f1)
7881 pub shader: Option<PPtr>,
7882 /// String: (5.0.0f4 - 2017.4.40f1)
7883 pub shaderKeywords: Option<String>,
7884 /// String: (3.4.0 - 2017.4.40f1)
7885 pub shaderName: Option<String>,
7886 /// Vec<ProceduralTextureAssignment>: (4.5.0 - 2017.4.40f1)
7887 pub textureAssignments: Option<Vec<ProceduralTextureAssignment>>,
7888}
7889
7890/// Matrix3x4f is a sub class of the Unity engine since version 3.5.0.
7891#[derive(Debug, Serialize, Deserialize)]
7892pub struct Matrix3x4f {
7893 pub e00: f32,
7894 pub e01: f32,
7895 pub e02: f32,
7896 pub e03: f32,
7897 pub e10: f32,
7898 pub e11: f32,
7899 pub e12: f32,
7900 pub e13: f32,
7901 pub e20: f32,
7902 pub e21: f32,
7903 pub e22: f32,
7904 pub e23: f32,
7905}
7906
7907/// Matrix4x4f is a sub class of the Unity engine since version 3.4.0.
7908#[derive(Debug, Serialize, Deserialize)]
7909pub struct Matrix4x4f {
7910 pub e00: f32,
7911 pub e01: f32,
7912 pub e02: f32,
7913 pub e03: f32,
7914 pub e10: f32,
7915 pub e11: f32,
7916 pub e12: f32,
7917 pub e13: f32,
7918 pub e20: f32,
7919 pub e21: f32,
7920 pub e22: f32,
7921 pub e23: f32,
7922 pub e30: f32,
7923 pub e31: f32,
7924 pub e32: f32,
7925 pub e33: f32,
7926}
7927
7928/// MatrixParameter is a sub class of the Unity engine since version 5.5.0f3.
7929#[derive(Debug, Serialize, Deserialize)]
7930pub struct MatrixParameter {
7931 pub m_ArraySize: i32,
7932 pub m_Index: i32,
7933 pub m_NameIndex: i32,
7934 pub m_RowCount: i8,
7935 pub m_Type: i8,
7936}
7937
7938/// MdFour is a sub class of the Unity engine since version 3.4.0.
7939#[derive(Debug, Serialize, Deserialize)]
7940pub struct MdFour {
7941 /// Vec<u8>: (3.4.0 - 4.7.2)
7942 #[serde(alias = "md4 hash")]
7943 pub md4_hash: Option<Vec<u8>>,
7944}
7945
7946/// MemorySettings is a class of the Unity engine since version 2021.2.0b1.
7947#[derive(Debug, Serialize, Deserialize)]
7948pub struct MemorySettings {}
7949
7950/// Mesh is a class of the Unity engine since version 3.4.0.
7951/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Mesh.html):
7952/**
7953A class that allows you to create or modify meshes.
7954Meshes contain vertices and multiple triangle arrays.Conceptually, all vertex data is stored in separate arrays of the same size. For example, if you have
7955
7956a mesh of 100 Vertices, and want to have a position, normal and two texture coordinates
7957
7958for each vertex, then the mesh should have vertices, normals, uv and uv2
7959
7960arrays, each being 100 in size. Data for i-th vertex is at index "i" in each array.For every vertex there can be a vertex position, normal, tangent, color and up to 8 texture coordinates.
7961
7962Texture coordinates most often are 2D data (Vector2), but it is possible to make them
7963
7964Vector3 or Vector4 if needed. This is most often used for holding arbitrary data in mesh
7965
7966vertices, for special effects used in shaders. For skinned meshes, the vertex data can also
7967
7968contain boneWeights.The mesh face data, i.e. the triangles it is made of, is simply three vertex indices for each triangle.
7969
7970For example, if the mesh has 10 triangles, then the triangles array should be 30 numbers,
7971
7972with each number indicating which vertex to use. The first three elements in the triangles array are
7973
7974the indices for the vertices that make up that triangle; the second three elements make up
7975
7976another triangle and so on.Note that while triangle meshes are the most common use case, Unity also supports other
7977
7978mesh topology types, for example Line or Point meshes. For line meshes, each line
7979
7980is composed of two vertex indices and so on. See SetIndices and MeshTopology.
7981Simple vs Advanced Mesh APIThe Mesh class has two sets of methods for assigning data to a Mesh from script. The "simple" set of methods provide a basis for setting the indices, triangle, normals, tangents, etc. These methods include validation checks, for example to ensure that you are not passing in data that would include out-of-bounds indices. They represent the standard way to assign Mesh data from script in Unity.The "simple" methods are: SetColors, SetIndices, SetNormals, SetTangents, SetTriangles, SetUVs, SetVertices, SetBoneWeights.There is also an "advanced" set of methods, which allow you to directly write to the mesh data with control over whether any checks or validation should be performed. These methods are intended for advanced use cases which require maximum performance. They are faster, but allow you to skip the checks on the data you supply. If you use these methods you must make sure that you are not supplying invalid data, because Unity will not check for you.The "advanced" methods are: SetVertexBufferParams, SetVertexBufferData, SetIndexBufferParams, SetIndexBufferData, SetSubMesh, and you can use the MeshUpdateFlags to control which checks or validation are performed or omitted. Use AcquireReadOnlyMeshData to take a read-only snapshot of Mesh data that you can use with C# Jobs and Burst, and AllocateWritableMeshData with ApplyAndDisposeWritableMeshData to create Meshes from C# Jobs and Burst.Manipulating meshes from a scriptThere are three common tasks that might want to use the Mesh API for:1. Building a mesh from scratch:
7982
7983should always be done in the following order:
7984
7985a) Assign vertices
7986
7987b) Assign triangles.
79882. Modifying vertex attributes every frame:
7989
7990a) Get vertices
7991
7992b) Modify them
7993
7994c) Assign them back to the mesh.
79953. Continously changing the mesh triangles and vertices:
7996
7997a) Call Clear to start fresh
7998
7999b) Assign vertices and other attributes
8000
8001c) Assign triangle indices.It is important to call Clear before assigning new vertices or triangles. Unity always checks the supplied triangle indices whether they don't reference out of bounds vertices.
8002
8003Calling Clear then assigning vertices then triangles makes sure you never have out of bounds data.
8004*/
8005#[derive(Debug, Serialize, Deserialize)]
8006pub struct Mesh {
8007 pub m_BindPose: Vec<Matrix4x4f>,
8008 pub m_CompressedMesh: CompressedMesh,
8009 pub m_IndexBuffer: Vec<u8>,
8010 pub m_LocalAABB: AABB,
8011 pub m_MeshCompression: u8,
8012 pub m_MeshUsageFlags: i32,
8013 /**The name of the object.*/
8014 pub m_Name: String,
8015 pub m_SubMeshes: Vec<SubMesh>,
8016 /// Vec<u8>: (5.0.0f4 - 2022.3.2f1)
8017 pub m_BakedConvexCollisionMesh: Option<Vec<u8>>,
8018 /// Vec<u8>: (5.0.0f4 - 2022.3.2f1)
8019 pub m_BakedTriangleCollisionMesh: Option<Vec<u8>>,
8020 /// Vec<u32>: (4.3.0 - 2022.3.2f1)
8021 pub m_BoneNameHashes: Option<Vec<u32>>,
8022 /// Vec<MinMaxAABB>: (2019.1.0b1 - 2022.3.2f1)
8023 pub m_BonesAABB: Option<Vec<MinMaxAABB>>,
8024 /// Vec<u32>: (3.4.0 - 3.4.2)
8025 pub m_CollisionTriangles: Option<Vec<u32>>,
8026 /// i32: (3.4.0 - 3.4.2)
8027 pub m_CollisionVertexCount: Option<i32>,
8028 /**Vertex colors of the Mesh.*/
8029 /// Vec<ColorRGBA>: (3.4.0 - 3.4.2)
8030 pub m_Colors: Option<Vec<ColorRGBA>>,
8031 /// i32: (2022.1.0b1 - 2022.3.2f1)
8032 pub m_CookingOptions: Option<i32>,
8033 /**Format of the mesh index buffer data.*/
8034 /// i32: (2017.3.0b1 - 2022.3.2f1)
8035 pub m_IndexFormat: Option<i32>,
8036 /**Returns true if the Mesh is read/write enabled, or false if it is not.*/
8037 /// bool: (4.0.0 - 2022.3.2f1)
8038 pub m_IsReadable: Option<bool>,
8039 /// bool: (4.0.0 - 2022.3.2f1)
8040 pub m_KeepIndices: Option<bool>,
8041 /// bool: (4.0.0 - 2022.3.2f1)
8042 pub m_KeepVertices: Option<bool>,
8043 /// f32: (2022.3.2f1 - 2022.3.2f1)
8044 #[serde(alias = "m_MeshMetrics[0]")]
8045 pub m_MeshMetrics_0_: Option<f32>,
8046 /// f32: (2022.3.2f1 - 2022.3.2f1)
8047 #[serde(alias = "m_MeshMetrics[1]")]
8048 pub m_MeshMetrics_1_: Option<f32>,
8049 /**The normals of the Mesh.*/
8050 /// Vec<Vector3f>: (3.4.0 - 3.4.2)
8051 pub m_Normals: Option<Vec<Vector3f>>,
8052 /// u32: (4.3.0 - 2022.3.2f1)
8053 pub m_RootBoneNameHash: Option<u32>,
8054 /// Vec<MeshBlendShapeVertex>: (4.1.0 - 4.2.2)
8055 pub m_ShapeVertices: Option<Vec<MeshBlendShapeVertex>>,
8056 /// Vec<MeshBlendShape>: (4.1.0 - 4.2.2); BlendShapeData: (4.3.0 - 2022.3.2f1)
8057 pub m_Shapes: Option<Enum_Vec_MeshBlendShape___BlendShapeData>,
8058 /// Vec<BoneInfluence>: (3.4.0 - 5.6.7f1); Vec<BoneWeights4>: (2017.1.0b1 - 2018.1.9f2)
8059 pub m_Skin: Option<Vec<Enum_BoneInfluence__BoneWeights4>>,
8060 /// u8: (4.0.0 - 4.7.2)
8061 pub m_StreamCompression: Option<u8>,
8062 /// StreamingInfo: (2018.3.0f2 - 2022.3.2f1)
8063 pub m_StreamData: Option<StreamingInfo>,
8064 /**The tangents of the Mesh.*/
8065 /// Vec<Vector4f>: (3.4.0 - 3.4.2)
8066 pub m_Tangents: Option<Vec<Vector4f>>,
8067 /**The texture coordinates (UVs) in the first channel.*/
8068 /// Vec<Vector2f>: (3.4.0 - 3.4.2)
8069 pub m_UV: Option<Vec<Vector2f>>,
8070 /// Vec<Vector2f>: (3.4.0 - 3.4.2)
8071 pub m_UV1: Option<Vec<Vector2f>>,
8072 /// i32: (3.4.0 - 3.4.2)
8073 pub m_Use16BitIndices: Option<i32>,
8074 /// VariableBoneCountWeights: (2019.1.0b1 - 2022.3.2f1)
8075 pub m_VariableBoneCountWeights: Option<VariableBoneCountWeights>,
8076 /// VertexData: (3.5.0 - 2022.3.2f1)
8077 pub m_VertexData: Option<VertexData>,
8078 /**Returns a copy of the vertex positions or assigns a new vertex positions array.*/
8079 /// Vec<Vector3f>: (3.4.0 - 3.4.2)
8080 pub m_Vertices: Option<Vec<Vector3f>>,
8081}
8082
8083#[derive(Debug, Serialize, Deserialize)]
8084#[serde(untagged)]
8085pub enum Enum_Vec_MeshBlendShape___BlendShapeData {
8086 Vec(Vec<MeshBlendShape>),
8087 BlendShapeData(BlendShapeData),
8088}
8089
8090#[derive(Debug, Serialize, Deserialize)]
8091#[serde(untagged)]
8092pub enum Enum_BoneInfluence__BoneWeights4 {
8093 BoneInfluence(BoneInfluence),
8094 BoneWeights4(BoneWeights4),
8095}
8096
8097/// MeshBlendShape is a sub class of the Unity engine since version 4.1.0.
8098#[derive(Debug, Serialize, Deserialize)]
8099pub struct MeshBlendShape {
8100 pub firstVertex: u32,
8101 pub hasNormals: bool,
8102 pub hasTangents: bool,
8103 pub vertexCount: u32,
8104 /// Vector3f: (4.1.0 - 4.2.2)
8105 pub aabbMaxDelta: Option<Vector3f>,
8106 /// Vector3f: (4.1.0 - 4.2.2)
8107 pub aabbMinDelta: Option<Vector3f>,
8108 /// String: (4.1.0 - 4.2.2)
8109 pub name: Option<String>,
8110}
8111
8112/// MeshBlendShapeChannel is a sub class of the Unity engine since version 4.3.0.
8113#[derive(Debug, Serialize, Deserialize)]
8114pub struct MeshBlendShapeChannel {
8115 pub frameCount: i32,
8116 pub frameIndex: i32,
8117 pub name: String,
8118 pub nameHash: u32,
8119}
8120
8121/// MeshBlendShapeVertex is a sub class of the Unity engine since version 4.1.0.
8122#[derive(Debug, Serialize, Deserialize)]
8123pub struct MeshBlendShapeVertex {
8124 pub index: i32,
8125 pub normal: Vector3f,
8126 pub tangent: Vector3f,
8127 pub vertex: Vector3f,
8128}
8129
8130/// MeshCollider is a class of the Unity engine since version 3.4.0.
8131/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/MeshCollider.html):
8132/**
8133A mesh collider allows you to do collision detection between meshes and primitives.
8134See Also: BoxCollider, CapsuleCollider, PhysicMaterial, Rigidbody.
8135*/
8136#[derive(Debug, Serialize, Deserialize)]
8137pub struct MeshCollider {
8138 /**Use a convex collider from the mesh.*/
8139 pub m_Convex: bool,
8140 /**Enabled Colliders will collide with other Colliders, disabled Colliders won't.*/
8141 pub m_Enabled: bool,
8142 /**The game object this component is attached to. A component is always attached to a game object.*/
8143 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
8144 pub m_GameObject: PPtr,
8145 /**Specify if this collider is configured as a trigger.*/
8146 pub m_IsTrigger: bool,
8147 /**The material used by the collider.*/
8148 /// PPtr<[`PhysicMaterial`]>: (3.4.0 - 2022.3.2f1)
8149 pub m_Material: PPtr,
8150 /// PPtr<[`Mesh`]>: (3.4.0 - 2022.3.2f1)
8151 pub m_Mesh: PPtr,
8152 /**Options used to enable or disable certain features in mesh cooking.*/
8153 /// i32: (2017.3.0b1 - 2022.3.2f1)
8154 pub m_CookingOptions: Option<i32>,
8155 /**The additional layers that this Collider should exclude when deciding if the Collider can contact another Collider.*/
8156 /// BitField: (2022.2.0b1 - 2022.3.2f1)
8157 pub m_ExcludeLayers: Option<BitField>,
8158 /**The additional layers that this Collider should include when deciding if the Collider can contact another Collider.*/
8159 /// BitField: (2022.2.0b1 - 2022.3.2f1)
8160 pub m_IncludeLayers: Option<BitField>,
8161 /// bool: (5.5.0f3 - 2017.2.5f1)
8162 pub m_InflateMesh: Option<bool>,
8163 /**A decision priority assigned to this Collider used when there is a conflicting decision on whether a Collider can contact another Collider.*/
8164 /// i32: (2022.2.0b1 - 2022.3.2f1)
8165 pub m_LayerOverridePriority: Option<i32>,
8166 /**Whether or not this Collider generates contacts for Physics.ContactEvent.*/
8167 /// bool: (2022.2.0b1 - 2022.3.2f1)
8168 pub m_ProvidesContacts: Option<bool>,
8169 /// f32: (5.5.0f3 - 2018.2.21f1)
8170 pub m_SkinWidth: Option<f32>,
8171 /// bool: (3.4.0 - 4.7.2)
8172 pub m_SmoothSphereCollisions: Option<bool>,
8173}
8174
8175/// MeshFilter is a class of the Unity engine since version 3.4.0.
8176/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/MeshFilter.html):
8177/**
8178A class to access the Mesh of the mesh filter.
8179Use this with a procedural mesh interface. See Also: Mesh class.
8180*/
8181#[derive(Debug, Serialize, Deserialize)]
8182pub struct MeshFilter {
8183 /**The game object this component is attached to. A component is always attached to a game object.*/
8184 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
8185 pub m_GameObject: PPtr,
8186 /**Returns either a new mesh or a duplicate of the existing mesh, and assigns it to the mesh filter.*/
8187 /// PPtr<[`Mesh`]>: (3.4.0 - 2022.3.2f1)
8188 pub m_Mesh: PPtr,
8189}
8190
8191/// MeshParticleEmitter is a class of the Unity engine since version 3.4.0.
8192#[derive(Debug, Serialize, Deserialize)]
8193pub struct MeshParticleEmitter {
8194 pub angularVelocity: f32,
8195 pub emitterVelocityScale: f32,
8196 pub localVelocity: Vector3f,
8197 pub m_Emit: bool,
8198 pub m_Enabled: bool,
8199 /// PPtr<[`GameObject`]>: (3.4.0 - 2018.2.21f1)
8200 pub m_GameObject: PPtr,
8201 pub m_InterpolateTriangles: bool,
8202 pub m_MaxNormalVelocity: f32,
8203 /// PPtr<[`Mesh`]>: (3.4.0 - 2018.2.21f1)
8204 pub m_Mesh: PPtr,
8205 pub m_MinNormalVelocity: f32,
8206 pub m_OneShot: bool,
8207 pub m_Systematic: bool,
8208 pub maxEmission: f32,
8209 pub maxEnergy: f32,
8210 pub maxSize: f32,
8211 pub minEmission: f32,
8212 pub minEnergy: f32,
8213 pub minSize: f32,
8214 pub rndAngularVelocity: f32,
8215 pub rndRotation: bool,
8216 pub rndVelocity: Vector3f,
8217 pub tangentVelocity: Vector3f,
8218 pub worldVelocity: Vector3f,
8219 /// bool: (3.4.0 - 2018.2.21f1)
8220 #[serde(alias = "Simulate in Worldspace?")]
8221 pub Simulate_in_Worldspace_: Option<bool>,
8222}
8223
8224/// MeshRenderer is a class of the Unity engine since version 5.0.0f4.
8225/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/MeshRenderer.html):
8226/**
8227Renders meshes inserted by the MeshFilter or TextMesh.
8228*/
8229#[derive(Debug, Serialize, Deserialize)]
8230pub struct MeshRenderer {
8231 /**Vertex attributes in this mesh will override or add attributes of the primary mesh in the MeshRenderer.*/
8232 /// PPtr<[`Mesh`]>: (5.0.0f4 - 2022.3.2f1)
8233 pub m_AdditionalVertexStreams: PPtr,
8234 pub m_CastShadows: u8,
8235 /**Makes the rendered 3D object visible if enabled.*/
8236 pub m_Enabled: bool,
8237 /**The game object this component is attached to. A component is always attached to a game object.*/
8238 /// PPtr<[`GameObject`]>: (5.0.0f4 - 2022.3.2f1)
8239 pub m_GameObject: PPtr,
8240 /**The index of the baked lightmap applied to this renderer.*/
8241 pub m_LightmapIndex: u16,
8242 pub m_LightmapIndexDynamic: u16,
8243 pub m_LightmapTilingOffset: Vector4f,
8244 pub m_LightmapTilingOffsetDynamic: Vector4f,
8245 /**Returns all the instantiated materials of this object.*/
8246 /// Vec<PPtr<[`Material`]>>: (5.0.0f4 - 2022.3.2f1)
8247 pub m_Materials: Vec<PPtr>,
8248 /**If set, Renderer will use this Transform's position to find the light or reflection probe.*/
8249 /// PPtr<[`Transform`]>: (5.0.0f4 - 2022.3.2f1)
8250 pub m_ProbeAnchor: PPtr,
8251 /**Does this object receive shadows?*/
8252 pub m_ReceiveShadows: Enum_bool__u8,
8253 /**Should reflection probes be used for this Renderer?*/
8254 pub m_ReflectionProbeUsage: i32,
8255 /**Renderer's order within a sorting layer.*/
8256 pub m_SortingOrder: i16,
8257 /// PPtr<[`Transform`]>: (5.0.0f4 - 2022.3.2f1)
8258 pub m_StaticBatchRoot: PPtr,
8259 /// u8: (2017.2.0b2 - 2022.3.2f1)
8260 pub m_DynamicOccludee: Option<u8>,
8261 /**Vertex attributes that override the primary mesh when the MeshRenderer uses lightmaps in the Realtime Global Illumination system.*/
8262 /// PPtr<[`Mesh`]>: (2020.1.0b1 - 2022.3.2f1)
8263 pub m_EnlightenVertexStream: Option<PPtr>,
8264 /**The light probe interpolation type.*/
8265 /// u8: (5.4.0f3 - 2022.3.2f1)
8266 pub m_LightProbeUsage: Option<u8>,
8267 /// PPtr<[`GameObject`]>: (5.4.0f3 - 2022.3.2f1)
8268 pub m_LightProbeVolumeOverride: Option<PPtr>,
8269 /// u8: (5.4.0f3 - 2022.3.2f1)
8270 pub m_MotionVectors: Option<u8>,
8271 /// u8: (2020.1.0b1 - 2022.3.2f1)
8272 pub m_RayTraceProcedural: Option<u8>,
8273 /**Describes how this renderer is updated for ray tracing.*/
8274 /// u8: (2019.3.0b1 - 2022.3.2f1)
8275 pub m_RayTracingMode: Option<u8>,
8276 /**This value sorts renderers by priority. Lower values are rendered first and higher values are rendered last.*/
8277 /// i32: (2018.3.0f2 - 2022.3.2f1)
8278 pub m_RendererPriority: Option<i32>,
8279 /**Determines which rendering layer this renderer lives on.*/
8280 /// u32: (2018.1.0b2 - 2022.3.2f1)
8281 pub m_RenderingLayerMask: Option<u32>,
8282 /// i16: (5.6.0b1 - 2022.3.2f1)
8283 pub m_SortingLayer: Option<i16>,
8284 /**Unique ID of the Renderer's sorting layer.*/
8285 /// i32: (5.0.0f4 - 2022.3.2f1)
8286 pub m_SortingLayerID: Option<i32>,
8287 /// StaticBatchInfo: (5.5.0f3 - 2022.3.2f1)
8288 pub m_StaticBatchInfo: Option<StaticBatchInfo>,
8289 /**Is this renderer a static shadow caster?*/
8290 /// u8: (2021.1.0b1 - 2022.3.2f1)
8291 pub m_StaticShadowCaster: Option<u8>,
8292 /// Vec<u32>: (5.0.0f4 - 5.4.6f3)
8293 pub m_SubsetIndices: Option<Vec<u32>>,
8294 /// bool: (5.0.0f4 - 5.3.8f2)
8295 pub m_UseLightProbes: Option<bool>,
8296}
8297
8298/// MinMaxAABB is a sub class of the Unity engine since version 2019.1.0b1.
8299#[derive(Debug, Serialize, Deserialize)]
8300pub struct MinMaxAABB {
8301 pub m_Max: Vector3f,
8302 pub m_Min: Vector3f,
8303}
8304
8305/// MinMaxCurve is a sub class of the Unity engine since version 3.5.0.
8306/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ParticleSystem.MinMaxCurve.html):
8307/**
8308Script interface for a Min-Max Curve.
8309Min-Max Curve. describes functions which take a value between a minimum and maximum limit and return a value based on ParticleSystem.MinMaxCurve.mode. Depending on the mode, this may return randomized values.
8310
8311For modes that require curves, the value returned is dependent on one or two curves designed in the ParticleSystem Inspector, that can be evaluated to a single value between -n and n, where n is a constant also set in the Inspector. See ParticleSystemCurveMode for more information.See Also: ParticleSystem.
8312*/
8313#[derive(Debug, Serialize, Deserialize)]
8314pub struct MinMaxCurve {
8315 pub maxCurve: AnimationCurve,
8316 pub minCurve: AnimationCurve,
8317 pub minMaxState: i32,
8318 pub scalar: f32,
8319 /// f32: (5.6.1f1 - 2022.3.2f1)
8320 pub minScalar: Option<f32>,
8321}
8322
8323/// MinMaxGradient is a sub class of the Unity engine since version 3.5.0.
8324/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ParticleSystem.MinMaxGradient.html):
8325/**
8326Script interface for a Min-Max Gradient.
8327This contains two Gradients, and returns a Color based on ParticleSystem.MinMaxGradient.mode. Depending on the mode, this may return the value randomized.
8328
8329Gradients are edited via the ParticleSystem Inspector once a ParticleSystemGradientMode requiring them has been selected. Some modes do not require gradients, only colors.
8330
8331See Also: ParticleSystem.
8332*/
8333#[derive(Debug, Serialize, Deserialize)]
8334pub struct MinMaxGradient {
8335 pub maxColor: ColorRGBA,
8336 pub maxGradient: Enum_GradientNEW__Gradient,
8337 pub minColor: ColorRGBA,
8338 pub minGradient: Enum_GradientNEW__Gradient,
8339 pub minMaxState: i32,
8340}
8341
8342#[derive(Debug, Serialize, Deserialize)]
8343#[serde(untagged)]
8344pub enum Enum_GradientNEW__Gradient {
8345 GradientNEW(GradientNEW),
8346 Gradient(Gradient),
8347}
8348
8349/// MipmapLimitSettings is a sub class of the Unity engine since version 2022.2.0f1.
8350#[derive(Debug, Serialize, Deserialize)]
8351pub struct MipmapLimitSettings {
8352 pub limitBias: i32,
8353 pub limitBiasMode: i32,
8354}
8355
8356/// ModelImporter is a class of the Unity engine since version 3.4.0.
8357/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ModelImporter.html):
8358/**
8359Model importer lets you modify model import settings from editor scripts.
8360Settings of this class match the ones exposed in Mesh Import Settings.
8361*/
8362#[derive(Debug, Serialize, Deserialize)]
8363pub struct ModelImporter {
8364 pub m_AddColliders: bool,
8365 /**Animation compression setting.*/
8366 pub m_AnimationCompression: i32,
8367 /**Allowed error of animation position compression.*/
8368 pub m_AnimationPositionError: f32,
8369 /**Allowed error of animation rotation compression.*/
8370 pub m_AnimationRotationError: f32,
8371 /**Allowed error of animation scale compression.*/
8372 pub m_AnimationScaleError: f32,
8373 /**The default wrap mode for the generated animation clips.*/
8374 pub m_AnimationWrapMode: i32,
8375 pub m_BakeSimulation: bool,
8376 /**Animation clips to split animation into. See Also: ModelImporterClipAnimation.*/
8377 pub m_ClipAnimations: Vec<ClipAnimationInfo>,
8378 /**Global scale factor for importing.*/
8379 pub m_GlobalScale: f32,
8380 pub m_HasExtraRoot: bool,
8381 /// Vec<PPtr<[`GameObject`]>>: (3.4.0 - 2022.3.2f1)
8382 pub m_ImportedRoots: Vec<PPtr>,
8383 /**Mesh compression setting.*/
8384 pub m_MeshCompression: i32,
8385 /**The name of the object.*/
8386 pub m_Name: String,
8387 /**Detect file units and import as 1FileUnit=1UnityUnit, otherwise it will import as 1cm=1UnityUnit.*/
8388 pub m_UseFileUnits: bool,
8389 pub normalSmoothAngle: f32,
8390 /**Computes the axis conversion on geometry and animation for Models defined in an axis system that differs from Unity's (left handed, Z forward, Y-up). When enabled, Unity transforms the geometry and animation data in order to convert the axis. When disabled, Unity transforms the root GameObject of the hierarchy in order to convert the axis.*/
8391 /// bool: (2020.1.0b1 - 2022.3.2f1)
8392 pub bakeAxisConversion: Option<bool>,
8393 /// i32: (2018.3.0f2 - 2022.3.2f1)
8394 pub blendShapeNormalImportMode: Option<i32>,
8395 /**Generate secondary UV set for lightmapping.*/
8396 /// bool: (3.5.0 - 2022.3.2f1)
8397 pub generateSecondaryUV: Option<bool>,
8398 /**Format of the imported mesh index buffer data.*/
8399 /// i32: (2017.3.0b1 - 2022.3.2f1)
8400 pub indexFormat: Option<i32>,
8401 /**If this is true, any quad faces that exist in the mesh data before it is imported are kept as quads instead of being split into two triangles, for the purposes of tessellation. Set this to false to disable this behavior.*/
8402 /// bool: (5.0.0f4 - 2022.3.2f1)
8403 pub keepQuads: Option<bool>,
8404 /// bool: (2018.3.0f2 - 2022.3.2f1)
8405 pub legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: Option<bool>,
8406 /// bool: (2020.2.0f1 - 2022.3.2f1)
8407 pub m_AddHumanoidExtraRootOnlyWhenUsingAvatar: Option<bool>,
8408 /// bool: (4.0.0 - 2022.3.2f1)
8409 pub m_AdditionalBone: Option<bool>,
8410 /// bool: (5.1.0f1 - 2022.3.2f1)
8411 pub m_AnimationDoRetargetingWarnings: Option<bool>,
8412 /// String: (5.1.0f1 - 2022.3.2f1)
8413 pub m_AnimationImportErrors: Option<String>,
8414 /// String: (5.1.0f1 - 2022.3.2f1)
8415 pub m_AnimationImportWarnings: Option<String>,
8416 /// String: (5.1.0f1 - 2022.3.2f1)
8417 pub m_AnimationRetargetingWarnings: Option<String>,
8418 /**Animator generation mode.*/
8419 /// i32: (4.0.0 - 2022.3.2f1)
8420 pub m_AnimationType: Option<i32>,
8421 /**Get or set the AssetBundle name.*/
8422 /// String: (5.0.0f4 - 2022.3.2f1)
8423 pub m_AssetBundleName: Option<String>,
8424 /**Get or set the AssetBundle variant.*/
8425 /// String: (5.0.0f4 - 2022.3.2f1)
8426 pub m_AssetBundleVariant: Option<String>,
8427 /**Generate auto mapping if no avatarSetup is provided when importing humanoid animation.*/
8428 /// bool: (2019.3.0f1 - 2022.3.2f1)
8429 pub m_AutoGenerateAvatarMappingIfUnspecified: Option<bool>,
8430 /// bool: (2017.2.0b2 - 2017.2.0b6)
8431 pub m_AutoMapExternalMaterials: Option<bool>,
8432 /**The Avatar generation of the imported model.*/
8433 /// i32: (2019.3.0b1 - 2022.3.2f1)
8434 pub m_AvatarSetup: Option<i32>,
8435 /// bool: (4.0.0 - 2019.3.0a2)
8436 pub m_CopyAvatar: Option<bool>,
8437 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2017.2.0b2 - 2022.3.2f1)
8438 pub m_ExternalObjects: Option<Vec<(SourceAssetIdentifier, PPtr)>>,
8439 /**Animation optimization setting.*/
8440 /// Vec<String>: (4.3.0 - 2022.3.2f1)
8441 pub m_ExtraExposedTransformPaths: Option<Vec<String>>,
8442 /**A list of default FBX properties to treat as user properties during OnPostprocessGameObjectWithUserProperties.*/
8443 /// Vec<String>: (2017.1.0f2 - 2022.3.2f1)
8444 pub m_ExtraUserProperties: Option<Vec<String>>,
8445 /// Vec<(i32, String)>: (3.4.0 - 4.7.2); Vec<(i64, String)>: (5.0.0f4 - 2018.4.36f1)
8446 pub m_FileIDToRecycleName: Option<Vec<(i64, String)>>,
8447 /// i32: (2019.4.0f1 - 2022.3.2f1)
8448 pub m_FileIdsGeneration: Option<i32>,
8449 /**Scaling factor used when useFileScale is set to true (Read-only).*/
8450 /// f32: (5.0.0f4 - 2022.3.2f1)
8451 pub m_FileScale: Option<f32>,
8452 /// f32: (2018.3.0f2 - 2022.3.2f1)
8453 pub m_FileScaleFactor: Option<f32>,
8454 /// String: (2018.3.0f2 - 2022.3.2f1)
8455 pub m_FileScaleUnit: Option<String>,
8456 /// i32: (3.4.0 - 3.4.2)
8457 pub m_FirstImportVersion: Option<i32>,
8458 /**Animation generation options.*/
8459 /// i32: (3.4.0 - 3.5.7)
8460 pub m_GenerateAnimations: Option<i32>,
8461 /// i32: (3.4.0 - 3.4.2)
8462 pub m_GenerateMaterials: Option<i32>,
8463 /// bool: (2017.2.0b2 - 2022.3.2f1)
8464 pub m_HasEmbeddedTextures: Option<bool>,
8465 /// bool: (2018.2.0b1 - 2019.1.0a13)
8466 pub m_HasPreviousCalculatedGlobalScale: Option<bool>,
8467 /**The human description that is used to generate an Avatar during the import process.*/
8468 /// HumanDescription: (4.0.0 - 2022.3.2f1)
8469 pub m_HumanDescription: Option<HumanDescription>,
8470 /**Controls how much oversampling is used when importing humanoid animations for retargeting.*/
8471 /// i32: (5.2.0f2 - 2022.3.2f1)
8472 pub m_HumanoidOversampling: Option<i32>,
8473 /**Import animated custom properties from file.*/
8474 /// bool: (2017.2.0b2 - 2022.3.2f1)
8475 pub m_ImportAnimatedCustomProperties: Option<bool>,
8476 /**Import animation from file.*/
8477 /// bool: (4.0.0 - 2022.3.2f1)
8478 pub m_ImportAnimation: Option<bool>,
8479 /**Import BlendShapes deform percent.*/
8480 /// bool: (2022.1.0b1 - 2022.3.2f1)
8481 pub m_ImportBlendShapeDeformPercent: Option<bool>,
8482 /**Controls import of BlendShapes.*/
8483 /// bool: (4.1.0 - 2022.3.2f1)
8484 pub m_ImportBlendShapes: Option<bool>,
8485 /**Controls import of cameras. Basic properties like field of view, near plane distance and far plane distance can be animated.*/
8486 /// bool: (2017.1.0b1 - 2022.3.2f1)
8487 pub m_ImportCameras: Option<bool>,
8488 /**Import animation constraints.*/
8489 /// bool: (2018.1.0b2 - 2022.3.2f1)
8490 pub m_ImportConstraints: Option<bool>,
8491 /**Controls import of lights. Note that because light are defined differently in DCC tools, some light types or properties may not be exported. Basic properties like color and intensity can be animated.*/
8492 /// bool: (2017.1.0b1 - 2022.3.2f1)
8493 pub m_ImportLights: Option<bool>,
8494 /// bool: (3.5.0 - 2019.3.0a6)
8495 pub m_ImportMaterials: Option<bool>,
8496 /// bool: (2022.2.19f1 - 2022.3.2f1)
8497 pub m_ImportPhysicalCameras: Option<bool>,
8498 /**Use visibility properties to enable or disable MeshRenderer components.*/
8499 /// bool: (2017.1.0b1 - 2022.3.2f1)
8500 pub m_ImportVisibility: Option<bool>,
8501 /**Generates the list of all imported take.*/
8502 /// Vec<TakeInfo>: (4.0.0 - 2022.3.2f1)
8503 pub m_ImportedTakeInfos: Option<Vec<TakeInfo>>,
8504 /// Vec<((i32, i64), String)>: (2019.1.0b1 - 2022.3.2f1)
8505 pub m_InternalIDToNameTable: Option<Vec<((i32, i64), String)>>,
8506 /**Are mesh vertices and indices accessible from script?*/
8507 /// bool: (4.0.0 - 2022.3.2f1)
8508 pub m_IsReadable: Option<bool>,
8509 /// Vec<f32>: (3.5.0 - 2022.3.2f1)
8510 pub m_LODScreenPercentages: Option<Vec<f32>>,
8511 /// PPtr<[`Avatar`]>: (4.0.0 - 2022.3.2f1)
8512 pub m_LastHumanDescriptionAvatarSource: Option<PPtr>,
8513 /// i32: (4.0.0 - 2022.3.2f1)
8514 pub m_LegacyGenerateAnimations: Option<i32>,
8515 /**Material creation options.*/
8516 /// i32: (2019.3.0b1 - 2022.3.2f1)
8517 pub m_MaterialImportMode: Option<i32>,
8518 /**Material import location options.*/
8519 /// i32: (2017.2.0b2 - 2022.3.2f1)
8520 pub m_MaterialLocation: Option<i32>,
8521 /**Material naming setting.*/
8522 /// i32: (3.5.0 - 2022.3.2f1)
8523 pub m_MaterialName: Option<i32>,
8524 /**Existing material search setting.*/
8525 /// i32: (3.5.0 - 2022.3.2f1)
8526 pub m_MaterialSearch: Option<i32>,
8527 /// Vec<SourceAssetIdentifier>: (2017.2.0b2 - 2022.3.2f1)
8528 pub m_Materials: Option<Vec<SourceAssetIdentifier>>,
8529 /// bool: (3.4.0 - 3.4.2)
8530 #[serde(alias = "m_MeshSettings.generateSecondaryUV")]
8531 pub m_MeshSettings_generateSecondaryUV: Option<bool>,
8532 /// i32: (3.4.0 - 3.4.2)
8533 #[serde(alias = "m_MeshSettings.normalImportMode")]
8534 pub m_MeshSettings_normalImportMode: Option<i32>,
8535 /// f32: (3.4.0 - 3.4.2)
8536 #[serde(alias = "m_MeshSettings.secondaryUVAngleDistortion")]
8537 pub m_MeshSettings_secondaryUVAngleDistortion: Option<f32>,
8538 /// f32: (3.4.0 - 3.4.2)
8539 #[serde(alias = "m_MeshSettings.secondaryUVAreaDistortion")]
8540 pub m_MeshSettings_secondaryUVAreaDistortion: Option<f32>,
8541 /// f32: (3.4.0 - 3.4.2)
8542 #[serde(alias = "m_MeshSettings.secondaryUVHardAngle")]
8543 pub m_MeshSettings_secondaryUVHardAngle: Option<f32>,
8544 /// f32: (3.4.0 - 3.4.2)
8545 #[serde(alias = "m_MeshSettings.secondaryUVPackMargin")]
8546 pub m_MeshSettings_secondaryUVPackMargin: Option<f32>,
8547 /// bool: (3.4.0 - 3.4.2)
8548 #[serde(alias = "m_MeshSettings.swapUVChannels")]
8549 pub m_MeshSettings_swapUVChannels: Option<bool>,
8550 /// i32: (3.4.0 - 3.4.2)
8551 #[serde(alias = "m_MeshSettings.tangentImportMode")]
8552 pub m_MeshSettings_tangentImportMode: Option<i32>,
8553 /**The path of the transform used to generation the motion of the animation.*/
8554 /// String: (4.5.0 - 2022.3.2f1)
8555 pub m_MotionNodeName: Option<String>,
8556 /// MdFour: (3.4.0 - 3.4.2)
8557 pub m_NewHashIdentity: Option<MdFour>,
8558 /// i32: (2021.2.0b1 - 2022.3.2f1)
8559 pub m_NodeNameCollisionStrategy: Option<i32>,
8560 /// MdFour: (3.4.0 - 3.4.2)
8561 pub m_OldHashIdentity: Option<MdFour>,
8562 /**Animation optimization setting.*/
8563 /// bool: (4.3.0 - 2022.3.2f1)
8564 pub m_OptimizeGameObjects: Option<bool>,
8565 /**If true, always create an explicit Prefab root. Otherwise, if the model has a single root, it is reused as the Prefab root.*/
8566 /// bool: (2017.3.0b1 - 2022.3.2f1)
8567 pub m_PreserveHierarchy: Option<bool>,
8568 /// f32: (2018.2.0b1 - 2019.1.0a13)
8569 pub m_PreviousCalculatedGlobalScale: Option<f32>,
8570 /**Generates the list of all imported Animations.*/
8571 /// Vec<GUID>: (4.0.0 - 2022.3.2f1)
8572 pub m_ReferencedClips: Option<Vec<GUID>>,
8573 /// bool: (2020.3.37f1 - 2022.3.2f1)
8574 pub m_RemapMaterialsIfMaterialImportModeIsNone: Option<bool>,
8575 /**Removes constant animation curves with values identical to the object initial scale value.*/
8576 /// bool: (2021.2.0b1 - 2022.3.2f1)
8577 pub m_RemoveConstantScaleCurves: Option<bool>,
8578 /**If set to false, the importer will not resample curves when possible.Read more about animation curve resampling.Notes:- Some unsupported FBX features (such as PreRotation or PostRotation on transforms) will override this setting. In these situations, animation curves will still be resampled even if the setting is disabled. For best results, avoid using PreRotation, PostRotation and GetRotationPivot.- This option was introduced in Version 5.3. Prior to this version, Unity's import behaviour was as if this option was always enabled. Therefore enabling the option gives the same behaviour as pre-5.3 animation import.*/
8579 /// bool: (5.4.0f3 - 2022.3.2f1)
8580 pub m_ResampleCurves: Option<bool>,
8581 /// bool: (5.3.0f1 - 5.3.8f2)
8582 pub m_ResampleRotations: Option<bool>,
8583 /// String: (5.6.0b1 - 2022.3.2f1)
8584 pub m_RigImportErrors: Option<String>,
8585 /// String: (5.6.0b1 - 2022.3.2f1)
8586 pub m_RigImportWarnings: Option<String>,
8587 /**Sorts the gameObject hierarchy by name.*/
8588 /// bool: (2019.2.0b1 - 2022.3.2f1)
8589 pub m_SortHierarchyByName: Option<bool>,
8590 /// bool: (3.4.0 - 3.5.7)
8591 pub m_SplitAnimations: Option<bool>,
8592 /**Enables strict checks on imported vertex data.*/
8593 /// bool: (2022.1.0b1 - 2022.3.2f1)
8594 pub m_StrictVertexDataChecks: Option<bool>,
8595 /// bool: (2017.2.0f2 - 2022.3.2f1)
8596 pub m_SupportsEmbeddedMaterials: Option<bool>,
8597 /**Use FileScale when importing.*/
8598 /// bool: (5.0.0f4 - 2022.3.2f1)
8599 pub m_UseFileScale: Option<bool>,
8600 /**When disabled, imported material albedo colors are converted to gamma space. This property should be disabled when using linear color space in Player rendering settings.The default value is true.*/
8601 /// bool: (2018.3.0f2 - 2022.3.2f1)
8602 pub m_UseSRGBMaterialColor: Option<bool>,
8603 /// Vec<i64>: (2019.1.0b1 - 2022.3.2f1)
8604 pub m_UsedFileIDs: Option<Vec<i64>>,
8605 /**Get or set any user data.*/
8606 /// String: (4.0.0 - 2022.3.2f1)
8607 pub m_UserData: Option<String>,
8608 /**The maximum number of bones per vertex stored in this mesh data.*/
8609 /// i32: (2019.1.0b1 - 2022.3.2f1)
8610 pub maxBonesPerVertex: Option<i32>,
8611 /**Options to control the optimization of mesh data during asset import.*/
8612 /// i32: (2019.1.0b1 - 2022.3.2f1)
8613 pub meshOptimizationFlags: Option<i32>,
8614 /**Minimum bone weight to keep.*/
8615 /// f32: (2019.1.0b1 - 2022.3.2f1)
8616 pub minBoneWeight: Option<f32>,
8617 /**Normal generation options for ModelImporter.*/
8618 /// i32: (2017.1.0b1 - 2022.3.2f1)
8619 pub normalCalculationMode: Option<i32>,
8620 /// i32: (3.5.0 - 2022.3.2f1)
8621 pub normalImportMode: Option<i32>,
8622 /**Source of smoothing information for calculation of normals.*/
8623 /// i32: (2018.3.0f2 - 2022.3.2f1)
8624 pub normalSmoothingSource: Option<i32>,
8625 /**Only import bones where they are connected to vertices.*/
8626 /// bool: (2021.2.0b1 - 2022.3.2f1)
8627 pub optimizeBones: Option<bool>,
8628 /// bool: (3.5.0 - 3.5.7)
8629 pub optimizeMesh: Option<bool>,
8630 /// bool: (4.0.0 - 2018.4.36f1)
8631 pub optimizeMeshForGPU: Option<bool>,
8632 /**Threshold for angle distortion (in degrees) when generating secondary UV.*/
8633 /// f32: (3.5.0 - 2022.3.2f1)
8634 pub secondaryUVAngleDistortion: Option<f32>,
8635 /**Threshold for area distortion when generating secondary UV.*/
8636 /// f32: (3.5.0 - 2022.3.2f1)
8637 pub secondaryUVAreaDistortion: Option<f32>,
8638 /**Hard angle (in degrees) for generating secondary UV.*/
8639 /// f32: (3.5.0 - 2022.3.2f1)
8640 pub secondaryUVHardAngle: Option<f32>,
8641 /**Method to use for handling margins when generating secondary UV.*/
8642 /// i32: (2020.1.0b1 - 2022.3.2f1)
8643 pub secondaryUVMarginMethod: Option<i32>,
8644 /**The minimum lightmap resolution in texels per unit that the associated model is expected to have.*/
8645 /// f32: (2020.1.0b1 - 2022.3.2f1)
8646 pub secondaryUVMinLightmapResolution: Option<f32>,
8647 /**The minimum object scale that the associated model is expected to have.*/
8648 /// f32: (2020.1.0b1 - 2022.3.2f1)
8649 pub secondaryUVMinObjectScale: Option<f32>,
8650 /**Margin to be left between charts when packing secondary UV.*/
8651 /// f32: (3.5.0 - 2022.3.2f1)
8652 pub secondaryUVPackMargin: Option<f32>,
8653 /// i32: (2019.1.0b1 - 2022.3.2f1)
8654 pub skinWeightsMode: Option<i32>,
8655 /// bool: (3.4.0 - 5.2.5f1)
8656 pub splitTangentsAcrossUV: Option<bool>,
8657 /**Swap primary and secondary UV channels when importing.*/
8658 /// bool: (3.5.0 - 2022.3.2f1)
8659 pub swapUVChannels: Option<bool>,
8660 /// i32: (3.5.0 - 2022.3.2f1)
8661 pub tangentImportMode: Option<i32>,
8662 /**Combine vertices that share the same position in space.*/
8663 /// bool: (4.1.0 - 2022.3.2f1)
8664 pub weldVertices: Option<bool>,
8665}
8666
8667/// Module is a sub class of the Unity engine since version 2018.1.0b2.
8668#[derive(Debug, Serialize, Deserialize)]
8669pub struct Module {
8670 pub dependencies: Vec<String>,
8671 pub name: String,
8672 pub strippable: bool,
8673 /// bool: (2018.2.0f2 - 2022.3.2f1)
8674 pub controlledByBuiltinPackage: Option<bool>,
8675}
8676
8677/// MonoAssemblyImporter is a class of the Unity engine since version 3.4.0.
8678#[derive(Debug, Serialize, Deserialize)]
8679pub struct MonoAssemblyImporter {
8680 pub m_ExecutionOrder: Vec<(String, i32)>,
8681 /// Vec<(String, PPtr<[`Texture2D`]>)>: (3.4.0 - 4.7.2)
8682 pub m_IconMap: Vec<(String, PPtr)>,
8683 pub m_Name: String,
8684 /// Vec<(i32, String)>: (3.4.0 - 3.4.2)
8685 pub m_FileIDToRecycleName: Option<Vec<(i32, String)>>,
8686 /// MdFour: (3.4.0 - 3.4.2)
8687 pub m_NewHashIdentity: Option<MdFour>,
8688 /// MdFour: (3.4.0 - 3.4.2)
8689 pub m_OldHashIdentity: Option<MdFour>,
8690 /// String: (4.0.0 - 4.7.2)
8691 pub m_UserData: Option<String>,
8692}
8693
8694/// MonoBehaviour is a class of the Unity engine since version 3.4.0.
8695/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/MonoBehaviour.html):
8696/**
8697MonoBehaviour is a base class that many Unity scripts derive from.
8698MonoBehaviour offers life cycle functions that make it easier to develop with Unity.MonoBehaviours always exist as a Component of a GameObject, and can be instantiated with GameObject.AddComponent. Objects that need to exist independently of a GameObject should derive from ScriptableObject instead.A MonoBehaviour can be deleted with Object.Destroy or Object.DestroyImmediate. When the parent GameObject is destroyed all components are automatically deleted, including MonoBehaviours.After the underlying component is destroyed, the C# object for the MonoBehaviour remains in memory until garbage is collected. A MonoBehaviour in this state acts as if it is null. For example, it returns true for a "obj == null" check.
8699
8700However, this class doesn't support the null-conditional operator (?.) and the null-coalescing operator (??).When a MonoBehaviour is serialized, the value of C# fields are included according to Unity's Serialization rules. See Script Serialization for details.
8701
8702The serialized data also includes internal properties, such as the reference to the MonoScript that tracks the implementation class for the object.For code samples, see the individual MonoBehaviour methods.Note: There is a checkbox for enabling or disabling MonoBehaviour in the Unity Editor. It disables
8703
8704functions when unticked. If none of these functions are present in the script, the Unity Editor does not
8705
8706display the checkbox. The functions are:Start()
8707Update()
8708FixedUpdate()
8709LateUpdate()
8710OnGUI()
8711OnDisable()
8712OnEnable()See Also: The Deactivating GameObjects page in the manual.
8713*/
8714#[derive(Debug, Serialize, Deserialize)]
8715pub struct MonoBehaviour {
8716 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
8717 pub m_Enabled: u8,
8718 /**The game object this component is attached to. A component is always attached to a game object.*/
8719 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
8720 pub m_GameObject: PPtr,
8721 /**The name of the object.*/
8722 pub m_Name: String,
8723 /// PPtr<[`MonoScript`]>: (3.4.0 - 2022.3.2f1)
8724 pub m_Script: PPtr,
8725}
8726
8727/// MonoImporter is a class of the Unity engine since version 3.4.0.
8728/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/MonoImporter.html):
8729/**
8730Represents a C# script in the project.
8731*/
8732#[derive(Debug, Serialize, Deserialize)]
8733pub struct MonoImporter {
8734 pub executionOrder: i16,
8735 /// PPtr<[`Texture2D`]>: (3.4.0 - 2022.3.2f1)
8736 pub icon: PPtr,
8737 /// Vec<(String, PPtr<[`Object`]>)>: (3.4.0 - 2022.3.2f1)
8738 pub m_DefaultReferences: Vec<(String, PPtr)>,
8739 /**The name of the object.*/
8740 pub m_Name: String,
8741 /**Get or set the AssetBundle name.*/
8742 /// String: (5.0.0f4 - 2022.3.2f1)
8743 pub m_AssetBundleName: Option<String>,
8744 /**Get or set the AssetBundle variant.*/
8745 /// String: (5.0.0f4 - 2022.3.2f1)
8746 pub m_AssetBundleVariant: Option<String>,
8747 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2017.2.0b2 - 2022.3.2f1)
8748 pub m_ExternalObjects: Option<Vec<(SourceAssetIdentifier, PPtr)>>,
8749 /// Vec<(i32, String)>: (3.4.0 - 3.4.2)
8750 pub m_FileIDToRecycleName: Option<Vec<(i32, String)>>,
8751 /// MdFour: (3.4.0 - 3.4.2)
8752 pub m_NewHashIdentity: Option<MdFour>,
8753 /// MdFour: (3.4.0 - 3.4.2)
8754 pub m_OldHashIdentity: Option<MdFour>,
8755 /// Vec<i64>: (2019.1.0b1 - 2022.3.2f1)
8756 pub m_UsedFileIDs: Option<Vec<i64>>,
8757 /**Get or set any user data.*/
8758 /// String: (4.0.0 - 2022.3.2f1)
8759 pub m_UserData: Option<String>,
8760}
8761
8762/// MonoManager is a class of the Unity engine since version 3.4.0.
8763#[derive(Debug, Serialize, Deserialize)]
8764pub struct MonoManager {
8765 /// Vec<PPtr<[`MonoScript`]>>: (3.4.0 - 2022.3.2f1)
8766 pub m_Scripts: Vec<PPtr>,
8767 /// Vec<String>: (3.4.0 - 2020.2.0a19)
8768 pub m_AssemblyNames: Option<Vec<String>>,
8769 /// Vec<i32>: (2017.1.0b1 - 2020.2.0a19)
8770 pub m_AssemblyTypes: Option<Vec<i32>>,
8771 /// Vec<(i32, Hash128)>: (2020.2.0b1 - 2022.3.2f1)
8772 pub m_RuntimeClassHashes: Option<Vec<(i32, Hash128)>>,
8773 /// Vec<(Hash128, Hash128)>: (2020.2.0b1 - 2022.3.2f1)
8774 pub m_ScriptHashes: Option<Vec<(Hash128, Hash128)>>,
8775}
8776
8777/// MonoScript is a class of the Unity engine since version 3.4.0.
8778/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/MonoScript.html):
8779/**
8780Representation of Script assets.
8781This class represents C# files stored in the project.
8782*/
8783#[derive(Debug, Serialize, Deserialize)]
8784pub struct MonoScript {
8785 pub m_AssemblyName: String,
8786 pub m_ClassName: String,
8787 pub m_ExecutionOrder: i32,
8788 /**The name of the object.*/
8789 pub m_Name: String,
8790 pub m_Namespace: String,
8791 pub m_PropertiesHash: Enum_u32__Hash128,
8792 /// bool: (3.4.0 - 2018.1.9f2)
8793 pub m_IsEditorScript: Option<bool>,
8794}
8795
8796/// MovieImporter is a class of the Unity engine since version 3.4.0.
8797#[derive(Debug, Serialize, Deserialize)]
8798pub struct MovieImporter {
8799 pub m_Name: String,
8800 pub m_Quality: f32,
8801 /// String: (5.0.0f4 - 2019.2.21f1)
8802 pub m_AssetBundleName: Option<String>,
8803 /// String: (5.0.0f4 - 2019.2.21f1)
8804 pub m_AssetBundleVariant: Option<String>,
8805 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2017.2.0b2 - 2019.2.21f1)
8806 pub m_ExternalObjects: Option<Vec<(SourceAssetIdentifier, PPtr)>>,
8807 /// Vec<(i32, String)>: (3.4.0 - 3.4.2)
8808 pub m_FileIDToRecycleName: Option<Vec<(i32, String)>>,
8809 /// bool: (3.5.0 - 2019.2.21f1)
8810 pub m_LinearTexture: Option<bool>,
8811 /// MdFour: (3.4.0 - 3.4.2)
8812 pub m_NewHashIdentity: Option<MdFour>,
8813 /// MdFour: (3.4.0 - 3.4.2)
8814 pub m_OldHashIdentity: Option<MdFour>,
8815 /// Vec<i64>: (2019.1.0b1 - 2019.2.21f1)
8816 pub m_UsedFileIDs: Option<Vec<i64>>,
8817 /// String: (4.0.0 - 2019.2.21f1)
8818 pub m_UserData: Option<String>,
8819}
8820
8821/// MovieTexture is a class of the Unity engine since version 3.4.0.
8822/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/MovieTexture.html):
8823/**
8824MovieTexture has been removed. Use VideoPlayer instead.
8825*/
8826#[derive(Debug, Serialize, Deserialize)]
8827pub struct MovieTexture {
8828 /**The name of the object.*/
8829 pub m_Name: String,
8830 /// PPtr<[`AudioClip`]>: (3.4.0 - 2019.2.21f1)
8831 pub m_AudioClip: Option<PPtr>,
8832 /// i32: (3.5.0 - 2019.2.21f1)
8833 pub m_ColorSpace: Option<i32>,
8834 /// bool: (2017.3.0b1 - 2022.3.2f1)
8835 pub m_DownscaleFallback: Option<bool>,
8836 /// i32: (2017.3.0b1 - 2022.3.2f1)
8837 pub m_ForcedFallbackFormat: Option<i32>,
8838 /// bool: (2020.2.0b1 - 2022.3.2f1)
8839 pub m_IsAlphaChannelOptional: Option<bool>,
8840 /// bool: (3.4.0 - 2019.2.21f1)
8841 pub m_Loop: Option<bool>,
8842 /// Vec<u8>: (3.4.0 - 2019.2.21f1)
8843 pub m_MovieData: Option<Vec<u8>>,
8844}
8845
8846/// MultiArtifactTestImporter is a class of the Unity engine since version 2019.2.0b1.
8847#[derive(Debug, Serialize, Deserialize)]
8848pub struct MultiArtifactTestImporter {
8849 pub m_AssetBundleName: String,
8850 pub m_AssetBundleVariant: String,
8851 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2019.2.0b1 - 2022.3.2f1)
8852 pub m_ExternalObjects: Vec<(SourceAssetIdentifier, PPtr)>,
8853 pub m_Name: String,
8854 pub m_UsedFileIDs: Vec<i64>,
8855 pub m_UserData: String,
8856}
8857
8858/// MultiModeParameter is a sub class of the Unity engine since version 5.6.0f1.
8859#[derive(Debug, Serialize, Deserialize)]
8860pub struct MultiModeParameter {
8861 pub mode: i32,
8862 pub speed: MinMaxCurve,
8863 pub spread: f32,
8864 /// f32: (5.6.0f1 - 2018.2.21f1)
8865 pub value: Option<f32>,
8866}
8867
8868/// NScreenBridge is a class of the Unity engine since version 5.0.0f4.
8869#[derive(Debug, Serialize, Deserialize)]
8870pub struct NScreenBridge {}
8871
8872/// NameToObjectMap is a sub class of the Unity engine since version 3.4.0.
8873#[derive(Debug, Serialize, Deserialize)]
8874pub struct NameToObjectMap {
8875 /// Vec<(PPtr<[`Shader`]>, String)>: (3.4.0 - 2022.3.2f1)
8876 pub m_ObjectToName: Vec<(PPtr, String)>,
8877}
8878
8879/// NamedObject is a class of the Unity engine since version 3.4.0.
8880#[derive(Debug, Serialize, Deserialize)]
8881pub struct NamedObject {
8882 pub m_Name: String,
8883}
8884
8885/// NativeFormatImporter is a class of the Unity engine since version 4.0.0.
8886#[derive(Debug, Serialize, Deserialize)]
8887pub struct NativeFormatImporter {
8888 pub m_Name: String,
8889 pub m_UserData: String,
8890 /// String: (5.0.0f4 - 2022.3.2f1)
8891 pub m_AssetBundleName: Option<String>,
8892 /// String: (5.0.0f4 - 2022.3.2f1)
8893 pub m_AssetBundleVariant: Option<String>,
8894 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2017.2.0b2 - 2022.3.2f1)
8895 pub m_ExternalObjects: Option<Vec<(SourceAssetIdentifier, PPtr)>>,
8896 /// i64: (5.6.0f1 - 2022.3.2f1)
8897 pub m_MainObjectFileID: Option<i64>,
8898 /// Vec<i64>: (2019.1.0b1 - 2022.3.2f1)
8899 pub m_UsedFileIDs: Option<Vec<i64>>,
8900}
8901
8902/// NativeObjectType is a class of the Unity engine since version 2019.1.0b1.
8903#[derive(Debug, Serialize, Deserialize)]
8904pub struct NativeObjectType {
8905 pub m_Inner: NativeType,
8906}
8907
8908/// NativeType is a sub class of the Unity engine since version 2019.1.0b1.
8909#[derive(Debug, Serialize, Deserialize)]
8910pub struct NativeType {
8911 pub a: i32,
8912 pub b: f32,
8913 pub embedded: EmbeddedNativeType,
8914}
8915
8916/// NavMesh is a class of the Unity engine since version 3.5.0.
8917/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AI.NavMesh.html):
8918/**
8919Singleton class to access the baked NavMesh.
8920Use the NavMesh class to perform spatial queries such as pathfinding and walkability tests. This class also lets you set the pathfinding cost for specific area types, and tweak the global behavior of pathfinding and avoidance.Before you can use spatial queries, you must first bake the NavMesh to your scene.See also:
8921• Building a NavMesh – for more information on how to setup and bake NavMesh
8922• Areas and Costs – to learn how to use different Area types.
8923• NavMeshAgent – to learn how to control and move NavMesh Agents.
8924• NavMeshObstacle – to learn how to control NavMesh Obstacles using scripting.
8925• OffMeshLink – to learn how to control Off-Mesh Links using scripting.
8926*/
8927#[derive(Debug, Serialize, Deserialize)]
8928pub struct NavMesh {
8929 pub m_Heightmaps: Vec<HeightmapData>,
8930 pub m_MeshData: Vec<u8>,
8931 pub m_Name: String,
8932}
8933
8934/// NavMeshAgent is a class of the Unity engine since version 3.5.0.
8935/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AI.NavMeshAgent.html):
8936/**
8937Navigation mesh agent.
8938This component is attached to a mobile character in the game to allow it to navigate the Scene using the NavMesh. See the Navigation section of the manual for further details.
8939*/
8940#[derive(Debug, Serialize, Deserialize)]
8941pub struct NavMeshAgent {
8942 /**The maximum acceleration of an agent as it follows a path, given in units / sec^2.*/
8943 pub m_Acceleration: f32,
8944 /**Maximum turning speed in (deg/s) while following a path.*/
8945 pub m_AngularSpeed: f32,
8946 /**Should the agent attempt to acquire a new path if the existing path becomes invalid?*/
8947 pub m_AutoRepath: bool,
8948 /**Should the agent move across OffMeshLinks automatically?*/
8949 pub m_AutoTraverseOffMeshLink: bool,
8950 /**The relative vertical displacement of the owning GameObject.*/
8951 pub m_BaseOffset: f32,
8952 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
8953 pub m_Enabled: u8,
8954 /**The game object this component is attached to. A component is always attached to a game object.*/
8955 /// PPtr<[`GameObject`]>: (3.5.0 - 2022.3.2f1)
8956 pub m_GameObject: PPtr,
8957 /**The height of the agent for purposes of passing under obstacles, etc.*/
8958 pub m_Height: f32,
8959 /**The level of quality of avoidance.*/
8960 pub m_ObstacleAvoidanceType: i32,
8961 /**The avoidance radius for the agent.*/
8962 pub m_Radius: f32,
8963 /**Maximum movement speed when following a path.*/
8964 pub m_Speed: f32,
8965 /**Stop within this distance from the target position.*/
8966 pub m_StoppingDistance: f32,
8967 pub m_WalkableMask: u32,
8968 /**The avoidance priority level.*/
8969 /// i32: (4.0.0 - 2022.3.2f1)
8970 pub avoidancePriority: Option<i32>,
8971 /**The type ID for the agent.*/
8972 /// i32: (5.6.0b1 - 2022.3.2f1)
8973 pub m_AgentTypeID: Option<i32>,
8974 /**Should the agent brake automatically to avoid overshooting the destination point?*/
8975 /// bool: (4.1.0 - 2022.3.2f1)
8976 pub m_AutoBraking: Option<bool>,
8977}
8978
8979/// NavMeshAreaData is a sub class of the Unity engine since version 5.0.0f4.
8980#[derive(Debug, Serialize, Deserialize)]
8981pub struct NavMeshAreaData {
8982 pub cost: f32,
8983 pub name: String,
8984}
8985
8986/// NavMeshAreas is a class of the Unity engine since version 5.0.0f4.
8987#[derive(Debug, Serialize, Deserialize)]
8988pub struct NavMeshAreas {
8989 pub areas: Vec<NavMeshAreaData>,
8990}
8991
8992/// NavMeshBuildDebugSettings is a sub class of the Unity engine since version 2017.2.0b2.
8993/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AI.NavMeshBuildDebugSettings.html):
8994/**
8995Specify which of the temporary data generated while building the NavMesh should be retained in memory after the process has completed.
8996It is possible to collect and display in the Editor the intermediate data used in the process of building the navigation mesh using the NavMeshBuilder. This can help with diagnosing those situations when the resulting NavMesh isn’t of the expected shape.
8997Input Geometry, Regions, Polygonal Mesh Detail and Raw Contours shown after building the NavMesh with debug optionsThe process for computing a NavMesh comprises of several sequential steps:
8998i. decomposing the Scene's terrain and meshes into triangles;
8999ii. rasterizing the input triangles into a 3D voxel representation and finding ledges;
9000iii. partitioning the voxels lying at the surface into simpler horizontal regions;
9001iv. finding a tight-fitting contour for each of these regions;
9002v. simplifying the contours into polygonal shapes;
9003vi. creating a mesh of convex polygons based on all the contours combined;
9004vii. refining the polygonal mesh into a triangulated version that approximates better the Scene's original geometry.Through the use of the debug functionality the results from each stage can be captured and displayed separately, whereas normally they would get discarded when the NavMesh construction is completed.Depending on the Scene composition this debug data can be considerably large in size. It is stored in memory in a compressed manner but gets further expanded when being displayed.Notes:
9005*/
9006#[derive(Debug, Serialize, Deserialize)]
9007pub struct NavMeshBuildDebugSettings {
9008 /**Specify which types of debug data to collect when building the NavMesh.*/
9009 pub m_Flags: u8,
9010}
9011
9012/// NavMeshBuildSettings is a sub class of the Unity engine since version 5.6.0b1.
9013/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AI.NavMeshBuildSettings.html):
9014/**
9015The NavMeshBuildSettings struct allows you to specify a collection of settings which describe the dimensions and limitations of a particular agent type.
9016You might want to define multiple NavMeshBuildSettings if your game involves characters with large differences in height, width or climbing ability.You can also use this struct to control the precision and granularity of the build process, by setting the voxel and tile sizes. Some of the values are coupled, meaning there are constraints on the values based on other values. For example, it’s not valid for agentClimb to be larger than agentHeight.
9017To help diagnose violations of these rules, a special method ValidationReport can be evaluated.
9018*/
9019#[derive(Debug, Serialize, Deserialize)]
9020pub struct NavMeshBuildSettings {
9021 /**The maximum vertical step size an agent can take.*/
9022 pub agentClimb: f32,
9023 /**The height of the agent for baking in world units.*/
9024 pub agentHeight: f32,
9025 /**The radius of the agent for baking in world units.*/
9026 pub agentRadius: f32,
9027 /**The maximum slope angle which is walkable (angle in degrees).*/
9028 pub agentSlope: f32,
9029 /**The agent type ID the NavMesh will be baked for.*/
9030 pub agentTypeID: i32,
9031 pub cellSize: f32,
9032 /**Maximum agent drop height.*/
9033 pub ledgeDropHeight: f32,
9034 pub manualCellSize: Enum_bool__i32,
9035 pub manualTileSize: Enum_bool__i32,
9036 /**Maximum agent jump distance.*/
9037 pub maxJumpAcrossDistance: f32,
9038 /**The approximate minimum area of individual NavMesh regions.*/
9039 pub minRegionArea: f32,
9040 /**Sets the tile size in voxel units.*/
9041 pub tileSize: i32,
9042 /// bool: (5.6.0b1 - 5.6.0b11); i32: (5.6.0f2 - 2022.1.24f1)
9043 pub accuratePlacement: Option<Enum_bool__i32>,
9044 /**Enables the creation of additional data needed to determine the height at any position on the NavMesh more accurately.*/
9045 /// i32: (2022.2.0b1 - 2022.3.2f1)
9046 pub buildHeightMesh: Option<i32>,
9047 /**Options for collecting debug data during the build process.*/
9048 /// NavMeshBuildDebugSettings: (2017.2.0b2 - 2022.3.2f1)
9049 pub debug: Option<NavMeshBuildDebugSettings>,
9050 /// i32: (2020.1.0a23 - 2020.1.0a23)
9051 pub keepTiles: Option<i32>,
9052 /**The maximum number of worker threads that the build process can utilize when building a NavMesh with these settings.*/
9053 /// u32: (2020.1.0b1 - 2022.3.2f1)
9054 pub maxJobWorkers: Option<u32>,
9055 /// i32: (2020.1.0b1 - 2022.3.2f1)
9056 pub preserveTilesOutsideBounds: Option<i32>,
9057}
9058
9059#[derive(Debug, Serialize, Deserialize)]
9060#[serde(untagged)]
9061pub enum Enum_bool__i32 {
9062 bool(bool),
9063 i32(i32),
9064}
9065
9066/// NavMeshData is a class of the Unity engine since version 5.0.0f4.
9067/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AI.NavMeshData.html):
9068/**
9069Contains and represents NavMesh data.
9070An object of this class can be used for creating instances of NavMeshes. See NavMesh.AddNavMeshData. The contained NavMesh can be built and updated using the build API. See NavMeshBuilder and methods therein.
9071*/
9072#[derive(Debug, Serialize, Deserialize)]
9073pub struct NavMeshData {
9074 pub m_HeightMeshes: Vec<HeightMeshData>,
9075 pub m_Heightmaps: Vec<HeightmapData>,
9076 /**The name of the object.*/
9077 pub m_Name: String,
9078 pub m_NavMeshTiles: Vec<NavMeshTileData>,
9079 pub m_OffMeshLinks: Vec<AutoOffMeshLinkData>,
9080 /// i32: (5.6.1f1 - 2022.3.2f1)
9081 pub m_AgentTypeID: Option<i32>,
9082 /// NavMeshBuildSettings: (5.6.0b1 - 2022.3.2f1)
9083 pub m_NavMeshBuildSettings: Option<NavMeshBuildSettings>,
9084 /// NavMeshParams: (5.0.0f4 - 5.5.6f1)
9085 pub m_NavMeshParams: Option<NavMeshParams>,
9086 /**Gets or sets the world space position of the NavMesh data.*/
9087 /// Vector3f: (5.6.1f1 - 2022.3.2f1)
9088 pub m_Position: Option<Vector3f>,
9089 /**Gets or sets the orientation of the NavMesh data.*/
9090 /// Quaternionf: (5.6.1f1 - 2022.3.2f1)
9091 pub m_Rotation: Option<Quaternionf>,
9092 /**Returns the bounding volume of the input geometry used to build this NavMesh (Read Only).*/
9093 /// AABB: (5.6.1f1 - 2022.3.2f1)
9094 pub m_SourceBounds: Option<AABB>,
9095}
9096
9097/// NavMeshLayerData is a sub class of the Unity engine since version 3.5.0.
9098#[derive(Debug, Serialize, Deserialize)]
9099pub struct NavMeshLayerData {
9100 pub cost: f32,
9101 pub editType: i32,
9102 pub name: String,
9103}
9104
9105/// NavMeshLayers is a class of the Unity engine since version 3.5.0.
9106#[derive(Debug, Serialize, Deserialize)]
9107pub struct NavMeshLayers {
9108 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9109 #[serde(alias = "Built-in Layer 0")]
9110 pub Built_in_Layer_0: Option<NavMeshLayerData>,
9111 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9112 #[serde(alias = "Built-in Layer 1")]
9113 pub Built_in_Layer_1: Option<NavMeshLayerData>,
9114 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9115 #[serde(alias = "Built-in Layer 2")]
9116 pub Built_in_Layer_2: Option<NavMeshLayerData>,
9117 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9118 #[serde(alias = "User Layer 0")]
9119 pub User_Layer_0: Option<NavMeshLayerData>,
9120 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9121 #[serde(alias = "User Layer 1")]
9122 pub User_Layer_1: Option<NavMeshLayerData>,
9123 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9124 #[serde(alias = "User Layer 10")]
9125 pub User_Layer_10: Option<NavMeshLayerData>,
9126 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9127 #[serde(alias = "User Layer 11")]
9128 pub User_Layer_11: Option<NavMeshLayerData>,
9129 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9130 #[serde(alias = "User Layer 12")]
9131 pub User_Layer_12: Option<NavMeshLayerData>,
9132 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9133 #[serde(alias = "User Layer 13")]
9134 pub User_Layer_13: Option<NavMeshLayerData>,
9135 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9136 #[serde(alias = "User Layer 14")]
9137 pub User_Layer_14: Option<NavMeshLayerData>,
9138 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9139 #[serde(alias = "User Layer 15")]
9140 pub User_Layer_15: Option<NavMeshLayerData>,
9141 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9142 #[serde(alias = "User Layer 16")]
9143 pub User_Layer_16: Option<NavMeshLayerData>,
9144 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9145 #[serde(alias = "User Layer 17")]
9146 pub User_Layer_17: Option<NavMeshLayerData>,
9147 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9148 #[serde(alias = "User Layer 18")]
9149 pub User_Layer_18: Option<NavMeshLayerData>,
9150 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9151 #[serde(alias = "User Layer 19")]
9152 pub User_Layer_19: Option<NavMeshLayerData>,
9153 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9154 #[serde(alias = "User Layer 2")]
9155 pub User_Layer_2: Option<NavMeshLayerData>,
9156 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9157 #[serde(alias = "User Layer 20")]
9158 pub User_Layer_20: Option<NavMeshLayerData>,
9159 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9160 #[serde(alias = "User Layer 21")]
9161 pub User_Layer_21: Option<NavMeshLayerData>,
9162 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9163 #[serde(alias = "User Layer 22")]
9164 pub User_Layer_22: Option<NavMeshLayerData>,
9165 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9166 #[serde(alias = "User Layer 23")]
9167 pub User_Layer_23: Option<NavMeshLayerData>,
9168 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9169 #[serde(alias = "User Layer 24")]
9170 pub User_Layer_24: Option<NavMeshLayerData>,
9171 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9172 #[serde(alias = "User Layer 25")]
9173 pub User_Layer_25: Option<NavMeshLayerData>,
9174 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9175 #[serde(alias = "User Layer 26")]
9176 pub User_Layer_26: Option<NavMeshLayerData>,
9177 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9178 #[serde(alias = "User Layer 27")]
9179 pub User_Layer_27: Option<NavMeshLayerData>,
9180 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9181 #[serde(alias = "User Layer 28")]
9182 pub User_Layer_28: Option<NavMeshLayerData>,
9183 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9184 #[serde(alias = "User Layer 3")]
9185 pub User_Layer_3: Option<NavMeshLayerData>,
9186 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9187 #[serde(alias = "User Layer 4")]
9188 pub User_Layer_4: Option<NavMeshLayerData>,
9189 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9190 #[serde(alias = "User Layer 5")]
9191 pub User_Layer_5: Option<NavMeshLayerData>,
9192 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9193 #[serde(alias = "User Layer 6")]
9194 pub User_Layer_6: Option<NavMeshLayerData>,
9195 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9196 #[serde(alias = "User Layer 7")]
9197 pub User_Layer_7: Option<NavMeshLayerData>,
9198 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9199 #[serde(alias = "User Layer 8")]
9200 pub User_Layer_8: Option<NavMeshLayerData>,
9201 /// NavMeshLayerData: (3.5.0 - 4.7.2)
9202 #[serde(alias = "User Layer 9")]
9203 pub User_Layer_9: Option<NavMeshLayerData>,
9204}
9205
9206/// NavMeshObsolete is a class of the Unity engine since version 5.0.0f4.
9207#[derive(Debug, Serialize, Deserialize)]
9208pub struct NavMeshObsolete {
9209 pub m_Name: String,
9210}
9211
9212/// NavMeshObstacle is a class of the Unity engine since version 4.0.0.
9213/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AI.NavMeshObstacle.html):
9214/**
9215An obstacle for NavMeshAgents to avoid.
9216A NavMeshObstacle is cylindrical in shape and can move around the surface of the NavMesh with a specified velocity. By default, the obstacle will only affect the agent's avoidance behaviour rather than the pathfinding. This means that the agent will ignore the obstacle when plotting a path but will sidestep around it while moving along the path. If carving is enabled, the obstacle will create a temporary "hole" in the NavMesh. The hole will be recognised by the pathfinding, so paths will be plotted to avoid the obstacle. This means that if, say, an obstacle blocks a narrow gap, the pathfinding will seek an alternative route to the target. Without carving, the agent will head for the gap but won't be able to pass until the obstacle is clear.See Also: NavMeshAgent.
9217*/
9218#[derive(Debug, Serialize, Deserialize)]
9219pub struct NavMeshObstacle {
9220 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
9221 pub m_Enabled: u8,
9222 /**The game object this component is attached to. A component is always attached to a game object.*/
9223 /// PPtr<[`GameObject`]>: (4.0.0 - 2022.3.2f1)
9224 pub m_GameObject: PPtr,
9225 /// bool: (4.3.0 - 2022.3.2f1)
9226 pub m_Carve: Option<bool>,
9227 /**Should this obstacle be carved when it is constantly moving?*/
9228 /// bool: (5.0.0f4 - 2022.3.2f1)
9229 pub m_CarveOnlyStationary: Option<bool>,
9230 /**The center of the obstacle, measured in the object's local space.*/
9231 /// Vector3f: (5.0.0f4 - 2022.3.2f1)
9232 pub m_Center: Option<Vector3f>,
9233 /// Vector3f: (5.0.0f4 - 2022.3.2f1)
9234 pub m_Extents: Option<Vector3f>,
9235 /**Height of the obstacle's cylinder shape.*/
9236 /// f32: (4.0.0 - 4.7.2)
9237 pub m_Height: Option<f32>,
9238 /// f32: (4.3.0 - 2022.3.2f1)
9239 pub m_MoveThreshold: Option<f32>,
9240 /**Radius of the obstacle's capsule shape.*/
9241 /// f32: (4.0.0 - 4.7.2)
9242 pub m_Radius: Option<f32>,
9243 /**The shape of the obstacle.*/
9244 /// i32: (5.0.0f4 - 2022.3.2f1)
9245 pub m_Shape: Option<i32>,
9246 /// f32: (5.0.0f4 - 2022.3.2f1)
9247 pub m_TimeToStationary: Option<f32>,
9248}
9249
9250/// NavMeshParams is a sub class of the Unity engine since version 5.0.0f4.
9251#[derive(Debug, Serialize, Deserialize)]
9252pub struct NavMeshParams {
9253 pub cellSize: f32,
9254 pub tileSize: f32,
9255 pub walkableClimb: f32,
9256 pub walkableHeight: f32,
9257 pub walkableRadius: f32,
9258}
9259
9260/// NavMeshProjectSettings is a class of the Unity engine since version 5.5.0f3.
9261#[derive(Debug, Serialize, Deserialize)]
9262pub struct NavMeshProjectSettings {
9263 pub areas: Vec<NavMeshAreaData>,
9264 /// i32: (5.6.0b1 - 2022.3.2f1)
9265 pub m_LastAgentTypeID: Option<i32>,
9266 /// Vec<String>: (5.6.0b1 - 2022.3.2f1)
9267 pub m_SettingNames: Option<Vec<String>>,
9268 /// Vec<NavMeshBuildSettings>: (5.6.0b1 - 2022.3.2f1)
9269 pub m_Settings: Option<Vec<NavMeshBuildSettings>>,
9270}
9271
9272/// NavMeshSettings is a class of the Unity engine since version 3.5.0.
9273#[derive(Debug, Serialize, Deserialize)]
9274pub struct NavMeshSettings {
9275 /// PPtr<[`NavMesh`]>: (3.5.0 - 4.7.2)
9276 pub m_NavMesh: Option<PPtr>,
9277 /// PPtr<[`NavMeshData`]>: (5.0.0f4 - 2022.3.2f1)
9278 pub m_NavMeshData: Option<PPtr>,
9279}
9280
9281/// NavMeshTileData is a sub class of the Unity engine since version 5.0.0f4.
9282#[derive(Debug, Serialize, Deserialize)]
9283pub struct NavMeshTileData {
9284 pub m_MeshData: Vec<u8>,
9285 /// Hash128: (5.6.0b1 - 2022.3.2f1)
9286 pub m_Hash: Option<Hash128>,
9287}
9288
9289/// NetworkManager is a class of the Unity engine since version 3.4.0.
9290#[derive(Debug, Serialize, Deserialize)]
9291pub struct NetworkManager {
9292 /// Vec<(GUID, PPtr<[`GameObject`]>)>: (3.4.0 - 2018.1.9f2)
9293 pub m_AssetToPrefab: Vec<(GUID, PPtr)>,
9294 pub m_DebugLevel: i32,
9295 pub m_Sendrate: f32,
9296}
9297
9298/// NetworkView is a class of the Unity engine since version 3.4.0.
9299/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/NetworkView.html):
9300/**
9301The network view is the binding material of multiplayer games.
9302With this you can define exactly what is to be synchronized over the network and how
9303it should be done. Game objects can have NetworkView components which can be
9304configured to watch other components for the object.
9305For more information see the Network View manual page and the component reference page.
9306*/
9307#[derive(Debug, Serialize, Deserialize)]
9308pub struct NetworkView {
9309 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
9310 pub m_Enabled: u8,
9311 /**The game object this component is attached to. A component is always attached to a game object.*/
9312 /// PPtr<[`GameObject`]>: (3.4.0 - 2018.1.9f2)
9313 pub m_GameObject: PPtr,
9314 /// PPtr<[`Component`]>: (3.4.0 - 2018.1.9f2)
9315 pub m_Observed: PPtr,
9316 pub m_StateSynchronization: i32,
9317 pub m_ViewID: NetworkViewID,
9318}
9319
9320/// NetworkViewID is a sub class of the Unity engine since version 3.4.0.
9321/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/NetworkViewID.html):
9322/**
9323The NetworkViewID is a unique identifier for a network view instance in a multiplayer game.
9324It is imporatant that this is a unique number accross all clients and that they can generate
9325these numbers themselves, or else network synchronization will break.
9326*/
9327#[derive(Debug, Serialize, Deserialize)]
9328pub struct NetworkViewID {
9329 pub m_ID: u32,
9330 pub m_Type: u32,
9331}
9332
9333/// NewAnimationTrack is a class of the Unity engine since version 3.4.0.
9334#[derive(Debug, Serialize, Deserialize)]
9335pub struct NewAnimationTrack {
9336 pub m_ClassID: i32,
9337 pub m_Curves: Vec<Channel>,
9338 pub m_Name: String,
9339}
9340
9341/// NoiseModule is a sub class of the Unity engine since version 5.5.0f3.
9342/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ParticleSystem.NoiseModule.html):
9343/**
9344Script interface for the NoiseModule.
9345The Noise Module allows you to apply turbulence to the movement of your particles. Use the low quality settings to create computationally efficient Noise, or simulate smoother, richer Noise with the higher quality settings. You can also choose to define the behavior of the Noise individually for each axis.See Also: ParticleSystem, ParticleSystem.noise.
9346*/
9347#[derive(Debug, Serialize, Deserialize)]
9348pub struct NoiseModule {
9349 /**Higher frequency noise reduces the strength by a proportional amount, if enabled.*/
9350 pub damping: bool,
9351 /**Specifies whether the the NoiseModule is enabled or disabled.*/
9352 pub enabled: bool,
9353 /**Low values create soft, smooth noise, and high values create rapidly changing noise.*/
9354 pub frequency: f32,
9355 /**When combining each octave, scale the intensity by this amount.*/
9356 pub octaveMultiplier: f32,
9357 /**When combining each octave, zoom in by this amount.*/
9358 pub octaveScale: f32,
9359 pub octaves: i32,
9360 /**Generate 1D, 2D or 3D noise.*/
9361 pub quality: i32,
9362 /**Define how the noise values are remapped.*/
9363 pub remap: MinMaxCurve,
9364 /**Enable remapping of the final noise values, allowing for noise values to be translated into different values.*/
9365 pub remapEnabled: bool,
9366 /**Define how the noise values are remapped on the y-axis, when using the ParticleSystem.NoiseModule.separateAxes option.*/
9367 pub remapY: MinMaxCurve,
9368 /**Define how the noise values are remapped on the z-axis, when using the ParticleSystem.NoiseModule.separateAxes option.*/
9369 pub remapZ: MinMaxCurve,
9370 /**Scroll the noise map over the Particle System.*/
9371 pub scrollSpeed: MinMaxCurve,
9372 /**Control the noise separately for each axis.*/
9373 pub separateAxes: bool,
9374 /**How strong the overall noise effect is.*/
9375 pub strength: MinMaxCurve,
9376 /**Define the strength of the effect on the y-axis, when using the ParticleSystem.NoiseModule.separateAxes option.*/
9377 pub strengthY: MinMaxCurve,
9378 /**Define the strength of the effect on the z-axis, when using the ParticleSystem.NoiseModule.separateAxes option.*/
9379 pub strengthZ: MinMaxCurve,
9380 /**How much the noise affects the particle positions.*/
9381 /// MinMaxCurve: (2017.1.0b2 - 2022.3.2f1)
9382 pub positionAmount: Option<MinMaxCurve>,
9383 /**How much the noise affects the particle rotation, in degrees per second.*/
9384 /// MinMaxCurve: (2017.1.0b2 - 2022.3.2f1)
9385 pub rotationAmount: Option<MinMaxCurve>,
9386 /**How much the noise affects the particle sizes, applied as a multiplier on the size of each particle.*/
9387 /// MinMaxCurve: (2017.1.0b2 - 2022.3.2f1)
9388 pub sizeAmount: Option<MinMaxCurve>,
9389}
9390
9391/// NonAlignedStruct is a sub class of the Unity engine since version 2019.1.0b1.
9392#[derive(Debug, Serialize, Deserialize)]
9393pub struct NonAlignedStruct {
9394 pub m_Bool: bool,
9395}
9396
9397/// OcclusionArea is a class of the Unity engine since version 3.4.0.
9398/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/OcclusionArea.html):
9399/**
9400OcclusionArea is an area in which occlusion culling is performed.
9401*/
9402#[derive(Debug, Serialize, Deserialize)]
9403pub struct OcclusionArea {
9404 /**Center of the occlusion area relative to the transform.*/
9405 pub m_Center: Vector3f,
9406 /**The game object this component is attached to. A component is always attached to a game object.*/
9407 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
9408 pub m_GameObject: PPtr,
9409 pub m_IsViewVolume: bool,
9410 /**Size that the occlusion area will have.*/
9411 pub m_Size: Vector3f,
9412 /// bool: (3.4.0 - 4.2.2)
9413 pub m_IsTargetVolume: Option<bool>,
9414 /// i32: (3.4.0 - 4.2.2)
9415 pub m_TargetResolution: Option<i32>,
9416}
9417
9418/// OcclusionCullingData is a class of the Unity engine since version 5.5.0f3.
9419#[derive(Debug, Serialize, Deserialize)]
9420pub struct OcclusionCullingData {
9421 pub m_Name: String,
9422 pub m_PVSData: Vec<u8>,
9423 pub m_Scenes: Vec<OcclusionScene>,
9424}
9425
9426/// OcclusionCullingSettings is a class of the Unity engine since version 5.5.0f3.
9427#[derive(Debug, Serialize, Deserialize)]
9428pub struct OcclusionCullingSettings {
9429 /// PPtr<[`OcclusionCullingData`]>: (5.5.0f3 - 2022.3.2f1)
9430 pub m_OcclusionCullingData: PPtr,
9431 /// Vec<PPtr<[`OcclusionPortal`]>>: (5.5.0f3 - 2022.3.2f1)
9432 pub m_Portals: Vec<PPtr>,
9433 pub m_SceneGUID: GUID,
9434 /// Vec<PPtr<[`Renderer`]>>: (5.5.0f3 - 2022.3.2f1)
9435 pub m_StaticRenderers: Vec<PPtr>,
9436}
9437
9438/// OcclusionPortal is a class of the Unity engine since version 3.5.0.
9439/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/OcclusionPortal.html):
9440/**
9441The portal for dynamically changing occlusion at runtime.
9442*/
9443#[derive(Debug, Serialize, Deserialize)]
9444pub struct OcclusionPortal {
9445 pub m_Center: Vector3f,
9446 /**The game object this component is attached to. A component is always attached to a game object.*/
9447 /// PPtr<[`GameObject`]>: (3.5.0 - 2022.3.2f1)
9448 pub m_GameObject: PPtr,
9449 /**Gets / sets the portal's open state.*/
9450 pub m_Open: bool,
9451 pub m_Size: Vector3f,
9452}
9453
9454/// OcclusionScene is a sub class of the Unity engine since version 5.5.0f3.
9455#[derive(Debug, Serialize, Deserialize)]
9456pub struct OcclusionScene {
9457 pub indexPortals: i32,
9458 pub indexRenderers: i32,
9459 pub scene: GUID,
9460 pub sizePortals: i32,
9461 pub sizeRenderers: i32,
9462}
9463
9464/// Oculus is a sub class of the Unity engine since version 2017.3.0f3.
9465#[derive(Debug, Serialize, Deserialize)]
9466pub struct Oculus {
9467 pub dashSupport: bool,
9468 pub sharedDepthBuffer: bool,
9469 /// bool: (2018.4.9f1 - 2020.2.0a15)
9470 pub lowOverheadMode: Option<bool>,
9471 /// bool: (2018.4.9f1 - 2020.2.0a15)
9472 pub protectedContext: Option<bool>,
9473 /// bool: (2018.4.9f1 - 2020.2.0a15)
9474 pub v2Signing: Option<bool>,
9475}
9476
9477/// OffMeshLink is a class of the Unity engine since version 3.5.0.
9478/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AI.OffMeshLink.html):
9479/**
9480Link allowing movement outside the planar navigation mesh.
9481*/
9482#[derive(Debug, Serialize, Deserialize)]
9483pub struct OffMeshLink {
9484 /**Is link active.*/
9485 pub m_Activated: bool,
9486 /**Can link be traversed in both directions.*/
9487 pub m_BiDirectional: bool,
9488 /**Modify pathfinding cost for the link.*/
9489 pub m_CostOverride: f32,
9490 /// PPtr<[`Transform`]>: (3.5.0 - 2022.3.2f1)
9491 pub m_End: PPtr,
9492 /**The game object this component is attached to. A component is always attached to a game object.*/
9493 /// PPtr<[`GameObject`]>: (3.5.0 - 2022.3.2f1)
9494 pub m_GameObject: PPtr,
9495 /// PPtr<[`Transform`]>: (3.5.0 - 2022.3.2f1)
9496 pub m_Start: PPtr,
9497 /// i32: (5.6.0b1 - 2022.3.2f1)
9498 pub m_AgentTypeID: Option<i32>,
9499 /// u32: (5.0.0f4 - 2022.3.2f1)
9500 pub m_AreaIndex: Option<u32>,
9501 /**Automatically update endpoints.*/
9502 /// bool: (4.3.0 - 2022.3.2f1)
9503 pub m_AutoUpdatePositions: Option<bool>,
9504 /// u32: (3.5.0 - 4.7.2)
9505 pub m_DtPolyRef: Option<u32>,
9506 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
9507 /// u8: (4.3.0 - 2022.3.2f1)
9508 pub m_Enabled: Option<u8>,
9509 /// u32: (4.0.0 - 4.7.2)
9510 pub m_NavMeshLayer: Option<u32>,
9511}
9512
9513/// OffsetPtr is a sub class of the Unity engine since version 4.0.0.
9514#[derive(Debug, Serialize, Deserialize)]
9515pub struct OffsetPtr {
9516 pub data: Clip,
9517}
9518
9519/// Output is a sub class of the Unity engine since version 4.0.0.
9520#[derive(Debug, Serialize, Deserialize)]
9521pub struct Output {
9522 /// bool: (5.0.0f4 - 2022.3.2f1)
9523 pub hasEmptyFontData: Option<bool>,
9524 /// i32: (4.0.0 - 4.7.2)
9525 pub importedType: Option<i32>,
9526 /// Vec<f32>: (4.0.0 - 4.7.2)
9527 pub previewData: Option<Vec<f32>>,
9528}
9529
9530/// PPtrCurve is a sub class of the Unity engine since version 4.3.0.
9531#[derive(Debug, Serialize, Deserialize)]
9532pub struct PPtrCurve {
9533 pub attribute: String,
9534 pub classID: i32,
9535 /// Vec<PPtrKeyframe>: (4.3.0 - 2022.3.2f1)
9536 pub curve: Vec<PPtrKeyframe>,
9537 pub path: String,
9538 /// PPtr<[`MonoScript`]>: (4.3.0 - 2022.3.2f1)
9539 pub script: PPtr,
9540 /// i32: (2022.2.0b1 - 2022.3.2f1)
9541 pub flags: Option<i32>,
9542}
9543
9544/// PPtrKeyframe is a sub class of the Unity engine since version 4.3.0.
9545#[derive(Debug, Serialize, Deserialize)]
9546pub struct PPtrKeyframe {
9547 pub time: f32,
9548 /// PPtr<[`Object`]>: (4.3.0 - 2022.3.2f1)
9549 pub value: PPtr,
9550}
9551
9552/// PVRImporter is a class of the Unity engine since version 4.0.0.
9553#[derive(Debug, Serialize, Deserialize)]
9554pub struct PVRImporter {
9555 pub m_Name: String,
9556 pub m_UserData: String,
9557 /// String: (5.0.0f4 - 5.5.6f1)
9558 pub m_AssetBundleName: Option<String>,
9559 /// String: (5.0.0f4 - 5.5.6f1)
9560 pub m_AssetBundleVariant: Option<String>,
9561}
9562
9563/// PackageManifest is a class of the Unity engine since version 2019.1.0b1.
9564#[derive(Debug, Serialize, Deserialize)]
9565pub struct PackageManifest {
9566 pub m_Name: String,
9567 pub m_Script: String,
9568}
9569
9570/// PackageManifestImporter is a class of the Unity engine since version 2019.1.0b1.
9571#[derive(Debug, Serialize, Deserialize)]
9572pub struct PackageManifestImporter {
9573 pub m_AssetBundleName: String,
9574 pub m_AssetBundleVariant: String,
9575 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2019.1.0b1 - 2022.3.2f1)
9576 pub m_ExternalObjects: Vec<(SourceAssetIdentifier, PPtr)>,
9577 pub m_Name: String,
9578 pub m_UsedFileIDs: Vec<i64>,
9579 pub m_UserData: String,
9580}
9581
9582/// PackedAssets is a class of the Unity engine since version 5.4.0f3.
9583/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Build.Reporting.PackedAssets.html):
9584/**
9585An extension to the BuildReport class that tracks how Assets contribute to the size of the build.
9586The build process generates a PackedAssets report for each .sharedAssets or .resource file, or for each AssetBundle.
9587*/
9588#[derive(Debug, Serialize, Deserialize)]
9589pub struct PackedAssets {
9590 /**An array of PackedAssetInfo objects that holds information about the Assets that are included in the PackedAssets bundle, such as packed Asset size and type.*/
9591 pub m_Contents: Vec<BuildReportPackedAssetInfo>,
9592 /**The header size of the packed Asset file.*/
9593 pub m_Overhead: u64,
9594 /**The file path to the Asset package, relative to the Data folder of the build.*/
9595 pub m_ShortPath: String,
9596 /// u32: (5.4.0f3 - 2021.2.0a11)
9597 pub m_File: Option<u32>,
9598}
9599
9600/// PackedBitVector is a sub class of the Unity engine since version 3.4.0.
9601#[derive(Debug, Serialize, Deserialize)]
9602pub struct PackedBitVector {
9603 pub m_BitSize: u8,
9604 pub m_Data: Vec<u8>,
9605 pub m_NumItems: u32,
9606 pub m_Range: f32,
9607 pub m_Start: f32,
9608}
9609
9610/// PackingSettings is a sub class of the Unity engine since version 2020.1.0b1.
9611#[derive(Debug, Serialize, Deserialize)]
9612pub struct PackingSettings {
9613 pub allowAlphaSplitting: bool,
9614 pub blockOffset: i32,
9615 pub enableRotation: bool,
9616 pub enableTightPacking: bool,
9617 pub padding: i32,
9618 /// bool: (2021.1.0b1 - 2022.3.2f1)
9619 pub enableAlphaDilation: Option<bool>,
9620}
9621
9622/// Parameter is a sub class of the Unity engine since version 5.0.0f4.
9623#[derive(Debug, Serialize, Deserialize)]
9624pub struct Parameter {
9625 pub m_GUID: GUID,
9626 pub m_ParameterName: String,
9627}
9628
9629/// ParentConstraint is a class of the Unity engine since version 2018.1.0b2.
9630/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Animations.ParentConstraint.html):
9631/**
9632Constrains the orientation and translation of an object to one or more source objects. The constrained object behaves as if it is in the hierarchy of the sources.
9633*/
9634#[derive(Debug, Serialize, Deserialize)]
9635pub struct ParentConstraint {
9636 pub m_AffectRotationX: bool,
9637 pub m_AffectRotationY: bool,
9638 pub m_AffectRotationZ: bool,
9639 pub m_AffectTranslationX: bool,
9640 pub m_AffectTranslationY: bool,
9641 pub m_AffectTranslationZ: bool,
9642 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
9643 pub m_Enabled: u8,
9644 /**The game object this component is attached to. A component is always attached to a game object.*/
9645 /// PPtr<[`GameObject`]>: (2018.1.0b2 - 2022.3.2f1)
9646 pub m_GameObject: PPtr,
9647 /**The rotation used when the sources have a total weight of 0.*/
9648 pub m_RotationAtRest: Vector3f,
9649 /**The rotation offsets from the constrained orientation.*/
9650 pub m_RotationOffsets: Vec<Vector3f>,
9651 pub m_Sources: Vec<ConstraintSource>,
9652 /**The position of the object in local space, used when the sources have a total weight of 0.*/
9653 pub m_TranslationAtRest: Vector3f,
9654 /**The translation offsets from the constrained orientation.*/
9655 pub m_TranslationOffsets: Vec<Vector3f>,
9656 /**The weight of the constraint component.*/
9657 pub m_Weight: f32,
9658 /// bool: (2022.1.0b1 - 2022.3.2f1)
9659 pub m_Active: Option<bool>,
9660 /// bool: (2018.1.0b2 - 2022.1.0a9)
9661 pub m_IsContraintActive: Option<bool>,
9662}
9663
9664/// ParserBindChannels is a sub class of the Unity engine since version 5.5.0f3.
9665#[derive(Debug, Serialize, Deserialize)]
9666pub struct ParserBindChannels {
9667 pub m_Channels: Vec<ShaderBindChannel>,
9668 pub m_SourceMap: i64,
9669}
9670
9671/// ParticleAnimator is a class of the Unity engine since version 3.4.0.
9672#[derive(Debug, Serialize, Deserialize)]
9673pub struct ParticleAnimator {
9674 pub autodestruct: bool,
9675 pub damping: f32,
9676 pub force: Vector3f,
9677 pub localRotationAxis: Vector3f,
9678 /// PPtr<[`GameObject`]>: (3.4.0 - 2018.2.21f1)
9679 pub m_GameObject: PPtr,
9680 pub rndForce: Vector3f,
9681 pub sizeGrow: f32,
9682 pub stopSimulation: bool,
9683 pub worldRotationAxis: Vector3f,
9684 /// bool: (3.4.0 - 2018.2.21f1)
9685 #[serde(alias = "Does Animate Color?")]
9686 pub Does_Animate_Color_: Option<bool>,
9687 /// ColorRGBA: (3.4.0 - 2018.2.21f1)
9688 #[serde(alias = "colorAnimation[0]")]
9689 pub colorAnimation_0_: Option<ColorRGBA>,
9690 /// ColorRGBA: (3.4.0 - 2018.2.21f1)
9691 #[serde(alias = "colorAnimation[1]")]
9692 pub colorAnimation_1_: Option<ColorRGBA>,
9693 /// ColorRGBA: (3.4.0 - 2018.2.21f1)
9694 #[serde(alias = "colorAnimation[2]")]
9695 pub colorAnimation_2_: Option<ColorRGBA>,
9696 /// ColorRGBA: (3.4.0 - 2018.2.21f1)
9697 #[serde(alias = "colorAnimation[3]")]
9698 pub colorAnimation_3_: Option<ColorRGBA>,
9699 /// ColorRGBA: (3.4.0 - 2018.2.21f1)
9700 #[serde(alias = "colorAnimation[4]")]
9701 pub colorAnimation_4_: Option<ColorRGBA>,
9702}
9703
9704/// ParticleRenderer is a class of the Unity engine since version 3.4.0.
9705#[derive(Debug, Serialize, Deserialize)]
9706pub struct ParticleRenderer {
9707 pub m_CameraVelocityScale: f32,
9708 pub m_CastShadows: Enum_bool__u8,
9709 pub m_Enabled: bool,
9710 /// PPtr<[`GameObject`]>: (3.4.0 - 2018.2.21f1)
9711 pub m_GameObject: PPtr,
9712 pub m_LengthScale: f32,
9713 pub m_LightmapIndex: u16,
9714 pub m_LightmapTilingOffset: Vector4f,
9715 /// Vec<PPtr<[`Material`]>>: (3.4.0 - 2018.2.21f1)
9716 pub m_Materials: Vec<PPtr>,
9717 pub m_MaxParticleSize: f32,
9718 pub m_ReceiveShadows: Enum_bool__u8,
9719 /// PPtr<[`Transform`]>: (3.4.0 - 2018.2.21f1)
9720 pub m_StaticBatchRoot: PPtr,
9721 pub m_StretchParticles: i32,
9722 pub m_VelocityScale: f32,
9723 /// UVAnimation: (3.4.0 - 2018.2.21f1)
9724 #[serde(alias = "UV Animation")]
9725 pub UV_Animation: Option<UVAnimation>,
9726 /// u8: (2017.2.0b2 - 2018.2.21f1)
9727 pub m_DynamicOccludee: Option<u8>,
9728 /// PPtr<[`Transform`]>: (3.5.0 - 4.7.2)
9729 pub m_LightProbeAnchor: Option<PPtr>,
9730 /// u8: (5.4.0f3 - 2018.2.21f1)
9731 pub m_LightProbeUsage: Option<u8>,
9732 /// PPtr<[`GameObject`]>: (5.4.0f3 - 2018.2.21f1)
9733 pub m_LightProbeVolumeOverride: Option<PPtr>,
9734 /// u16: (5.0.0f4 - 2018.2.21f1)
9735 pub m_LightmapIndexDynamic: Option<u16>,
9736 /// Vector4f: (5.0.0f4 - 2018.2.21f1)
9737 pub m_LightmapTilingOffsetDynamic: Option<Vector4f>,
9738 /// u8: (5.4.0f3 - 2018.2.21f1)
9739 pub m_MotionVectors: Option<u8>,
9740 /// PPtr<[`Transform`]>: (5.0.0f4 - 2018.2.21f1)
9741 pub m_ProbeAnchor: Option<PPtr>,
9742 /// i32: (5.0.0f4 - 5.3.8f2); u8: (5.4.0f3 - 2018.2.21f1)
9743 pub m_ReflectionProbeUsage: Option<i32>,
9744 /// u32: (2018.1.0b2 - 2018.2.21f1)
9745 pub m_RenderingLayerMask: Option<u32>,
9746 /// i16: (4.3.0 - 2018.2.21f1)
9747 pub m_SortingLayer: Option<i16>,
9748 /// u32: (4.5.0 - 4.7.2); i32: (5.0.0f4 - 2018.2.21f1)
9749 pub m_SortingLayerID: Option<i64>,
9750 /// i16: (4.3.0 - 2018.2.21f1)
9751 pub m_SortingOrder: Option<i16>,
9752 /// StaticBatchInfo: (5.5.0f3 - 2018.2.21f1)
9753 pub m_StaticBatchInfo: Option<StaticBatchInfo>,
9754 /// Vec<u32>: (3.4.0 - 5.4.6f3)
9755 pub m_SubsetIndices: Option<Vec<u32>>,
9756 /// bool: (3.5.0 - 5.3.8f2)
9757 pub m_UseLightProbes: Option<bool>,
9758}
9759
9760/// ParticleSystem is a class of the Unity engine since version 3.5.0.
9761/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ParticleSystem.html):
9762/**
9763Script interface for the Built-in Particle System. Unity's powerful and versatile particle system implementation.
9764General parameters
9765
9766The Particle System's general parameters are kept inside a special Main module. These parameters are visible in the Inspector above all the other modules:In script, these parameters are accessible through ParticleSystem.main.Accessing module propertiesParticle System properties are grouped by the module they belong to, such as ParticleSystem.noise and ParticleSystem.emission. These properties are structs, but do not behave like normal C# structs. They are simply interfaces directly into the native code, so it is important to know how to use them, compared to a normal C# struct.The key difference is that it is not necessary to assign the struct back to the Particle System component. When you set any property on a module struct, Unity immediately assigns that value to the Particle System.Also, because each module is a struct, you must cache it in a local variable before you can assign any new values to the module. For example, instead of:
9767ParticleSystem.emission.enabled = true; // Doesn't compile
9768
9769write:
9770var emission = ParticleSystem.emission; // Stores the module in a local variable
9771emission.enabled = true; // Applies the new value directly to the Particle SystemModule effect multipliersEvery module has special multiplier properties that allow you to change the overall effect of a curve without having to edit the curve itself. These multiplier properties are all named after the curve they affect - for instance ParticleSystem.emission.rateMultiplier controls the overall effect of ParticleSystem.emission.rate in a given system.Constant value shorthandParameters support a shorthand notation for simple constant values. To set a constant value for a parameter, all you need to do is assign a number to it. It is not necessary to create a MinMaxCurve or MinMaxGradient object in the ParticleSystemCurveMode.Constant mode.For example, instead of:
9772var emission = ParticleSystem.emission;
9773emission.rate = new ParticleSystem.MinMaxCurve(5.0f);
9774
9775write:
9776var emission = ParticleSystem.emission;
9777emission.rate = 5.0f;Performance note: When setting properties on particle modules, the settings are passed immediately into native code. This gives the best performance. This means that setting properties on a module struct doesn't set something in script that requires setting back to the Particle System; it all happens automatically.See Also: Particle.
9778*/
9779#[derive(Debug, Serialize, Deserialize)]
9780pub struct ParticleSystem {
9781 pub ClampVelocityModule: ClampVelocityModule,
9782 pub CollisionModule: CollisionModule,
9783 pub ColorBySpeedModule: ColorBySpeedModule,
9784 pub ColorModule: ColorModule,
9785 pub EmissionModule: EmissionModule,
9786 pub ForceModule: ForceModule,
9787 pub InitialModule: InitialModule,
9788 pub RotationBySpeedModule: RotationBySpeedModule,
9789 pub RotationModule: RotationModule,
9790 pub ShapeModule: ShapeModule,
9791 pub SizeBySpeedModule: SizeBySpeedModule,
9792 pub SizeModule: SizeModule,
9793 pub SubModule: SubModule,
9794 pub UVModule: UVModule,
9795 pub VelocityModule: VelocityModule,
9796 pub lengthInSec: f32,
9797 pub looping: bool,
9798 /**The game object this component is attached to. A component is always attached to a game object.*/
9799 /// PPtr<[`GameObject`]>: (3.5.0 - 2022.3.2f1)
9800 pub m_GameObject: PPtr,
9801 pub moveWithTransform: Enum_bool__i32,
9802 pub playOnAwake: bool,
9803 pub prewarm: bool,
9804 /**Override the random seed used for the Particle System emission.*/
9805 pub randomSeed: i64,
9806 pub startDelay: Enum_f32__MinMaxCurve,
9807 /// CustomDataModule: (5.6.0b1 - 2022.3.2f1)
9808 pub CustomDataModule: Option<CustomDataModule>,
9809 /// ExternalForcesModule: (4.0.0 - 2022.3.2f1)
9810 pub ExternalForcesModule: Option<ExternalForcesModule>,
9811 /// InheritVelocityModule: (5.3.0f1 - 2022.3.2f1)
9812 pub InheritVelocityModule: Option<InheritVelocityModule>,
9813 /// LifetimeByEmitterSpeedModule: (2020.1.0b1 - 2022.3.2f1)
9814 pub LifetimeByEmitterSpeedModule: Option<LifetimeByEmitterSpeedModule>,
9815 /// LightsModule: (5.5.0f3 - 2022.3.2f1)
9816 pub LightsModule: Option<LightsModule>,
9817 /// NoiseModule: (5.5.0f3 - 2022.3.2f1)
9818 pub NoiseModule: Option<NoiseModule>,
9819 /// TrailModule: (5.5.0f3 - 2022.3.2f1)
9820 pub TrailModule: Option<TrailModule>,
9821 /// TriggerModule: (5.4.0f3 - 2022.3.2f1)
9822 pub TriggerModule: Option<TriggerModule>,
9823 /// bool: (5.4.1f1 - 2022.3.2f1)
9824 pub autoRandomSeed: Option<bool>,
9825 /// i32: (2018.3.0f2 - 2022.3.2f1)
9826 pub cullingMode: Option<i32>,
9827 /// i32: (2021.1.0b1 - 2022.3.2f1)
9828 pub emitterVelocityMode: Option<i32>,
9829 /// PPtr<[`Transform`]>: (5.5.0f3 - 2022.3.2f1)
9830 pub moveWithCustomTransform: Option<PPtr>,
9831 /// Vector2f: (2018.3.0f2 - 2022.3.2f1)
9832 pub ringBufferLoopRange: Option<Vector2f>,
9833 /// i32: (2018.3.0f2 - 2022.3.2f1)
9834 pub ringBufferMode: Option<i32>,
9835 /// i32: (5.3.0f1 - 2022.3.2f1)
9836 pub scalingMode: Option<i32>,
9837 /// f32: (5.5.1f1 - 2022.3.2f1)
9838 pub simulationSpeed: Option<f32>,
9839 /// f32: (3.5.0 - 5.5.0f3)
9840 pub speed: Option<f32>,
9841 /// i32: (2017.2.0b2 - 2022.3.2f1)
9842 pub stopAction: Option<i32>,
9843 /// bool: (2017.1.0f2 - 2021.1.0a6)
9844 pub useRigidbodyForVelocity: Option<bool>,
9845 /// bool: (2017.1.0b2 - 2022.3.2f1)
9846 pub useUnscaledTime: Option<bool>,
9847}
9848
9849/// ParticleSystemEmissionBurst is a sub class of the Unity engine since version 5.6.0f1.
9850#[derive(Debug, Serialize, Deserialize)]
9851pub struct ParticleSystemEmissionBurst {
9852 pub cycleCount: i64,
9853 pub repeatInterval: f32,
9854 pub time: f32,
9855 /// MinMaxCurve: (2017.2.0b2 - 2022.3.2f1)
9856 pub countCurve: Option<MinMaxCurve>,
9857 /// u32: (5.6.0f1 - 2017.1.5f1)
9858 pub maxCount: Option<u32>,
9859 /// u32: (5.6.0f1 - 2017.1.5f1)
9860 pub minCount: Option<u32>,
9861 /// f32: (2018.3.0f2 - 2022.3.2f1)
9862 pub probability: Option<f32>,
9863}
9864
9865/// ParticleSystemForceField is a class of the Unity engine since version 2018.3.0f2.
9866/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ParticleSystemForceField.html):
9867/**
9868Script interface for Particle System Force Fields.
9869Particle System Force Fields can be used to influence groups of particles that enter each field's zone of influence.The shape of the Force Field can be set to a variety of shapes, and how the particles are affected is controlled by various properties in the Force Field.As part of choosing the shape, you may define a start and end range. The end range describes the maximum extent of the shape, and the start range can be used to create a hollow shape.A number of forces can be applied to particles that are within this volume: directional, gravitational, rotational, drag, and a vector field.The settings for each type of force make use of the MinMaxCurve type, which is also used in the Particle System. This type allows you to set simple uniform values, or more complicated values that vary per-particle, and vary over the lifetime of each particle.
9870*/
9871#[derive(Debug, Serialize, Deserialize)]
9872pub struct ParticleSystemForceField {
9873 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
9874 pub m_Enabled: u8,
9875 /**The game object this component is attached to. A component is always attached to a game object.*/
9876 /// PPtr<[`GameObject`]>: (2018.3.0f2 - 2022.3.2f1)
9877 pub m_GameObject: PPtr,
9878 pub m_Parameters: ParticleSystemForceFieldParameters,
9879}
9880
9881/// ParticleSystemForceFieldParameters is a sub class of the Unity engine since version 2018.3.0f2.
9882#[derive(Debug, Serialize, Deserialize)]
9883pub struct ParticleSystemForceFieldParameters {
9884 pub m_DirectionCurveX: MinMaxCurve,
9885 pub m_DirectionCurveY: MinMaxCurve,
9886 pub m_DirectionCurveZ: MinMaxCurve,
9887 pub m_DragCurve: MinMaxCurve,
9888 pub m_EndRange: f32,
9889 pub m_GravityCurve: MinMaxCurve,
9890 pub m_GravityFocus: f32,
9891 pub m_Length: f32,
9892 pub m_MultiplyDragByParticleSize: bool,
9893 pub m_MultiplyDragByParticleVelocity: bool,
9894 pub m_RotationAttractionCurve: MinMaxCurve,
9895 pub m_RotationRandomness: Vector2f,
9896 pub m_RotationSpeedCurve: MinMaxCurve,
9897 pub m_Shape: i32,
9898 pub m_StartRange: f32,
9899 /// PPtr<[`Texture3D`]>: (2018.3.0f2 - 2022.3.2f1)
9900 pub m_VectorField: PPtr,
9901 pub m_VectorFieldAttractionCurve: MinMaxCurve,
9902 pub m_VectorFieldSpeedCurve: MinMaxCurve,
9903}
9904
9905/// ParticleSystemRenderer is a class of the Unity engine since version 3.5.0.
9906/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ParticleSystemRenderer.html):
9907/**
9908Use this class to render particles on to the screen.
9909*/
9910#[derive(Debug, Serialize, Deserialize)]
9911pub struct ParticleSystemRenderer {
9912 /**How much do the particles stretch depending on the Camera's speed.*/
9913 pub m_CameraVelocityScale: f32,
9914 pub m_CastShadows: Enum_bool__u8,
9915 /**Makes the rendered 3D object visible if enabled.*/
9916 pub m_Enabled: bool,
9917 /**The game object this component is attached to. A component is always attached to a game object.*/
9918 /// PPtr<[`GameObject`]>: (3.5.0 - 2022.3.2f1)
9919 pub m_GameObject: PPtr,
9920 /**How much are the particles stretched in their direction of motion, defined as the length of the particle compared to its width.*/
9921 pub m_LengthScale: f32,
9922 /**The index of the baked lightmap applied to this renderer.*/
9923 pub m_LightmapIndex: u16,
9924 pub m_LightmapTilingOffset: Vector4f,
9925 /**Returns all the instantiated materials of this object.*/
9926 /// Vec<PPtr<[`Material`]>>: (3.5.0 - 2022.3.2f1)
9927 pub m_Materials: Vec<PPtr>,
9928 /**Clamp the maximum particle size.*/
9929 pub m_MaxParticleSize: f32,
9930 /**The Mesh that the particle uses instead of a billboarded Texture.*/
9931 /// PPtr<[`Mesh`]>: (3.5.0 - 2022.3.2f1)
9932 pub m_Mesh: PPtr,
9933 /**Does this object receive shadows?*/
9934 pub m_ReceiveShadows: Enum_bool__u8,
9935 /**Specifies how the system draws particles.*/
9936 pub m_RenderMode: i32,
9937 /**Specifies how to sort particles within a system.*/
9938 pub m_SortMode: i32,
9939 /**Biases Particle System sorting amongst other transparencies.*/
9940 pub m_SortingFudge: f32,
9941 /// PPtr<[`Transform`]>: (3.5.0 - 2022.3.2f1)
9942 pub m_StaticBatchRoot: PPtr,
9943 /**Specifies how much particles stretch depending on their velocity.*/
9944 pub m_VelocityScale: f32,
9945 /**Allow billboard particles to roll around their z-axis.*/
9946 /// bool: (2018.3.0f2 - 2022.3.2f1)
9947 pub m_AllowRoll: Option<bool>,
9948 /// bool: (2018.2.0b1 - 2022.3.2f1)
9949 pub m_ApplyActiveColorSpace: Option<bool>,
9950 /// u8: (2017.2.0b2 - 2022.3.2f1)
9951 pub m_DynamicOccludee: Option<u8>,
9952 /**Enables GPU Instancing on platforms that support it.*/
9953 /// bool: (2018.1.0b2 - 2022.3.2f1)
9954 pub m_EnableGPUInstancing: Option<bool>,
9955 /**Flip a percentage of the particles, along each axis.*/
9956 /// Vector3f: (2018.3.0f2 - 2022.3.2f1)
9957 pub m_Flip: Option<Vector3f>,
9958 /**Enables freeform stretching behavior.*/
9959 /// bool: (2020.1.0b1 - 2022.3.2f1)
9960 pub m_FreeformStretching: Option<bool>,
9961 /// PPtr<[`Transform`]>: (3.5.0 - 4.7.2)
9962 pub m_LightProbeAnchor: Option<PPtr>,
9963 /**The light probe interpolation type.*/
9964 /// u8: (5.4.0f3 - 2022.3.2f1)
9965 pub m_LightProbeUsage: Option<u8>,
9966 /// PPtr<[`GameObject`]>: (5.4.0f3 - 2022.3.2f1)
9967 pub m_LightProbeVolumeOverride: Option<PPtr>,
9968 /// u16: (5.0.0f4 - 2022.3.2f1)
9969 pub m_LightmapIndexDynamic: Option<u16>,
9970 /// Vector4f: (5.0.0f4 - 2022.3.2f1)
9971 pub m_LightmapTilingOffsetDynamic: Option<Vector4f>,
9972 /**Specifies how the Particle System Renderer interacts with SpriteMask.*/
9973 /// i32: (2017.1.0b1 - 2022.3.2f1)
9974 pub m_MaskInteraction: Option<i32>,
9975 /// PPtr<[`Mesh`]>: (4.0.0 - 2022.3.2f1)
9976 pub m_Mesh1: Option<PPtr>,
9977 /// PPtr<[`Mesh`]>: (4.0.0 - 2022.3.2f1)
9978 pub m_Mesh2: Option<PPtr>,
9979 /// PPtr<[`Mesh`]>: (4.0.0 - 2022.3.2f1)
9980 pub m_Mesh3: Option<PPtr>,
9981 /**Specifies how the system randomly assigns meshes to particles.*/
9982 /// u8: (2021.2.0b1 - 2022.3.2f1)
9983 pub m_MeshDistribution: Option<u8>,
9984 /// f32: (2021.2.0b1 - 2022.3.2f1)
9985 pub m_MeshWeighting: Option<f32>,
9986 /// f32: (2021.2.0b1 - 2022.3.2f1)
9987 pub m_MeshWeighting1: Option<f32>,
9988 /// f32: (2021.2.0b1 - 2022.3.2f1)
9989 pub m_MeshWeighting2: Option<f32>,
9990 /// f32: (2021.2.0b1 - 2022.3.2f1)
9991 pub m_MeshWeighting3: Option<f32>,
9992 /**Clamp the minimum particle size.*/
9993 /// f32: (5.3.0f1 - 2022.3.2f1)
9994 pub m_MinParticleSize: Option<f32>,
9995 /// u8: (5.4.0f3 - 2022.3.2f1)
9996 pub m_MotionVectors: Option<u8>,
9997 /**Specifies how to calculate lighting for the billboard.*/
9998 /// f32: (4.0.0 - 2022.3.2f1)
9999 pub m_NormalDirection: Option<f32>,
10000 /**Modify the pivot point used for rotating particles.*/
10001 /// Vector3f: (5.3.0f1 - 2022.3.2f1)
10002 pub m_Pivot: Option<Vector3f>,
10003 /**If set, Renderer will use this Transform's position to find the light or reflection probe.*/
10004 /// PPtr<[`Transform`]>: (5.0.0f4 - 2022.3.2f1)
10005 pub m_ProbeAnchor: Option<PPtr>,
10006 /// u8: (2020.1.0b1 - 2022.3.2f1)
10007 pub m_RayTraceProcedural: Option<u8>,
10008 /**Describes how this renderer is updated for ray tracing.*/
10009 /// u8: (2019.3.0b1 - 2022.3.2f1)
10010 pub m_RayTracingMode: Option<u8>,
10011 /**Should reflection probes be used for this Renderer?*/
10012 /// i32: (5.0.0f4 - 5.3.8f2); u8: (5.4.0f3 - 2022.3.2f1)
10013 pub m_ReflectionProbeUsage: Option<i32>,
10014 /// i32: (5.3.0f1 - 2022.3.2f1)
10015 pub m_RenderAlignment: Option<i32>,
10016 /**This value sorts renderers by priority. Lower values are rendered first and higher values are rendered last.*/
10017 /// i32: (2018.3.0f2 - 2022.3.2f1)
10018 pub m_RendererPriority: Option<i32>,
10019 /**Determines which rendering layer this renderer lives on.*/
10020 /// u32: (2018.1.0b2 - 2022.3.2f1)
10021 pub m_RenderingLayerMask: Option<u32>,
10022 /**Rotate the particles based on the direction they are stretched in. This is added on top of other particle rotation.*/
10023 /// bool: (2020.1.0b1 - 2022.3.2f1)
10024 pub m_RotateWithStretchDirection: Option<bool>,
10025 /**Apply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the particle size.*/
10026 /// f32: (2018.3.0f2 - 2022.3.2f1)
10027 pub m_ShadowBias: Option<f32>,
10028 /// i16: (4.3.0 - 2022.3.2f1)
10029 pub m_SortingLayer: Option<i16>,
10030 /**Unique ID of the Renderer's sorting layer.*/
10031 /// u32: (4.5.0 - 4.7.2); i32: (5.0.0f4 - 2022.3.2f1)
10032 pub m_SortingLayerID: Option<i64>,
10033 /**Renderer's order within a sorting layer.*/
10034 /// i16: (4.3.0 - 2022.3.2f1)
10035 pub m_SortingOrder: Option<i16>,
10036 /// StaticBatchInfo: (5.5.0f3 - 2022.3.2f1)
10037 pub m_StaticBatchInfo: Option<StaticBatchInfo>,
10038 /**Is this renderer a static shadow caster?*/
10039 /// u8: (2021.1.0b1 - 2022.3.2f1)
10040 pub m_StaticShadowCaster: Option<u8>,
10041 /// Vec<u32>: (3.5.0 - 5.4.6f3)
10042 pub m_SubsetIndices: Option<Vec<u32>>,
10043 /// bool: (5.5.0f3 - 2022.3.2f1)
10044 pub m_UseCustomVertexStreams: Option<bool>,
10045 /// bool: (3.5.0 - 5.3.8f2)
10046 pub m_UseLightProbes: Option<bool>,
10047 /// i32: (5.5.0f3 - 5.5.6f1)
10048 pub m_VertexStreamMask: Option<i32>,
10049 /// Vec<u8>: (5.6.0b1 - 2022.3.2f1)
10050 pub m_VertexStreams: Option<Vec<u8>>,
10051}
10052
10053/// PerLODSettings is a sub class of the Unity engine since version 5.0.0f4.
10054#[derive(Debug, Serialize, Deserialize)]
10055pub struct PerLODSettings {
10056 pub castShadows: bool,
10057 pub enableBump: bool,
10058 pub enableHue: bool,
10059 pub height: f32,
10060 pub receiveShadows: bool,
10061 pub reflectionProbeUsage: i32,
10062 pub useLightProbes: bool,
10063 pub windQuality: i32,
10064 /// bool: (2018.3.0f2 - 2022.3.2f1)
10065 pub enableSubsurface: Option<bool>,
10066}
10067
10068/// PerformanceReportingManager is a class of the Unity engine since version 5.6.0b1.
10069#[derive(Debug, Serialize, Deserialize)]
10070pub struct PerformanceReportingManager {}
10071
10072/// PerformanceReportingSettings is a sub class of the Unity engine since version 5.6.0b1.
10073/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Analytics.PerformanceReportingSettings.html):
10074/**
10075Normally performance reporting is enabled from the Services window, but if writing your own editor extension, this API can be used.
10076*/
10077#[derive(Debug, Serialize, Deserialize)]
10078pub struct PerformanceReportingSettings {
10079 pub m_Enabled: bool,
10080}
10081
10082/// PhysicMaterial is a class of the Unity engine since version 3.4.0.
10083/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/PhysicMaterial.html):
10084/**
10085Physics material describes how to handle colliding objects (friction, bounciness).
10086See Also: Collider.
10087*/
10088#[derive(Debug, Serialize, Deserialize)]
10089pub struct PhysicMaterial {
10090 /**Determines how the bounciness is combined.*/
10091 pub bounceCombine: i32,
10092 /**How bouncy is the surface? A value of 0 will not bounce. A value of 1 will bounce without any loss of energy.*/
10093 pub bounciness: f32,
10094 /**The friction used when already moving. This value is usually between 0 and 1.*/
10095 pub dynamicFriction: f32,
10096 /**Determines how the friction is combined.*/
10097 pub frictionCombine: i32,
10098 /**The name of the object.*/
10099 pub m_Name: String,
10100 /**The friction coefficient used when an object is lying on a surface.*/
10101 pub staticFriction: f32,
10102 /// f32: (3.4.0 - 5.1.5f1)
10103 pub dynamicFriction2: Option<f32>,
10104 /// Vector3f: (3.4.0 - 5.1.5f1)
10105 pub frictionDirection2: Option<Vector3f>,
10106 /// f32: (3.4.0 - 5.1.5f1)
10107 pub staticFriction2: Option<f32>,
10108}
10109
10110/// Physics2DSettings is a class of the Unity engine since version 4.3.0.
10111#[derive(Debug, Serialize, Deserialize)]
10112pub struct Physics2DSettings {
10113 /// PPtr<[`PhysicsMaterial2D`]>: (4.3.0 - 2022.3.2f1)
10114 pub m_DefaultMaterial: PPtr,
10115 pub m_Gravity: Vector2f,
10116 pub m_LayerCollisionMatrix: Vec<u32>,
10117 pub m_PositionIterations: i32,
10118 pub m_VelocityIterations: i32,
10119 /// f32: (4.5.0 - 2022.3.2f1)
10120 pub m_AngularSleepTolerance: Option<f32>,
10121 /// bool: (2017.1.0b2 - 2019.4.40f1)
10122 pub m_AutoSimulation: Option<bool>,
10123 /// bool: (2017.2.0b2 - 2022.3.2f1)
10124 pub m_AutoSyncTransforms: Option<bool>,
10125 /// f32: (4.5.0 - 2022.3.2f1)
10126 pub m_BaumgarteScale: Option<f32>,
10127 /// f32: (4.5.0 - 2022.3.2f1)
10128 pub m_BaumgarteTimeOfImpactScale: Option<f32>,
10129 /// bool: (5.6.1f1 - 2022.3.2f1)
10130 pub m_CallbacksOnDisable: Option<bool>,
10131 /// bool: (4.6.1 - 2017.4.40f1)
10132 pub m_ChangeStopsCallbacks: Option<bool>,
10133 /// f32: (5.6.0f1 - 2022.3.2f1)
10134 pub m_DefaultContactOffset: Option<f32>,
10135 /// bool: (4.5.3 - 4.6.0)
10136 pub m_DeleteStopsCallbacks: Option<bool>,
10137 /// PhysicsJobOptions2D: (2018.1.0b2 - 2022.3.2f1)
10138 pub m_JobOptions: Option<PhysicsJobOptions2D>,
10139 /// f32: (4.5.0 - 2022.3.2f1)
10140 pub m_LinearSleepTolerance: Option<f32>,
10141 /// f32: (4.5.0 - 2022.3.2f1)
10142 pub m_MaxAngularCorrection: Option<f32>,
10143 /// f32: (4.5.0 - 2022.3.2f1)
10144 pub m_MaxLinearCorrection: Option<f32>,
10145 /// f32: (4.5.0 - 2022.3.2f1)
10146 pub m_MaxRotationSpeed: Option<f32>,
10147 /// f32: (4.5.0 - 2022.3.2f1)
10148 pub m_MaxTranslationSpeed: Option<f32>,
10149 /// f32: (4.6.1 - 5.6.0b6)
10150 pub m_MinPenetrationForPenalty: Option<f32>,
10151 /// bool: (5.2.0f2 - 2022.3.2f1)
10152 pub m_QueriesHitTriggers: Option<bool>,
10153 /// bool: (5.2.0f2 - 2022.3.2f1)
10154 pub m_QueriesStartInColliders: Option<bool>,
10155 /// bool: (4.3.0 - 5.1.5f1)
10156 pub m_RaycastsHitTriggers: Option<bool>,
10157 /// bool: (4.6.1 - 5.1.5f1)
10158 pub m_RaycastsStartInColliders: Option<bool>,
10159 /// bool: (2018.3.0f2 - 2022.3.2f1)
10160 pub m_ReuseCollisionCallbacks: Option<bool>,
10161 /// i32: (2020.1.0b1 - 2022.3.2f1)
10162 pub m_SimulationMode: Option<i32>,
10163 /// f32: (4.5.0 - 2022.3.2f1)
10164 pub m_TimeToSleep: Option<f32>,
10165 /// f32: (4.5.0 - 2022.3.2f1)
10166 pub m_VelocityThreshold: Option<f32>,
10167}
10168
10169/// PhysicsJobOptions2D is a sub class of the Unity engine since version 2018.1.0b2.
10170/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/PhysicsJobOptions2D.html):
10171/**
10172A set of options that control how physics operates when using the job system to multithread the physics simulation.
10173Multithreaded physics is currently an experimental feature. As such, many options are exposed that allow performance configuration that may not be available when the feature moves out of experimental status.A physics simulation executes in the following discrete stages:• Find New Contacts
10174• Contact Collision
10175• Discrete Solver (Clear Island Flags -> Discrete Island Traversal -> Discrete Island Solver -> Synchronize Fixtures -> Find New Contacts)
10176• Continuous Solver (Clear Island Flags > Continuous Island Traversal -> Discrete Island Solver -> Synchronize Fixtures -> Find New Contacts)
10177• Clear Body Forces
10178• Update Trigger ContactsThese stages execute in the order given above. Each stage is run as a job "task". Each task executes sub job tasks, which are shown in parenthesis above. When executing a job, physics simulation may process bodies, contacts, joints, and so on, across multiple job threads. You can task each of these threads with executing a specific number of items, such as bodies, contacts and joints. Many of the options provided here allow you to control the minimum number of items assigned to each job. Raising the minimum can reduce the number of jobs required. This is because running a lot of jobs, each processing only a few items, is usually not very efficient. The default settings provide a decent performance to job balance, however you are free to experiment.Additionally, prior to the simulation being run, Rigidbody2D interpolation/extrapolation poses are stored ready for per-frame interpolation/extrapolation. These are also executed using the job system and are controlled here.
10179*/
10180#[derive(Debug, Serialize, Deserialize)]
10181pub struct PhysicsJobOptions2D {
10182 /**Controls the minimum number of bodies to be cleared in each simulation job.*/
10183 pub m_ClearBodyForcesPerJob: i32,
10184 /**Controls the minimum number of flags to be cleared in each simulation job.*/
10185 pub m_ClearFlagsPerJob: i32,
10186 /**Controls the minimum number of contacts to collide in each simulation job.*/
10187 pub m_CollideContactsPerJob: i32,
10188 /**Controls the minimum number of nearest contacts to find in each simulation job.*/
10189 pub m_FindNearestContactsPerJob: i32,
10190 /**Controls the minimum number of Rigidbody2D being interpolated in each simulation job.*/
10191 pub m_InterpolationPosesPerJob: i32,
10192 /**Controls the minimum number of bodies to solve in each simulation job when performing island solving.*/
10193 pub m_IslandSolverBodiesPerJob: i32,
10194 /**Scales the cost of each body during discrete island solving.*/
10195 pub m_IslandSolverBodyCostScale: i32,
10196 /**Scales the cost of each contact during discrete island solving.*/
10197 pub m_IslandSolverContactCostScale: i32,
10198 /**Controls the minimum number of contacts to solve in each simulation job when performing island solving.*/
10199 pub m_IslandSolverContactsPerJob: i32,
10200 /**The minimum threshold cost of all bodies, contacts and joints in an island during discrete island solving.*/
10201 pub m_IslandSolverCostThreshold: i32,
10202 /**Scales the cost of each joint during discrete island solving.*/
10203 pub m_IslandSolverJointCostScale: i32,
10204 /**Controls the minimum number of new contacts to find in each simulation job.*/
10205 pub m_NewContactsPerJob: i32,
10206 /**Controls the minimum number of fixtures to synchronize in the broadphase during continuous island solving in each simulation job.*/
10207 pub m_SyncContinuousFixturesPerJob: i32,
10208 /**Controls the minimum number of fixtures to synchronize in the broadphase during discrete island solving in each simulation job.*/
10209 pub m_SyncDiscreteFixturesPerJob: i32,
10210 /**Controls the minimum number of trigger contacts to update in each simulation job.*/
10211 pub m_UpdateTriggerContactsPerJob: i32,
10212 /**Should physics simulation sort multi-threaded results to maintain processing order consistency?*/
10213 /// bool: (2018.1.0b2 - 2018.1.0b10)
10214 pub m_UseConsistencySorting: Option<bool>,
10215 /**Should physics simulation use multithreading?*/
10216 /// bool: (2018.1.0b2 - 2018.1.0b10)
10217 pub m_UseMultithreading: Option<bool>,
10218 /**Should physics simulation sort multi-threaded results to maintain processing order consistency?*/
10219 /// bool: (2018.1.0f2 - 2022.3.2f1)
10220 pub useConsistencySorting: Option<bool>,
10221 /**Should physics simulation use multithreading?*/
10222 /// bool: (2018.1.0f2 - 2022.3.2f1)
10223 pub useMultithreading: Option<bool>,
10224}
10225
10226/// PhysicsManager is a class of the Unity engine since version 3.4.0.
10227#[derive(Debug, Serialize, Deserialize)]
10228pub struct PhysicsManager {
10229 pub m_BounceThreshold: f32,
10230 /// PPtr<[`PhysicMaterial`]>: (3.4.0 - 2022.3.2f1)
10231 pub m_DefaultMaterial: PPtr,
10232 pub m_Gravity: Vector3f,
10233 pub m_LayerCollisionMatrix: Vec<u32>,
10234 /// bool: (2017.1.0b2 - 2022.1.24f1)
10235 pub m_AutoSimulation: Option<bool>,
10236 /// bool: (2017.2.0b2 - 2022.3.2f1)
10237 pub m_AutoSyncTransforms: Option<bool>,
10238 /// i32: (2017.3.0b1 - 2022.3.2f1)
10239 pub m_BroadphaseType: Option<i32>,
10240 /// Vector3f: (2019.1.0b1 - 2022.3.2f1)
10241 pub m_ClothGravity: Option<Vector3f>,
10242 /// f32: (2017.3.0b1 - 2022.3.2f1)
10243 pub m_ClothInterCollisionDistance: Option<f32>,
10244 /// bool: (2017.3.0b1 - 2022.3.2f1)
10245 pub m_ClothInterCollisionSettingsToggle: Option<bool>,
10246 /// f32: (2017.3.0b1 - 2022.3.2f1)
10247 pub m_ClothInterCollisionStiffness: Option<f32>,
10248 /// i32: (2017.3.0b1 - 2022.3.2f1)
10249 pub m_ContactPairsMode: Option<i32>,
10250 /// i32: (2017.3.0b1 - 2022.3.2f1)
10251 pub m_ContactsGeneration: Option<i32>,
10252 /// f32: (5.0.0f4 - 2022.3.2f1)
10253 pub m_DefaultContactOffset: Option<f32>,
10254 /// f32: (2019.1.0b1 - 2019.1.0a14)
10255 pub m_DefaultMaxAngluarSpeed: Option<f32>,
10256 /// f32: (2019.1.0f2 - 2022.3.2f1)
10257 pub m_DefaultMaxAngularSpeed: Option<f32>,
10258 /// f32: (2020.1.0b1 - 2022.3.2f1)
10259 pub m_DefaultMaxDepenetrationVelocity: Option<f32>,
10260 /// i32: (5.5.0f3 - 2022.3.2f1)
10261 pub m_DefaultSolverIterations: Option<i32>,
10262 /// i32: (5.5.0f3 - 2022.3.2f1)
10263 pub m_DefaultSolverVelocityIterations: Option<i32>,
10264 /// bool: (5.0.0f4 - 2022.3.2f1)
10265 pub m_EnableAdaptiveForce: Option<bool>,
10266 /// bool: (2018.3.0f2 - 2022.3.2f1)
10267 pub m_EnableEnhancedDeterminism: Option<bool>,
10268 /// bool: (5.5.0f3 - 2017.2.5f1)
10269 pub m_EnablePCM: Option<bool>,
10270 /// bool: (2018.3.0f2 - 2022.3.2f1)
10271 pub m_EnableUnifiedHeightmaps: Option<bool>,
10272 /// i32: (2018.3.0f2 - 2022.3.2f1)
10273 pub m_FrictionType: Option<i32>,
10274 /// bool: (2021.2.0b1 - 2022.3.2f1)
10275 pub m_ImprovedPatchFriction: Option<bool>,
10276 /// bool: (2022.2.0b1 - 2022.3.2f1)
10277 pub m_InvokeCollisionCallbacks: Option<bool>,
10278 /// f32: (3.4.0 - 4.7.2)
10279 pub m_MaxAngularVelocity: Option<f32>,
10280 /// f32: (3.4.0 - 4.7.2)
10281 pub m_MinPenetrationForPenalty: Option<f32>,
10282 /// bool: (5.5.0f3 - 2022.3.2f1)
10283 pub m_QueriesHitBackfaces: Option<bool>,
10284 /// bool: (5.2.0f2 - 2022.3.2f1)
10285 pub m_QueriesHitTriggers: Option<bool>,
10286 /// bool: (3.4.0 - 5.1.5f1)
10287 pub m_RaycastsHitTriggers: Option<bool>,
10288 /// bool: (2018.3.0f2 - 2022.3.2f1)
10289 pub m_ReuseCollisionCallbacks: Option<bool>,
10290 /// i32: (2022.2.0b1 - 2022.3.2f1)
10291 pub m_SimulationMode: Option<i32>,
10292 /// f32: (3.4.0 - 4.7.2)
10293 pub m_SleepAngularVelocity: Option<f32>,
10294 /// f32: (5.0.0f4 - 2022.3.2f1)
10295 pub m_SleepThreshold: Option<f32>,
10296 /// f32: (3.4.0 - 4.7.2)
10297 pub m_SleepVelocity: Option<f32>,
10298 /// i32: (3.4.0 - 5.4.6f3)
10299 pub m_SolverIterationCount: Option<i32>,
10300 /// i32: (2019.3.0b1 - 2022.3.2f1)
10301 pub m_SolverType: Option<i32>,
10302 /// i32: (5.4.0f3 - 5.4.6f3)
10303 pub m_SolverVelocityIterations: Option<i32>,
10304 /// AABB: (2017.3.0b1 - 2022.3.2f1)
10305 pub m_WorldBounds: Option<AABB>,
10306 /// i32: (2017.3.0b1 - 2022.3.2f1)
10307 pub m_WorldSubdivisions: Option<i32>,
10308}
10309
10310/// PhysicsMaterial2D is a class of the Unity engine since version 4.3.0.
10311/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/PhysicsMaterial2D.html):
10312/**
10313Asset type that defines the surface properties of a Collider2D.
10314Note: the 3D equivalent of this class is spelt as "PhysicMaterial" with no S, but this class is spelt "PhysicsMaterial" with an S.See Also: PhysicMaterial class.
10315*/
10316#[derive(Debug, Serialize, Deserialize)]
10317pub struct PhysicsMaterial2D {
10318 /**The degree of elasticity during collisions.*/
10319 pub bounciness: f32,
10320 /**Coefficient of friction.*/
10321 pub friction: f32,
10322 /**The name of the object.*/
10323 pub m_Name: String,
10324}
10325
10326/// PhysicsShape is a sub class of the Unity engine since version 2021.2.0b1.
10327#[derive(Debug, Serialize, Deserialize)]
10328pub struct PhysicsShape {
10329 pub m_AdjacentEnd: Vector2f,
10330 pub m_AdjacentStart: Vector2f,
10331 pub m_Radius: f32,
10332 pub m_ShapeType: i32,
10333 pub m_UseAdjacentEnd: i32,
10334 pub m_UseAdjacentStart: i32,
10335 pub m_VertexCount: i32,
10336 pub m_VertexStartIndex: i32,
10337}
10338
10339/// PhysicsShapeGroup2D is a sub class of the Unity engine since version 2021.2.0b1.
10340/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/PhysicsShapeGroup2D.html):
10341/**
10342Represents a group of PhysicsShape2D and their geometry.
10343A shape group represents multiple PhysicsShape2D of the same or mixed PhysicsShapeType2D along with their geometry. It is comprised of a single list of vertices (GetShapeVertices) along with a list of PhysicsShape2D which refer to specific ranges of those vertices i.e. they index into the list of vertices. Some shape types (PhysicsShapeType2D) use a fixed number of vertices and some use a variable number of vertices therefore this single vertices list is a compact and efficient representation for multiple PhysicsShape2D in a group.The shape group can be created by using the following methods:
10344*/
10345#[derive(Debug, Serialize, Deserialize)]
10346pub struct PhysicsShapeGroup2D {
10347 pub m_Shapes: Vec<PhysicsShape>,
10348 pub m_Vertices: Vec<Vector2f>,
10349}
10350
10351/// Pipeline is a class of the Unity engine since version 3.4.0.
10352#[derive(Debug, Serialize, Deserialize)]
10353pub struct Pipeline {
10354 /// PPtr<[`GameObject`]>: (3.4.0 - 4.7.2)
10355 pub m_GameObject: PPtr,
10356}
10357
10358/// PlatformEffector2D is a class of the Unity engine since version 5.0.0f4.
10359/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/PlatformEffector2D.html):
10360/**
10361Applies "platform" behaviour such as one-way collisions etc.
10362When the source Collider2D is a trigger, the effector will apply forces whenever the target Collider2D overlaps the source. When the source Collider isn't a trigger, the effector will apply forces whenever the target Collider2D is in contact with the source only.
10363*/
10364#[derive(Debug, Serialize, Deserialize)]
10365pub struct PlatformEffector2D {
10366 /**The mask used to select specific layers allowed to interact with the effector.*/
10367 pub m_ColliderMask: BitField,
10368 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
10369 pub m_Enabled: u8,
10370 /**The game object this component is attached to. A component is always attached to a game object.*/
10371 /// PPtr<[`GameObject`]>: (5.0.0f4 - 2022.3.2f1)
10372 pub m_GameObject: PPtr,
10373 /// bool: (5.0.0f4 - 5.0.0f4)
10374 pub m_OneWay: Option<bool>,
10375 /**The rotational offset angle from the local 'up'.*/
10376 /// f32: (5.5.0f3 - 2022.3.2f1)
10377 pub m_RotationalOffset: Option<f32>,
10378 /// f32: (5.0.0f4 - 5.1.1f1)
10379 pub m_SideAngleVariance: Option<f32>,
10380 /**The angle of an arc that defines the sides of the platform centered on the local 'left' and 'right' of the effector. Any collision normals within this arc are considered for the 'side' behaviours.*/
10381 /// f32: (5.2.2f1 - 2022.3.2f1)
10382 pub m_SideArc: Option<f32>,
10383 /// bool: (5.0.0f4 - 5.0.0f4)
10384 pub m_SideBounce: Option<bool>,
10385 /// bool: (5.0.0f4 - 5.0.0f4)
10386 pub m_SideFriction: Option<bool>,
10387 /**The angle of an arc that defines the surface of the platform centered of the local 'up' of the effector.*/
10388 /// f32: (5.1.2f1 - 2022.3.2f1)
10389 pub m_SurfaceArc: Option<f32>,
10390 /**Should the collider-mask be used or the global collision matrix?*/
10391 /// bool: (5.0.2f1 - 2022.3.2f1)
10392 pub m_UseColliderMask: Option<bool>,
10393 /**Should the one-way collision behaviour be used?*/
10394 /// bool: (5.0.1f1 - 2022.3.2f1)
10395 pub m_UseOneWay: Option<bool>,
10396 /**Ensures that all contacts controlled by the one-way behaviour act the same.*/
10397 /// bool: (5.2.4f1 - 2022.3.2f1)
10398 pub m_UseOneWayGrouping: Option<bool>,
10399 /**Should bounce be used on the platform sides?*/
10400 /// bool: (5.0.1f1 - 2022.3.2f1)
10401 pub m_UseSideBounce: Option<bool>,
10402 /**Should friction be used on the platform sides?*/
10403 /// bool: (5.0.1f1 - 2022.3.2f1)
10404 pub m_UseSideFriction: Option<bool>,
10405}
10406
10407/// PlatformModuleSetup is a class of the Unity engine since version 2018.1.0b2.
10408#[derive(Debug, Serialize, Deserialize)]
10409pub struct PlatformModuleSetup {
10410 pub modules: Vec<Module>,
10411}
10412
10413/// PlatformSettings is a sub class of the Unity engine since version 5.5.0f3.
10414#[derive(Debug, Serialize, Deserialize)]
10415pub struct PlatformSettings {
10416 pub m_AllowsAlphaSplitting: bool,
10417 pub m_BuildTarget: String,
10418 pub m_CompressionQuality: i32,
10419 pub m_CrunchedCompression: bool,
10420 pub m_MaxTextureSize: i32,
10421 pub m_Overridden: bool,
10422 pub m_TextureCompression: i32,
10423 pub m_TextureFormat: i32,
10424 /// i32: (2017.2.0b2 - 2017.2.5f1)
10425 pub m_ResizeAlgorithm: Option<i32>,
10426}
10427
10428/// PlatformSettingsData is a sub class of the Unity engine since version 5.0.0f4.
10429#[derive(Debug, Serialize, Deserialize)]
10430pub struct PlatformSettingsData {
10431 pub enabled: bool,
10432 pub settings: Vec<(String, String)>,
10433}
10434
10435/// PlatformShaderDefines is a sub class of the Unity engine since version 2017.1.0b2.
10436#[derive(Debug, Serialize, Deserialize)]
10437pub struct PlatformShaderDefines {
10438 pub defines_Tier1: Vec<u32>,
10439 pub defines_Tier2: Vec<u32>,
10440 pub defines_Tier3: Vec<u32>,
10441 pub shaderPlatform: i32,
10442}
10443
10444/// PlatformShaderSettings is a sub class of the Unity engine since version 5.3.0f1.
10445/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Rendering.PlatformShaderSettings.html):
10446/**
10447Used to set up shader settings, per-platform and per-shader-hardware-tier.
10448This struct is deprecated. Please use TierSettings.
10449*/
10450#[derive(Debug, Serialize, Deserialize)]
10451pub struct PlatformShaderSettings {
10452 /// bool: (5.4.0f3 - 5.4.6f3)
10453 pub useCascadedShadowMaps: Option<bool>,
10454 /// bool: (5.3.0f1 - 5.3.8f2)
10455 pub useScreenSpaceShadows: Option<bool>,
10456}
10457
10458/// PlayableDirector is a class of the Unity engine since version 2017.1.0b1.
10459/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Playables.PlayableDirector.html):
10460/**
10461Instantiates a PlayableAsset and controls playback of Playable objects.
10462*/
10463#[derive(Debug, Serialize, Deserialize)]
10464pub struct PlayableDirector {
10465 pub m_DirectorUpdateMode: i32,
10466 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
10467 pub m_Enabled: u8,
10468 pub m_ExposedReferences: ExposedReferenceTable,
10469 /**The game object this component is attached to. A component is always attached to a game object.*/
10470 /// PPtr<[`GameObject`]>: (2017.1.0b1 - 2022.3.2f1)
10471 pub m_GameObject: PPtr,
10472 pub m_InitialState: i32,
10473 /**The time at which the Playable should start when first played.*/
10474 pub m_InitialTime: f64,
10475 /**The PlayableAsset that is used to instantiate a playable for playback.*/
10476 /// PPtr<[`Object`]>: (2017.1.0b1 - 2022.3.2f1)
10477 pub m_PlayableAsset: PPtr,
10478 pub m_SceneBindings: Vec<DirectorGenericBinding>,
10479 pub m_WrapMode: i32,
10480}
10481
10482/// PlayerSettings is a class of the Unity engine since version 3.4.0.
10483/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/PlayerSettings.html):
10484/**
10485Player Settings is where you define various parameters for the final game that you will build in Unity. Some of these values are used in the Resolution Dialog that launches when you open a standalone game.
10486*/
10487#[derive(Debug, Serialize, Deserialize)]
10488pub struct PlayerSettings {
10489 pub AndroidProfiler: bool,
10490 pub allowedAutorotateToLandscapeLeft: bool,
10491 pub allowedAutorotateToLandscapeRight: bool,
10492 pub allowedAutorotateToPortrait: bool,
10493 pub allowedAutorotateToPortraitUpsideDown: bool,
10494 pub captureSingleScreen: bool,
10495 pub companyName: String,
10496 pub defaultScreenHeight: i32,
10497 pub defaultScreenHeightWeb: i32,
10498 pub defaultScreenOrientation: i32,
10499 pub defaultScreenWidth: i32,
10500 pub defaultScreenWidthWeb: i32,
10501 pub productName: String,
10502 pub runInBackground: bool,
10503 pub targetDevice: i32,
10504 pub use32BitDisplayBuffer: bool,
10505 pub useMacAppStoreValidation: bool,
10506 pub useOSAutorotation: bool,
10507 pub usePlayerLog: bool,
10508 /// Hash128: (2020.2.0b1 - 2022.3.2f1)
10509 pub AID: Option<Hash128>,
10510 /// bool: (2018.1.0b2 - 2022.3.2f1)
10511 pub AndroidEnableSustainedPerformanceMode: Option<bool>,
10512 /// bool: (2017.2.0b2 - 2022.3.2f1)
10513 pub AndroidFilterTouchesWhenObscured: Option<bool>,
10514 /// String: (3.4.0 - 3.5.7)
10515 pub AndroidLicensePublicKey: Option<String>,
10516 /// i32: (2019.3.0b1 - 2022.2.14f1)
10517 pub D3DHDRBitDepth: Option<i32>,
10518 /// bool: (2022.3.2f1 - 2022.3.2f1)
10519 #[serde(alias = "Force IOS Speakers When Recording")]
10520 pub Force_IOS_Speakers_When_Recording: Option<bool>,
10521 /// bool: (3.4.0 - 5.4.6f3)
10522 #[serde(alias = "Override IPod Music")]
10523 pub Override_IPod_Music: Option<bool>,
10524 /// bool: (2022.3.2f1 - 2022.3.2f1)
10525 #[serde(alias = "Prepare IOS For Recording")]
10526 pub Prepare_IOS_For_Recording: Option<bool>,
10527 /// i32: (3.5.0 - 2022.3.2f1)
10528 pub accelerometerFrequency: Option<i32>,
10529 /// i32: (2020.2.0f1 - 2022.3.2f1)
10530 pub activeInputHandler: Option<i32>,
10531 /// bool: (5.3.0f1 - 2022.3.2f1)
10532 pub allowFullscreenSwitch: Option<bool>,
10533 /// i32: (2017.2.0b2 - 2022.3.2f1)
10534 pub androidBlitType: Option<i32>,
10535 /// i32: (2019.4.31f1 - 2022.3.2f1)
10536 pub androidDefaultWindowHeight: Option<i32>,
10537 /// i32: (2019.4.31f1 - 2022.3.2f1)
10538 pub androidDefaultWindowWidth: Option<i32>,
10539 /// i32: (2019.4.31f1 - 2022.3.2f1)
10540 pub androidFullscreenMode: Option<i32>,
10541 /// f32: (2017.2.0b2 - 2022.3.2f1)
10542 pub androidMaxAspectRatio: Option<f32>,
10543 /// i32: (2019.4.31f1 - 2022.3.2f1)
10544 pub androidMinimumWindowHeight: Option<i32>,
10545 /// i32: (2019.4.31f1 - 2022.3.2f1)
10546 pub androidMinimumWindowWidth: Option<i32>,
10547 /// bool: (2018.3.0f2 - 2022.3.2f1)
10548 pub androidRenderOutsideSafeArea: Option<bool>,
10549 /// bool: (2019.4.31f1 - 2022.3.2f1)
10550 pub androidResizableWindow: Option<bool>,
10551 /// i32: (3.5.0 - 2022.3.2f1)
10552 pub androidShowActivityIndicatorOnLoading: Option<i32>,
10553 /// bool: (2018.3.0f2 - 2022.3.2f1)
10554 pub androidStartInFullscreen: Option<bool>,
10555 /// i32: (2017.2.0b2 - 2022.3.2f1)
10556 pub androidSupportedAspectRatio: Option<i32>,
10557 /// bool: (2019.2.0b1 - 2022.3.2f1)
10558 pub androidUseSwappy: Option<bool>,
10559 /// bool: (5.0.0f4 - 2022.3.2f1)
10560 pub bakeCollisionMeshes: Option<bool>,
10561 /// String: (5.0.0f4 - 5.6.0b5)
10562 pub bundleIdentifier: Option<String>,
10563 /// String: (5.0.0f4 - 2022.3.2f1)
10564 pub bundleVersion: Option<String>,
10565 /// bool: (5.1.0f1 - 2022.3.2f1)
10566 pub cloudEnabled: Option<bool>,
10567 /// String: (5.0.0f4 - 2022.3.2f1)
10568 pub cloudProjectId: Option<String>,
10569 /// Vec<i32>: (2022.2.0b3 - 2022.2.0b8)
10570 pub cpuConfiguration: Option<Vec<i32>>,
10571 /// Vector2f: (4.0.0 - 2022.3.2f1)
10572 pub cursorHotspot: Option<Vector2f>,
10573 /// bool: (4.5.5 - 4.7.2)
10574 pub d3d11ForceExclusiveMode: Option<bool>,
10575 /// i32: (5.0.0f4 - 2017.4.40f1)
10576 pub d3d11FullscreenMode: Option<i32>,
10577 /// i32: (4.5.3 - 2017.2.5f1)
10578 pub d3d9FullscreenMode: Option<i32>,
10579 /// i32: (3.5.5 - 3.5.7)
10580 pub debugUnloadMode: Option<i32>,
10581 /// PPtr<[`Texture2D`]>: (4.0.0 - 2022.3.2f1)
10582 pub defaultCursor: Option<PPtr>,
10583 /// bool: (3.4.0 - 2017.4.40f1)
10584 pub defaultIsFullScreen: Option<bool>,
10585 /// bool: (4.2.0 - 2022.3.2f1)
10586 pub defaultIsNativeResolution: Option<bool>,
10587 /// i32: (5.6.5f1 - 2022.3.2f1)
10588 pub deferSystemGesturesMode: Option<i32>,
10589 /// bool: (5.0.0f4 - 2022.3.2f1)
10590 pub disableDepthAndStencilBuffers: Option<bool>,
10591 /// bool: (2017.1.0b2 - 2020.2.0a21)
10592 pub disableOldInputManagerSupport: Option<bool>,
10593 /// i32: (3.4.0 - 2019.3.0a10)
10594 pub displayResolutionDialog: Option<i32>,
10595 /// bool: (2018.3.0f2 - 2022.3.2f1)
10596 pub enableFrameTimingStats: Option<bool>,
10597 /// bool: (2022.2.0b3 - 2022.2.0b8)
10598 pub enableGamepadInput: Option<bool>,
10599 /// bool: (4.1.0 - 4.7.2)
10600 pub enableHWStatistics: Option<bool>,
10601 /// bool: (2017.1.0b2 - 2020.2.0a21)
10602 pub enableNativePlatformBackendsForNewInputSystem: Option<bool>,
10603 /// bool: (5.6.0b1 - 2017.1.0b1)
10604 pub enableNewInputSystem: Option<bool>,
10605 /// bool: (2021.3.2f1 - 2022.3.2f1)
10606 pub enableOpenGLProfilerGPURecorders: Option<bool>,
10607 /// bool: (2021.2.0b1 - 2022.2.0a18)
10608 pub forceSRGBBlit: Option<bool>,
10609 /// bool: (4.2.0 - 2022.3.2f1)
10610 pub forceSingleInstance: Option<bool>,
10611 /// i32: (2018.3.0f2 - 2022.3.2f1)
10612 pub framebufferDepthMemorylessMode: Option<i32>,
10613 /// i32: (2018.1.0b2 - 2022.3.2f1)
10614 pub fullscreenMode: Option<i32>,
10615 /// bool: (4.2.0 - 2022.3.2f1)
10616 pub gpuSkinning: Option<bool>,
10617 /// i32: (5.5.2f1 - 2019.3.0a12)
10618 pub graphicsJobMode: Option<i32>,
10619 /// bool: (5.4.0f3 - 2019.3.0a11)
10620 pub graphicsJobs: Option<bool>,
10621 /// i32: (2022.2.15f1 - 2022.3.2f1)
10622 pub hdrBitDepth: Option<i32>,
10623 /// bool: (5.6.5f1 - 2022.3.2f1)
10624 pub hideHomeButton: Option<bool>,
10625 /// PPtr<[`Texture2D`]>: (2022.2.0f1 - 2022.3.2f1)
10626 pub hmiLoadingImage: Option<PPtr>,
10627 /// String: (4.1.2 - 4.7.2)
10628 pub iPhoneBundleIdentifier: Option<String>,
10629 /// bool: (5.3.1f1 - 2017.2.5f1)
10630 pub ignoreAlphaClear: Option<bool>,
10631 /// i32: (2022.1.0b1 - 2022.3.2f1)
10632 pub insecureHttpOption: Option<i32>,
10633 /// PPtr<[`Texture2D`]>: (2022.2.3f1 - 2022.3.2f1)
10634 pub invalidatedPatternTexture: Option<PPtr>,
10635 /// bool: (5.2.1f1 - 2021.3.27f1)
10636 pub iosAllowHTTPDownload: Option<bool>,
10637 /// i32: (5.0.0f4 - 2019.3.0a11)
10638 pub iosAppInBackgroundBehavior: Option<i32>,
10639 /// i32: (3.5.0 - 2022.3.2f1)
10640 pub iosShowActivityIndicatorOnLoading: Option<i32>,
10641 /// bool: (2017.4.40f1 - 2022.3.2f1)
10642 pub iosUseCustomAppBackgroundBehavior: Option<bool>,
10643 /// bool: (2018.2.9f1 - 2022.3.2f1)
10644 pub isWsaHolographicRemotingEnabled: Option<bool>,
10645 /// bool: (2018.3.0f2 - 2022.3.2f1)
10646 pub legacyClampBlendShapeWeights: Option<bool>,
10647 /// bool: (2022.2.0b1 - 2022.3.2f1)
10648 pub loadStoreDebugModeEnabled: Option<bool>,
10649 /// i32: (3.5.0 - 2022.3.2f1)
10650 pub m_ActiveColorSpace: Option<i32>,
10651 /// Vec<i32>: (2017.2.0b2 - 2022.3.2f1)
10652 pub m_ColorGamuts: Option<Vec<i32>>,
10653 /// bool: (5.5.0f3 - 2022.3.2f1)
10654 pub m_HolographicPauseOnTrackingLoss: Option<bool>,
10655 /// PPtr<[`Texture2D`]>: (5.5.0f3 - 2022.3.2f1)
10656 pub m_HolographicTrackingLossScreen: Option<PPtr>,
10657 /// bool: (3.5.0 - 2022.3.2f1)
10658 pub m_MTRendering: Option<bool>,
10659 /// bool: (4.3.0 - 2017.1.5f1)
10660 pub m_MobileMTRendering: Option<bool>,
10661 /// i32: (4.3.0 - 5.4.6f3)
10662 pub m_MobileRenderingPath: Option<i32>,
10663 /// i32: (3.4.0 - 5.4.6f3)
10664 pub m_RenderingPath: Option<i32>,
10665 /// bool: (5.5.0f3 - 2022.3.2f1)
10666 pub m_ShowUnitySplashLogo: Option<bool>,
10667 /// bool: (5.0.1f1 - 2022.3.2f1)
10668 pub m_ShowUnitySplashScreen: Option<bool>,
10669 /// i32: (5.5.0f3 - 2022.3.2f1)
10670 pub m_SplashScreenAnimation: Option<i32>,
10671 /// f32: (5.5.0f3 - 2022.3.2f1)
10672 pub m_SplashScreenBackgroundAnimationZoom: Option<f32>,
10673 /// ColorRGBA: (5.5.0f3 - 2022.3.2f1)
10674 pub m_SplashScreenBackgroundColor: Option<ColorRGBA>,
10675 /// PPtr<[`Texture2D`]>: (5.5.0f3 - 2022.3.2f1)
10676 pub m_SplashScreenBackgroundLandscape: Option<PPtr>,
10677 /// f32: (5.5.0f3 - 2022.3.2f1)
10678 pub m_SplashScreenBackgroundLandscapeAspect: Option<f32>,
10679 /// Rectf: (5.5.0f3 - 2022.3.2f1)
10680 pub m_SplashScreenBackgroundLandscapeUvs: Option<Rectf>,
10681 /// PPtr<[`Texture2D`]>: (5.5.0f3 - 2022.3.2f1)
10682 pub m_SplashScreenBackgroundPortrait: Option<PPtr>,
10683 /// f32: (5.5.0f3 - 2022.3.2f1)
10684 pub m_SplashScreenBackgroundPortraitAspect: Option<f32>,
10685 /// Rectf: (5.5.0f3 - 2022.3.2f1)
10686 pub m_SplashScreenBackgroundPortraitUvs: Option<Rectf>,
10687 /// i32: (5.5.0f3 - 2022.3.2f1)
10688 pub m_SplashScreenDrawMode: Option<i32>,
10689 /// f32: (5.5.0f3 - 2022.3.2f1)
10690 pub m_SplashScreenLogoAnimationZoom: Option<f32>,
10691 /// i32: (5.5.0f3 - 2022.3.2f1)
10692 pub m_SplashScreenLogoStyle: Option<i32>,
10693 /// Vec<SplashScreenLogo>: (5.5.0f3 - 2022.3.2f1)
10694 pub m_SplashScreenLogos: Option<Vec<SplashScreenLogo>>,
10695 /// f32: (5.5.0f3 - 2022.3.2f1)
10696 pub m_SplashScreenOverlayOpacity: Option<f32>,
10697 /// i32: (5.4.0f3 - 5.4.6f3)
10698 pub m_SplashScreenStyle: Option<i32>,
10699 /// i32: (2022.1.0b1 - 2022.3.2f1)
10700 pub m_SpriteBatchVertexThreshold: Option<i32>,
10701 /// Vec<i32>: (5.4.0f3 - 2022.3.2f1)
10702 pub m_StackTraceTypes: Option<Vec<i32>>,
10703 /// i32: (5.5.0f3 - 2022.3.2f1)
10704 pub m_StereoRenderingPath: Option<i32>,
10705 /// bool: (4.5.0 - 5.3.8f2)
10706 pub m_Stereoscopic3D: Option<bool>,
10707 /// AspectRatios: (3.4.0 - 2022.1.24f1)
10708 pub m_SupportedAspectRatios: Option<AspectRatios>,
10709 /// PPtr<[`Sprite`]>: (2022.2.0b1 - 2022.3.2f1)
10710 pub m_UnitySplashLogo: Option<PPtr>,
10711 /// bool: (4.0.0 - 5.0.4f1)
10712 pub m_UseDX11: Option<bool>,
10713 /// PPtr<[`Texture2D`]>: (5.3.0f1 - 2022.3.2f1)
10714 pub m_VirtualRealitySplashScreen: Option<PPtr>,
10715 /// String: (5.6.1f1 - 2022.3.2f1)
10716 pub macAppStoreCategory: Option<String>,
10717 /// i32: (4.0.0 - 2017.4.40f1)
10718 pub macFullscreenMode: Option<i32>,
10719 /// bool: (2017.2.0b2 - 2022.3.2f1)
10720 pub macRetinaSupport: Option<bool>,
10721 /// bool: (2017.2.0b2 - 2022.3.2f1)
10722 pub metalFramebufferOnly: Option<bool>,
10723 /// bool: (4.3.3 - 5.4.6f3)
10724 pub metroEnableIndependentInputSource: Option<bool>,
10725 /// bool: (4.3.3 - 5.3.8f2)
10726 pub metroEnableLowLatencyPresentationAPI: Option<bool>,
10727 /// i32: (5.5.0f3 - 2022.3.2f1)
10728 pub metroInputSource: Option<i32>,
10729 /// bool: (2020.1.0b1 - 2022.3.2f1)
10730 pub mipStripping: Option<bool>,
10731 /// bool: (2017.2.0b2 - 2022.3.2f1)
10732 pub mobileMTRenderingBaked: Option<bool>,
10733 /// bool: (5.3.8f1 - 2022.3.2f1)
10734 pub muteOtherAudioSources: Option<bool>,
10735 /// bool: (5.2.0f2 - 2018.2.21f1)
10736 pub n3dsDisableStereoscopicView: Option<bool>,
10737 /// bool: (5.2.0f2 - 2018.2.21f1)
10738 pub n3dsEnableSharedListOpt: Option<bool>,
10739 /// bool: (5.2.0f2 - 2018.2.21f1)
10740 pub n3dsEnableVSync: Option<bool>,
10741 /// i32: (2020.1.0b1 - 2022.3.2f1)
10742 pub numberOfMipsStripped: Option<i32>,
10743 /// Vec<(String, i32)>: (2022.2.3f1 - 2022.3.2f1)
10744 pub numberOfMipsStrippedPerMipmapLimitGroup: Option<Vec<(String, i32)>>,
10745 /// String: (5.1.0f1 - 2022.3.2f1)
10746 pub organizationId: Option<String>,
10747 /// bool: (2022.2.19f1 - 2022.3.2f1)
10748 pub platformRequiresReadableAssets: Option<bool>,
10749 /// String: (2021.2.0b1 - 2022.2.0a18)
10750 pub playerDataPath: Option<String>,
10751 /// i32: (2020.2.0f1 - 2022.3.2f1)
10752 pub playerMinOpenGLESVersion: Option<i32>,
10753 /// Vec<PPtr<[`Object`]>>: (5.0.0f4 - 2022.3.2f1)
10754 pub preloadedAssets: Option<Vec<PPtr>>,
10755 /// bool: (2017.3.0b2 - 2022.3.2f1)
10756 pub preserveFramebufferAlpha: Option<bool>,
10757 /// GUID: (5.4.0f3 - 2022.3.2f1)
10758 pub productGUID: Option<GUID>,
10759 /// String: (5.1.0f1 - 5.1.5f1)
10760 pub projectId: Option<String>,
10761 /// String: (5.1.0f1 - 2022.3.2f1)
10762 pub projectName: Option<String>,
10763 /// bool: (5.4.0f3 - 2019.3.0a12)
10764 pub protectGraphicsMemory: Option<bool>,
10765 /// PPtr<[`Texture2D`]>: (5.0.0f4 - 5.4.6f3)
10766 pub ps3SplashScreen: Option<PPtr>,
10767 /// bool: (5.0.0f4 - 2018.2.21f1)
10768 pub psp2AcquireBGM: Option<bool>,
10769 /// i32: (5.0.0f4 - 2018.2.21f1)
10770 pub psp2PowerMode: Option<i32>,
10771 /// Vec<String>: (2020.2.0b1 - 2022.3.2f1)
10772 pub qualitySettingsNames: Option<Vec<String>>,
10773 /// bool: (2020.3.35f1 - 2022.3.2f1)
10774 pub resetResolutionOnWindowResize: Option<bool>,
10775 /// bool: (4.0.0 - 2022.3.2f1)
10776 pub resizableWindow: Option<bool>,
10777 /// i32: (2017.1.0b1 - 2022.3.2f1)
10778 pub resolutionScalingMode: Option<i32>,
10779 /// bool: (5.4.0f3 - 5.4.6f3)
10780 pub singlePassStereoRendering: Option<bool>,
10781 /// i32: (2019.3.15f1 - 2022.3.2f1)
10782 pub stadiaPresentMode: Option<i32>,
10783 /// i32: (2019.3.15f1 - 2022.3.2f1)
10784 pub stadiaTargetFramerate: Option<i32>,
10785 /// bool: (4.0.0 - 4.7.2)
10786 pub stripPhysics: Option<bool>,
10787 /// bool: (5.0.0f4 - 2022.3.2f1)
10788 pub submitAnalytics: Option<bool>,
10789 /// bool: (2022.1.0b1 - 2022.3.2f1)
10790 pub switchAllowGpuScratchShrinking: Option<bool>,
10791 /// i32: (2022.1.0b1 - 2022.3.2f1)
10792 pub switchGpuScratchPoolGranularity: Option<i32>,
10793 /// i32: (2018.3.5f1 - 2022.3.2f1)
10794 pub switchNVNDefaultPoolsGranularity: Option<i32>,
10795 /// i32: (2022.1.0b1 - 2022.3.2f1)
10796 pub switchNVNGraphicsFirmwareMemory: Option<i32>,
10797 /// i32: (2018.4.26f1 - 2022.3.2f1)
10798 pub switchNVNMaxPublicSamplerIDCount: Option<i32>,
10799 /// i32: (2018.4.26f1 - 2022.3.2f1)
10800 pub switchNVNMaxPublicTextureIDCount: Option<i32>,
10801 /// i32: (2018.3.5f1 - 2022.3.2f1)
10802 pub switchNVNOtherPoolsGranularity: Option<i32>,
10803 /// i32: (2018.3.5f1 - 2022.3.2f1)
10804 pub switchNVNShaderPoolsGranularity: Option<i32>,
10805 /// i32: (2018.1.0f2 - 2022.3.2f1)
10806 pub switchQueueCommandMemory: Option<i32>,
10807 /// i32: (2018.3.5f1 - 2022.3.2f1)
10808 pub switchQueueComputeMemory: Option<i32>,
10809 /// i32: (2018.3.5f1 - 2022.3.2f1)
10810 pub switchQueueControlMemory: Option<i32>,
10811 /// i32: (4.0.0 - 5.0.4f1)
10812 pub targetGlesGraphics: Option<i32>,
10813 /// i32: (4.6.3 - 5.0.4f1)
10814 pub targetIOSGraphics: Option<i32>,
10815 /// i32: (2017.1.0b1 - 2022.3.2f1)
10816 pub targetPixelDensity: Option<i32>,
10817 /// i32: (3.4.0 - 3.5.7)
10818 pub targetPlatform: Option<i32>,
10819 /// i32: (3.4.0 - 5.2.5f1)
10820 pub targetResolution: Option<i32>,
10821 /// i32: (5.4.3f1 - 2018.1.9f2)
10822 pub tizenShowActivityIndicatorOnLoading: Option<i32>,
10823 /// bool: (5.3.0f1 - 5.6.0b2)
10824 pub uiUse16BitDepthBuffer: Option<bool>,
10825 /// bool: (2021.2.0b1 - 2022.1.0a15)
10826 pub uploadClearedTextureDataAfterCreationFromScript: Option<bool>,
10827 /// bool: (3.5.0 - 4.7.2)
10828 pub use24BitDepthBuffer: Option<bool>,
10829 /// bool: (3.4.0 - 3.4.2)
10830 pub useAlphaInDashboard: Option<bool>,
10831 /// bool: (2019.1.7f1 - 2022.3.2f1)
10832 pub useFlipModelSwapchain: Option<bool>,
10833 /// bool: (5.5.4f1 - 2022.3.2f1)
10834 pub useHDRDisplay: Option<bool>,
10835 /// bool: (5.2.1f1 - 2022.3.2f1)
10836 pub useOnDemandResources: Option<bool>,
10837 /// i32: (4.5.0 - 2018.2.21f1)
10838 pub videoMemoryForVertexBuffers: Option<i32>,
10839 /// bool: (5.1.1f1 - 5.3.8f2)
10840 pub virtualRealitySupported: Option<bool>,
10841 /// bool: (2020.1.0b1 - 2022.3.2f1)
10842 pub virtualTexturingSupportEnabled: Option<bool>,
10843 /// bool: (4.5.4 - 2022.3.2f1)
10844 pub visibleInBackground: Option<bool>,
10845 /// VRSettings: (5.6.0b1 - 2022.3.2f1)
10846 pub vrSettings: Option<VRSettings>,
10847 /// bool: (2020.3.18f1 - 2022.3.2f1)
10848 pub vulkanEnableCommandBufferRecycling: Option<bool>,
10849 /// bool: (2019.4.6f1 - 2022.3.2f1)
10850 pub vulkanEnableLateAcquireNextImage: Option<bool>,
10851 /// bool: (2020.2.0b1 - 2022.3.2f1)
10852 pub vulkanEnablePreTransform: Option<bool>,
10853 /// bool: (2018.2.0b1 - 2022.3.2f1)
10854 pub vulkanEnableSetSRGBWrite: Option<bool>,
10855 /// u32: (2019.3.0f1 - 2022.3.2f1)
10856 pub vulkanNumSwapchainBuffers: Option<u32>,
10857 /// bool: (2018.2.0b1 - 2018.2.21f1)
10858 pub vulkanUseSWCommandBuffers: Option<bool>,
10859 /// i32: (3.5.0 - 4.3.4)
10860 pub wiiHio2Usage: Option<i32>,
10861 /// ColorRGBA: (3.5.0 - 4.3.4)
10862 pub wiiLoadingScreenBackground: Option<ColorRGBA>,
10863 /// String: (3.5.0 - 4.3.4)
10864 pub wiiLoadingScreenFileName: Option<String>,
10865 /// i32: (3.5.0 - 4.3.4)
10866 pub wiiLoadingScreenPeriod: Option<i32>,
10867 /// Rectf: (3.5.0 - 4.3.4)
10868 pub wiiLoadingScreenRect: Option<Rectf>,
10869 /// i32: (3.5.0 - 4.3.4)
10870 pub wiiLoadingScreenRectPlacement: Option<i32>,
10871 /// bool: (5.2.0f2 - 2017.4.40f1)
10872 pub wiiUAllowScreenCapture: Option<bool>,
10873 /// i32: (5.2.0f2 - 2017.4.40f1)
10874 pub wiiUControllerCount: Option<i32>,
10875 /// i32: (5.2.0f2 - 2017.4.40f1)
10876 pub wiiUGamePadMSAA: Option<i32>,
10877 /// bool: (5.2.0f2 - 2017.4.40f1)
10878 pub wiiUSupportsBalanceBoard: Option<bool>,
10879 /// bool: (5.2.0f2 - 2017.4.40f1)
10880 pub wiiUSupportsClassicController: Option<bool>,
10881 /// bool: (5.2.0f2 - 2017.4.40f1)
10882 pub wiiUSupportsMotionPlus: Option<bool>,
10883 /// bool: (5.2.0f2 - 2017.4.40f1)
10884 pub wiiUSupportsNunchuk: Option<bool>,
10885 /// bool: (5.2.0f2 - 2017.4.40f1)
10886 pub wiiUSupportsProController: Option<bool>,
10887 /// i32: (5.2.0f2 - 2017.4.40f1)
10888 pub wiiUTVResolution: Option<i32>,
10889 /// i32: (2020.3.42f1 - 2022.3.2f1)
10890 pub windowsGamepadBackendHint: Option<i32>,
10891 /// bool: (2017.3.0b1 - 2022.3.2f1)
10892 pub wsaTransparentSwapchain: Option<bool>,
10893 /// bool: (3.5.0 - 2022.3.2f1)
10894 pub xboxEnableAvatar: Option<bool>,
10895 /// bool: (5.3.6f1 - 5.3.8f2)
10896 pub xboxEnableEnableRenderThreadRunsJobs: Option<bool>,
10897 /// bool: (4.0.0 - 2022.3.2f1)
10898 pub xboxEnableFitness: Option<bool>,
10899 /// bool: (4.3.0 - 2022.3.2f1)
10900 pub xboxEnableGuest: Option<bool>,
10901 /// bool: (4.1.0 - 2022.3.2f1)
10902 pub xboxEnableHeadOrientation: Option<bool>,
10903 /// bool: (3.5.0 - 2022.3.2f1)
10904 pub xboxEnableKinect: Option<bool>,
10905 /// bool: (3.5.0 - 2022.3.2f1)
10906 pub xboxEnableKinectAutoTracking: Option<bool>,
10907 /// bool: (5.3.0f2 - 2022.3.2f1)
10908 pub xboxEnablePIXSampling: Option<bool>,
10909 /// bool: (3.5.0 - 3.5.7)
10910 pub xboxEnableSpeech: Option<bool>,
10911 /// bool: (2017.1.0f2 - 2022.3.2f1)
10912 pub xboxOneDisableEsram: Option<bool>,
10913 /// bool: (5.0.0f4 - 2022.3.2f1)
10914 pub xboxOneDisableKinectGpuReservation: Option<bool>,
10915 /// bool: (5.6.0b1 - 2022.3.2f1)
10916 pub xboxOneEnable7thCore: Option<bool>,
10917 /// bool: (2018.4.17f1 - 2022.3.2f1)
10918 pub xboxOneEnableTypeOptimization: Option<bool>,
10919 /// i32: (5.3.7f1 - 2022.3.2f1)
10920 pub xboxOneLoggingLevel: Option<i32>,
10921 /// i32: (5.3.6f1 - 2022.3.2f1)
10922 pub xboxOneMonoLoggingLevel: Option<i32>,
10923 /// u32: (2017.2.0b2 - 2022.3.2f1)
10924 pub xboxOnePresentImmediateThreshold: Option<u32>,
10925 /// i32: (5.0.0f4 - 2022.3.2f1)
10926 pub xboxOneResolution: Option<i32>,
10927 /// i32: (5.5.6f1 - 2022.3.2f1)
10928 pub xboxOneSResolution: Option<i32>,
10929 /// i32: (5.5.6f1 - 2022.3.2f1)
10930 pub xboxOneXResolution: Option<i32>,
10931 /// bool: (4.3.0 - 2022.3.2f1)
10932 pub xboxPIXTextureCapture: Option<bool>,
10933 /// bool: (3.4.0 - 4.1.5)
10934 pub xboxSkinOnGPU: Option<bool>,
10935 /// u32: (4.0.0 - 2022.3.2f1)
10936 pub xboxSpeechDB: Option<u32>,
10937}
10938
10939/// PluginBuildInfo is a class of the Unity engine since version 2018.4.13f1.
10940#[derive(Debug, Serialize, Deserialize)]
10941pub struct PluginBuildInfo {
10942 pub m_EditorPlugins: Vec<String>,
10943 pub m_RuntimePlugins: Vec<String>,
10944}
10945
10946/// PluginImportOutput is a sub class of the Unity engine since version 5.0.0f4.
10947#[derive(Debug, Serialize, Deserialize)]
10948pub struct PluginImportOutput {
10949 /// i32: (5.4.0f3 - 2022.3.2f1)
10950 pub dllType: Option<i32>,
10951 /// i32: (5.0.0f4 - 5.3.8f2)
10952 pub pluginType: Option<i32>,
10953 /// i32: (2018.3.0f2 - 2022.3.2f1)
10954 pub scriptingRuntimeVersion: Option<i32>,
10955}
10956
10957/// PluginImporter is a class of the Unity engine since version 5.0.0f4.
10958/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/PluginImporter.html):
10959/**
10960Represents a plugin importer.
10961*/
10962#[derive(Debug, Serialize, Deserialize)]
10963pub struct PluginImporter {
10964 /**Get or set the AssetBundle name.*/
10965 pub m_AssetBundleName: String,
10966 /**Get or set the AssetBundle variant.*/
10967 pub m_AssetBundleVariant: String,
10968 pub m_ExecutionOrder: Vec<(String, i32)>,
10969 /// Vec<(String, PPtr<[`Texture2D`]>)>: (5.0.0f4 - 2022.3.2f1)
10970 pub m_IconMap: Vec<(String, PPtr)>,
10971 /**Is a native plugin loaded during startup or on demand?*/
10972 pub m_IsPreloaded: bool,
10973 /**The name of the object.*/
10974 pub m_Name: String,
10975 pub m_Output: PluginImportOutput,
10976 pub m_PlatformData: Vec<(Enum_String__String___String, PlatformSettingsData)>,
10977 /**Get or set any user data.*/
10978 pub m_UserData: String,
10979 /**Allows you to specify a list of #define directives which controls whether your plug-in should be included.*/
10980 /// Vec<String>: (2018.3.0f2 - 2022.3.2f1)
10981 pub m_DefineConstraints: Option<Vec<String>>,
10982 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2017.2.0b2 - 2022.3.2f1)
10983 pub m_ExternalObjects: Option<Vec<(SourceAssetIdentifier, PPtr)>>,
10984 /// bool: (2018.3.0f2 - 2022.3.2f1)
10985 pub m_IsExplicitlyReferenced: Option<bool>,
10986 /// bool: (5.5.0f3 - 2022.3.2f1)
10987 pub m_IsOverridable: Option<bool>,
10988 /// Vec<i64>: (2019.1.0b1 - 2022.3.2f1)
10989 pub m_UsedFileIDs: Option<Vec<i64>>,
10990 /// bool: (2018.3.10f1 - 2022.3.2f1)
10991 pub m_ValidateReferences: Option<bool>,
10992}
10993
10994#[derive(Debug, Serialize, Deserialize)]
10995#[serde(untagged)]
10996pub enum Enum_String__String___String {
10997 String__String((String, String)),
10998 String(String),
10999}
11000
11001/// PointEffector2D is a class of the Unity engine since version 5.0.0f4.
11002/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/PointEffector2D.html):
11003/**
11004Applies forces to attract/repulse against a point.
11005When the source Collider2D is a trigger, the effector will apply forces whenever the target Collider2D overlaps the source. When the source Collider isn't a trigger, the effector will apply forces whenever the target Collider2D is in contact with the source only.This effector is designed primarily to work with source Collider2D that are set as triggers so that target Collider2D can overlap the defined area.
11006*/
11007#[derive(Debug, Serialize, Deserialize)]
11008pub struct PointEffector2D {
11009 /**The angular drag to apply to rigid-bodies.*/
11010 pub m_AngularDrag: f32,
11011 /**The mask used to select specific layers allowed to interact with the effector.*/
11012 pub m_ColliderMask: BitField,
11013 /**The scale applied to the calculated distance between source and target.*/
11014 pub m_DistanceScale: f32,
11015 /**The linear drag to apply to rigid-bodies.*/
11016 pub m_Drag: f32,
11017 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
11018 pub m_Enabled: u8,
11019 /**The magnitude of the force to be applied.*/
11020 pub m_ForceMagnitude: f32,
11021 /**The mode used to apply the effector force.*/
11022 pub m_ForceMode: i32,
11023 /**The source which is used to calculate the centroid point of the effector. The distance from the target is defined from this point.*/
11024 pub m_ForceSource: i32,
11025 /**The target for where the effector applies any force.*/
11026 pub m_ForceTarget: i32,
11027 /**The variation of the magnitude of the force to be applied.*/
11028 pub m_ForceVariation: f32,
11029 /**The game object this component is attached to. A component is always attached to a game object.*/
11030 /// PPtr<[`GameObject`]>: (5.0.0f4 - 2022.3.2f1)
11031 pub m_GameObject: PPtr,
11032 /**Should the collider-mask be used or the global collision matrix?*/
11033 /// bool: (5.0.2f1 - 2022.3.2f1)
11034 pub m_UseColliderMask: Option<bool>,
11035}
11036
11037/// Polygon2D is a sub class of the Unity engine since version 4.3.0.
11038#[derive(Debug, Serialize, Deserialize)]
11039pub struct Polygon2D {
11040 pub m_Paths: Vec<Vec<Vector2f>>,
11041}
11042
11043/// PolygonCollider2D is a class of the Unity engine since version 4.3.0.
11044/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/PolygonCollider2D.html):
11045/**
11046Collider for 2D physics representing an arbitrary polygon defined by its vertices.
11047See Also: BoxCollider2D, CircleCollider2D, EdgeCollider2D.
11048*/
11049#[derive(Debug, Serialize, Deserialize)]
11050pub struct PolygonCollider2D {
11051 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
11052 pub m_Enabled: u8,
11053 /**The game object this component is attached to. A component is always attached to a game object.*/
11054 /// PPtr<[`GameObject`]>: (4.3.0 - 2022.3.2f1)
11055 pub m_GameObject: PPtr,
11056 /**Is this collider configured as a trigger?*/
11057 pub m_IsTrigger: bool,
11058 /// PPtr<[`PhysicsMaterial2D`]>: (4.3.0 - 2022.3.2f1)
11059 pub m_Material: PPtr,
11060 /**Determines whether the PolygonCollider2D's shape is automatically updated based on a SpriteRenderer's tiling properties.*/
11061 /// bool: (5.6.0f1 - 2022.3.2f1)
11062 pub m_AutoTiling: Option<bool>,
11063 /**The Layers that this Collider2D will report collision or trigger callbacks for during a contact with another Collider2D.*/
11064 /// BitField: (2022.2.0b1 - 2022.3.2f1)
11065 pub m_CallbackLayers: Option<BitField>,
11066 /**The layers of other Collider2D involved in contacts with this Collider2D that will be captured.*/
11067 /// BitField: (2022.2.0b1 - 2022.3.2f1)
11068 pub m_ContactCaptureLayers: Option<BitField>,
11069 /**The density of the collider used to calculate its mass (when auto mass is enabled).*/
11070 /// f32: (5.3.0f1 - 2022.3.2f1)
11071 pub m_Density: Option<f32>,
11072 /**The additional Layers that this Collider2D should exclude when deciding if a contact with another Collider2D should happen or not.*/
11073 /// BitField: (2022.2.0b1 - 2022.3.2f1)
11074 pub m_ExcludeLayers: Option<BitField>,
11075 /**The Layers that this Collider2D can receive forces from during a Collision contact with another Collider2D.*/
11076 /// BitField: (2022.2.0b1 - 2022.3.2f1)
11077 pub m_ForceReceiveLayers: Option<BitField>,
11078 /**The Layers that this Collider2D is allowed to send forces to during a Collision contact with another Collider2D.*/
11079 /// BitField: (2022.2.0b1 - 2022.3.2f1)
11080 pub m_ForceSendLayers: Option<BitField>,
11081 /**The additional Layers that this Collider2D should include when deciding if a contact with another Collider2D should happen or not.*/
11082 /// BitField: (2022.2.0b1 - 2022.3.2f1)
11083 pub m_IncludeLayers: Option<BitField>,
11084 /**A decision priority assigned to this Collider2D used when there is a conflicting decision on whether a contact between itself and another Collision2D should happen or not.*/
11085 /// i32: (2022.2.0b1 - 2022.3.2f1)
11086 pub m_LayerOverridePriority: Option<i32>,
11087 /**The local offset of the collider geometry.*/
11088 /// Vector2f: (5.0.0f4 - 2022.3.2f1)
11089 pub m_Offset: Option<Vector2f>,
11090 /**Corner points that define the collider's shape in local space.*/
11091 /// Polygon2D: (5.0.0f4 - 2022.3.2f1)
11092 pub m_Points: Option<Polygon2D>,
11093 /// Polygon2D: (4.3.0 - 4.7.2)
11094 pub m_Poly: Option<Polygon2D>,
11095 /// SpriteTilingProperty: (5.6.0f1 - 2022.3.2f1)
11096 pub m_SpriteTilingProperty: Option<SpriteTilingProperty>,
11097 /**When the value is true, the Collider uses an additional Delaunay triangulation step to produce the Collider mesh. When the value is false, this additional step does not occur.*/
11098 /// bool: (2022.1.0b1 - 2022.3.2f1)
11099 pub m_UseDelaunayMesh: Option<bool>,
11100 /**Sets whether the Collider will be used or not used by a CompositeCollider2D.*/
11101 /// bool: (5.6.0b1 - 2022.3.2f1)
11102 pub m_UsedByComposite: Option<bool>,
11103 /**Whether the collider is used by an attached effector or not.*/
11104 /// bool: (5.0.0f4 - 2022.3.2f1)
11105 pub m_UsedByEffector: Option<bool>,
11106}
11107
11108/// PositionConstraint is a class of the Unity engine since version 2018.1.0b2.
11109/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Animations.PositionConstraint.html):
11110/**
11111Constrains the position of an object relative to the position of one or more source objects.
11112*/
11113#[derive(Debug, Serialize, Deserialize)]
11114pub struct PositionConstraint {
11115 pub m_AffectTranslationX: bool,
11116 pub m_AffectTranslationY: bool,
11117 pub m_AffectTranslationZ: bool,
11118 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
11119 pub m_Enabled: u8,
11120 /**The game object this component is attached to. A component is always attached to a game object.*/
11121 /// PPtr<[`GameObject`]>: (2018.1.0b2 - 2022.3.2f1)
11122 pub m_GameObject: PPtr,
11123 pub m_Sources: Vec<ConstraintSource>,
11124 /**The translation used when the sources have a total weight of 0.*/
11125 pub m_TranslationAtRest: Vector3f,
11126 /**The offset from the constrained position.*/
11127 pub m_TranslationOffset: Vector3f,
11128 /**The weight of the constraint component.*/
11129 pub m_Weight: f32,
11130 /// bool: (2022.1.0b1 - 2022.3.2f1)
11131 pub m_Active: Option<bool>,
11132 /// bool: (2018.1.0b2 - 2022.1.0a9)
11133 pub m_IsContraintActive: Option<bool>,
11134}
11135
11136/// Prefab is a class of the Unity engine since version 3.5.0.
11137#[derive(Debug, Serialize, Deserialize)]
11138pub struct Prefab {
11139 /// PPtr<[`GameObject`]>: (3.5.0 - 2022.3.2f1)
11140 pub m_RootGameObject: PPtr,
11141 /// bool: (2021.2.0b1 - 2022.3.2f1)
11142 pub m_ContainsMissingSerializeReferenceTypes: Option<bool>,
11143 /// i32: (2020.1.0b1 - 2022.3.2f1)
11144 pub m_HideFlagsBehaviour: Option<i32>,
11145 /// bool: (3.5.0 - 4.7.2)
11146 pub m_IsExploded: Option<bool>,
11147 /// bool: (2018.2.0b1 - 2018.2.21f1)
11148 pub m_IsPrefabAsset: Option<bool>,
11149 /// bool: (3.5.0 - 2018.1.9f2)
11150 pub m_IsPrefabParent: Option<bool>,
11151 /// PrefabModification: (3.5.0 - 2018.2.21f1)
11152 pub m_Modification: Option<PrefabModification>,
11153 /// PPtr<[`Prefab`]>: (3.5.0 - 2018.1.9f2)
11154 pub m_ParentPrefab: Option<PPtr>,
11155 /// PPtr<[`Prefab`]>: (2018.2.0b1 - 2018.2.21f1)
11156 pub m_SourcePrefab: Option<PPtr>,
11157}
11158
11159/// PrefabImporter is a class of the Unity engine since version 2018.3.0f2.
11160#[derive(Debug, Serialize, Deserialize)]
11161pub struct PrefabImporter {
11162 pub m_AddedObjectFileIDs: Vec<i64>,
11163 pub m_AssetBundleName: String,
11164 pub m_AssetBundleVariant: String,
11165 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2018.3.0f2 - 2022.3.2f1)
11166 pub m_ExternalObjects: Vec<(SourceAssetIdentifier, PPtr)>,
11167 pub m_IsPrefabVariant: bool,
11168 pub m_Name: String,
11169 pub m_UserData: String,
11170 /// bool: (2018.3.0f2 - 2020.1.0a25)
11171 pub m_UnableToImportOnPreviousDomainReload: Option<bool>,
11172 /// Vec<i64>: (2019.1.0b1 - 2022.3.2f1)
11173 pub m_UsedFileIDs: Option<Vec<i64>>,
11174 /// GUID: (2022.2.0b1 - 2022.3.2f1)
11175 pub m_VariantParentGUID: Option<GUID>,
11176}
11177
11178/// PrefabInstance is a class of the Unity engine since version 2018.3.0f2.
11179#[derive(Debug, Serialize, Deserialize)]
11180pub struct PrefabInstance {
11181 pub m_Modification: PrefabModification,
11182 /// PPtr<[`GameObject`]>: (2018.3.0f2 - 2022.3.2f1)
11183 pub m_RootGameObject: PPtr,
11184 /// PPtr<[`Prefab`]>: (2018.3.0f2 - 2022.3.2f1)
11185 pub m_SourcePrefab: PPtr,
11186}
11187
11188/// PrefabModification is a sub class of the Unity engine since version 3.5.0.
11189#[derive(Debug, Serialize, Deserialize)]
11190pub struct PrefabModification {
11191 pub m_Modifications: Vec<PropertyModification>,
11192 /// Vec<PPtr<[`Object`]>>: (3.5.0 - 2018.2.21f1); Vec<PPtr<[`Component`]>>: (2018.3.0f2 - 2022.3.2f1)
11193 pub m_RemovedComponents: Vec<PPtr>,
11194 /// PPtr<[`Transform`]>: (3.5.0 - 2022.3.2f1)
11195 pub m_TransformParent: PPtr,
11196 /// Vec<AddedComponent>: (2022.2.0b1 - 2022.3.2f1)
11197 pub m_AddedComponents: Option<Vec<AddedComponent>>,
11198 /// Vec<AddedGameObject>: (2022.1.0b1 - 2022.3.2f1)
11199 pub m_AddedGameObjects: Option<Vec<AddedGameObject>>,
11200 /// Vec<PPtr<[`GameObject`]>>: (2022.2.0b1 - 2022.3.2f1)
11201 pub m_RemovedGameObjects: Option<Vec<PPtr>>,
11202}
11203
11204/// PreloadData is a class of the Unity engine since version 3.4.0.
11205#[derive(Debug, Serialize, Deserialize)]
11206pub struct PreloadData {
11207 /// Vec<PPtr<[`Object`]>>: (3.4.0 - 2022.3.2f1)
11208 pub m_Assets: Vec<PPtr>,
11209 pub m_Name: String,
11210 /// Vec<String>: (5.0.0f4 - 2022.3.2f1)
11211 pub m_Dependencies: Option<Vec<String>>,
11212 /// bool: (2018.2.0b1 - 2022.3.2f1)
11213 pub m_ExplicitDataLayout: Option<bool>,
11214}
11215
11216/// Preset is a class of the Unity engine since version 2018.1.0b2.
11217/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Presets.Preset.html):
11218/**
11219A Preset contains default values for an Object.
11220The Preset class contains the type of the Object used to create it and a list of each serialized property/value pair of this Object.
11221It can be used to store informations from any serializable Object in the Editor and apply them back to this Object or any other Object of the same type.
11222Presets can also be saved as Assets using the .preset extension in order to.
11223*/
11224#[derive(Debug, Serialize, Deserialize)]
11225pub struct Preset {
11226 /**The name of the object.*/
11227 pub m_Name: String,
11228 pub m_Properties: Vec<PropertyModification>,
11229 pub m_TargetType: PresetType,
11230 /**List of properties to ignore when applying the Preset to an object.*/
11231 /// Vec<String>: (2020.1.0b1 - 2022.3.2f1)
11232 pub m_ExcludedProperties: Option<Vec<String>>,
11233}
11234
11235/// PresetManager is a class of the Unity engine since version 2018.1.0b2.
11236#[derive(Debug, Serialize, Deserialize)]
11237pub struct PresetManager {
11238 /// Vec<DefaultPresetList>: (2018.1.0b2 - 2019.3.0a8)
11239 pub m_DefaultList: Option<Vec<DefaultPresetList>>,
11240 /// Vec<(PresetType, Vec<DefaultPreset>)>: (2019.3.0b1 - 2022.3.2f1)
11241 pub m_DefaultPresets: Option<Vec<(PresetType, Vec<DefaultPreset>)>>,
11242}
11243
11244/// PresetType is a sub class of the Unity engine since version 2018.1.0b2.
11245/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Presets.PresetType.html):
11246/**
11247Stores a type to which a Preset can be applied.
11248Only classes that inherit from UnityEngine.Object are represented by a PresetType.This structure is used instead of Type because some native C++ types in Unity are not exposed to managed C# for optimization reasons.
11249*/
11250#[derive(Debug, Serialize, Deserialize)]
11251pub struct PresetType {
11252 pub m_ManagedTypeFallback: String,
11253 /// PPtr<[`MonoScript`]>: (2018.1.0b2 - 2022.3.2f1)
11254 pub m_ManagedTypePPtr: PPtr,
11255 pub m_NativeTypeID: i32,
11256}
11257
11258/// PreviewAnimationClip is a class of the Unity engine since version 5.6.0b1.
11259#[derive(Debug, Serialize, Deserialize)]
11260pub struct PreviewAnimationClip {
11261 pub m_Bounds: AABB,
11262 pub m_ClipBindingConstant: AnimationClipBindingConstant,
11263 pub m_Compressed: bool,
11264 pub m_CompressedRotationCurves: Vec<CompressedAnimationCurve>,
11265 pub m_EulerCurves: Vec<Vector3Curve>,
11266 pub m_Events: Vec<AnimationEvent>,
11267 pub m_FloatCurves: Vec<FloatCurve>,
11268 pub m_Legacy: bool,
11269 pub m_MuscleClip: ClipMuscleConstant,
11270 pub m_MuscleClipSize: u32,
11271 pub m_Name: String,
11272 /// Vec<PPtrCurve>: (5.6.0b1 - 2022.3.2f1)
11273 pub m_PPtrCurves: Vec<PPtrCurve>,
11274 pub m_PositionCurves: Vec<Vector3Curve>,
11275 pub m_RotationCurves: Vec<QuaternionCurve>,
11276 pub m_SampleRate: f32,
11277 pub m_ScaleCurves: Vec<Vector3Curve>,
11278 pub m_UseHighQualityCurve: bool,
11279 pub m_WrapMode: i32,
11280 /// bool: (2018.3.0f2 - 2022.3.2f1)
11281 pub m_HasGenericRootTransform: Option<bool>,
11282 /// bool: (2018.3.0f2 - 2022.3.2f1)
11283 pub m_HasMotionFloatCurves: Option<bool>,
11284}
11285
11286/// PreviewData is a sub class of the Unity engine since version 5.0.0f4.
11287#[derive(Debug, Serialize, Deserialize)]
11288pub struct PreviewData {
11289 pub m_CompSize: i32,
11290 pub m_OrigSize: i32,
11291 pub m_PreviewData: Vec<f32>,
11292}
11293
11294/// PreviewImporter is a class of the Unity engine since version 2020.2.0b1.
11295#[derive(Debug, Serialize, Deserialize)]
11296pub struct PreviewImporter {
11297 pub m_AssetBundleName: String,
11298 pub m_AssetBundleVariant: String,
11299 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2020.2.0b1 - 2022.3.2f1)
11300 pub m_ExternalObjects: Vec<(SourceAssetIdentifier, PPtr)>,
11301 pub m_Name: String,
11302 pub m_UsedFileIDs: Vec<i64>,
11303 pub m_UserData: String,
11304}
11305
11306/// ProbeSetIndex is a sub class of the Unity engine since version 5.0.0f4.
11307#[derive(Debug, Serialize, Deserialize)]
11308pub struct ProbeSetIndex {
11309 pub m_Hash: Hash128,
11310 pub m_Offset: i32,
11311 pub m_Size: i32,
11312}
11313
11314/// ProbeSetTetrahedralization is a sub class of the Unity engine since version 5.0.0f4.
11315#[derive(Debug, Serialize, Deserialize)]
11316pub struct ProbeSetTetrahedralization {
11317 pub m_HullRays: Vec<Vector3f>,
11318 pub m_Tetrahedra: Vec<Tetrahedron>,
11319}
11320
11321/// ProceduralMaterial is a class of the Unity engine since version 3.4.0.
11322/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ProceduralMaterial.html):
11323/**
11324Deprecated feature, no longer available
11325*/
11326#[derive(Debug, Serialize, Deserialize)]
11327pub struct ProceduralMaterial {
11328 /**The name of the object.*/
11329 pub m_Name: String,
11330 pub m_SavedProperties: UnityPropertySheet,
11331 /**The shader used by the material.*/
11332 /// PPtr<[`Shader`]>: (3.4.0 - 2022.3.2f1)
11333 pub m_Shader: PPtr,
11334 /// Vec<String>: (5.6.0f1 - 2022.3.2f1)
11335 pub disabledShaderPasses: Option<Vec<String>>,
11336 /// i32: (3.5.0 - 2017.4.40f1)
11337 pub m_AnimationUpdateRate: Option<i32>,
11338 /// Vec<BuildTextureStackReference>: (2020.1.0b1 - 2022.3.2f1)
11339 pub m_BuildTextureStacks: Option<Vec<BuildTextureStackReference>>,
11340 /// i32: (3.4.0 - 3.4.2)
11341 pub m_CacheSize: Option<i32>,
11342 /// i32: (4.3.0 - 2022.3.2f1)
11343 pub m_CustomRenderQueue: Option<i32>,
11344 /**Gets and sets whether the Double Sided Global Illumination setting is enabled for this material.*/
11345 /// bool: (5.6.2f1 - 2022.3.2f1)
11346 pub m_DoubleSidedGI: Option<bool>,
11347 /// bool: (5.6.0f1 - 2022.3.2f1)
11348 pub m_EnableInstancingVariants: Option<bool>,
11349 /// u32: (3.4.0 - 2017.4.40f1)
11350 pub m_Flags: Option<u32>,
11351 /// bool: (4.5.0 - 2017.4.40f1)
11352 pub m_GenerateMipmaps: Option<bool>,
11353 /// Hash128: (4.1.0 - 2017.4.40f1)
11354 pub m_Hash: Option<Hash128>,
11355 /// i32: (3.5.0 - 2017.4.40f1)
11356 pub m_Height: Option<i32>,
11357 /// Vec<SubstanceInput>: (3.4.0 - 2017.4.40f1)
11358 pub m_Inputs: Option<Vec<SubstanceInput>>,
11359 /// Vec<String>: (2021.2.18f1 - 2022.3.2f1)
11360 pub m_InvalidKeywords: Option<Vec<String>>,
11361 /// u32: (5.0.0f4 - 2022.3.2f1)
11362 pub m_LightmapFlags: Option<u32>,
11363 /// i32: (4.0.0 - 2017.4.40f1)
11364 pub m_LoadingBehavior: Option<i32>,
11365 /// i32: (3.4.0 - 3.4.2)
11366 pub m_MaximumSize: Option<i32>,
11367 /// String: (4.2.0 - 2017.4.40f1)
11368 pub m_PrototypeName: Option<String>,
11369 /**An array containing names of the local shader keywords that are currently enabled for this material.*/
11370 /// Vec<String>: (4.1.0 - 4.7.2); String: (5.0.0f4 - 2022.1.0a16)
11371 pub m_ShaderKeywords: Option<Enum_Vec_String___String>,
11372 /// PPtr<[`SubstanceArchive`]>: (3.4.0 - 2017.4.40f1)
11373 pub m_SubstancePackage: Option<PPtr>,
11374 /// Vec<PPtr<[`ProceduralTexture`]>>: (3.4.0 - 2017.4.40f1)
11375 pub m_Textures: Option<Vec<PPtr>>,
11376 /// Vec<String>: (2021.2.18f1 - 2022.3.2f1)
11377 pub m_ValidKeywords: Option<Vec<String>>,
11378 /// i32: (3.5.0 - 2017.4.40f1)
11379 pub m_Width: Option<i32>,
11380 /// Vec<(String, String)>: (5.1.0f1 - 2022.3.2f1)
11381 pub stringTagMap: Option<Vec<(String, String)>>,
11382}
11383
11384/// ProceduralMaterialInformation is a sub class of the Unity engine since version 3.4.0.
11385#[derive(Debug, Serialize, Deserialize)]
11386pub struct ProceduralMaterialInformation {
11387 pub m_Offset: Vector2f,
11388 pub m_Scale: Vector2f,
11389 /// i32: (3.5.0 - 2017.4.40f1)
11390 pub m_AnimationUpdateRate: Option<i32>,
11391 /// i32: (3.5.0 - 2017.4.40f1)
11392 pub m_GenerateAllOutputs: Option<i32>,
11393 /// bool: (4.5.0 - 2017.4.40f1)
11394 pub m_GenerateMipmaps: Option<bool>,
11395 /// i32: (3.4.0 - 3.5.7)
11396 pub m_GeneratedAtLoading: Option<i32>,
11397}
11398
11399/// ProceduralTexture is a class of the Unity engine since version 3.4.0.
11400/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ProceduralTexture.html):
11401/**
11402Deprecated feature, no longer available
11403*/
11404#[derive(Debug, Serialize, Deserialize)]
11405pub struct ProceduralTexture {
11406 /**The name of the object.*/
11407 pub m_Name: String,
11408 /// i32: (3.4.0 - 2017.4.40f1)
11409 pub AlphaSource: Option<i32>,
11410 /// bool: (4.5.0 - 2017.4.40f1)
11411 pub AlphaSourceIsGrayscale: Option<bool>,
11412 /// i32: (3.4.0 - 2017.4.40f1)
11413 pub Format: Option<i32>,
11414 /// i32: (3.4.0 - 2017.4.40f1)
11415 pub Type: Option<i32>,
11416 /// bool: (5.0.0f4 - 2017.4.40f1)
11417 pub m_AlphaSourceIsInverted: Option<bool>,
11418 /// u64: (4.5.0 - 2017.4.40f1)
11419 pub m_AlphaSourceUID: Option<u64>,
11420 /// Vec<u8>: (3.4.0 - 2017.4.40f1)
11421 pub m_BakedData: Option<Vec<u8>>,
11422 /// TextureParameters: (3.4.0 - 2017.4.40f1)
11423 pub m_BakedParameters: Option<TextureParameters>,
11424 /// i32: (4.0.0 - 2017.4.40f1)
11425 pub m_ColorSpace: Option<i32>,
11426 /// bool: (2017.3.0b1 - 2022.3.2f1)
11427 pub m_DownscaleFallback: Option<bool>,
11428 /// i32: (2017.3.0b1 - 2022.3.2f1)
11429 pub m_ForcedFallbackFormat: Option<i32>,
11430 /// bool: (2020.2.0b1 - 2022.3.2f1)
11431 pub m_IsAlphaChannelOptional: Option<bool>,
11432 /// i32: (3.4.0 - 2017.4.40f1)
11433 pub m_LightmapFormat: Option<i32>,
11434 /// i32: (4.5.0 - 2017.4.40f1)
11435 pub m_Mipmaps: Option<i32>,
11436 /// PPtr<[`ProceduralMaterial`]>: (3.4.0 - 2017.4.40f1)
11437 pub m_SubstanceMaterial: Option<PPtr>,
11438 /// u64: (3.4.0 - 2017.4.40f1)
11439 pub m_SubstanceTextureUID: Option<u64>,
11440 /// TextureParameters: (3.4.0 - 2017.4.40f1)
11441 pub m_TextureParameters: Option<TextureParameters>,
11442 /// GLTextureSettings: (3.4.0 - 2017.4.40f1)
11443 pub m_TextureSettings: Option<GLTextureSettings>,
11444}
11445
11446/// ProceduralTextureAssignment is a sub class of the Unity engine since version 4.5.0.
11447#[derive(Debug, Serialize, Deserialize)]
11448pub struct ProceduralTextureAssignment {
11449 pub baseUID: u32,
11450 /// PPtr<[`ProceduralMaterial`]>: (4.5.0 - 2017.4.40f1)
11451 pub material: PPtr,
11452 pub shaderProp: Enum_FastPropertyName__String,
11453}
11454
11455/// Projector is a class of the Unity engine since version 3.4.0.
11456/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Projector.html):
11457/**
11458A script interface for a projector component.
11459The Projector can be used to project any material onto the Scene - just like a real world projector.
11460
11461The properties exposed by this class are an exact match for the values in the Projector's inspector.It can be used to implement blob or projected shadows. You could also project an animated texture or
11462
11463a render texture that films another part of the Scene. The projector will render all objects in
11464
11465its view frustum with the provided material.There is no shortcut property in GameObject or Component to access the Projector, so you must
11466
11467use GetComponent to do it:
11468See Also: projector component.
11469*/
11470#[derive(Debug, Serialize, Deserialize)]
11471pub struct Projector {
11472 /**The aspect ratio of the projection.*/
11473 pub m_AspectRatio: f32,
11474 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
11475 pub m_Enabled: u8,
11476 /**The far clipping plane distance.*/
11477 pub m_FarClipPlane: f32,
11478 /**The field of view of the projection in degrees.*/
11479 pub m_FieldOfView: f32,
11480 /**The game object this component is attached to. A component is always attached to a game object.*/
11481 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
11482 pub m_GameObject: PPtr,
11483 /**Which object layers are ignored by the projector.*/
11484 pub m_IgnoreLayers: BitField,
11485 /**The material that will be projected onto every object.*/
11486 /// PPtr<[`Material`]>: (3.4.0 - 2022.3.2f1)
11487 pub m_Material: PPtr,
11488 /**The near clipping plane distance.*/
11489 pub m_NearClipPlane: f32,
11490 /**Is the projection orthographic (true) or perspective (false)?*/
11491 pub m_Orthographic: bool,
11492 /**Projection's half-size when in orthographic mode.*/
11493 pub m_OrthographicSize: f32,
11494}
11495
11496/// PropertyModification is a sub class of the Unity engine since version 3.5.0.
11497/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/PropertyModification.html):
11498/**
11499Defines a single modified property.
11500Used by the Prefab system to track any changes applied to an instance.
11501*/
11502#[derive(Debug, Serialize, Deserialize)]
11503pub struct PropertyModification {
11504 /**The value being applied when it is an object reference (which can not be represented as a string).*/
11505 /// PPtr<[`Object`]>: (3.5.0 - 2022.3.2f1)
11506 pub objectReference: PPtr,
11507 /**Property path of the property being modified (Matches as SerializedProperty.propertyPath).*/
11508 pub propertyPath: String,
11509 /**Object that will be modified.*/
11510 /// PPtr<[`Object`]>: (3.5.0 - 2022.3.2f1)
11511 pub target: PPtr,
11512 /**The value being applied.*/
11513 pub value: String,
11514}
11515
11516/// PropertyModificationsTargetTestNativeObject is a sub class of the Unity engine since version 2019.1.0b1.
11517#[derive(Debug, Serialize, Deserialize)]
11518pub struct PropertyModificationsTargetTestNativeObject {
11519 pub m_FloatValue: f32,
11520 pub m_IntegerValue: i32,
11521}
11522
11523/// PropertyModificationsTargetTestObject is a class of the Unity engine since version 2019.1.0b1.
11524#[derive(Debug, Serialize, Deserialize)]
11525pub struct PropertyModificationsTargetTestObject {
11526 pub m_Array: Vec<PropertyModificationsTargetTestNativeObject>,
11527 pub m_Data: PropertyModificationsTargetTestNativeObject,
11528 pub m_FloatTestValue: f32,
11529 /// Vec<u8>: (2020.3.24f1 - 2020.3.24f1)
11530 #[serde(alias = "byte data")]
11531 pub byte_data: Option<Vec<u8>>,
11532 /// Vec<u8>: (2019.3.0b1 - 2020.3.24f1)
11533 pub m_Bytes: Option<Vec<u8>>,
11534 /// u32: (2019.3.0b1 - 2020.3.24f1)
11535 pub m_BytesSize: Option<u32>,
11536 /// Vec<f32>: (2019.3.0b1 - 2020.3.24f1)
11537 pub m_Floats: Option<Vec<f32>>,
11538}
11539
11540/// QualitySetting is a sub class of the Unity engine since version 3.4.0.
11541#[derive(Debug, Serialize, Deserialize)]
11542pub struct QualitySetting {
11543 pub anisotropicTextures: i32,
11544 pub antiAliasing: i32,
11545 pub pixelLightCount: i32,
11546 pub shadowCascades: i32,
11547 pub shadowDistance: f32,
11548 pub shadowProjection: i32,
11549 pub shadowResolution: i32,
11550 pub shadows: i32,
11551 pub softParticles: bool,
11552 pub softVegetation: bool,
11553 pub vSyncCount: i32,
11554 /// i32: (5.3.0f1 - 2022.3.2f1)
11555 pub asyncUploadBufferSize: Option<i32>,
11556 /// bool: (2018.3.0f2 - 2022.3.2f1)
11557 pub asyncUploadPersistentBuffer: Option<bool>,
11558 /// i32: (5.3.0f1 - 2022.3.2f1)
11559 pub asyncUploadTimeSlice: Option<i32>,
11560 /// bool: (5.0.0f4 - 2022.3.2f1)
11561 pub billboardsFaceCameraPosition: Option<bool>,
11562 /// i32: (3.4.0 - 2018.4.36f1)
11563 pub blendWeights: Option<i32>,
11564 /// PPtr<[`MonoBehaviour`]>: (2019.3.0b1 - 2022.3.2f1)
11565 pub customRenderPipeline: Option<PPtr>,
11566 /// bool: (2022.2.0b1 - 2022.3.2f1)
11567 pub enableLODCrossFade: Option<bool>,
11568 /// i32: (2022.2.0f1 - 2022.3.2f1)
11569 pub globalTextureMipmapLimit: Option<i32>,
11570 /// f32: (3.5.0 - 2022.3.2f1)
11571 pub lodBias: Option<f32>,
11572 /// i32: (3.5.0 - 2022.3.2f1)
11573 pub maximumLODLevel: Option<i32>,
11574 /// String: (3.5.0 - 2022.3.2f1)
11575 pub name: Option<String>,
11576 /// i32: (4.0.0 - 2022.3.2f1)
11577 pub particleRaycastBudget: Option<i32>,
11578 /// bool: (5.0.0f4 - 2022.3.2f1)
11579 pub realtimeReflectionProbes: Option<bool>,
11580 /// f32: (2017.1.0b1 - 2022.3.2f1)
11581 pub resolutionScalingFixedDPIFactor: Option<f32>,
11582 /// f32: (5.0.0f4 - 2022.3.2f1)
11583 pub shadowCascade2Split: Option<f32>,
11584 /// Vector3f: (5.0.0f4 - 2022.3.2f1)
11585 pub shadowCascade4Split: Option<Vector3f>,
11586 /// f32: (5.2.0f2 - 2022.3.2f1)
11587 pub shadowNearPlaneOffset: Option<f32>,
11588 /// i32: (2017.1.0b1 - 2022.3.2f1)
11589 pub shadowmaskMode: Option<i32>,
11590 /// i32: (2019.1.0b1 - 2022.3.2f1)
11591 pub skinWeights: Option<i32>,
11592 /// bool: (2018.2.0b1 - 2022.3.2f1)
11593 pub streamingMipmapsActive: Option<bool>,
11594 /// bool: (2018.2.0b1 - 2022.3.2f1)
11595 pub streamingMipmapsAddAllCameras: Option<bool>,
11596 /// i32: (2018.2.0b1 - 2022.3.2f1)
11597 pub streamingMipmapsMaxFileIORequests: Option<i32>,
11598 /// i32: (2018.2.0b1 - 2022.3.2f1)
11599 pub streamingMipmapsMaxLevelReduction: Option<i32>,
11600 /// f32: (2018.2.0b1 - 2022.3.2f1)
11601 pub streamingMipmapsMemoryBudget: Option<f32>,
11602 /// i32: (2018.2.0b1 - 2022.3.2f1)
11603 pub streamingMipmapsRenderersPerFrame: Option<i32>,
11604 /// f32: (2022.2.0b1 - 2022.3.2f1)
11605 pub terrainBasemapDistance: Option<f32>,
11606 /// f32: (2022.2.0b1 - 2022.3.2f1)
11607 pub terrainBillboardStart: Option<f32>,
11608 /// f32: (2022.2.0b1 - 2022.3.2f1)
11609 pub terrainDetailDensityScale: Option<f32>,
11610 /// f32: (2022.2.0b1 - 2022.3.2f1)
11611 pub terrainDetailDistance: Option<f32>,
11612 /// f32: (2022.2.0b1 - 2022.3.2f1)
11613 pub terrainFadeLength: Option<f32>,
11614 /// i32: (2022.2.0b1 - 2022.3.2f1)
11615 pub terrainMaxTrees: Option<i32>,
11616 /// f32: (2022.2.0b1 - 2022.3.2f1)
11617 pub terrainPixelError: Option<f32>,
11618 /// i32: (2022.2.0b1 - 2022.3.2f1)
11619 pub terrainQualityOverrides: Option<i32>,
11620 /// f32: (2022.2.0b1 - 2022.3.2f1)
11621 pub terrainTreeDistance: Option<f32>,
11622 /// Vec<MipmapLimitSettings>: (2022.2.0f1 - 2022.3.2f1)
11623 pub textureMipmapLimitSettings: Option<Vec<MipmapLimitSettings>>,
11624 /// i32: (3.4.0 - 2022.2.0a18)
11625 pub textureQuality: Option<i32>,
11626 /// bool: (2022.2.0b1 - 2022.3.2f1)
11627 pub useLegacyDetailDistribution: Option<bool>,
11628}
11629
11630/// QualitySettings is a class of the Unity engine since version 3.4.0.
11631/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/QualitySettings.html):
11632/**
11633Script interface for Quality Settings.
11634There can be an arbitrary number of quality settings. The details of each are set up
11635
11636in the project's Quality Settings. At run time, the
11637
11638current quality level can be changed using this class.
11639*/
11640#[derive(Debug, Serialize, Deserialize)]
11641pub struct QualitySettings {
11642 /// QualitySetting: (3.4.0 - 3.4.2)
11643 pub Beautiful: Option<QualitySetting>,
11644 /// QualitySetting: (3.4.0 - 3.4.2)
11645 pub Fantastic: Option<QualitySetting>,
11646 /// QualitySetting: (3.4.0 - 3.4.2)
11647 pub Fast: Option<QualitySetting>,
11648 /// QualitySetting: (3.4.0 - 3.4.2)
11649 pub Fastest: Option<QualitySetting>,
11650 /// QualitySetting: (3.4.0 - 3.4.2)
11651 pub Good: Option<QualitySetting>,
11652 /// QualitySetting: (3.4.0 - 3.4.2)
11653 pub Simple: Option<QualitySetting>,
11654 /// i32: (3.5.0 - 2022.3.2f1)
11655 pub m_CurrentQuality: Option<i32>,
11656 /// i32: (3.4.0 - 3.4.2)
11657 pub m_DefaultMobileQuality: Option<i32>,
11658 /// i32: (3.4.0 - 3.4.2)
11659 pub m_DefaultStandaloneQuality: Option<i32>,
11660 /// i32: (3.4.0 - 3.4.2)
11661 pub m_DefaultWebPlayerQuality: Option<i32>,
11662 /// i32: (3.4.0 - 3.4.2)
11663 pub m_EditorQuality: Option<i32>,
11664 /// Vec<QualitySetting>: (3.5.0 - 2022.3.2f1)
11665 pub m_QualitySettings: Option<Vec<QualitySetting>>,
11666 /// i32: (3.5.0 - 2022.3.2f1)
11667 pub m_StrippedMaximumLODLevel: Option<i32>,
11668 /// Vec<String>: (2022.2.0f1 - 2022.3.2f1)
11669 pub m_TextureMipmapLimitGroupNames: Option<Vec<String>>,
11670}
11671
11672/// QuaternionCurve is a sub class of the Unity engine since version 3.4.0.
11673#[derive(Debug, Serialize, Deserialize)]
11674pub struct QuaternionCurve {
11675 pub curve: AnimationCurve,
11676 pub path: String,
11677}
11678
11679/// Quaternionf is a sub class of the Unity engine since version 3.4.0.
11680#[derive(Debug, Serialize, Deserialize)]
11681pub struct Quaternionf {
11682 pub w: f32,
11683 pub x: f32,
11684 pub y: f32,
11685 pub z: f32,
11686}
11687
11688/// RayTracingShader is a class of the Unity engine since version 2019.3.0b1.
11689/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Experimental.Rendering.RayTracingShader.html):
11690/**
11691A shader for GPU ray tracing.
11692This shader should contain at least a raygeneration shader.
11693*/
11694#[derive(Debug, Serialize, Deserialize)]
11695pub struct RayTracingShader {
11696 /**The maximum number of ray bounces this shader can trace (Read Only).*/
11697 pub m_MaxRecursionDepth: u32,
11698 /**The name of the object.*/
11699 pub m_Name: String,
11700 pub variants: Vec<RayTracingShaderVariant>,
11701}
11702
11703/// RayTracingShaderBuiltinSampler is a sub class of the Unity engine since version 2019.3.0b1.
11704#[derive(Debug, Serialize, Deserialize)]
11705pub struct RayTracingShaderBuiltinSampler {
11706 pub bindPoint: i32,
11707 pub sampler: u32,
11708}
11709
11710/// RayTracingShaderConstantBuffer is a sub class of the Unity engine since version 2019.3.0b1.
11711#[derive(Debug, Serialize, Deserialize)]
11712pub struct RayTracingShaderConstantBuffer {
11713 pub byteSize: i32,
11714 pub name: String,
11715 pub params: Vec<RayTracingShaderParam>,
11716 /// u32: (2020.1.0f1 - 2022.3.2f1)
11717 pub hash: Option<u32>,
11718}
11719
11720/// RayTracingShaderFunctionDesc is a sub class of the Unity engine since version 2019.3.0b1.
11721#[derive(Debug, Serialize, Deserialize)]
11722pub struct RayTracingShaderFunctionDesc {
11723 pub attributeSizeInBytes: u32,
11724 pub identifier: RayTracingShaderID,
11725 pub payloadSizeInBytes: u32,
11726}
11727
11728/// RayTracingShaderID is a sub class of the Unity engine since version 2019.3.0b1.
11729#[derive(Debug, Serialize, Deserialize)]
11730pub struct RayTracingShaderID {
11731 pub name: String,
11732 /// i32: (2019.3.0b1 - 2022.3.2f1)
11733 #[serde(alias = "type")]
11734 pub _type: Option<i32>,
11735}
11736
11737/// RayTracingShaderImporter is a class of the Unity engine since version 2019.3.0b1.
11738#[derive(Debug, Serialize, Deserialize)]
11739pub struct RayTracingShaderImporter {
11740 pub m_AssetBundleName: String,
11741 pub m_AssetBundleVariant: String,
11742 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2019.3.0b1 - 2022.3.2f1)
11743 pub m_ExternalObjects: Vec<(SourceAssetIdentifier, PPtr)>,
11744 pub m_Name: String,
11745 pub m_UsedFileIDs: Vec<i64>,
11746 pub m_UserData: String,
11747 /// u32: (2019.3.0b1 - 2020.3.48f1)
11748 pub m_CurrentAPIMask: Option<u32>,
11749}
11750
11751/// RayTracingShaderParam is a sub class of the Unity engine since version 2019.3.0b1.
11752#[derive(Debug, Serialize, Deserialize)]
11753pub struct RayTracingShaderParam {
11754 pub arraySize: i64,
11755 pub colCount: i32,
11756 pub name: String,
11757 pub offset: i64,
11758 pub rowCount: i32,
11759 /// i32: (2019.3.0b1 - 2020.1.0a12)
11760 #[serde(alias = "type")]
11761 pub _type: Option<i32>,
11762 /// u32: (2020.1.0b1 - 2022.3.2f1)
11763 pub dataSize: Option<u32>,
11764 /// i32: (2020.1.0b1 - 2022.3.2f1)
11765 pub dataType: Option<i32>,
11766 /// i32: (2020.1.0b1 - 2022.3.2f1)
11767 pub propertySheetType: Option<i32>,
11768}
11769
11770/// RayTracingShaderReflectionData is a sub class of the Unity engine since version 2019.3.0b1.
11771#[derive(Debug, Serialize, Deserialize)]
11772pub struct RayTracingShaderReflectionData {
11773 pub code: Vec<u8>,
11774 pub functions: Vec<RayTracingShaderFunctionDesc>,
11775 pub globalResources: RayTracingShaderResources,
11776 pub hasErrors: bool,
11777 pub localResources: RayTracingShaderResources,
11778 /// Vec<u8>: (2022.2.0b1 - 2022.3.2f1)
11779 pub precompiled: Option<Vec<u8>>,
11780}
11781
11782/// RayTracingShaderResource is a sub class of the Unity engine since version 2019.3.0b1.
11783#[derive(Debug, Serialize, Deserialize)]
11784pub struct RayTracingShaderResource {
11785 pub bindPoint: i32,
11786 pub name: String,
11787 pub rayGenMask: u64,
11788 pub samplerBindPoint: i32,
11789 pub texDimension: i32,
11790 /// i32: (2020.1.0b1 - 2022.3.2f1)
11791 pub arraySize: Option<i32>,
11792 /// bool: (2020.1.0f1 - 2022.3.2f1)
11793 pub multisampled: Option<bool>,
11794}
11795
11796/// RayTracingShaderResources is a sub class of the Unity engine since version 2019.3.0b1.
11797#[derive(Debug, Serialize, Deserialize)]
11798pub struct RayTracingShaderResources {
11799 pub builtinSamplers: Vec<RayTracingShaderBuiltinSampler>,
11800 pub constantBuffers: Vec<RayTracingShaderResource>,
11801 pub constantBuffersDesc: Vec<RayTracingShaderConstantBuffer>,
11802 pub inputBuffers: Vec<RayTracingShaderResource>,
11803 pub outputBuffers: Vec<RayTracingShaderResource>,
11804 pub textures: Vec<RayTracingShaderResource>,
11805}
11806
11807/// RayTracingShaderVariant is a sub class of the Unity engine since version 2019.3.0b1.
11808#[derive(Debug, Serialize, Deserialize)]
11809pub struct RayTracingShaderVariant {
11810 pub resourceReflectionData: RayTracingShaderReflectionData,
11811 pub targetRenderer: i32,
11812}
11813
11814/// RaycastCollider is a class of the Unity engine since version 3.4.0.
11815#[derive(Debug, Serialize, Deserialize)]
11816pub struct RaycastCollider {
11817 pub m_Center: Vector3f,
11818 pub m_Enabled: bool,
11819 /// PPtr<[`GameObject`]>: (3.4.0 - 4.7.2)
11820 pub m_GameObject: PPtr,
11821 pub m_IsTrigger: bool,
11822 pub m_Length: f32,
11823 /// PPtr<[`PhysicMaterial`]>: (3.4.0 - 4.7.2)
11824 pub m_Material: PPtr,
11825}
11826
11827/// RectTransform is a class of the Unity engine since version 4.5.0.
11828/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/RectTransform.html):
11829/**
11830Position, size, anchor and pivot information for a rectangle.
11831RectTransforms are used for GUI but can also be used for other things.
11832
11833It's used to store and manipulate the position, size, and anchoring of a rectangle and supports various forms of scaling based on a parent RectTransform.Note: The Inspector changes which properties are exposed based on which anchor preset is in use. For more information see Rect Transform and Basic Layout.
11834*/
11835#[derive(Debug, Serialize, Deserialize)]
11836pub struct RectTransform {
11837 /**The normalized position in the parent RectTransform that the upper right corner is anchored to.*/
11838 pub m_AnchorMax: Vector2f,
11839 /**The normalized position in the parent RectTransform that the lower left corner is anchored to.*/
11840 pub m_AnchorMin: Vector2f,
11841 /**The game object this component is attached to. A component is always attached to a game object.*/
11842 /// PPtr<[`GameObject`]>: (4.5.0 - 2022.3.2f1)
11843 pub m_GameObject: PPtr,
11844 /**The normalized position in this RectTransform that it rotates around.*/
11845 pub m_Pivot: Vector2f,
11846 /**The size of this RectTransform relative to the distances between the anchors.*/
11847 pub m_SizeDelta: Vector2f,
11848 /**The position of the pivot of this RectTransform relative to the anchor reference point.*/
11849 /// Vector2f: (4.6.0 - 2022.3.2f1)
11850 pub m_AnchoredPosition: Option<Vector2f>,
11851 /// Vec<PPtr<[`Transform`]>>: (4.6.0 - 2022.3.2f1)
11852 pub m_Children: Option<Vec<PPtr>>,
11853 /// PPtr<[`Transform`]>: (4.6.0 - 2022.3.2f1)
11854 pub m_Father: Option<PPtr>,
11855 /**Position of the transform relative to the parent transform.*/
11856 /// Vector3f: (4.6.0 - 2022.3.2f1)
11857 pub m_LocalPosition: Option<Vector3f>,
11858 /**The rotation of the transform relative to the transform rotation of the parent.*/
11859 /// Quaternionf: (4.6.0 - 2022.3.2f1)
11860 pub m_LocalRotation: Option<Quaternionf>,
11861 /**The scale of the transform relative to the GameObjects parent.*/
11862 /// Vector3f: (4.6.0 - 2022.3.2f1)
11863 pub m_LocalScale: Option<Vector3f>,
11864 /**The world space position of the Transform.*/
11865 /// Vector2f: (4.5.0 - 4.5.5)
11866 pub m_Position: Option<Vector2f>,
11867}
11868
11869/// Rectf is a sub class of the Unity engine since version 3.4.0.
11870#[derive(Debug, Serialize, Deserialize)]
11871pub struct Rectf {
11872 pub height: f32,
11873 pub width: f32,
11874 pub x: f32,
11875 pub y: f32,
11876}
11877
11878/// ReferencesArtifactGenerator is a class of the Unity engine since version 2019.2.0b1.
11879#[derive(Debug, Serialize, Deserialize)]
11880pub struct ReferencesArtifactGenerator {
11881 pub m_AssetBundleName: String,
11882 pub m_AssetBundleVariant: String,
11883 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2019.2.0b1 - 2022.3.2f1)
11884 pub m_ExternalObjects: Vec<(SourceAssetIdentifier, PPtr)>,
11885 pub m_Name: String,
11886 pub m_UsedFileIDs: Vec<i64>,
11887 pub m_UserData: String,
11888}
11889
11890/// ReflectionProbe is a class of the Unity engine since version 5.0.0f4.
11891/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ReflectionProbe.html):
11892/**
11893The reflection probe is used to capture the surroundings into a texture which is passed to the shaders and used for reflections.
11894The properties are an exact match for the values shown in the Inspector.This class is a script interface for a reflection probe component.
11895
11896Reflection probes are usually just created in the Editor, but sometimes you might want to create a reflection probe from a script:
11897*/
11898#[derive(Debug, Serialize, Deserialize)]
11899pub struct ReflectionProbe {
11900 /**The color with which the texture of reflection probe will be cleared.*/
11901 pub m_BackGroundColor: ColorRGBA,
11902 /**Reference to the baked texture of the reflection probe's surrounding.*/
11903 /// PPtr<[`Texture`]>: (5.0.0f4 - 2022.3.2f1)
11904 pub m_BakedTexture: PPtr,
11905 pub m_BoxOffset: Vector3f,
11906 /**Should this reflection probe use box projection?*/
11907 pub m_BoxProjection: bool,
11908 pub m_BoxSize: Vector3f,
11909 /**How the reflection probe clears the background.*/
11910 pub m_ClearFlags: u32,
11911 /**This is used to render parts of the reflecion probe's surrounding selectively.*/
11912 pub m_CullingMask: BitField,
11913 /**Reference to the baked texture of the reflection probe's surrounding. Use this to assign custom reflection texture.*/
11914 /// PPtr<[`Texture`]>: (5.0.0f4 - 2022.3.2f1)
11915 pub m_CustomBakedTexture: PPtr,
11916 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
11917 pub m_Enabled: u8,
11918 pub m_FarClip: f32,
11919 /**The game object this component is attached to. A component is always attached to a game object.*/
11920 /// PPtr<[`GameObject`]>: (5.0.0f4 - 2022.3.2f1)
11921 pub m_GameObject: PPtr,
11922 /**Should this reflection probe use HDR rendering?*/
11923 pub m_HDR: bool,
11924 /**Reflection probe importance.*/
11925 pub m_Importance: i32,
11926 pub m_IntensityMultiplier: f32,
11927 /**Should reflection probe texture be generated in the Editor (ReflectionProbeMode.Baked) or should probe use custom specified texure (ReflectionProbeMode.Custom)?*/
11928 pub m_Mode: i32,
11929 pub m_NearClip: f32,
11930 /**Sets the way the probe will refresh.See Also: ReflectionProbeRefreshMode.*/
11931 pub m_RefreshMode: i32,
11932 /**Specifies whether Unity should render non-static GameObjects into the Reflection Probe. If you set this to true, Unity renders non-static GameObjects into the Reflection Probe. If you set this to false, Unity does not render non-static GameObjects into the Reflection Probe. Unity only takes this property into account if the Reflection Probe's Type is Custom.*/
11933 pub m_RenderDynamicObjects: bool,
11934 /**Resolution of the underlying reflection texture in pixels.*/
11935 pub m_Resolution: i32,
11936 /**Shadow drawing distance when rendering the probe.*/
11937 pub m_ShadowDistance: f32,
11938 /**Sets this probe time-slicing modeSee Also: ReflectionProbeTimeSlicingMode.*/
11939 pub m_TimeSlicingMode: i32,
11940 pub m_Type: i32,
11941 pub m_UpdateFrequency: i32,
11942 pub m_UseOcclusionCulling: bool,
11943 /**Distance around probe used for blending (used in deferred probes).*/
11944 /// f32: (5.2.0f2 - 2022.3.2f1)
11945 pub m_BlendDistance: Option<f32>,
11946}
11947
11948/// RelativeJoint2D is a class of the Unity engine since version 5.3.0f1.
11949/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/RelativeJoint2D.html):
11950/**
11951Keeps two Rigidbody2D at their relative orientations.
11952Two Rigidbody2D connected together with this joint will have forces applied to them to keep them both at their relative linear and angular offsets. If the joint is not connected to another Rigidbody2D then the body with the joint will stay at its current linear and angular offset in world-space i.e. it will be anchored to the implicit static ground-body.You control the maximum linear force applied to maintain the linearOffset by using maxForce.You control the maximum torque applied to maintain the angularOffset by using maxTorqueSee Also: linearOffset, angularOffset, maxForce, maxTorque.
11953*/
11954#[derive(Debug, Serialize, Deserialize)]
11955pub struct RelativeJoint2D {
11956 /**The current angular offset between the Rigidbody2D that the joint connects.*/
11957 pub m_AngularOffset: f32,
11958 /**Should both the linearOffset and angularOffset be calculated automatically?*/
11959 pub m_AutoConfigureOffset: bool,
11960 /**The force that needs to be applied for this joint to break.*/
11961 pub m_BreakForce: f32,
11962 /**The torque that needs to be applied for this joint to break.*/
11963 pub m_BreakTorque: f32,
11964 /// PPtr<[`Rigidbody2D`]>: (5.3.0f1 - 2022.3.2f1)
11965 pub m_ConnectedRigidBody: PPtr,
11966 /**Scales both the linear and angular forces used to correct the required relative orientation.*/
11967 pub m_CorrectionScale: f32,
11968 /**Should the two rigid bodies connected with this joint collide with each other?*/
11969 pub m_EnableCollision: bool,
11970 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
11971 pub m_Enabled: u8,
11972 /**The game object this component is attached to. A component is always attached to a game object.*/
11973 /// PPtr<[`GameObject`]>: (5.3.0f1 - 2022.3.2f1)
11974 pub m_GameObject: PPtr,
11975 /**The current linear offset between the Rigidbody2D that the joint connects.*/
11976 pub m_LinearOffset: Vector2f,
11977 /**The maximum force that can be generated when trying to maintain the relative joint constraint.*/
11978 pub m_MaxForce: f32,
11979 /**The maximum torque that can be generated when trying to maintain the relative joint constraint.*/
11980 pub m_MaxTorque: f32,
11981 /**The action to take when the joint breaks the breakForce or breakTorque.*/
11982 /// i32: (2022.2.0b1 - 2022.3.2f1)
11983 pub m_BreakAction: Option<i32>,
11984}
11985
11986/// RenderPassAttachment is a class of the Unity engine since version 2017.2.0b2.
11987#[derive(Debug, Serialize, Deserialize)]
11988pub struct RenderPassAttachment {}
11989
11990/// RenderSettings is a class of the Unity engine since version 3.4.0.
11991/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Experimental.GlobalIllumination.RenderSettings.html):
11992/**
11993Experimental render settings features.
11994See Also: RenderSettings.
11995*/
11996#[derive(Debug, Serialize, Deserialize)]
11997pub struct RenderSettings {
11998 pub m_FlareStrength: f32,
11999 pub m_Fog: bool,
12000 pub m_FogColor: ColorRGBA,
12001 pub m_FogDensity: f32,
12002 pub m_FogMode: i32,
12003 pub m_HaloStrength: f32,
12004 /// PPtr<[`Texture2D`]>: (3.4.0 - 2022.3.2f1)
12005 pub m_HaloTexture: PPtr,
12006 pub m_LinearFogEnd: f32,
12007 pub m_LinearFogStart: f32,
12008 /// PPtr<[`Material`]>: (3.4.0 - 2022.3.2f1)
12009 pub m_SkyboxMaterial: PPtr,
12010 /// PPtr<[`Texture2D`]>: (3.4.0 - 2022.3.2f1)
12011 pub m_SpotCookie: PPtr,
12012 /// ColorRGBA: (5.0.0f4 - 2022.3.2f1)
12013 pub m_AmbientEquatorColor: Option<ColorRGBA>,
12014 /// ColorRGBA: (5.0.0f4 - 2022.3.2f1)
12015 pub m_AmbientGroundColor: Option<ColorRGBA>,
12016 /// f32: (5.0.0f4 - 2022.3.2f1)
12017 pub m_AmbientIntensity: Option<f32>,
12018 /// ColorRGBA: (3.4.0 - 4.7.2)
12019 pub m_AmbientLight: Option<ColorRGBA>,
12020 /// i32: (5.0.0f4 - 2022.3.2f1)
12021 pub m_AmbientMode: Option<i32>,
12022 /// SphericalHarmonicsL2: (5.0.0f4 - 2022.3.2f1)
12023 pub m_AmbientProbe: Option<SphericalHarmonicsL2>,
12024 /// SphericalHarmonicsL2: (5.0.0f4 - 5.2.5f1)
12025 pub m_AmbientProbeInGamma: Option<SphericalHarmonicsL2>,
12026 /// ColorRGBA: (5.0.0f4 - 2022.3.2f1)
12027 pub m_AmbientSkyColor: Option<ColorRGBA>,
12028 /// PPtr<[`Cubemap`]>: (5.0.0f4 - 2021.1.28f1); PPtr<[`Texture`]>: (2021.2.0b1 - 2022.3.2f1)
12029 pub m_CustomReflection: Option<PPtr>,
12030 /// i32: (5.0.0f4 - 2022.3.2f1)
12031 pub m_DefaultReflectionMode: Option<i32>,
12032 /// i32: (5.0.0f4 - 2022.3.2f1)
12033 pub m_DefaultReflectionResolution: Option<i32>,
12034 /// f32: (4.3.0 - 2022.3.2f1)
12035 pub m_FlareFadeSpeed: Option<f32>,
12036 /// PPtr<[`Cubemap`]>: (5.0.0f4 - 2022.3.2f1)
12037 pub m_GeneratedSkyboxReflection: Option<PPtr>,
12038 /// ColorRGBA: (5.4.0f3 - 2022.3.2f1)
12039 pub m_IndirectSpecularColor: Option<ColorRGBA>,
12040 /// i32: (5.0.0f4 - 2022.3.2f1)
12041 pub m_ReflectionBounces: Option<i32>,
12042 /// f32: (5.0.0f4 - 2022.3.2f1)
12043 pub m_ReflectionIntensity: Option<f32>,
12044 /// ColorRGBA: (5.6.0f1 - 2022.3.2f1)
12045 pub m_SubtractiveShadowColor: Option<ColorRGBA>,
12046 /// PPtr<[`Light`]>: (5.0.0f4 - 2022.3.2f1)
12047 pub m_Sun: Option<PPtr>,
12048 /// bool: (2018.1.0b2 - 2022.3.2f1)
12049 pub m_UseRadianceAmbientProbe: Option<bool>,
12050}
12051
12052/// RenderTexture is a class of the Unity engine since version 3.4.0.
12053/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/RenderTexture.html):
12054/**
12055Render textures are textures that can be rendered to.
12056They can be used to implement image based rendering effects, dynamic shadows,
12057
12058projectors, reflections or surveillance cameras.One typical usage of render textures is setting them as the "target texture" property
12059
12060of a Camera (Camera.targetTexture), this will make a camera render into a texture
12061
12062instead of rendering to the screen.Keep in mind that render texture contents can become "lost" on certain events, like loading a new level, system going to a screensaver mode, in and out of fullscreen and so on.
12063
12064When that happens, your existing render textures will become "not yet created" again,
12065
12066you can check for that with IsCreated function.As with other "native engine object" types, it is important to pay attention to the lifetime of
12067
12068any render textures and release them when you are finished using them with the Release function,
12069
12070as they will not be garbage collected like normal managed types.A render texture only has a data representation on the GPU and you need to use Texture2D.ReadPixels to transfer its contents to CPU memory.The initial contents of a newly created render texture are undefined. On some platforms and APIs the contents will default to black, but you shouldn't depend on this. You can use LoadStoreActionDebugModeSettings to highlight undefined areas of the display, to help you debug rendering problems in your built application.See Also: Camera.targetTexture.
12071*/
12072#[derive(Debug, Serialize, Deserialize)]
12073pub struct RenderTexture {
12074 pub m_ColorFormat: i32,
12075 /**Height of the Texture in pixels (Read Only).*/
12076 pub m_Height: i32,
12077 pub m_MipMap: bool,
12078 /**The name of the object.*/
12079 pub m_Name: String,
12080 pub m_TextureSettings: GLTextureSettings,
12081 /**Width of the Texture in pixels (Read Only).*/
12082 pub m_Width: i32,
12083 /**The antialiasing level for the RenderTexture.*/
12084 /// i32: (4.2.0 - 2022.3.2f1)
12085 pub m_AntiAliasing: Option<i32>,
12086 /// bool: (2017.3.0b1 - 2022.3.2f1)
12087 pub m_BindMS: Option<bool>,
12088 /// i32: (3.4.0 - 2021.2.0a17)
12089 pub m_DepthFormat: Option<i32>,
12090 /**The format of the depth/stencil buffer.*/
12091 /// i32: (2021.2.0b1 - 2022.3.2f1)
12092 pub m_DepthStencilFormat: Option<i32>,
12093 /**Dimensionality (type) of the Texture (Read Only).*/
12094 /// i32: (5.6.0b1 - 2022.3.2f1)
12095 pub m_Dimension: Option<i32>,
12096 /// bool: (2017.3.0b1 - 2022.3.2f1)
12097 pub m_DownscaleFallback: Option<bool>,
12098 /// bool: (2019.1.0b1 - 2022.3.2f1)
12099 pub m_EnableCompatibleFormat: Option<bool>,
12100 /// i32: (2017.3.0b1 - 2022.3.2f1)
12101 pub m_ForcedFallbackFormat: Option<i32>,
12102 /// bool: (4.3.0 - 2022.3.2f1)
12103 pub m_GenerateMips: Option<bool>,
12104 /// bool: (2020.2.0b1 - 2022.3.2f1)
12105 pub m_IsAlphaChannelOptional: Option<bool>,
12106 /// bool: (3.4.0 - 3.5.7)
12107 pub m_IsCubemap: Option<bool>,
12108 /// bool: (3.4.0 - 3.4.0)
12109 pub m_IsPowerOfTwo: Option<bool>,
12110 /// i32: (2019.2.0b1 - 2022.3.2f1)
12111 pub m_MipCount: Option<i32>,
12112 /**Does this render texture use sRGB read/write conversions? (Read Only).*/
12113 /// bool: (3.5.0 - 2022.3.2f1)
12114 pub m_SRGB: Option<bool>,
12115 /// i32: (2021.2.0f1 - 2022.3.2f1)
12116 pub m_ShadowSamplingMode: Option<i32>,
12117 /**Is the render texture marked to be scaled by the Dynamic Resolution system.*/
12118 /// bool: (2017.3.0b1 - 2022.3.2f1)
12119 pub m_UseDynamicScale: Option<bool>,
12120 /**Volume extent of a 3D render texture or number of slices of array texture.*/
12121 /// i32: (5.6.0b1 - 2022.3.2f1)
12122 pub m_VolumeDepth: Option<i32>,
12123}
12124
12125/// Renderer is a class of the Unity engine since version 3.4.0.
12126/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Renderer.html):
12127/**
12128General functionality for all renderers.
12129A renderer is what makes an object appear on the screen. Use this class to access the renderer of any object, mesh or Particle System.
12130Renderers can be disabled to make objects invisible (see enabled), and the materials can be accessed
12131and modified through them (see material).See Also: Renderer components for meshes, particles,
12132lines and trails.
12133*/
12134#[derive(Debug, Serialize, Deserialize)]
12135pub struct Renderer {
12136 pub m_CastShadows: bool,
12137 /**Makes the rendered 3D object visible if enabled.*/
12138 pub m_Enabled: bool,
12139 /**The game object this component is attached to. A component is always attached to a game object.*/
12140 /// PPtr<[`GameObject`]>: (3.4.0 - 4.7.2)
12141 pub m_GameObject: PPtr,
12142 /**The index of the baked lightmap applied to this renderer.*/
12143 pub m_LightmapIndex: u8,
12144 pub m_LightmapTilingOffset: Vector4f,
12145 /**Returns all the instantiated materials of this object.*/
12146 /// Vec<PPtr<[`Material`]>>: (3.4.0 - 4.7.2)
12147 pub m_Materials: Vec<PPtr>,
12148 /**Does this object receive shadows?*/
12149 pub m_ReceiveShadows: bool,
12150 /// PPtr<[`Transform`]>: (3.4.0 - 4.7.2)
12151 pub m_StaticBatchRoot: PPtr,
12152 pub m_SubsetIndices: Vec<u32>,
12153 /// PPtr<[`Transform`]>: (3.5.0 - 4.7.2)
12154 pub m_LightProbeAnchor: Option<PPtr>,
12155 /// i16: (4.3.0 - 4.3.4)
12156 pub m_SortingLayer: Option<i16>,
12157 /**Unique ID of the Renderer's sorting layer.*/
12158 /// u32: (4.5.0 - 4.7.2)
12159 pub m_SortingLayerID: Option<u32>,
12160 /**Renderer's order within a sorting layer.*/
12161 /// i16: (4.3.0 - 4.7.2)
12162 pub m_SortingOrder: Option<i16>,
12163 /// bool: (3.5.0 - 4.7.2)
12164 pub m_UseLightProbes: Option<bool>,
12165}
12166
12167/// RendererData is a sub class of the Unity engine since version 5.0.0f4.
12168#[derive(Debug, Serialize, Deserialize)]
12169pub struct RendererData {
12170 pub lightmapIndex: u16,
12171 pub lightmapIndexDynamic: u16,
12172 pub lightmapST: Vector4f,
12173 pub lightmapSTDynamic: Vector4f,
12174 pub terrainChunkDynamicUVST: Vector4f,
12175 pub terrainDynamicUVST: Vector4f,
12176 /// PPtr<[`Mesh`]>: (5.0.0f4 - 2022.3.2f1)
12177 pub uvMesh: PPtr,
12178 /// Hash128: (2018.2.0b1 - 2022.3.2f1)
12179 pub explicitProbeSetHash: Option<Hash128>,
12180}
12181
12182/// ResourceManager is a class of the Unity engine since version 3.4.0.
12183#[derive(Debug, Serialize, Deserialize)]
12184pub struct ResourceManager {
12185 /// Vec<(String, PPtr<[`Object`]>)>: (3.4.0 - 2022.3.2f1)
12186 pub m_Container: Vec<(String, PPtr)>,
12187 /// Vec<ResourceManager_Dependency>: (3.5.0 - 2022.3.2f1)
12188 pub m_DependentAssets: Option<Vec<ResourceManager_Dependency>>,
12189}
12190
12191/// ResourceManager_Dependency is a sub class of the Unity engine since version 3.5.0.
12192#[derive(Debug, Serialize, Deserialize)]
12193pub struct ResourceManager_Dependency {
12194 /// Vec<PPtr<[`Object`]>>: (3.5.0 - 2022.3.2f1)
12195 pub m_Dependencies: Vec<PPtr>,
12196 /// PPtr<[`Object`]>: (3.5.0 - 2022.3.2f1)
12197 pub m_Object: PPtr,
12198}
12199
12200/// Rigidbody is a class of the Unity engine since version 3.4.0.
12201/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Rigidbody.html):
12202/**
12203Control of an object's position through physics simulation.
12204Adding a Rigidbody component to an object will put its motion under the control of Unity's physics engine. Even without adding any code, a Rigidbody object will be pulled downward by gravity and will react to collisions with incoming objects if the right Collider component is also present.The Rigidbody also has a scripting API that lets you apply forces to the object and control it in a physically realistic way. For example, a car's behaviour can be specified in terms of the forces applied by the wheels. Given this information, the physics engine can handle most other aspects of the car's motion, so it will accelerate realistically and respond correctly to collisions.In a script, the FixedUpdate function is recommended as the place to apply forces and change Rigidbody settings (as opposed to Update, which is used for most other frame update tasks). The reason for this is that physics updates are carried out in measured time steps that don't coincide with the frame update. FixedUpdate is called immediately before each physics update and so any changes made there will be processed directly.A common problem when starting out with Rigidbodies is that the game physics appears to run in "slow motion". This is actually due to the scale used for your models. The default gravity settings assume that one world unit corresponds to one metre of distance. With non-physical games, it doesn't make much difference if your models are all 100 units long but when using physics, they will be treated as very large objects. If a large scale is used for objects that are supposed to be small, they will appear to fall very slowly - the physics engine thinks they are very large objects falling over very large distances. With this in mind, be sure to keep your objects more or less at their scale in real life (so a car should be about 4 units = 4 metres, for example).
12205*/
12206#[derive(Debug, Serialize, Deserialize)]
12207pub struct Rigidbody {
12208 /**The angular drag of the object.*/
12209 pub m_AngularDrag: f32,
12210 pub m_CollisionDetection: i32,
12211 /**Controls which degrees of freedom are allowed for the simulation of this Rigidbody.*/
12212 pub m_Constraints: i32,
12213 /**The drag of the object.*/
12214 pub m_Drag: f32,
12215 /**The game object this component is attached to. A component is always attached to a game object.*/
12216 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
12217 pub m_GameObject: PPtr,
12218 pub m_Interpolate: u8,
12219 /**Controls whether physics affects the rigidbody.*/
12220 pub m_IsKinematic: bool,
12221 /**The mass of the rigidbody.*/
12222 pub m_Mass: f32,
12223 /**Controls whether gravity affects this rigidbody.*/
12224 pub m_UseGravity: bool,
12225 /**The center of mass relative to the transform's origin.*/
12226 /// Vector3f: (2022.2.0b1 - 2022.3.2f1)
12227 pub m_CenterOfMass: Option<Vector3f>,
12228 /**The additional layers that all Colliders attached to this Rigidbody should exclude when deciding if the Collider can come into contact with another Collider.*/
12229 /// BitField: (2022.2.0b1 - 2022.3.2f1)
12230 pub m_ExcludeLayers: Option<BitField>,
12231 /// bool: (2022.2.0b1 - 2022.3.2f1)
12232 pub m_ImplicitCom: Option<bool>,
12233 /// bool: (2022.2.0b1 - 2022.3.2f1)
12234 pub m_ImplicitTensor: Option<bool>,
12235 /**The additional layers that all Colliders attached to this Rigidbody should include when deciding if the Collider can come into contact with another Collider.*/
12236 /// BitField: (2022.2.0b1 - 2022.3.2f1)
12237 pub m_IncludeLayers: Option<BitField>,
12238 /// Quaternionf: (2022.2.0b1 - 2022.3.2f1)
12239 pub m_InertiaRotation: Option<Quaternionf>,
12240 /**The inertia tensor of this body, defined as a diagonal matrix in a reference frame positioned at this body's center of mass and rotated by Rigidbody.inertiaTensorRotation.*/
12241 /// Vector3f: (2022.2.0b1 - 2022.3.2f1)
12242 pub m_InertiaTensor: Option<Vector3f>,
12243}
12244
12245/// Rigidbody2D is a class of the Unity engine since version 4.3.0.
12246/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Rigidbody2D.html):
12247/**
12248Rigidbody physics component for 2D sprites.
12249The Rigidbody2D class essentially provides the same functionality in 2D that the Rigidbody class provides in 3D. Adding a Rigidbody2D component to a sprite puts it under the control of the physics engine. By itself, this means that the sprite will be affected by gravity and can be controlled from scripts using forces. By adding the appropriate collider component, the sprite will also respond to collisions with other sprites. This behaviour comes entirely from Unity's physics system; very little code is required to get impressive and authentic physical behaviour and allows for "emergent" gameplay that was not explicitly coded into the game.See Also: Rigidbody class, SpriteRenderer class, Collider2D class, Joint2D class.
12250*/
12251#[derive(Debug, Serialize, Deserialize)]
12252pub struct Rigidbody2D {
12253 /**Coefficient of angular drag.*/
12254 pub m_AngularDrag: f32,
12255 pub m_CollisionDetection: i32,
12256 /**The game object this component is attached to. A component is always attached to a game object.*/
12257 /// PPtr<[`GameObject`]>: (4.3.0 - 2022.3.2f1)
12258 pub m_GameObject: PPtr,
12259 /**The degree to which this object is affected by gravity.*/
12260 pub m_GravityScale: f32,
12261 pub m_Interpolate: i32,
12262 pub m_LinearDrag: f32,
12263 /**Mass of the Rigidbody.*/
12264 pub m_Mass: f32,
12265 pub m_SleepingMode: i32,
12266 /**The physical behaviour type of the Rigidbody2D.*/
12267 /// i32: (5.5.0f3 - 2022.3.2f1)
12268 pub m_BodyType: Option<i32>,
12269 /**Controls which degrees of freedom are allowed for the simulation of this Rigidbody2D.*/
12270 /// i32: (5.1.0f1 - 2022.3.2f1)
12271 pub m_Constraints: Option<i32>,
12272 /**The additional Layers that all Collider2D attached to this Rigidbody2D should exclude when deciding if a contact with another Collider2D should happen or not.*/
12273 /// BitField: (2022.2.0b1 - 2022.3.2f1)
12274 pub m_ExcludeLayers: Option<BitField>,
12275 /// bool: (4.3.0 - 5.0.4f1)
12276 pub m_FixedAngle: Option<bool>,
12277 /**The additional Layers that all Collider2D attached to this Rigidbody2D should include when deciding if a contact with another Collider2D should happen or not.*/
12278 /// BitField: (2022.2.0b1 - 2022.3.2f1)
12279 pub m_IncludeLayers: Option<BitField>,
12280 /**Should this rigidbody be taken out of physics control?*/
12281 /// bool: (4.3.0 - 5.4.6f3)
12282 pub m_IsKinematic: Option<bool>,
12283 /// PPtr<[`PhysicsMaterial2D`]>: (5.5.0f3 - 2022.3.2f1)
12284 pub m_Material: Option<PPtr>,
12285 /**Indicates whether the rigid body should be simulated or not by the physics system.*/
12286 /// bool: (5.5.0f3 - 2022.3.2f1)
12287 pub m_Simulated: Option<bool>,
12288 /**Should the total rigid-body mass be automatically calculated from the [[Collider2D.density]] of attached colliders?*/
12289 /// bool: (5.3.0f1 - 2022.3.2f1)
12290 pub m_UseAutoMass: Option<bool>,
12291 /**Should kinematic/kinematic and kinematic/static collisions be allowed?*/
12292 /// bool: (5.5.0f3 - 2022.3.2f1)
12293 pub m_UseFullKinematicContacts: Option<bool>,
12294}
12295
12296/// RoslynAdditionalFileAsset is a class of the Unity engine since version 2021.3.3f1.
12297#[derive(Debug, Serialize, Deserialize)]
12298pub struct RoslynAdditionalFileAsset {
12299 pub m_Name: String,
12300}
12301
12302/// RoslynAdditionalFileImporter is a class of the Unity engine since version 2021.3.3f1.
12303#[derive(Debug, Serialize, Deserialize)]
12304pub struct RoslynAdditionalFileImporter {
12305 pub m_AssetBundleName: String,
12306 pub m_AssetBundleVariant: String,
12307 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2021.3.3f1 - 2022.3.2f1)
12308 pub m_ExternalObjects: Vec<(SourceAssetIdentifier, PPtr)>,
12309 pub m_Name: String,
12310 pub m_UsedFileIDs: Vec<i64>,
12311 pub m_UserData: String,
12312}
12313
12314/// RoslynAnalyzerConfigAsset is a class of the Unity engine since version 2021.3.3f1.
12315#[derive(Debug, Serialize, Deserialize)]
12316pub struct RoslynAnalyzerConfigAsset {
12317 pub m_Name: String,
12318}
12319
12320/// RoslynAnalyzerConfigImporter is a class of the Unity engine since version 2021.3.3f1.
12321#[derive(Debug, Serialize, Deserialize)]
12322pub struct RoslynAnalyzerConfigImporter {
12323 pub m_AssetBundleName: String,
12324 pub m_AssetBundleVariant: String,
12325 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2021.3.3f1 - 2022.3.2f1)
12326 pub m_ExternalObjects: Vec<(SourceAssetIdentifier, PPtr)>,
12327 pub m_Name: String,
12328 pub m_UsedFileIDs: Vec<i64>,
12329 pub m_UserData: String,
12330}
12331
12332/// RotationBySpeedModule is a sub class of the Unity engine since version 3.5.0.
12333/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ParticleSystem.RotationBySpeedModule.html):
12334/**
12335Script interface for the RotationBySpeedModule.
12336Rotate particles based on their speed.See Also: ParticleSystem, ParticleSystem.rotationBySpeed.
12337*/
12338#[derive(Debug, Serialize, Deserialize)]
12339pub struct RotationBySpeedModule {
12340 pub curve: MinMaxCurve,
12341 /**ESpecifies whether the RotationBySpeedModule is enabled or disabled.*/
12342 pub enabled: bool,
12343 /**Set the minimum and maximum speeds that this module applies the rotation curve between.*/
12344 pub range: Vector2f,
12345 /**Set the rotation by speed on each axis separately.*/
12346 /// bool: (5.3.0f1 - 2022.3.2f1)
12347 pub separateAxes: Option<bool>,
12348 /**Rotation by speed curve for the x-axis.*/
12349 /// MinMaxCurve: (5.3.0f1 - 2022.3.2f1)
12350 pub x: Option<MinMaxCurve>,
12351 /**Rotation by speed curve for the y-axis.*/
12352 /// MinMaxCurve: (5.3.0f1 - 2022.3.2f1)
12353 pub y: Option<MinMaxCurve>,
12354}
12355
12356/// RotationConstraint is a class of the Unity engine since version 2018.1.0b2.
12357/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Animations.RotationConstraint.html):
12358/**
12359Constrains the rotation of an object relative to the rotation of one or more source objects.
12360*/
12361#[derive(Debug, Serialize, Deserialize)]
12362pub struct RotationConstraint {
12363 pub m_AffectRotationX: bool,
12364 pub m_AffectRotationY: bool,
12365 pub m_AffectRotationZ: bool,
12366 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
12367 pub m_Enabled: u8,
12368 /**The game object this component is attached to. A component is always attached to a game object.*/
12369 /// PPtr<[`GameObject`]>: (2018.1.0b2 - 2022.3.2f1)
12370 pub m_GameObject: PPtr,
12371 /**The rotation used when the sources have a total weight of 0.*/
12372 pub m_RotationAtRest: Vector3f,
12373 /**The offset from the constrained rotation.*/
12374 pub m_RotationOffset: Vector3f,
12375 pub m_Sources: Vec<ConstraintSource>,
12376 /**The weight of the constraint component.*/
12377 pub m_Weight: f32,
12378 /// bool: (2022.1.0b1 - 2022.3.2f1)
12379 pub m_Active: Option<bool>,
12380 /// bool: (2018.1.0b2 - 2022.1.0a9)
12381 pub m_IsContraintActive: Option<bool>,
12382}
12383
12384/// RotationModule is a sub class of the Unity engine since version 3.5.0.
12385#[derive(Debug, Serialize, Deserialize)]
12386pub struct RotationModule {
12387 pub curve: MinMaxCurve,
12388 pub enabled: bool,
12389 /// bool: (5.3.0f1 - 2022.3.2f1)
12390 pub separateAxes: Option<bool>,
12391 /// MinMaxCurve: (5.3.0f1 - 2022.3.2f1)
12392 pub x: Option<MinMaxCurve>,
12393 /// MinMaxCurve: (5.3.0f1 - 2022.3.2f1)
12394 pub y: Option<MinMaxCurve>,
12395}
12396
12397/// RuleSetFileAsset is a class of the Unity engine since version 2020.2.0b1.
12398#[derive(Debug, Serialize, Deserialize)]
12399pub struct RuleSetFileAsset {
12400 pub m_Name: String,
12401 pub m_Script: String,
12402}
12403
12404/// RuleSetFileImporter is a class of the Unity engine since version 2020.2.0b1.
12405#[derive(Debug, Serialize, Deserialize)]
12406pub struct RuleSetFileImporter {
12407 pub m_AssetBundleName: String,
12408 pub m_AssetBundleVariant: String,
12409 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2020.2.0b1 - 2022.3.2f1)
12410 pub m_ExternalObjects: Vec<(SourceAssetIdentifier, PPtr)>,
12411 pub m_Name: String,
12412 pub m_UsedFileIDs: Vec<i64>,
12413 pub m_UserData: String,
12414}
12415
12416/// RuntimeAnimatorController is a class of the Unity engine since version 4.1.0.
12417/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/RuntimeAnimatorController.html):
12418/**
12419The runtime representation of the AnimatorController. Use this representation to change the Animator Controller during runtime.
12420*/
12421#[derive(Debug, Serialize, Deserialize)]
12422pub struct RuntimeAnimatorController {
12423 /**Retrieves all AnimationClip used by the controller.*/
12424 /// Vec<PPtr<[`AnimationClip`]>>: (4.1.0 - 4.2.2)
12425 pub m_AnimationClips: Vec<PPtr>,
12426 pub m_Controller: ControllerConstant,
12427 pub m_ControllerSize: u32,
12428 /**The name of the object.*/
12429 pub m_Name: String,
12430 pub m_TOS: Vec<(u32, String)>,
12431}
12432
12433/// RuntimeInitializeOnLoadManager is a class of the Unity engine since version 5.0.0f4.
12434#[derive(Debug, Serialize, Deserialize)]
12435pub struct RuntimeInitializeOnLoadManager {
12436 /// Vec<i32>: (2019.1.0b1 - 2020.2.0a19)
12437 pub m_AfterAssembliesLoadedMethodExecutionOrders: Option<Vec<i32>>,
12438 /// Vec<i32>: (2019.1.0b1 - 2020.2.0a19)
12439 pub m_AfterAssembliesLoadedUnityMethodExecutionOrders: Option<Vec<i32>>,
12440 /// Vec<i32>: (5.2.0f2 - 2020.2.0a19)
12441 pub m_AfterMethodExecutionOrders: Option<Vec<i32>>,
12442 /// Vec<i32>: (5.2.0f2 - 2020.2.0a19)
12443 pub m_AfterUnityMethodExecutionOrders: Option<Vec<i32>>,
12444 /// Vec<String>: (5.0.0f4 - 2020.2.0a19)
12445 pub m_AssemblyNames: Option<Vec<String>>,
12446 /// Vec<i32>: (5.2.0f2 - 2020.2.0a19)
12447 pub m_BeforeMethodExecutionOrders: Option<Vec<i32>>,
12448 /// Vec<i32>: (2019.1.0b1 - 2020.2.0a19)
12449 pub m_BeforeSplashScreenMethodExecutionOrders: Option<Vec<i32>>,
12450 /// Vec<i32>: (2019.1.0b1 - 2020.2.0a19)
12451 pub m_BeforeSplashScreenUnityMethodExecutionOrders: Option<Vec<i32>>,
12452 /// Vec<i32>: (5.2.0f2 - 2020.2.0a19)
12453 pub m_BeforeUnityMethodExecutionOrders: Option<Vec<i32>>,
12454 /// Vec<ClassInfo>: (5.0.0f4 - 2020.2.0a19)
12455 pub m_ClassInfos: Option<Vec<ClassInfo>>,
12456 /// Vec<ClassMethodInfo>: (5.0.0f4 - 2020.2.0a19)
12457 pub m_ClassMethodInfos: Option<Vec<ClassMethodInfo>>,
12458 /// Vec<i32>: (5.0.0f4 - 5.1.5f1)
12459 pub m_MethodExecutionOrders: Option<Vec<i32>>,
12460 /// Vec<String>: (5.0.0f4 - 2020.2.0a19)
12461 pub m_NamespaceNames: Option<Vec<String>>,
12462 /// Vec<i32>: (2019.2.0f1 - 2020.2.0a19)
12463 pub m_SubsystemRegistrationMethodExecutionOrders: Option<Vec<i32>>,
12464 /// Vec<i32>: (2019.2.0f1 - 2020.2.0a19)
12465 pub m_SubsystemRegistrationUnityMethodExecutionOrders: Option<Vec<i32>>,
12466 /// Vec<i32>: (5.0.0f4 - 5.1.5f1)
12467 pub m_UnityMethodExecutionOrders: Option<Vec<i32>>,
12468}
12469
12470/// SBranchWindLevel is a sub class of the Unity engine since version 5.0.0f4.
12471#[derive(Debug, Serialize, Deserialize)]
12472pub struct SBranchWindLevel {
12473 pub m_afDirectionAdherence_0: f32,
12474 pub m_afDirectionAdherence_1: f32,
12475 pub m_afDirectionAdherence_2: f32,
12476 pub m_afDirectionAdherence_3: f32,
12477 pub m_afDirectionAdherence_4: f32,
12478 pub m_afDirectionAdherence_5: f32,
12479 pub m_afDirectionAdherence_6: f32,
12480 pub m_afDirectionAdherence_7: f32,
12481 pub m_afDirectionAdherence_8: f32,
12482 pub m_afDirectionAdherence_9: f32,
12483 pub m_afDistance_0: f32,
12484 pub m_afDistance_1: f32,
12485 pub m_afDistance_2: f32,
12486 pub m_afDistance_3: f32,
12487 pub m_afDistance_4: f32,
12488 pub m_afDistance_5: f32,
12489 pub m_afDistance_6: f32,
12490 pub m_afDistance_7: f32,
12491 pub m_afDistance_8: f32,
12492 pub m_afDistance_9: f32,
12493 pub m_afWhip_0: f32,
12494 pub m_afWhip_1: f32,
12495 pub m_afWhip_2: f32,
12496 pub m_afWhip_3: f32,
12497 pub m_afWhip_4: f32,
12498 pub m_afWhip_5: f32,
12499 pub m_afWhip_6: f32,
12500 pub m_afWhip_7: f32,
12501 pub m_afWhip_8: f32,
12502 pub m_afWhip_9: f32,
12503 pub m_fTurbulence: f32,
12504 pub m_fTwitch: f32,
12505 pub m_fTwitchFreqScale: f32,
12506}
12507
12508/// SParams is a sub class of the Unity engine since version 5.0.0f4.
12509#[derive(Debug, Serialize, Deserialize)]
12510pub struct SParams {
12511 pub BranchLevel1: SBranchWindLevel,
12512 pub BranchLevel2: SBranchWindLevel,
12513 pub LeafGroup1: SWindGroup,
12514 pub LeafGroup2: SWindGroup,
12515 pub Oscillation0_0: f32,
12516 pub Oscillation0_1: f32,
12517 pub Oscillation0_2: f32,
12518 pub Oscillation0_3: f32,
12519 pub Oscillation0_4: f32,
12520 pub Oscillation0_5: f32,
12521 pub Oscillation0_6: f32,
12522 pub Oscillation0_7: f32,
12523 pub Oscillation0_8: f32,
12524 pub Oscillation0_9: f32,
12525 pub Oscillation1_0: f32,
12526 pub Oscillation1_1: f32,
12527 pub Oscillation1_2: f32,
12528 pub Oscillation1_3: f32,
12529 pub Oscillation1_4: f32,
12530 pub Oscillation1_5: f32,
12531 pub Oscillation1_6: f32,
12532 pub Oscillation1_7: f32,
12533 pub Oscillation1_8: f32,
12534 pub Oscillation1_9: f32,
12535 pub Oscillation2_0: f32,
12536 pub Oscillation2_1: f32,
12537 pub Oscillation2_2: f32,
12538 pub Oscillation2_3: f32,
12539 pub Oscillation2_4: f32,
12540 pub Oscillation2_5: f32,
12541 pub Oscillation2_6: f32,
12542 pub Oscillation2_7: f32,
12543 pub Oscillation2_8: f32,
12544 pub Oscillation2_9: f32,
12545 pub Oscillation3_0: f32,
12546 pub Oscillation3_1: f32,
12547 pub Oscillation3_2: f32,
12548 pub Oscillation3_3: f32,
12549 pub Oscillation3_4: f32,
12550 pub Oscillation3_5: f32,
12551 pub Oscillation3_6: f32,
12552 pub Oscillation3_7: f32,
12553 pub Oscillation3_8: f32,
12554 pub Oscillation3_9: f32,
12555 pub Oscillation4_0: f32,
12556 pub Oscillation4_1: f32,
12557 pub Oscillation4_2: f32,
12558 pub Oscillation4_3: f32,
12559 pub Oscillation4_4: f32,
12560 pub Oscillation4_5: f32,
12561 pub Oscillation4_6: f32,
12562 pub Oscillation4_7: f32,
12563 pub Oscillation4_8: f32,
12564 pub Oscillation4_9: f32,
12565 pub Oscillation5_0: f32,
12566 pub Oscillation5_1: f32,
12567 pub Oscillation5_2: f32,
12568 pub Oscillation5_3: f32,
12569 pub Oscillation5_4: f32,
12570 pub Oscillation5_5: f32,
12571 pub Oscillation5_6: f32,
12572 pub Oscillation5_7: f32,
12573 pub Oscillation5_8: f32,
12574 pub Oscillation5_9: f32,
12575 pub Oscillation6_0: f32,
12576 pub Oscillation6_1: f32,
12577 pub Oscillation6_2: f32,
12578 pub Oscillation6_3: f32,
12579 pub Oscillation6_4: f32,
12580 pub Oscillation6_5: f32,
12581 pub Oscillation6_6: f32,
12582 pub Oscillation6_7: f32,
12583 pub Oscillation6_8: f32,
12584 pub Oscillation6_9: f32,
12585 pub Oscillation7_0: f32,
12586 pub Oscillation7_1: f32,
12587 pub Oscillation7_2: f32,
12588 pub Oscillation7_3: f32,
12589 pub Oscillation7_4: f32,
12590 pub Oscillation7_5: f32,
12591 pub Oscillation7_6: f32,
12592 pub Oscillation7_7: f32,
12593 pub Oscillation7_8: f32,
12594 pub Oscillation7_9: f32,
12595 pub Oscillation8_0: f32,
12596 pub Oscillation8_1: f32,
12597 pub Oscillation8_2: f32,
12598 pub Oscillation8_3: f32,
12599 pub Oscillation8_4: f32,
12600 pub Oscillation8_5: f32,
12601 pub Oscillation8_6: f32,
12602 pub Oscillation8_7: f32,
12603 pub Oscillation8_8: f32,
12604 pub Oscillation8_9: f32,
12605 pub Oscillation9_0: f32,
12606 pub Oscillation9_1: f32,
12607 pub Oscillation9_2: f32,
12608 pub Oscillation9_3: f32,
12609 pub Oscillation9_4: f32,
12610 pub Oscillation9_5: f32,
12611 pub Oscillation9_6: f32,
12612 pub Oscillation9_7: f32,
12613 pub Oscillation9_8: f32,
12614 pub Oscillation9_9: f32,
12615 pub m_afFrondRippleDistance_0: f32,
12616 pub m_afFrondRippleDistance_1: f32,
12617 pub m_afFrondRippleDistance_2: f32,
12618 pub m_afFrondRippleDistance_3: f32,
12619 pub m_afFrondRippleDistance_4: f32,
12620 pub m_afFrondRippleDistance_5: f32,
12621 pub m_afFrondRippleDistance_6: f32,
12622 pub m_afFrondRippleDistance_7: f32,
12623 pub m_afFrondRippleDistance_8: f32,
12624 pub m_afFrondRippleDistance_9: f32,
12625 pub m_afGlobalDirectionAdherence_0: f32,
12626 pub m_afGlobalDirectionAdherence_1: f32,
12627 pub m_afGlobalDirectionAdherence_2: f32,
12628 pub m_afGlobalDirectionAdherence_3: f32,
12629 pub m_afGlobalDirectionAdherence_4: f32,
12630 pub m_afGlobalDirectionAdherence_5: f32,
12631 pub m_afGlobalDirectionAdherence_6: f32,
12632 pub m_afGlobalDirectionAdherence_7: f32,
12633 pub m_afGlobalDirectionAdherence_8: f32,
12634 pub m_afGlobalDirectionAdherence_9: f32,
12635 pub m_afGlobalDistance_0: f32,
12636 pub m_afGlobalDistance_1: f32,
12637 pub m_afGlobalDistance_2: f32,
12638 pub m_afGlobalDistance_3: f32,
12639 pub m_afGlobalDistance_4: f32,
12640 pub m_afGlobalDistance_5: f32,
12641 pub m_afGlobalDistance_6: f32,
12642 pub m_afGlobalDistance_7: f32,
12643 pub m_afGlobalDistance_8: f32,
12644 pub m_afGlobalDistance_9: f32,
12645 pub m_fAnchorDistanceScale: f32,
12646 pub m_fAnchorOffset: f32,
12647 pub m_fDirectionResponse: f32,
12648 pub m_fFrondRippleLightingScalar: f32,
12649 pub m_fFrondRippleTile: f32,
12650 pub m_fGlobalHeight: f32,
12651 pub m_fGlobalHeightExponent: f32,
12652 pub m_fGustDurationMax: f32,
12653 pub m_fGustDurationMin: f32,
12654 pub m_fGustFallScalar: f32,
12655 pub m_fGustFrequency: f32,
12656 pub m_fGustRiseScalar: f32,
12657 pub m_fGustStrengthMax: f32,
12658 pub m_fGustStrengthMin: f32,
12659 pub m_fRollingBranchFieldMin: f32,
12660 pub m_fRollingBranchLightingAdjust: f32,
12661 pub m_fRollingBranchVerticalOffset: f32,
12662 pub m_fRollingLeafRippleMin: f32,
12663 pub m_fRollingLeafTumbleMin: f32,
12664 pub m_fRollingNoisePeriod: f32,
12665 pub m_fRollingNoiseSize: f32,
12666 pub m_fRollingNoiseSpeed: f32,
12667 pub m_fRollingNoiseTurbulence: f32,
12668 pub m_fRollingNoiseTwist: f32,
12669 pub m_fStrengthResponse: f32,
12670}
12671
12672/// SWindGroup is a sub class of the Unity engine since version 5.0.0f4.
12673#[derive(Debug, Serialize, Deserialize)]
12674pub struct SWindGroup {
12675 pub m_afRippleDistance_0: f32,
12676 pub m_afRippleDistance_1: f32,
12677 pub m_afRippleDistance_2: f32,
12678 pub m_afRippleDistance_3: f32,
12679 pub m_afRippleDistance_4: f32,
12680 pub m_afRippleDistance_5: f32,
12681 pub m_afRippleDistance_6: f32,
12682 pub m_afRippleDistance_7: f32,
12683 pub m_afRippleDistance_8: f32,
12684 pub m_afRippleDistance_9: f32,
12685 pub m_afTumbleDirectionAdherence_0: f32,
12686 pub m_afTumbleDirectionAdherence_1: f32,
12687 pub m_afTumbleDirectionAdherence_2: f32,
12688 pub m_afTumbleDirectionAdherence_3: f32,
12689 pub m_afTumbleDirectionAdherence_4: f32,
12690 pub m_afTumbleDirectionAdherence_5: f32,
12691 pub m_afTumbleDirectionAdherence_6: f32,
12692 pub m_afTumbleDirectionAdherence_7: f32,
12693 pub m_afTumbleDirectionAdherence_8: f32,
12694 pub m_afTumbleDirectionAdherence_9: f32,
12695 pub m_afTumbleFlip_0: f32,
12696 pub m_afTumbleFlip_1: f32,
12697 pub m_afTumbleFlip_2: f32,
12698 pub m_afTumbleFlip_3: f32,
12699 pub m_afTumbleFlip_4: f32,
12700 pub m_afTumbleFlip_5: f32,
12701 pub m_afTumbleFlip_6: f32,
12702 pub m_afTumbleFlip_7: f32,
12703 pub m_afTumbleFlip_8: f32,
12704 pub m_afTumbleFlip_9: f32,
12705 pub m_afTumbleTwist_0: f32,
12706 pub m_afTumbleTwist_1: f32,
12707 pub m_afTumbleTwist_2: f32,
12708 pub m_afTumbleTwist_3: f32,
12709 pub m_afTumbleTwist_4: f32,
12710 pub m_afTumbleTwist_5: f32,
12711 pub m_afTumbleTwist_6: f32,
12712 pub m_afTumbleTwist_7: f32,
12713 pub m_afTumbleTwist_8: f32,
12714 pub m_afTumbleTwist_9: f32,
12715 pub m_afTwitchThrow_0: f32,
12716 pub m_afTwitchThrow_1: f32,
12717 pub m_afTwitchThrow_2: f32,
12718 pub m_afTwitchThrow_3: f32,
12719 pub m_afTwitchThrow_4: f32,
12720 pub m_afTwitchThrow_5: f32,
12721 pub m_afTwitchThrow_6: f32,
12722 pub m_afTwitchThrow_7: f32,
12723 pub m_afTwitchThrow_8: f32,
12724 pub m_afTwitchThrow_9: f32,
12725 pub m_fLeewardScalar: f32,
12726 pub m_fRollMaxScale: f32,
12727 pub m_fRollMinScale: f32,
12728 pub m_fRollSeparation: f32,
12729 pub m_fRollSpeed: f32,
12730 pub m_fTwitchSharpness: f32,
12731}
12732
12733/// SampleClip is a class of the Unity engine since version 5.0.0f4.
12734#[derive(Debug, Serialize, Deserialize)]
12735pub struct SampleClip {
12736 pub m_Name: String,
12737}
12738
12739/// SampleSettings is a sub class of the Unity engine since version 5.0.0f4.
12740#[derive(Debug, Serialize, Deserialize)]
12741pub struct SampleSettings {
12742 pub compressionFormat: i32,
12743 pub conversionMode: i32,
12744 pub loadType: i32,
12745 pub quality: f32,
12746 pub sampleRateOverride: u32,
12747 pub sampleRateSetting: i32,
12748 /// bool: (2022.2.0b1 - 2022.3.2f1)
12749 pub preloadAudioData: Option<bool>,
12750}
12751
12752/// SamplerParameter is a sub class of the Unity engine since version 2017.1.0b1.
12753#[derive(Debug, Serialize, Deserialize)]
12754pub struct SamplerParameter {
12755 pub bindPoint: i32,
12756 pub sampler: u32,
12757}
12758
12759/// ScaleConstraint is a class of the Unity engine since version 2018.1.0b2.
12760/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Animations.ScaleConstraint.html):
12761/**
12762Constrains the scale of an object relative to the scale of one or more source objects.
12763*/
12764#[derive(Debug, Serialize, Deserialize)]
12765pub struct ScaleConstraint {
12766 pub m_AffectScalingX: bool,
12767 pub m_AffectScalingY: bool,
12768 pub m_AffectScalingZ: bool,
12769 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
12770 pub m_Enabled: u8,
12771 /**The game object this component is attached to. A component is always attached to a game object.*/
12772 /// PPtr<[`GameObject`]>: (2018.1.0b2 - 2022.3.2f1)
12773 pub m_GameObject: PPtr,
12774 /**The scale used when the sources have a total weight of 0.*/
12775 pub m_ScaleAtRest: Vector3f,
12776 /**The offset from the constrained scale.*/
12777 pub m_ScaleOffset: Vector3f,
12778 pub m_Sources: Vec<ConstraintSource>,
12779 /**The weight of the constraint component.*/
12780 pub m_Weight: f32,
12781 /// bool: (2022.1.0b1 - 2022.3.2f1)
12782 pub m_Active: Option<bool>,
12783 /// bool: (2018.1.0b2 - 2022.1.0a9)
12784 pub m_IsContraintActive: Option<bool>,
12785}
12786
12787/// Scene is a class of the Unity engine since version 3.4.0.
12788/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/SceneManagement.Scene.html):
12789/**
12790Run-time data structure for *.unity file.
12791*/
12792#[derive(Debug, Serialize, Deserialize)]
12793pub struct Scene {
12794 /// bool: (4.0.0 - 2022.3.2f1)
12795 pub enabled: Option<bool>,
12796 /// GUID: (5.6.0f1 - 2022.3.2f1)
12797 pub guid: Option<GUID>,
12798 /// Vec<u8>: (3.4.0 - 3.5.7)
12799 pub m_PVSData: Option<Vec<u8>>,
12800 /// Vec<PPtr<[`Renderer`]>>: (3.4.0 - 3.5.7)
12801 pub m_PVSObjectsArray: Option<Vec<PPtr>>,
12802 /// Vec<PPtr<[`OcclusionPortal`]>>: (3.5.0 - 3.5.7)
12803 pub m_PVSPortalsArray: Option<Vec<PPtr>>,
12804 /// u32: (3.5.0 - 3.5.7)
12805 pub m_QueryMode: Option<u32>,
12806 /**Returns the relative path of the Scene. For example: "Assets/MyScenes/MyScene.unity".*/
12807 /// String: (4.0.0 - 2022.3.2f1)
12808 pub path: Option<String>,
12809}
12810
12811/// SceneDataContainer is a sub class of the Unity engine since version 2019.3.0b1.
12812#[derive(Debug, Serialize, Deserialize)]
12813pub struct SceneDataContainer {
12814 pub m_SceneData: Vec<(SceneIdentifier, HierarchicalSceneData)>,
12815}
12816
12817/// SceneIdentifier is a sub class of the Unity engine since version 2019.1.0b1.
12818#[derive(Debug, Serialize, Deserialize)]
12819pub struct SceneIdentifier {
12820 pub guid: GUID,
12821 pub handle: i32,
12822}
12823
12824/// SceneObjectIdentifier is a sub class of the Unity engine since version 5.0.0f4.
12825#[derive(Debug, Serialize, Deserialize)]
12826pub struct SceneObjectIdentifier {
12827 pub targetObject: i64,
12828 pub targetPrefab: i64,
12829}
12830
12831/// SceneSettings is a class of the Unity engine since version 4.0.0.
12832#[derive(Debug, Serialize, Deserialize)]
12833pub struct SceneSettings {
12834 pub m_PVSData: Vec<u8>,
12835 /// Vec<PPtr<[`Renderer`]>>: (4.0.0 - 5.4.6f3)
12836 pub m_PVSObjectsArray: Vec<PPtr>,
12837 /// Vec<PPtr<[`OcclusionPortal`]>>: (4.0.0 - 5.4.6f3)
12838 pub m_PVSPortalsArray: Vec<PPtr>,
12839 /// u32: (4.0.0 - 4.2.2)
12840 pub m_QueryMode: Option<u32>,
12841}
12842
12843/// SceneVisibilityData is a sub class of the Unity engine since version 2019.1.0b1.
12844#[derive(Debug, Serialize, Deserialize)]
12845pub struct SceneVisibilityData {
12846 pub m_SceneGUID: GUID,
12847}
12848
12849/// SceneVisibilityState is a class of the Unity engine since version 2019.1.0b1.
12850#[derive(Debug, Serialize, Deserialize)]
12851pub struct SceneVisibilityState {
12852 /// bool: (2019.3.0b1 - 2022.3.2f1)
12853 pub m_IsolationMode: Option<bool>,
12854 /// bool: (2019.1.0b1 - 2019.3.0a8)
12855 pub m_MainStageIsolated: Option<bool>,
12856 /// bool: (2019.1.0b1 - 2019.3.0a8)
12857 pub m_PrefabStageIsolated: Option<bool>,
12858 /// Vec<(SceneIdentifier, SceneVisibilityData)>: (2019.1.0b1 - 2019.3.0a8)
12859 pub m_SceneData: Option<Vec<(SceneIdentifier, SceneVisibilityData)>>,
12860 /// SceneDataContainer: (2019.3.0b1 - 2022.3.2f1)
12861 pub m_ScenePickingData: Option<SceneDataContainer>,
12862 /// SceneDataContainer: (2019.3.0b1 - 2022.3.2f1)
12863 pub m_SceneVisibilityData: Option<SceneDataContainer>,
12864 /// SceneDataContainer: (2019.3.0b1 - 2022.3.2f1)
12865 pub m_SceneVisibilityDataIsolated: Option<SceneDataContainer>,
12866}
12867
12868/// ScenesUsingAssets is a class of the Unity engine since version 2020.1.0b1.
12869/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Build.Reporting.ScenesUsingAssets.html):
12870/**
12871An extension to the BuildReport class that tracks which scenes in the build have references to a specific asset in the build.
12872The build process generates this information when BuildOptions.DetailedBuildReport is used during a build.
12873*/
12874#[derive(Debug, Serialize, Deserialize)]
12875pub struct ScenesUsingAssets {
12876 pub m_ListOfScenesUsingEachAsset: Vec<(String, Vec<String>)>,
12877 pub m_ScenesUsingAssets: Vec<BuildReportScenesUsingAsset>,
12878}
12879
12880/// ScriptMapper is a class of the Unity engine since version 3.4.0.
12881#[derive(Debug, Serialize, Deserialize)]
12882pub struct ScriptMapper {
12883 pub m_Shaders: NameToObjectMap,
12884 /// bool: (5.0.0f4 - 2020.3.48f1)
12885 pub m_PreloadShaders: Option<bool>,
12886}
12887
12888/// ScriptedImporter is a class of the Unity engine since version 2017.1.0b2.
12889/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AssetImporters.ScriptedImporter.html):
12890/**
12891Abstract base class for custom Asset importers.
12892Scripted importers are scripts that are associated with specific file extensions. They are invoked by Unity's Asset pipeline to convert the contents of associated files into Assets.Use the ScriptedImporterAttribute class to register custom importers with the Asset pipeline.The C# fields of a ScriptedImporter are serialized, exactly like fields on a MonoBehaviour. See Script Serialization for details.
12893You can see these properties in the Inspector and use them to control the behaviour of the importer for each asset.
12894To programmatically access the value of an asset's properties, use AssetImporter.GetAtPath and type cast the return value to the correct class derived from ScriptedImporter.
12895After changing values, trigger a fresh import by calling EditorUtility.SetDirty and then AssetImporter.SaveAndReimport.
12896*/
12897#[derive(Debug, Serialize, Deserialize)]
12898pub struct ScriptedImporter {
12899 /**Get or set the AssetBundle name.*/
12900 pub m_AssetBundleName: String,
12901 /**Get or set the AssetBundle variant.*/
12902 pub m_AssetBundleVariant: String,
12903 /**The name of the object.*/
12904 pub m_Name: String,
12905 /// PPtr<[`MonoScript`]>: (2017.1.0b2 - 2022.3.2f1)
12906 pub m_Script: PPtr,
12907 /**Get or set any user data.*/
12908 pub m_UserData: String,
12909 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2017.3.0b1 - 2022.3.2f1)
12910 pub m_ExternalObjects: Option<Vec<(SourceAssetIdentifier, PPtr)>>,
12911 /// Vec<(i64, String)>: (2017.3.0b1 - 2018.4.36f1)
12912 pub m_FileIDToRecycleName: Option<Vec<(i64, String)>>,
12913 /// Vec<((i32, i64), String)>: (2019.1.0b1 - 2022.3.2f1)
12914 pub m_InternalIDToNameTable: Option<Vec<((i32, i64), String)>>,
12915 /// Vec<i64>: (2019.1.0b1 - 2022.3.2f1)
12916 pub m_UsedFileIDs: Option<Vec<i64>>,
12917}
12918
12919/// SecondarySpriteTexture is a sub class of the Unity engine since version 2019.1.0b1.
12920/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/SecondarySpriteTexture.html):
12921/**
12922Encapsulates a Texture2D and its shader property name to give Sprite-based renderers access to a secondary texture, in addition to the main Sprite texture.
12923*/
12924#[derive(Debug, Serialize, Deserialize)]
12925pub struct SecondarySpriteTexture {
12926 /**The shader property name of the secondary Sprite texture. Use this name to identify and sample the texture in the shader.*/
12927 pub name: String,
12928 /**The texture to be used as a secondary Sprite texture.*/
12929 /// PPtr<[`Texture2D`]>: (2019.1.0b1 - 2022.3.2f1)
12930 pub texture: PPtr,
12931}
12932
12933/// SecondaryTextureSettings is a sub class of the Unity engine since version 2020.2.0b1.
12934#[derive(Debug, Serialize, Deserialize)]
12935pub struct SecondaryTextureSettings {
12936 pub platformSettings: Vec<TextureImporterPlatformSettings>,
12937 /// bool: (2020.2.0b1 - 2022.3.2f1)
12938 pub sRGB: Option<bool>,
12939}
12940
12941/// SerializableManagedHost is a class of the Unity engine since version 2019.1.0b1.
12942#[derive(Debug, Serialize, Deserialize)]
12943pub struct SerializableManagedHost {
12944 /// PPtr<[`MonoScript`]>: (2019.1.0b1 - 2020.3.24f1)
12945 pub m_Script: PPtr,
12946}
12947
12948/// SerializableManagedRefTestClass is a class of the Unity engine since version 2019.1.0b1.
12949#[derive(Debug, Serialize, Deserialize)]
12950pub struct SerializableManagedRefTestClass {
12951 /// PPtr<[`MonoScript`]>: (2019.1.0b1 - 2020.3.24f1)
12952 pub m_Script: PPtr,
12953}
12954
12955/// SerializedCustomEditorForRenderPipeline is a sub class of the Unity engine since version 2021.1.0b1.
12956#[derive(Debug, Serialize, Deserialize)]
12957pub struct SerializedCustomEditorForRenderPipeline {
12958 pub customEditorName: String,
12959 pub renderPipelineType: String,
12960}
12961
12962/// SerializedPass is a sub class of the Unity engine since version 5.5.0f3.
12963#[derive(Debug, Serialize, Deserialize)]
12964pub struct SerializedPass {
12965 pub m_HasInstancingVariant: bool,
12966 pub m_Name: String,
12967 pub m_NameIndices: Vec<(String, i32)>,
12968 pub m_ProgramMask: u32,
12969 pub m_State: SerializedShaderState,
12970 pub m_Tags: SerializedTagMap,
12971 pub m_TextureName: String,
12972 pub m_Type: i32,
12973 pub m_UseName: String,
12974 pub progDomain: SerializedProgram,
12975 pub progFragment: SerializedProgram,
12976 pub progGeometry: SerializedProgram,
12977 pub progHull: SerializedProgram,
12978 pub progVertex: SerializedProgram,
12979 /// Vec<Hash128>: (2020.2.0b1 - 2022.3.2f1)
12980 pub m_EditorDataHash: Option<Vec<Hash128>>,
12981 /// Vec<u16>: (2020.2.0b1 - 2021.2.0a15)
12982 pub m_GlobalKeywordMask: Option<Vec<u16>>,
12983 /// bool: (2018.1.0b2 - 2022.3.2f1)
12984 pub m_HasProceduralInstancingVariant: Option<bool>,
12985 /// Vec<u16>: (2020.2.0b1 - 2021.2.0a15)
12986 pub m_LocalKeywordMask: Option<Vec<u16>>,
12987 /// Vec<u8>: (2020.2.0b1 - 2022.3.2f1)
12988 pub m_Platforms: Option<Vec<u8>>,
12989 /// Vec<u16>: (2021.2.0b1 - 2022.1.0a16)
12990 pub m_SerializedKeywordStateMask: Option<Vec<u16>>,
12991 /// SerializedProgram: (2019.3.0b1 - 2022.3.2f1)
12992 pub progRayTracing: Option<SerializedProgram>,
12993}
12994
12995/// SerializedPlayerSubProgram is a sub class of the Unity engine since version 2021.3.10f1.
12996#[derive(Debug, Serialize, Deserialize)]
12997pub struct SerializedPlayerSubProgram {
12998 pub m_BlobIndex: u32,
12999 pub m_GpuProgramType: i8,
13000 pub m_KeywordIndices: Vec<u16>,
13001 pub m_ShaderRequirements: i64,
13002}
13003
13004/// SerializedProgram is a sub class of the Unity engine since version 5.5.0f3.
13005#[derive(Debug, Serialize, Deserialize)]
13006pub struct SerializedProgram {
13007 pub m_SubPrograms: Vec<SerializedSubProgram>,
13008 /// SerializedProgramParameters: (2020.3.2f1 - 2022.3.2f1)
13009 pub m_CommonParameters: Option<SerializedProgramParameters>,
13010 /// Vec<Vec<u32>>: (2021.3.10f1 - 2022.3.2f1)
13011 pub m_ParameterBlobIndices: Option<Vec<Vec<u32>>>,
13012 /// Vec<Vec<SerializedPlayerSubProgram>>: (2021.3.10f1 - 2022.3.2f1)
13013 pub m_PlayerSubPrograms: Option<Vec<Vec<SerializedPlayerSubProgram>>>,
13014 /// Vec<u16>: (2022.1.0f1 - 2022.3.2f1)
13015 pub m_SerializedKeywordStateMask: Option<Vec<u16>>,
13016}
13017
13018/// SerializedProgramParameters is a sub class of the Unity engine since version 2020.3.2f1.
13019#[derive(Debug, Serialize, Deserialize)]
13020pub struct SerializedProgramParameters {
13021 pub m_BufferParams: Vec<BufferBinding>,
13022 pub m_ConstantBufferBindings: Vec<BufferBinding>,
13023 pub m_ConstantBuffers: Vec<ConstantBuffer>,
13024 pub m_MatrixParams: Vec<MatrixParameter>,
13025 pub m_Samplers: Vec<SamplerParameter>,
13026 pub m_TextureParams: Vec<TextureParameter>,
13027 pub m_UAVParams: Vec<UAVParameter>,
13028 pub m_VectorParams: Vec<VectorParameter>,
13029}
13030
13031/// SerializedProperties is a sub class of the Unity engine since version 5.5.0f3.
13032#[derive(Debug, Serialize, Deserialize)]
13033pub struct SerializedProperties {
13034 pub m_Props: Vec<SerializedProperty>,
13035}
13036
13037/// SerializedProperty is a sub class of the Unity engine since version 5.5.0f3.
13038/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/SerializedProperty.html):
13039/**
13040SerializedProperty and SerializedObject are classes for editing properties on objects in a completely generic way that automatically handles undo, multi-object editing and Prefab overrides.
13041SerializedProperty is primarily used to read or change the value of a property. It can also iterate through the properties of an object using Next.
13042See Also: SerializedObject class, Editor class.
13043*/
13044#[derive(Debug, Serialize, Deserialize)]
13045pub struct SerializedProperty {
13046 pub m_Attributes: Vec<String>,
13047 pub m_DefTexture: SerializedTextureProperty,
13048 pub m_Description: String,
13049 pub m_Flags: u32,
13050 /**Name of the property. (Read Only)*/
13051 pub m_Name: String,
13052 /**Type name of the property. (Read Only)*/
13053 pub m_Type: i32,
13054 /// f32: (5.5.0f3 - 2022.3.2f1)
13055 #[serde(alias = "m_DefValue[0]")]
13056 pub m_DefValue_0_: Option<f32>,
13057 /// f32: (5.5.0f3 - 2022.3.2f1)
13058 #[serde(alias = "m_DefValue[1]")]
13059 pub m_DefValue_1_: Option<f32>,
13060 /// f32: (5.5.0f3 - 2022.3.2f1)
13061 #[serde(alias = "m_DefValue[2]")]
13062 pub m_DefValue_2_: Option<f32>,
13063 /// f32: (5.5.0f3 - 2022.3.2f1)
13064 #[serde(alias = "m_DefValue[3]")]
13065 pub m_DefValue_3_: Option<f32>,
13066}
13067
13068/// SerializedShader is a sub class of the Unity engine since version 5.5.0f3.
13069#[derive(Debug, Serialize, Deserialize)]
13070pub struct SerializedShader {
13071 pub m_CustomEditorName: String,
13072 pub m_Dependencies: Vec<SerializedShaderDependency>,
13073 pub m_DisableNoSubshadersMessage: bool,
13074 pub m_FallbackName: String,
13075 pub m_Name: String,
13076 pub m_PropInfo: SerializedProperties,
13077 pub m_SubShaders: Vec<SerializedSubShader>,
13078 /// Vec<SerializedCustomEditorForRenderPipeline>: (2021.1.0b1 - 2022.3.2f1)
13079 pub m_CustomEditorForRenderPipelines: Option<Vec<SerializedCustomEditorForRenderPipeline>>,
13080 /// Vec<u8>: (2021.2.0b1 - 2022.3.2f1)
13081 pub m_KeywordFlags: Option<Vec<u8>>,
13082 /// Vec<String>: (2021.2.0b1 - 2022.3.2f1)
13083 pub m_KeywordNames: Option<Vec<String>>,
13084}
13085
13086/// SerializedShaderDependency is a sub class of the Unity engine since version 5.5.0f3.
13087#[derive(Debug, Serialize, Deserialize)]
13088pub struct SerializedShaderDependency {
13089 pub from: String,
13090 pub to: String,
13091}
13092
13093/// SerializedShaderFloatValue is a sub class of the Unity engine since version 5.5.0f3.
13094#[derive(Debug, Serialize, Deserialize)]
13095pub struct SerializedShaderFloatValue {
13096 pub name: Enum_FastPropertyName__String,
13097 pub val: f32,
13098}
13099
13100/// SerializedShaderRTBlendState is a sub class of the Unity engine since version 5.5.0f3.
13101#[derive(Debug, Serialize, Deserialize)]
13102pub struct SerializedShaderRTBlendState {
13103 pub blendOp: SerializedShaderFloatValue,
13104 pub blendOpAlpha: SerializedShaderFloatValue,
13105 pub colMask: SerializedShaderFloatValue,
13106 pub destBlend: SerializedShaderFloatValue,
13107 pub destBlendAlpha: SerializedShaderFloatValue,
13108 pub srcBlend: SerializedShaderFloatValue,
13109 pub srcBlendAlpha: SerializedShaderFloatValue,
13110}
13111
13112/// SerializedShaderState is a sub class of the Unity engine since version 5.5.0f3.
13113#[derive(Debug, Serialize, Deserialize)]
13114pub struct SerializedShaderState {
13115 pub alphaToMask: SerializedShaderFloatValue,
13116 pub culling: SerializedShaderFloatValue,
13117 pub fogColor: SerializedShaderVectorValue,
13118 pub fogDensity: SerializedShaderFloatValue,
13119 pub fogEnd: SerializedShaderFloatValue,
13120 pub fogMode: i32,
13121 pub fogStart: SerializedShaderFloatValue,
13122 pub gpuProgramID: i32,
13123 pub lighting: bool,
13124 pub m_LOD: i32,
13125 pub m_Name: String,
13126 pub m_Tags: SerializedTagMap,
13127 pub offsetFactor: SerializedShaderFloatValue,
13128 pub offsetUnits: SerializedShaderFloatValue,
13129 pub rtBlend0: SerializedShaderRTBlendState,
13130 pub rtBlend1: SerializedShaderRTBlendState,
13131 pub rtBlend2: SerializedShaderRTBlendState,
13132 pub rtBlend3: SerializedShaderRTBlendState,
13133 pub rtBlend4: SerializedShaderRTBlendState,
13134 pub rtBlend5: SerializedShaderRTBlendState,
13135 pub rtBlend6: SerializedShaderRTBlendState,
13136 pub rtBlend7: SerializedShaderRTBlendState,
13137 pub rtSeparateBlend: bool,
13138 pub stencilOp: SerializedStencilOp,
13139 pub stencilOpBack: SerializedStencilOp,
13140 pub stencilOpFront: SerializedStencilOp,
13141 pub stencilReadMask: SerializedShaderFloatValue,
13142 pub stencilRef: SerializedShaderFloatValue,
13143 pub stencilWriteMask: SerializedShaderFloatValue,
13144 pub zTest: SerializedShaderFloatValue,
13145 pub zWrite: SerializedShaderFloatValue,
13146 /// SerializedShaderFloatValue: (2020.1.0b1 - 2022.3.2f1)
13147 pub conservative: Option<SerializedShaderFloatValue>,
13148 /// SerializedShaderFloatValue: (2017.2.0b2 - 2022.3.2f1)
13149 pub zClip: Option<SerializedShaderFloatValue>,
13150}
13151
13152/// SerializedShaderVectorValue is a sub class of the Unity engine since version 5.5.0f3.
13153#[derive(Debug, Serialize, Deserialize)]
13154pub struct SerializedShaderVectorValue {
13155 pub name: Enum_FastPropertyName__String,
13156 pub w: SerializedShaderFloatValue,
13157 pub x: SerializedShaderFloatValue,
13158 pub y: SerializedShaderFloatValue,
13159 pub z: SerializedShaderFloatValue,
13160}
13161
13162/// SerializedStencilOp is a sub class of the Unity engine since version 5.5.0f3.
13163#[derive(Debug, Serialize, Deserialize)]
13164pub struct SerializedStencilOp {
13165 pub comp: SerializedShaderFloatValue,
13166 pub fail: SerializedShaderFloatValue,
13167 pub pass: SerializedShaderFloatValue,
13168 pub zFail: SerializedShaderFloatValue,
13169}
13170
13171/// SerializedSubProgram is a sub class of the Unity engine since version 5.5.0f3.
13172#[derive(Debug, Serialize, Deserialize)]
13173pub struct SerializedSubProgram {
13174 pub m_BlobIndex: u32,
13175 pub m_Channels: ParserBindChannels,
13176 pub m_GpuProgramType: i8,
13177 pub m_ShaderHardwareTier: i8,
13178 /// Vec<BufferBinding>: (5.5.0f3 - 2021.1.0b12)
13179 pub m_BufferParams: Option<Vec<BufferBinding>>,
13180 /// Vec<BufferBinding>: (5.5.0f3 - 2021.1.0b12)
13181 pub m_ConstantBufferBindings: Option<Vec<BufferBinding>>,
13182 /// Vec<ConstantBuffer>: (5.5.0f3 - 2021.1.0b12)
13183 pub m_ConstantBuffers: Option<Vec<ConstantBuffer>>,
13184 /// Vec<u16>: (2019.1.0b1 - 2021.2.0a15)
13185 pub m_GlobalKeywordIndices: Option<Vec<u16>>,
13186 /// Vec<u16>: (5.5.0f3 - 2022.3.2f1)
13187 pub m_KeywordIndices: Option<Vec<u16>>,
13188 /// Vec<u16>: (2019.1.0b1 - 2021.2.0a15)
13189 pub m_LocalKeywordIndices: Option<Vec<u16>>,
13190 /// Vec<MatrixParameter>: (5.5.0f3 - 2021.1.0b12)
13191 pub m_MatrixParams: Option<Vec<MatrixParameter>>,
13192 /// SerializedProgramParameters: (2020.3.2f1 - 2022.3.2f1)
13193 pub m_Parameters: Option<SerializedProgramParameters>,
13194 /// Vec<SamplerParameter>: (2017.1.0b1 - 2021.1.0b12)
13195 pub m_Samplers: Option<Vec<SamplerParameter>>,
13196 /// i32: (2017.2.0b2 - 2020.3.48f1); i64: (2021.1.0b1 - 2022.3.2f1)
13197 pub m_ShaderRequirements: Option<i64>,
13198 /// Vec<TextureParameter>: (5.5.0f3 - 2021.1.0b12)
13199 pub m_TextureParams: Option<Vec<TextureParameter>>,
13200 /// Vec<UAVParameter>: (5.5.0f3 - 2021.1.0b12)
13201 pub m_UAVParams: Option<Vec<UAVParameter>>,
13202 /// Vec<VectorParameter>: (5.5.0f3 - 2021.1.0b12)
13203 pub m_VectorParams: Option<Vec<VectorParameter>>,
13204}
13205
13206/// SerializedSubShader is a sub class of the Unity engine since version 5.5.0f3.
13207#[derive(Debug, Serialize, Deserialize)]
13208pub struct SerializedSubShader {
13209 pub m_LOD: i32,
13210 pub m_Passes: Vec<SerializedPass>,
13211 pub m_Tags: SerializedTagMap,
13212}
13213
13214/// SerializedTagMap is a sub class of the Unity engine since version 5.5.0f3.
13215#[derive(Debug, Serialize, Deserialize)]
13216pub struct SerializedTagMap {
13217 pub tags: Vec<(String, String)>,
13218}
13219
13220/// SerializedTextureProperty is a sub class of the Unity engine since version 5.5.0f3.
13221#[derive(Debug, Serialize, Deserialize)]
13222pub struct SerializedTextureProperty {
13223 pub m_DefaultName: String,
13224 pub m_TexDim: i32,
13225}
13226
13227/// Shader is a class of the Unity engine since version 3.4.0.
13228/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Shader.html):
13229/**
13230Shader scripts used for all rendering.
13231Most of the advanced rendering is controlled via Material class. Shader class is mostly
13232
13233used just to check whether a shader can run on the user's hardware (isSupported property), setting up
13234
13235global shader properties and keywords, and finding shaders by name (Find method).See Also: Material class, Materials, ShaderLab documentation.
13236*/
13237#[derive(Debug, Serialize, Deserialize)]
13238pub struct Shader {
13239 /**The name of the object.*/
13240 pub m_Name: String,
13241 /// Vec<u8>: (5.5.0f3 - 2022.3.2f1)
13242 pub compressedBlob: Option<Vec<u8>>,
13243 /// Vec<u32>: (5.5.0f3 - 2019.3.0a12); Vec<Vec<u32>>: (2019.3.0b1 - 2022.3.2f1)
13244 pub compressedLengths: Option<Vec<Enum_u32__Vec_u32>>,
13245 /// Vec<u32>: (5.5.0f3 - 2019.3.0a12); Vec<Vec<u32>>: (2019.3.0b1 - 2022.3.2f1)
13246 pub decompressedLengths: Option<Vec<Enum_u32__Vec_u32>>,
13247 /// u32: (5.3.0f1 - 5.4.6f3)
13248 pub decompressedSize: Option<u32>,
13249 /// Vec<PPtr<[`Shader`]>>: (4.0.0 - 2022.3.2f1)
13250 pub m_Dependencies: Option<Vec<PPtr>>,
13251 /// Vec<(String, PPtr<[`Texture`]>)>: (2018.1.0b2 - 2022.3.2f1)
13252 pub m_NonModifiableTextures: Option<Vec<(String, PPtr)>>,
13253 /// SerializedShader: (5.5.0f3 - 2022.3.2f1)
13254 pub m_ParsedForm: Option<SerializedShader>,
13255 /// String: (3.4.0 - 5.4.6f3)
13256 pub m_PathName: Option<String>,
13257 /// String: (3.4.0 - 5.4.6f3)
13258 pub m_Script: Option<String>,
13259 /// bool: (4.0.0 - 2022.3.2f1)
13260 pub m_ShaderIsBaked: Option<bool>,
13261 /// Vec<u8>: (5.3.0f1 - 5.4.6f3)
13262 pub m_SubProgramBlob: Option<Vec<u8>>,
13263 /// Vec<u32>: (5.5.0f3 - 2019.3.0a12); Vec<Vec<u32>>: (2019.3.0b1 - 2022.3.2f1)
13264 pub offsets: Option<Vec<Enum_u32__Vec_u32>>,
13265 /// Vec<u32>: (5.5.0f3 - 2022.3.2f1)
13266 pub platforms: Option<Vec<u32>>,
13267 /// Vec<u32>: (2021.3.12f1 - 2022.3.2f1)
13268 pub stageCounts: Option<Vec<u32>>,
13269}
13270
13271#[derive(Debug, Serialize, Deserialize)]
13272#[serde(untagged)]
13273pub enum Enum_u32__Vec_u32 {
13274 u32(u32),
13275 Vec(Vec<u32>),
13276}
13277
13278/// ShaderBindChannel is a sub class of the Unity engine since version 5.5.0f3.
13279#[derive(Debug, Serialize, Deserialize)]
13280pub struct ShaderBindChannel {
13281 pub source: i8,
13282 pub target: i8,
13283}
13284
13285/// ShaderContainer is a class of the Unity engine since version 2022.2.0b1.
13286#[derive(Debug, Serialize, Deserialize)]
13287pub struct ShaderContainer {}
13288
13289/// ShaderImporter is a class of the Unity engine since version 4.0.0.
13290/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ShaderImporter.html):
13291/**
13292Shader importer lets you modify shader import settings from Editor scripts.
13293*/
13294#[derive(Debug, Serialize, Deserialize)]
13295pub struct ShaderImporter {
13296 /**The name of the object.*/
13297 pub m_Name: String,
13298 /**Get or set any user data.*/
13299 pub m_UserData: String,
13300 /**Get or set the AssetBundle name.*/
13301 /// String: (5.0.0f4 - 2022.3.2f1)
13302 pub m_AssetBundleName: Option<String>,
13303 /**Get or set the AssetBundle variant.*/
13304 /// String: (5.0.0f4 - 2022.3.2f1)
13305 pub m_AssetBundleVariant: Option<String>,
13306 /// Vec<(String, PPtr<[`Texture`]>)>: (4.2.0 - 2022.3.2f1)
13307 pub m_DefaultTextures: Option<Vec<(String, PPtr)>>,
13308 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2017.2.0b2 - 2022.3.2f1)
13309 pub m_ExternalObjects: Option<Vec<(SourceAssetIdentifier, PPtr)>>,
13310 /// Vec<(String, PPtr<[`Texture`]>)>: (2018.1.0b2 - 2022.3.2f1)
13311 pub m_NonModifiableTextures: Option<Vec<(String, PPtr)>>,
13312 /**This property has no effect.*/
13313 /// i32: (2020.2.0b1 - 2022.1.0a9)
13314 pub m_PreprocessorOverride: Option<i32>,
13315 /// Vec<i64>: (2019.1.0b1 - 2022.3.2f1)
13316 pub m_UsedFileIDs: Option<Vec<i64>>,
13317}
13318
13319/// ShaderIncludeImporter is a class of the Unity engine since version 2021.2.0b1.
13320#[derive(Debug, Serialize, Deserialize)]
13321pub struct ShaderIncludeImporter {
13322 pub m_AssetBundleName: String,
13323 pub m_AssetBundleVariant: String,
13324 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2021.2.0b1 - 2022.3.2f1)
13325 pub m_ExternalObjects: Vec<(SourceAssetIdentifier, PPtr)>,
13326 pub m_Name: String,
13327 pub m_UsedFileIDs: Vec<i64>,
13328 pub m_UserData: String,
13329}
13330
13331/// ShaderInfo is a sub class of the Unity engine since version 5.0.0f4.
13332/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ShaderInfo.html):
13333/**
13334Contains the following information about a shader:
13335-If the shader has compilation errors or warnings.
13336-If the shader is supported on the currently selected platform.
13337-The name of the shader.
13338*/
13339#[derive(Debug, Serialize, Deserialize)]
13340pub struct ShaderInfo {
13341 pub variants: Vec<VariantInfo>,
13342}
13343
13344/// ShaderNameRegistry is a class of the Unity engine since version 2021.1.0b1.
13345#[derive(Debug, Serialize, Deserialize)]
13346pub struct ShaderNameRegistry {
13347 pub m_PreloadShaders: bool,
13348 pub m_Shaders: NameToObjectMap,
13349}
13350
13351/// ShaderVariantCollection is a class of the Unity engine since version 5.0.0f4.
13352/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ShaderVariantCollection.html):
13353/**
13354ShaderVariantCollection records which shader variants are actually used in each shader.
13355This is used for shader preloading ("warmup"), so that a game can make sure "actually required"
13356shader variants are loaded at startup (or level load time), to avoid shader compilation related hiccups later on in the game.In Unity, many shaders internally have multiple "variants", to account for different light modes, lightmaps, shadows and so on. These variants are identified by a shader pass type, and a set of shader keywords. See ShaderVariant.Typical use of ShaderVariantCollection is to record the shader variants used during a play session from the editor (under Graphics Settings), save them out as an asset, and add to the list of preloaded shaders (again in Graphics Settings). Additionally, you could call WarmUp on a ShaderVariantCollection object manually.ShaderVariantCollection generally replaces the old Shader.WarmupAllShaders function.
13357*/
13358#[derive(Debug, Serialize, Deserialize)]
13359pub struct ShaderVariantCollection {
13360 /**The name of the object.*/
13361 pub m_Name: String,
13362 /// Vec<(PPtr<[`Shader`]>, ShaderInfo)>: (5.0.0f4 - 2022.3.2f1)
13363 pub m_Shaders: Vec<(PPtr, ShaderInfo)>,
13364}
13365
13366/// ShadowSettings is a sub class of the Unity engine since version 3.4.0.
13367#[derive(Debug, Serialize, Deserialize)]
13368pub struct ShadowSettings {
13369 pub m_Bias: f32,
13370 pub m_Resolution: i32,
13371 pub m_Strength: f32,
13372 pub m_Type: i32,
13373 /// Matrix4x4f: (2019.1.0f2 - 2022.3.2f1)
13374 pub m_CullingMatrixOverride: Option<Matrix4x4f>,
13375 /// i32: (5.4.0f3 - 2022.3.2f1)
13376 pub m_CustomResolution: Option<i32>,
13377 /// f32: (5.3.0f1 - 2022.3.2f1)
13378 pub m_NearPlane: Option<f32>,
13379 /// f32: (5.0.0f4 - 2022.3.2f1)
13380 pub m_NormalBias: Option<f32>,
13381 /// f32: (3.4.0 - 4.7.2)
13382 pub m_Softness: Option<f32>,
13383 /// f32: (3.4.0 - 4.7.2)
13384 pub m_SoftnessFade: Option<f32>,
13385 /// bool: (2019.1.0f2 - 2022.3.2f1)
13386 pub m_UseCullingMatrixOverride: Option<bool>,
13387}
13388
13389/// ShapeModule is a sub class of the Unity engine since version 3.5.0.
13390/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ParticleSystem.ShapeModule.html):
13391/**
13392Script interface for the ShapeModule.
13393Configures the initial positions and directions of particles.See Also: ParticleSystem, ParticleSystem.shape.
13394*/
13395#[derive(Debug, Serialize, Deserialize)]
13396pub struct ShapeModule {
13397 /**Angle of the cone to emit particles from.*/
13398 pub angle: f32,
13399 /**Specifies whether the ShapeModule is enabled or disabled.*/
13400 pub enabled: bool,
13401 /**Mesh to emit particles from.*/
13402 /// PPtr<[`Mesh`]>: (3.5.0 - 2022.3.2f1)
13403 pub m_Mesh: PPtr,
13404 pub placementMode: i32,
13405 /**Radius of the shape to emit particles from.*/
13406 pub radius: Enum_f32__MultiModeParameter,
13407 /// i32: (3.5.0 - 2022.3.2f1)
13408 #[serde(alias = "type")]
13409 pub _type: Option<i32>,
13410 /**Align particles based on their initial direction of travel.*/
13411 /// bool: (5.5.0f3 - 2022.3.2f1)
13412 pub alignToDirection: Option<bool>,
13413 /**Angle of the circle arc to emit particles from.*/
13414 /// f32: (5.0.0f4 - 5.6.0b4); MultiModeParameter: (5.6.0f1 - 2022.3.2f1)
13415 pub arc: Option<Enum_f32__MultiModeParameter>,
13416 /**Thickness of the box to emit particles from.*/
13417 /// Vector3f: (2017.1.0b2 - 2022.3.2f1)
13418 pub boxThickness: Option<Vector3f>,
13419 /// f32: (3.5.0 - 2017.1.0b1)
13420 pub boxX: Option<f32>,
13421 /// f32: (3.5.0 - 2017.1.0b1)
13422 pub boxY: Option<f32>,
13423 /// f32: (3.5.0 - 2017.1.0b1)
13424 pub boxZ: Option<f32>,
13425 /**The thickness of the Donut shape to emit particles from.*/
13426 /// f32: (2017.1.0b2 - 2022.3.2f1)
13427 pub donutRadius: Option<f32>,
13428 /**Length of the cone to emit particles from.*/
13429 /// f32: (4.0.0 - 2022.3.2f1)
13430 pub length: Option<f32>,
13431 /**Emit particles from a single Material of a Mesh.*/
13432 /// i32: (5.3.0f1 - 2022.3.2f1)
13433 pub m_MeshMaterialIndex: Option<i32>,
13434 /// f32: (5.3.0f1 - 2022.3.2f1)
13435 pub m_MeshNormalOffset: Option<f32>,
13436 /**MeshRenderer to emit particles from.*/
13437 /// PPtr<[`MeshRenderer`]>: (5.3.0f1 - 2022.3.2f1)
13438 pub m_MeshRenderer: Option<PPtr>,
13439 /// f32: (5.5.0f3 - 2017.1.0b1)
13440 pub m_MeshScale: Option<f32>,
13441 /// MultiModeParameter: (2018.3.0f2 - 2022.3.2f1)
13442 pub m_MeshSpawn: Option<MultiModeParameter>,
13443 /**Apply an offset to the position from which the system emits particles.*/
13444 /// Vector3f: (2017.1.0b2 - 2022.3.2f1)
13445 pub m_Position: Option<Vector3f>,
13446 /**Apply a rotation to the shape from which the system emits particles.*/
13447 /// Vector3f: (2017.1.0b2 - 2022.3.2f1)
13448 pub m_Rotation: Option<Vector3f>,
13449 /**Apply scale to the shape from which the system emits particles.*/
13450 /// Vector3f: (2017.1.0b2 - 2022.3.2f1)
13451 pub m_Scale: Option<Vector3f>,
13452 /**SkinnedMeshRenderer to emit particles from.*/
13453 /// PPtr<[`SkinnedMeshRenderer`]>: (5.3.0f1 - 2022.3.2f1)
13454 pub m_SkinnedMeshRenderer: Option<PPtr>,
13455 /**Sprite to emit particles from.*/
13456 /// PPtr<[`Sprite`]>: (2018.2.0b1 - 2022.3.2f1)
13457 pub m_Sprite: Option<PPtr>,
13458 /**SpriteRenderer to emit particles from.*/
13459 /// PPtr<[`SpriteRenderer`]>: (2018.2.0b1 - 2022.3.2f1)
13460 pub m_SpriteRenderer: Option<PPtr>,
13461 /**Specifies a Texture to tint the particle's start colors.*/
13462 /// PPtr<[`Texture2D`]>: (2018.1.0b2 - 2022.3.2f1)
13463 pub m_Texture: Option<PPtr>,
13464 /**When enabled, the system applies the alpha channel of the Texture to the particle alpha when the particle spawns.*/
13465 /// bool: (2018.1.0b2 - 2022.3.2f1)
13466 pub m_TextureAlphaAffectsParticles: Option<bool>,
13467 /**When enabled, the system takes four neighboring samples from the Texture then combines them to give the final particle value.*/
13468 /// bool: (2018.1.0b2 - 2022.3.2f1)
13469 pub m_TextureBilinearFiltering: Option<bool>,
13470 /**Selects which channel of the Texture to use for discarding particles.*/
13471 /// i32: (2018.1.0b2 - 2022.3.2f1)
13472 pub m_TextureClipChannel: Option<i32>,
13473 /**Discards particles when they spawn on an area of the Texture with a value lower than this threshold.*/
13474 /// f32: (2018.1.0b2 - 2022.3.2f1)
13475 pub m_TextureClipThreshold: Option<f32>,
13476 /**When enabled, the system applies the RGB channels of the Texture to the particle color when the particle spawns.*/
13477 /// bool: (2018.1.0b2 - 2022.3.2f1)
13478 pub m_TextureColorAffectsParticles: Option<bool>,
13479 /**When using a Mesh as a source shape type, this option controls which UV channel on the Mesh to use for reading the source Texture.*/
13480 /// i32: (2018.1.0b2 - 2022.3.2f1)
13481 pub m_TextureUVChannel: Option<i32>,
13482 /**Modulate the particle colors with the vertex colors, or the Material color if no vertex colors exist.*/
13483 /// bool: (5.3.0f1 - 2022.3.2f1)
13484 pub m_UseMeshColors: Option<bool>,
13485 /**Emit particles from a single Material, or the whole Mesh.*/
13486 /// bool: (5.3.0f1 - 2022.3.2f1)
13487 pub m_UseMeshMaterialIndex: Option<bool>,
13488 /**Radius thickness of the shape's edge from which to emit particles.*/
13489 /// f32: (2017.1.0b2 - 2022.3.2f1)
13490 pub radiusThickness: Option<f32>,
13491 /// bool: (3.5.0 - 5.4.6f3)
13492 pub randomDirection: Option<bool>,
13493 /**Randomizes the starting direction of particles.*/
13494 /// f32: (5.5.0f3 - 2022.3.2f1)
13495 pub randomDirectionAmount: Option<f32>,
13496 /**Randomizes the starting position of particles.*/
13497 /// f32: (2017.1.0b2 - 2022.3.2f1)
13498 pub randomPositionAmount: Option<f32>,
13499 /**Makes particles move in a spherical direction from their starting point.*/
13500 /// f32: (5.5.0f3 - 2022.3.2f1)
13501 pub sphericalDirectionAmount: Option<f32>,
13502}
13503
13504#[derive(Debug, Serialize, Deserialize)]
13505#[serde(untagged)]
13506pub enum Enum_f32__MultiModeParameter {
13507 f32(f32),
13508 MultiModeParameter(MultiModeParameter),
13509}
13510
13511/// SiblingDerived is a class of the Unity engine since version 2019.1.0b1.
13512#[derive(Debug, Serialize, Deserialize)]
13513pub struct SiblingDerived {}
13514
13515/// SizeBySpeedModule is a sub class of the Unity engine since version 3.5.0.
13516/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ParticleSystem.SizeBySpeedModule.html):
13517/**
13518Script interface for the SizeBySpeedModule.
13519This module controls the size of particles based on their speeds.See Also: ParticleSystem, ParticleSystem.sizeBySpeed.
13520*/
13521#[derive(Debug, Serialize, Deserialize)]
13522pub struct SizeBySpeedModule {
13523 pub curve: MinMaxCurve,
13524 /**Specifies whether the SizeBySpeedModule is enabled or disabled.*/
13525 pub enabled: bool,
13526 /**Set the minimum and maximum speed that this modules applies the size curve between.*/
13527 pub range: Vector2f,
13528 /**Set the size by speed on each axis separately.*/
13529 /// bool: (5.4.0f3 - 2022.3.2f1)
13530 pub separateAxes: Option<bool>,
13531 /**Size by speed curve for the y-axis.*/
13532 /// MinMaxCurve: (5.4.0f3 - 2022.3.2f1)
13533 pub y: Option<MinMaxCurve>,
13534 /**Size by speed curve for the z-axis.*/
13535 /// MinMaxCurve: (5.4.0f3 - 2022.3.2f1)
13536 pub z: Option<MinMaxCurve>,
13537}
13538
13539/// SizeModule is a sub class of the Unity engine since version 3.5.0.
13540#[derive(Debug, Serialize, Deserialize)]
13541pub struct SizeModule {
13542 pub curve: MinMaxCurve,
13543 pub enabled: bool,
13544 /// bool: (5.4.0f3 - 2022.3.2f1)
13545 pub separateAxes: Option<bool>,
13546 /// MinMaxCurve: (5.4.0f3 - 2022.3.2f1)
13547 pub y: Option<MinMaxCurve>,
13548 /// MinMaxCurve: (5.4.0f3 - 2022.3.2f1)
13549 pub z: Option<MinMaxCurve>,
13550}
13551
13552/// SkeletonBone is a sub class of the Unity engine since version 4.0.0.
13553/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/SkeletonBone.html):
13554/**
13555Details of the Transform name mapped to the skeleton bone of a model and its default position and rotation in the T-pose.
13556The skeleton models used in Unity have multiple bones. The SkeletonBone struct has properties that are used to describe the position, rotation and scale of each bone. The bones are not shown. A MonoBehaviour.OnDrawGizmosSelected tool can be created to view the skeleton. An array of SkeletonBone positions can be used to make a line model using Gizmos.DrawLine.An array of SkeletonBones are used in HumanDescription.skeleton.
13557*/
13558#[derive(Debug, Serialize, Deserialize)]
13559pub struct SkeletonBone {
13560 /**The name of the Transform mapped to the bone.*/
13561 pub m_Name: String,
13562 /**The T-pose position of the bone in local space.*/
13563 pub m_Position: Vector3f,
13564 /**The T-pose rotation of the bone in local space.*/
13565 pub m_Rotation: Quaternionf,
13566 /**The T-pose scaling of the bone in local space.*/
13567 pub m_Scale: Vector3f,
13568 /// String: (5.5.0f3 - 2022.3.2f1)
13569 pub m_ParentName: Option<String>,
13570 /// bool: (4.0.0 - 5.4.6f3)
13571 pub m_TransformModified: Option<bool>,
13572}
13573
13574/// SkeletonBoneLimit is a sub class of the Unity engine since version 4.0.0.
13575#[derive(Debug, Serialize, Deserialize)]
13576pub struct SkeletonBoneLimit {
13577 pub m_Length: f32,
13578 pub m_Max: Vector3f,
13579 pub m_Min: Vector3f,
13580 pub m_Modified: bool,
13581 pub m_Value: Vector3f,
13582 /// Quaternionf: (4.0.0 - 4.2.2)
13583 pub m_PostQ: Option<Quaternionf>,
13584 /// Quaternionf: (4.0.0 - 4.2.2)
13585 pub m_PreQ: Option<Quaternionf>,
13586}
13587
13588/// SketchUpImportCamera is a sub class of the Unity engine since version 5.1.0f1.
13589/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/SketchUpImportCamera.html):
13590/**
13591Structure to hold camera data extracted from a SketchUp file.
13592When importing a SketchUp file, Unity retrieves the current camera view the file is saved with and the camera view of all the scenes in the SketchUp file. The camera data of each Scene is stored in SketchUpImportSceneThis can be extracted later from SketchUpImporter.
13593*/
13594#[derive(Debug, Serialize, Deserialize)]
13595pub struct SketchUpImportCamera {
13596 /**Aspect ratio of the camera.*/
13597 pub aspectRatio: f32,
13598 pub fov: f32,
13599 /**Indicate if the camera is using a perspective or orthogonal projection.*/
13600 pub isPerspective: i32,
13601 /**The position the camera is looking at.*/
13602 pub lookAt: Vector3f,
13603 /**The orthogonal projection size of the camera. This value only make sense if SketchUpImportCamera.isPerspective is false.*/
13604 pub orthoSize: f32,
13605 /**The position of the camera.*/
13606 pub position: Vector3f,
13607 /**Up vector of the camera.*/
13608 pub up: Vector3f,
13609 /**The near clipping plane distance.*/
13610 /// f32: (2019.1.0b1 - 2022.3.2f1)
13611 pub farPlane: Option<f32>,
13612 /**The far clipping plane distance.*/
13613 /// f32: (2019.1.0b1 - 2022.3.2f1)
13614 pub nearPlane: Option<f32>,
13615}
13616
13617/// SketchUpImportData is a sub class of the Unity engine since version 5.1.0f1.
13618#[derive(Debug, Serialize, Deserialize)]
13619pub struct SketchUpImportData {
13620 pub defaultCamera: SketchUpImportCamera,
13621 pub scenes: Vec<SketchUpImportScene>,
13622}
13623
13624/// SketchUpImportScene is a sub class of the Unity engine since version 5.1.0f1.
13625/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/SketchUpImportScene.html):
13626/**
13627Structure to hold scene data extracted from a SketchUp file.
13628When importing a SketchUp file, Unity retrieves all the scenes in the SketchUp file.This can be extracted later from SketchUpImporter with SketchUpImporter.GetScenes.
13629*/
13630#[derive(Debug, Serialize, Deserialize)]
13631pub struct SketchUpImportScene {
13632 /**The camera data of the SketchUp scene.*/
13633 pub camera: SketchUpImportCamera,
13634 /**The name of the SketchUp scene.*/
13635 pub name: String,
13636}
13637
13638/// SketchUpImporter is a class of the Unity engine since version 5.1.0f1.
13639/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/SketchUpImporter.html):
13640/**
13641Derives from AssetImporter to handle importing of SketchUp files.
13642From the SketchUpImporter, you can access certain properties that are extracted from the SketchUp file.The following is an example of showing the geo coordinate extracted from the SketchUp file.
13643*/
13644#[derive(Debug, Serialize, Deserialize)]
13645pub struct SketchUpImporter {
13646 /**Generate secondary UV set for lightmapping.*/
13647 pub generateSecondaryUV: bool,
13648 /**If this is true, any quad faces that exist in the mesh data before it is imported are kept as quads instead of being split into two triangles, for the purposes of tessellation. Set this to false to disable this behavior.*/
13649 pub keepQuads: bool,
13650 pub m_AddColliders: bool,
13651 pub m_AdditionalBone: bool,
13652 /**Animation compression setting.*/
13653 pub m_AnimationCompression: i32,
13654 pub m_AnimationDoRetargetingWarnings: bool,
13655 pub m_AnimationImportErrors: String,
13656 pub m_AnimationImportWarnings: String,
13657 /**Allowed error of animation position compression.*/
13658 pub m_AnimationPositionError: f32,
13659 pub m_AnimationRetargetingWarnings: String,
13660 /**Allowed error of animation rotation compression.*/
13661 pub m_AnimationRotationError: f32,
13662 /**Allowed error of animation scale compression.*/
13663 pub m_AnimationScaleError: f32,
13664 /**Animator generation mode.*/
13665 pub m_AnimationType: i32,
13666 /**The default wrap mode for the generated animation clips.*/
13667 pub m_AnimationWrapMode: i32,
13668 /**Get or set the AssetBundle name.*/
13669 pub m_AssetBundleName: String,
13670 /**Get or set the AssetBundle variant.*/
13671 pub m_AssetBundleVariant: String,
13672 pub m_AssetHash: Hash128,
13673 pub m_BakeSimulation: bool,
13674 /**Animation clips to split animation into. See Also: ModelImporterClipAnimation.*/
13675 pub m_ClipAnimations: Vec<ClipAnimationInfo>,
13676 /**Animation optimization setting.*/
13677 pub m_ExtraExposedTransformPaths: Vec<String>,
13678 /**Scaling factor used when useFileScale is set to true (Read-only).*/
13679 pub m_FileScale: f32,
13680 pub m_FileUnit: i32,
13681 pub m_GenerateBackFace: bool,
13682 /**Global scale factor for importing.*/
13683 pub m_GlobalScale: f32,
13684 pub m_HasExtraRoot: bool,
13685 /**The human description that is used to generate an Avatar during the import process.*/
13686 pub m_HumanDescription: HumanDescription,
13687 /**Import animation from file.*/
13688 pub m_ImportAnimation: bool,
13689 /**Controls import of BlendShapes.*/
13690 pub m_ImportBlendShapes: bool,
13691 /// Vec<PPtr<[`GameObject`]>>: (5.1.0f1 - 2022.3.2f1)
13692 pub m_ImportedRoots: Vec<PPtr>,
13693 /**Generates the list of all imported take.*/
13694 pub m_ImportedTakeInfos: Vec<TakeInfo>,
13695 /**Are mesh vertices and indices accessible from script?*/
13696 pub m_IsReadable: bool,
13697 pub m_LODScreenPercentages: Vec<f32>,
13698 /// PPtr<[`Avatar`]>: (5.1.0f1 - 2022.3.2f1)
13699 pub m_LastHumanDescriptionAvatarSource: PPtr,
13700 /**Retrieves the latitude Geo Coordinate imported from the SketchUp file.*/
13701 pub m_Latitude: f64,
13702 pub m_LegacyGenerateAnimations: i32,
13703 /**Retrieves the longitude Geo Coordinate imported from the SketchUp file.*/
13704 pub m_Longitude: f64,
13705 /**Material naming setting.*/
13706 pub m_MaterialName: i32,
13707 /**Existing material search setting.*/
13708 pub m_MaterialSearch: i32,
13709 pub m_MergeCoplanarFaces: bool,
13710 /**Mesh compression setting.*/
13711 pub m_MeshCompression: i32,
13712 /**The path of the transform used to generation the motion of the animation.*/
13713 pub m_MotionNodeName: String,
13714 /**The name of the object.*/
13715 pub m_Name: String,
13716 /**Retrieves the north correction value imported from the SketchUp file.*/
13717 pub m_NorthCorrection: f64,
13718 /**Animation optimization setting.*/
13719 pub m_OptimizeGameObjects: bool,
13720 /**Generates the list of all imported Animations.*/
13721 pub m_ReferencedClips: Vec<GUID>,
13722 pub m_SelectedNodes: Vec<i32>,
13723 pub m_SketchUpImportData: SketchUpImportData,
13724 /**Use FileScale when importing.*/
13725 pub m_UseFileScale: bool,
13726 /**Detect file units and import as 1FileUnit=1UnityUnit, otherwise it will import as 1cm=1UnityUnit.*/
13727 pub m_UseFileUnits: bool,
13728 /**Get or set any user data.*/
13729 pub m_UserData: String,
13730 pub normalImportMode: i32,
13731 pub normalSmoothAngle: f32,
13732 /**Threshold for angle distortion (in degrees) when generating secondary UV.*/
13733 pub secondaryUVAngleDistortion: f32,
13734 /**Threshold for area distortion when generating secondary UV.*/
13735 pub secondaryUVAreaDistortion: f32,
13736 /**Hard angle (in degrees) for generating secondary UV.*/
13737 pub secondaryUVHardAngle: f32,
13738 /**Margin to be left between charts when packing secondary UV.*/
13739 pub secondaryUVPackMargin: f32,
13740 /**Swap primary and secondary UV channels when importing.*/
13741 pub swapUVChannels: bool,
13742 pub tangentImportMode: i32,
13743 /**Combine vertices that share the same position in space.*/
13744 pub weldVertices: bool,
13745 /**Computes the axis conversion on geometry and animation for Models defined in an axis system that differs from Unity's (left handed, Z forward, Y-up). When enabled, Unity transforms the geometry and animation data in order to convert the axis. When disabled, Unity transforms the root GameObject of the hierarchy in order to convert the axis.*/
13746 /// bool: (2020.1.0b1 - 2022.3.2f1)
13747 pub bakeAxisConversion: Option<bool>,
13748 /// i32: (2018.3.0f2 - 2022.3.2f1)
13749 pub blendShapeNormalImportMode: Option<i32>,
13750 /**Format of the imported mesh index buffer data.*/
13751 /// i32: (2017.3.0b1 - 2022.3.2f1)
13752 pub indexFormat: Option<i32>,
13753 /// bool: (2018.3.0f2 - 2022.3.2f1)
13754 pub legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: Option<bool>,
13755 /// bool: (2020.2.0f1 - 2022.3.2f1)
13756 pub m_AddHumanoidExtraRootOnlyWhenUsingAvatar: Option<bool>,
13757 /**Generate auto mapping if no avatarSetup is provided when importing humanoid animation.*/
13758 /// bool: (2019.3.0f1 - 2022.3.2f1)
13759 pub m_AutoGenerateAvatarMappingIfUnspecified: Option<bool>,
13760 /// bool: (2017.2.0b2 - 2017.2.0b6)
13761 pub m_AutoMapExternalMaterials: Option<bool>,
13762 /**The Avatar generation of the imported model.*/
13763 /// i32: (2019.3.0b1 - 2022.3.2f1)
13764 pub m_AvatarSetup: Option<i32>,
13765 /// bool: (5.1.0f1 - 2019.3.0a2)
13766 pub m_CopyAvatar: Option<bool>,
13767 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2017.2.0b2 - 2022.3.2f1)
13768 pub m_ExternalObjects: Option<Vec<(SourceAssetIdentifier, PPtr)>>,
13769 /**A list of default FBX properties to treat as user properties during OnPostprocessGameObjectWithUserProperties.*/
13770 /// Vec<String>: (2017.1.0f2 - 2022.3.2f1)
13771 pub m_ExtraUserProperties: Option<Vec<String>>,
13772 /// Vec<(i64, String)>: (5.1.0f1 - 2018.4.36f1)
13773 pub m_FileIDToRecycleName: Option<Vec<(i64, String)>>,
13774 /// i32: (2019.4.0f1 - 2022.3.2f1)
13775 pub m_FileIdsGeneration: Option<i32>,
13776 /// f32: (2018.3.0f2 - 2022.3.2f1)
13777 pub m_FileScaleFactor: Option<f32>,
13778 /// String: (2018.3.0f2 - 2022.3.2f1)
13779 pub m_FileScaleUnit: Option<String>,
13780 /// bool: (2017.2.0b2 - 2022.3.2f1)
13781 pub m_HasEmbeddedTextures: Option<bool>,
13782 /// bool: (2018.2.0b1 - 2019.1.0a13)
13783 pub m_HasPreviousCalculatedGlobalScale: Option<bool>,
13784 /**Controls how much oversampling is used when importing humanoid animations for retargeting.*/
13785 /// i32: (5.2.0f2 - 2022.3.2f1)
13786 pub m_HumanoidOversampling: Option<i32>,
13787 /**Import animated custom properties from file.*/
13788 /// bool: (2017.2.0b2 - 2022.3.2f1)
13789 pub m_ImportAnimatedCustomProperties: Option<bool>,
13790 /**Import BlendShapes deform percent.*/
13791 /// bool: (2022.1.0b1 - 2022.3.2f1)
13792 pub m_ImportBlendShapeDeformPercent: Option<bool>,
13793 /**Controls import of cameras. Basic properties like field of view, near plane distance and far plane distance can be animated.*/
13794 /// bool: (2017.1.0b1 - 2022.3.2f1)
13795 pub m_ImportCameras: Option<bool>,
13796 /**Import animation constraints.*/
13797 /// bool: (2018.1.0b2 - 2022.3.2f1)
13798 pub m_ImportConstraints: Option<bool>,
13799 /**Controls import of lights. Note that because light are defined differently in DCC tools, some light types or properties may not be exported. Basic properties like color and intensity can be animated.*/
13800 /// bool: (2017.1.0b1 - 2022.3.2f1)
13801 pub m_ImportLights: Option<bool>,
13802 /// bool: (5.1.0f1 - 2019.3.0a6)
13803 pub m_ImportMaterials: Option<bool>,
13804 /// bool: (2022.2.19f1 - 2022.3.2f1)
13805 pub m_ImportPhysicalCameras: Option<bool>,
13806 /**Use visibility properties to enable or disable MeshRenderer components.*/
13807 /// bool: (2017.1.0b1 - 2022.3.2f1)
13808 pub m_ImportVisibility: Option<bool>,
13809 /// Vec<((i32, i64), String)>: (2019.1.0b1 - 2022.3.2f1)
13810 pub m_InternalIDToNameTable: Option<Vec<((i32, i64), String)>>,
13811 /**Material creation options.*/
13812 /// i32: (2019.3.0b1 - 2022.3.2f1)
13813 pub m_MaterialImportMode: Option<i32>,
13814 /**Material import location options.*/
13815 /// i32: (2017.2.0b2 - 2022.3.2f1)
13816 pub m_MaterialLocation: Option<i32>,
13817 /// Vec<SourceAssetIdentifier>: (2017.2.0b2 - 2022.3.2f1)
13818 pub m_Materials: Option<Vec<SourceAssetIdentifier>>,
13819 /// i32: (2021.2.0b1 - 2022.3.2f1)
13820 pub m_NodeNameCollisionStrategy: Option<i32>,
13821 /**If true, always create an explicit Prefab root. Otherwise, if the model has a single root, it is reused as the Prefab root.*/
13822 /// bool: (2017.3.0b1 - 2022.3.2f1)
13823 pub m_PreserveHierarchy: Option<bool>,
13824 /// f32: (2018.2.0b1 - 2019.1.0a13)
13825 pub m_PreviousCalculatedGlobalScale: Option<f32>,
13826 /// bool: (2020.3.37f1 - 2022.3.2f1)
13827 pub m_RemapMaterialsIfMaterialImportModeIsNone: Option<bool>,
13828 /**Removes constant animation curves with values identical to the object initial scale value.*/
13829 /// bool: (2021.2.0b1 - 2022.3.2f1)
13830 pub m_RemoveConstantScaleCurves: Option<bool>,
13831 /**If set to false, the importer will not resample curves when possible.Read more about animation curve resampling.Notes:- Some unsupported FBX features (such as PreRotation or PostRotation on transforms) will override this setting. In these situations, animation curves will still be resampled even if the setting is disabled. For best results, avoid using PreRotation, PostRotation and GetRotationPivot.- This option was introduced in Version 5.3. Prior to this version, Unity's import behaviour was as if this option was always enabled. Therefore enabling the option gives the same behaviour as pre-5.3 animation import.*/
13832 /// bool: (5.4.0f3 - 2022.3.2f1)
13833 pub m_ResampleCurves: Option<bool>,
13834 /// bool: (5.3.0f1 - 5.3.8f2)
13835 pub m_ResampleRotations: Option<bool>,
13836 /// String: (5.6.0b1 - 2022.3.2f1)
13837 pub m_RigImportErrors: Option<String>,
13838 /// String: (5.6.0b1 - 2022.3.2f1)
13839 pub m_RigImportWarnings: Option<String>,
13840 /**Sorts the gameObject hierarchy by name.*/
13841 /// bool: (2019.2.0b1 - 2022.3.2f1)
13842 pub m_SortHierarchyByName: Option<bool>,
13843 /**Enables strict checks on imported vertex data.*/
13844 /// bool: (2022.1.0b1 - 2022.3.2f1)
13845 pub m_StrictVertexDataChecks: Option<bool>,
13846 /// bool: (2017.2.0f2 - 2022.3.2f1)
13847 pub m_SupportsEmbeddedMaterials: Option<bool>,
13848 /**When disabled, imported material albedo colors are converted to gamma space. This property should be disabled when using linear color space in Player rendering settings.The default value is true.*/
13849 /// bool: (2018.3.0f2 - 2022.3.2f1)
13850 pub m_UseSRGBMaterialColor: Option<bool>,
13851 /// Vec<i64>: (2019.1.0b1 - 2022.3.2f1)
13852 pub m_UsedFileIDs: Option<Vec<i64>>,
13853 /**The maximum number of bones per vertex stored in this mesh data.*/
13854 /// i32: (2019.1.0b1 - 2022.3.2f1)
13855 pub maxBonesPerVertex: Option<i32>,
13856 /**Options to control the optimization of mesh data during asset import.*/
13857 /// i32: (2019.1.0b1 - 2022.3.2f1)
13858 pub meshOptimizationFlags: Option<i32>,
13859 /**Minimum bone weight to keep.*/
13860 /// f32: (2019.1.0b1 - 2022.3.2f1)
13861 pub minBoneWeight: Option<f32>,
13862 /**Normal generation options for ModelImporter.*/
13863 /// i32: (2017.1.0b1 - 2022.3.2f1)
13864 pub normalCalculationMode: Option<i32>,
13865 /**Source of smoothing information for calculation of normals.*/
13866 /// i32: (2018.3.0f2 - 2022.3.2f1)
13867 pub normalSmoothingSource: Option<i32>,
13868 /**Only import bones where they are connected to vertices.*/
13869 /// bool: (2021.2.0b1 - 2022.3.2f1)
13870 pub optimizeBones: Option<bool>,
13871 /// bool: (5.1.0f1 - 2018.4.36f1)
13872 pub optimizeMeshForGPU: Option<bool>,
13873 /**Method to use for handling margins when generating secondary UV.*/
13874 /// i32: (2020.1.0b1 - 2022.3.2f1)
13875 pub secondaryUVMarginMethod: Option<i32>,
13876 /**The minimum lightmap resolution in texels per unit that the associated model is expected to have.*/
13877 /// f32: (2020.1.0b1 - 2022.3.2f1)
13878 pub secondaryUVMinLightmapResolution: Option<f32>,
13879 /**The minimum object scale that the associated model is expected to have.*/
13880 /// f32: (2020.1.0b1 - 2022.3.2f1)
13881 pub secondaryUVMinObjectScale: Option<f32>,
13882 /// i32: (2019.1.0b1 - 2022.3.2f1)
13883 pub skinWeightsMode: Option<i32>,
13884 /// bool: (5.1.0f1 - 5.2.5f1)
13885 pub splitTangentsAcrossUV: Option<bool>,
13886}
13887
13888/// SkinnedCloth is a class of the Unity engine since version 3.4.0.
13889#[derive(Debug, Serialize, Deserialize)]
13890pub struct SkinnedCloth {
13891 pub m_BendingStiffness: f32,
13892 pub m_Coefficients: Vec<ClothConstrainCoefficients>,
13893 pub m_Damping: f32,
13894 pub m_Enabled: u8,
13895 pub m_ExternalAcceleration: Vector3f,
13896 /// PPtr<[`GameObject`]>: (3.4.0 - 4.7.2)
13897 pub m_GameObject: PPtr,
13898 pub m_RandomAcceleration: Vector3f,
13899 pub m_SelfCollision: bool,
13900 pub m_StretchingStiffness: f32,
13901 pub m_Thickness: f32,
13902 pub m_UseGravity: bool,
13903 pub m_WorldAccelerationScale: f32,
13904 pub m_WorldVelocityScale: f32,
13905}
13906
13907/// SkinnedMeshRenderer is a class of the Unity engine since version 3.4.0.
13908/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/SkinnedMeshRenderer.html):
13909/**
13910The Skinned Mesh filter.
13911*/
13912#[derive(Debug, Serialize, Deserialize)]
13913pub struct SkinnedMeshRenderer {
13914 pub m_AABB: AABB,
13915 /**The bones used to skin the mesh.*/
13916 /// Vec<PPtr<[`Transform`]>>: (3.4.0 - 2022.3.2f1)
13917 pub m_Bones: Vec<PPtr>,
13918 pub m_CastShadows: Enum_bool__u8,
13919 pub m_DirtyAABB: bool,
13920 /**Makes the rendered 3D object visible if enabled.*/
13921 pub m_Enabled: bool,
13922 /**The game object this component is attached to. A component is always attached to a game object.*/
13923 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
13924 pub m_GameObject: PPtr,
13925 /**The index of the baked lightmap applied to this renderer.*/
13926 pub m_LightmapIndex: u16,
13927 pub m_LightmapTilingOffset: Vector4f,
13928 /**Returns all the instantiated materials of this object.*/
13929 /// Vec<PPtr<[`Material`]>>: (3.4.0 - 2022.3.2f1)
13930 pub m_Materials: Vec<PPtr>,
13931 /// PPtr<[`Mesh`]>: (3.4.0 - 2022.3.2f1)
13932 pub m_Mesh: PPtr,
13933 /**The maximum number of bones per vertex that are taken into account during skinning.*/
13934 pub m_Quality: i32,
13935 /**Does this object receive shadows?*/
13936 pub m_ReceiveShadows: Enum_bool__u8,
13937 /// PPtr<[`Transform`]>: (3.4.0 - 2022.3.2f1)
13938 pub m_StaticBatchRoot: PPtr,
13939 /**If enabled, the Skinned Mesh will be updated when offscreen. If disabled, this also disables updating animations.*/
13940 pub m_UpdateWhenOffscreen: bool,
13941 /// Vec<f32>: (4.3.0 - 2022.3.2f1)
13942 pub m_BlendShapeWeights: Option<Vec<f32>>,
13943 /// u8: (2017.2.0b2 - 2022.3.2f1)
13944 pub m_DynamicOccludee: Option<u8>,
13945 /// PPtr<[`Transform`]>: (3.5.0 - 4.7.2)
13946 pub m_LightProbeAnchor: Option<PPtr>,
13947 /**The light probe interpolation type.*/
13948 /// u8: (5.4.0f3 - 2022.3.2f1)
13949 pub m_LightProbeUsage: Option<u8>,
13950 /// PPtr<[`GameObject`]>: (5.4.0f3 - 2022.3.2f1)
13951 pub m_LightProbeVolumeOverride: Option<PPtr>,
13952 /// u16: (5.0.0f4 - 2022.3.2f1)
13953 pub m_LightmapIndexDynamic: Option<u16>,
13954 /// Vector4f: (5.0.0f4 - 2022.3.2f1)
13955 pub m_LightmapTilingOffsetDynamic: Option<Vector4f>,
13956 /// u8: (5.4.0f3 - 2022.3.2f1)
13957 pub m_MotionVectors: Option<u8>,
13958 /**If set, Renderer will use this Transform's position to find the light or reflection probe.*/
13959 /// PPtr<[`Transform`]>: (5.0.0f4 - 2022.3.2f1)
13960 pub m_ProbeAnchor: Option<PPtr>,
13961 /// u8: (2020.1.0b1 - 2022.3.2f1)
13962 pub m_RayTraceProcedural: Option<u8>,
13963 /**Describes how this renderer is updated for ray tracing.*/
13964 /// u8: (2019.3.0b1 - 2022.3.2f1)
13965 pub m_RayTracingMode: Option<u8>,
13966 /**Should reflection probes be used for this Renderer?*/
13967 /// i32: (5.0.0f4 - 5.3.8f2); u8: (5.4.0f3 - 2022.3.2f1)
13968 pub m_ReflectionProbeUsage: Option<i32>,
13969 /**This value sorts renderers by priority. Lower values are rendered first and higher values are rendered last.*/
13970 /// i32: (2018.3.0f2 - 2022.3.2f1)
13971 pub m_RendererPriority: Option<i32>,
13972 /**Determines which rendering layer this renderer lives on.*/
13973 /// u32: (2018.1.0b2 - 2022.3.2f1)
13974 pub m_RenderingLayerMask: Option<u32>,
13975 /// PPtr<[`Transform`]>: (3.5.0 - 2022.3.2f1)
13976 pub m_RootBone: Option<PPtr>,
13977 /**Specifies whether skinned motion vectors should be used for this renderer.*/
13978 /// bool: (5.4.0f3 - 2022.3.2f1)
13979 pub m_SkinnedMotionVectors: Option<bool>,
13980 /// i16: (4.3.0 - 2022.3.2f1)
13981 pub m_SortingLayer: Option<i16>,
13982 /**Unique ID of the Renderer's sorting layer.*/
13983 /// u32: (4.5.0 - 4.7.2); i32: (5.0.0f4 - 2022.3.2f1)
13984 pub m_SortingLayerID: Option<i64>,
13985 /**Renderer's order within a sorting layer.*/
13986 /// i16: (4.3.0 - 2022.3.2f1)
13987 pub m_SortingOrder: Option<i16>,
13988 /// StaticBatchInfo: (5.5.0f3 - 2022.3.2f1)
13989 pub m_StaticBatchInfo: Option<StaticBatchInfo>,
13990 /**Is this renderer a static shadow caster?*/
13991 /// u8: (2021.1.0b1 - 2022.3.2f1)
13992 pub m_StaticShadowCaster: Option<u8>,
13993 /// Vec<u32>: (3.4.0 - 5.4.6f3)
13994 pub m_SubsetIndices: Option<Vec<u32>>,
13995 /// bool: (3.5.0 - 5.3.8f2)
13996 pub m_UseLightProbes: Option<bool>,
13997}
13998
13999/// Skybox is a class of the Unity engine since version 3.4.0.
14000/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Skybox.html):
14001/**
14002A script interface for the skybox component.
14003The skybox class has only the material property.See Also: skybox component.
14004*/
14005#[derive(Debug, Serialize, Deserialize)]
14006pub struct Skybox {
14007 /// PPtr<[`Material`]>: (3.4.0 - 2022.3.2f1)
14008 pub m_CustomSkybox: PPtr,
14009 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
14010 pub m_Enabled: u8,
14011 /**The game object this component is attached to. A component is always attached to a game object.*/
14012 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
14013 pub m_GameObject: PPtr,
14014}
14015
14016/// SliderJoint2D is a class of the Unity engine since version 4.3.0.
14017/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/SliderJoint2D.html):
14018/**
14019Joint that restricts the motion of a Rigidbody2D object to a single line.
14020See Also: Rigidbody2D, DistanceJoint2D, HingeJoint2D, SpringJoint2D, JointTranslationLimits2D.
14021*/
14022#[derive(Debug, Serialize, Deserialize)]
14023pub struct SliderJoint2D {
14024 /**The joint's anchor point on the object that has the joint component.*/
14025 pub m_Anchor: Vector2f,
14026 /**The angle of the line in space (in degrees).*/
14027 pub m_Angle: f32,
14028 /**The joint's anchor point on the second object (ie, the one which doesn't have the joint component).*/
14029 pub m_ConnectedAnchor: Vector2f,
14030 /// PPtr<[`Rigidbody2D`]>: (4.3.0 - 2022.3.2f1)
14031 pub m_ConnectedRigidBody: PPtr,
14032 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
14033 pub m_Enabled: u8,
14034 /**The game object this component is attached to. A component is always attached to a game object.*/
14035 /// PPtr<[`GameObject`]>: (4.3.0 - 2022.3.2f1)
14036 pub m_GameObject: PPtr,
14037 /**Parameters for a motor force that is applied automatically to the Rigibody2D along the line.*/
14038 pub m_Motor: JointMotor2D,
14039 pub m_TranslationLimits: JointTranslationLimits2D,
14040 /**Should motion limits be used?*/
14041 pub m_UseLimits: bool,
14042 /**Should a motor force be applied automatically to the Rigidbody2D?*/
14043 pub m_UseMotor: bool,
14044 /**Should the angle be calculated automatically?*/
14045 /// bool: (5.3.0f1 - 2022.3.2f1)
14046 pub m_AutoConfigureAngle: Option<bool>,
14047 /**Should the connectedAnchor be calculated automatically?*/
14048 /// bool: (5.3.0f1 - 2022.3.2f1)
14049 pub m_AutoConfigureConnectedAnchor: Option<bool>,
14050 /**The action to take when the joint breaks the breakForce or breakTorque.*/
14051 /// i32: (2022.2.0b1 - 2022.3.2f1)
14052 pub m_BreakAction: Option<i32>,
14053 /**The force that needs to be applied for this joint to break.*/
14054 /// f32: (5.3.0f1 - 2022.3.2f1)
14055 pub m_BreakForce: Option<f32>,
14056 /**The torque that needs to be applied for this joint to break.*/
14057 /// f32: (5.3.0f1 - 2022.3.2f1)
14058 pub m_BreakTorque: Option<f32>,
14059 /// bool: (4.3.0 - 5.0.0f4)
14060 pub m_CollideConnected: Option<bool>,
14061 /**Should the two rigid bodies connected with this joint collide with each other?*/
14062 /// bool: (5.0.1f1 - 2022.3.2f1)
14063 pub m_EnableCollision: Option<bool>,
14064}
14065
14066/// SnapshotConstant is a sub class of the Unity engine since version 5.0.0f4.
14067#[derive(Debug, Serialize, Deserialize)]
14068pub struct SnapshotConstant {
14069 pub nameHash: u32,
14070 pub transitionIndices: Vec<u32>,
14071 pub transitionTypes: Vec<u32>,
14072 pub values: Vec<f32>,
14073}
14074
14075/// SoftJointLimit is a sub class of the Unity engine since version 3.4.0.
14076/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/SoftJointLimit.html):
14077/**
14078The limits defined by the CharacterJoint.
14079*/
14080#[derive(Debug, Serialize, Deserialize)]
14081pub struct SoftJointLimit {
14082 /**When the joint hits the limit, it can be made to bounce off it.*/
14083 pub bounciness: f32,
14084 /**The limit position/angle of the joint (in degrees).*/
14085 pub limit: f32,
14086 /**Determines how far ahead in space the solver can "see" the joint limit.*/
14087 /// f32: (5.0.0f4 - 2022.3.2f1)
14088 pub contactDistance: Option<f32>,
14089 /// f32: (3.4.0 - 4.7.2)
14090 pub damper: Option<f32>,
14091 /// f32: (3.4.0 - 4.7.2)
14092 pub spring: Option<f32>,
14093}
14094
14095/// SoftJointLimitSpring is a sub class of the Unity engine since version 5.0.0f4.
14096/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/SoftJointLimitSpring.html):
14097/**
14098The configuration of the spring attached to the joint's limits: linear and angular. Used by CharacterJoint and ConfigurableJoint.
14099*/
14100#[derive(Debug, Serialize, Deserialize)]
14101pub struct SoftJointLimitSpring {
14102 /**The damping of the spring limit. In effect when the stiffness of the sprint limit is not zero.*/
14103 pub damper: f32,
14104 /**The stiffness of the spring limit. When stiffness is zero the limit is hard, otherwise soft.*/
14105 pub spring: f32,
14106}
14107
14108/// SortingGroup is a class of the Unity engine since version 5.6.0b1.
14109/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Rendering.SortingGroup.html):
14110/**
14111Adding a SortingGroup component to a GameObject will ensure that all Renderers within the GameObject's descendants will be sorted and rendered together.
14112A common use case for having a SortingGroup is to create complex 2D characters that are made up of multiple SpriteRenderers. When several clones of such a character overlap, their individual body parts might not be sorted properly resulting in a visual glitch where the the body parts interleave. For example, the hands of two characters might be sorted in front of their bodies, where you would expect one entire character to be drawn in front of the other character. The SortingGroup component solves this by ensuring the entire branch of the character are sorted and rendered together.The descendants of the SortingGroup are sorted using the same SortingLayer and Renderer.sortingOrder. However, they are only sorted against other descendants of the SortingGroup and not with any renderers outside of it. This allows you to reuse the same SortingLayers (for example, "Hands", "Torso"...) to sort body parts while ensuring they never interleave with other clones of the character.The SortingGroups, together with other renderers, are sorted using the SortingLayer and Renderer.sortingOrder. Additionally, they can be nested within other SortingGroups. This is useful if you have branches of descendants that should not be mixed up i.e. the "Left Hand" vs the "Right Hand" hierarchy branches.
14113.
14114*/
14115#[derive(Debug, Serialize, Deserialize)]
14116pub struct SortingGroup {
14117 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
14118 pub m_Enabled: u8,
14119 /**The game object this component is attached to. A component is always attached to a game object.*/
14120 /// PPtr<[`GameObject`]>: (5.6.0b1 - 2022.3.2f1)
14121 pub m_GameObject: PPtr,
14122 pub m_SortingLayer: i16,
14123 /**Renderer's order within a sorting layer.*/
14124 pub m_SortingOrder: i16,
14125 /**Ignores any parent SortingGroup and sorts this and its descendant Renderers against other Renderers at the root level.*/
14126 /// bool: (2022.1.0b1 - 2022.3.2f1)
14127 pub m_SortAtRoot: Option<bool>,
14128 /**Unique ID of the Renderer's sorting layer.*/
14129 /// i32: (5.6.0f3 - 2022.3.2f1)
14130 pub m_SortingLayerID: Option<i32>,
14131}
14132
14133/// SortingLayerEntry is a sub class of the Unity engine since version 4.3.0.
14134#[derive(Debug, Serialize, Deserialize)]
14135pub struct SortingLayerEntry {
14136 pub name: String,
14137 pub uniqueID: u32,
14138 /// u32: (4.3.0 - 4.7.2)
14139 pub userID: Option<u32>,
14140}
14141
14142/// SourceAssetIdentifier is a sub class of the Unity engine since version 2017.2.0b2.
14143/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AssetImporter.SourceAssetIdentifier.html):
14144/**
14145Represents a unique identifier for a sub-asset embedded in an imported Asset (such as an FBX file).
14146*/
14147#[derive(Debug, Serialize, Deserialize)]
14148pub struct SourceAssetIdentifier {
14149 pub assembly: String,
14150 /**The name of the Asset.*/
14151 pub name: String,
14152 /**The type of the Asset.*/
14153 /// String: (2017.2.0b2 - 2022.3.2f1)
14154 #[serde(alias = "type")]
14155 pub _type: Option<String>,
14156}
14157
14158/// SourceTextureInformation is a sub class of the Unity engine since version 3.4.0.
14159/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/AssetImporters.SourceTextureInformation.html):
14160/**
14161Original texture data information.
14162*/
14163#[derive(Debug, Serialize, Deserialize)]
14164pub struct SourceTextureInformation {
14165 pub doesTextureContainAlpha: bool,
14166 /**Height of the image data.*/
14167 pub height: i32,
14168 /**Width of the image data.*/
14169 pub width: i32,
14170 /// bool: (3.5.0 - 4.7.2)
14171 pub doesTextureContainColor: Option<bool>,
14172 /// bool: (5.0.0f4 - 2022.3.2f1)
14173 pub sourceWasHDR: Option<bool>,
14174}
14175
14176/// SparseTexture is a class of the Unity engine since version 4.5.0.
14177/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/SparseTexture.html):
14178/**
14179Class for handling Sparse Textures.
14180Sparse textures are textures where not the whole texture data can be present in memory at once. They are also commonly called "tiled textures" or "mega textures".Imagine a 16384x16384 texture at 32 bits per pixel - it would take 1GB of memory. The texture is broken down into rectangular "tiles", and each tile can either be present in memory or not. You can load & unload these tiles as needed based on distance from the camera, sectors of the world that the player has to see, etc.Otherwise, the sparse textures behave just like any other texture in shaders - they can have mipmaps, can use all texture filtering modes, etc. If you happen to read from a tile that's not present, you can get undefined result (on many GPUs the result is a black color, but that's not guaranteed).Not all hardware and platforms support sparse textures, so you should check SystemInfo.supportsSparseTextures before using them. For example, on DirectX systems they require DX11.2 (Windows 8.1) and a fairly recent GPU; and on OpenGL they require ARB_sparse_texture extension support. Sparse textures only support non-compressed texture formats.After creating the sparse texture, query the tile size with tileWidth & tileHeight. Tile sizes are platform and GPU dependent.Use UpdateTile or UpdateTileRaw to make a tile resident in memory and update its color data. Use UnloadTile to unload a tile.See Also: Sparse Textures.
14181*/
14182#[derive(Debug, Serialize, Deserialize)]
14183pub struct SparseTexture {
14184 pub m_ColorSpace: i32,
14185 pub m_Format: i64,
14186 /**Height of the Texture in pixels (Read Only).*/
14187 pub m_Height: i32,
14188 pub m_MipCount: i32,
14189 /**The name of the object.*/
14190 pub m_Name: String,
14191 pub m_TextureSettings: GLTextureSettings,
14192 /**Width of the Texture in pixels (Read Only).*/
14193 pub m_Width: i32,
14194 /// bool: (2017.3.0b1 - 2022.3.2f1)
14195 pub m_DownscaleFallback: Option<bool>,
14196 /// i32: (2017.3.0b1 - 2022.3.2f1)
14197 pub m_ForcedFallbackFormat: Option<i32>,
14198 /// bool: (2020.2.0b1 - 2022.3.2f1)
14199 pub m_IsAlphaChannelOptional: Option<bool>,
14200}
14201
14202/// SpeedTreeImporter is a class of the Unity engine since version 5.0.0f4.
14203/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/SpeedTreeImporter.html):
14204/**
14205AssetImportor for importing SpeedTree model assets.
14206*/
14207#[derive(Debug, Serialize, Deserialize)]
14208pub struct SpeedTreeImporter {
14209 /**Gets and sets a default alpha test reference values.*/
14210 pub m_AlphaTestRef: f32,
14211 /**Get or set the AssetBundle name.*/
14212 pub m_AssetBundleName: String,
14213 /**Get or set the AssetBundle variant.*/
14214 pub m_AssetBundleVariant: String,
14215 /**Returns the best-possible wind quality on this asset (configured in SpeedTree modeler).*/
14216 pub m_BestWindQuality: i32,
14217 /**Proportion of the last 3D mesh LOD region width which is used for cross-fading to billboard tree.*/
14218 pub m_BillboardTransitionCrossFadeWidth: f32,
14219 /**Enables smooth LOD transitions.*/
14220 pub m_EnableSmoothLODTransition: bool,
14221 /**Proportion of the billboard LOD region width which is used for fading out the billboard.*/
14222 pub m_FadeOutWidth: f32,
14223 /**Tells if there is a billboard LOD.*/
14224 pub m_HasBillboard: bool,
14225 /**Gets and sets a default Hue variation color and amount (in alpha).*/
14226 pub m_HueVariation: ColorRGBA,
14227 pub m_LODSettings: Vec<PerLODSettings>,
14228 /**Gets and sets a default main color.*/
14229 pub m_MainColor: ColorRGBA,
14230 /**The name of the object.*/
14231 pub m_Name: String,
14232 /**How much to scale the tree model compared to what is in the .spm file.*/
14233 pub m_ScaleFactor: f32,
14234 /**Get or set any user data.*/
14235 pub m_UserData: String,
14236 /**Indicates if the cross-fade LOD transition, applied to the last mesh LOD and the billboard, should be animated.*/
14237 /// bool: (5.1.0f1 - 2022.3.2f1)
14238 pub m_AnimateCrossFading: Option<bool>,
14239 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2017.2.0b2 - 2022.3.2f1)
14240 pub m_ExternalObjects: Option<Vec<(SourceAssetIdentifier, PPtr)>>,
14241 /// i32: (2019.1.0b1 - 2022.3.2f1)
14242 pub m_FileIDType: Option<i32>,
14243 /**Material import location options.*/
14244 /// i32: (2018.3.0f2 - 2022.3.2f1)
14245 pub m_MaterialLocation: Option<i32>,
14246 /// i32: (5.2.0f2 - 2022.3.2f1)
14247 pub m_MaterialVersion: Option<i32>,
14248 /// Vec<SourceAssetIdentifier>: (2018.3.0f2 - 2022.3.2f1)
14249 pub m_Materials: Option<Vec<SourceAssetIdentifier>>,
14250 /// f32: (5.0.0f4 - 5.4.0b25)
14251 pub m_Shininess: Option<f32>,
14252 /// ColorRGBA: (5.0.0f4 - 5.4.0b25)
14253 pub m_SpecColor: Option<ColorRGBA>,
14254 /// bool: (2018.3.0f2 - 2022.3.2f1)
14255 pub m_SupportsEmbeddedMaterials: Option<bool>,
14256 /// Vec<i64>: (2019.1.0b1 - 2022.3.2f1)
14257 pub m_UsedFileIDs: Option<Vec<i64>>,
14258}
14259
14260/// SpeedTreeWind is a sub class of the Unity engine since version 5.0.0f4.
14261#[derive(Debug, Serialize, Deserialize)]
14262pub struct SpeedTreeWind {
14263 pub BRANCH_DIRECTIONAL_1: bool,
14264 pub BRANCH_DIRECTIONAL_2: bool,
14265 pub BRANCH_DIRECTIONAL_FROND_1: bool,
14266 pub BRANCH_DIRECTIONAL_FROND_2: bool,
14267 pub BRANCH_OSC_COMPLEX_1: bool,
14268 pub BRANCH_OSC_COMPLEX_2: bool,
14269 pub BRANCH_SIMPLE_1: bool,
14270 pub BRANCH_SIMPLE_2: bool,
14271 pub BRANCH_TURBULENCE_1: bool,
14272 pub BRANCH_TURBULENCE_2: bool,
14273 pub BRANCH_WHIP_1: bool,
14274 pub BRANCH_WHIP_2: bool,
14275 pub BranchWindAnchor0: f32,
14276 pub BranchWindAnchor1: f32,
14277 pub BranchWindAnchor2: f32,
14278 pub FROND_RIPPLE_ADJUST_LIGHTING: bool,
14279 pub FROND_RIPPLE_ONE_SIDED: bool,
14280 pub FROND_RIPPLE_TWO_SIDED: bool,
14281 pub GLOBAL_PRESERVE_SHAPE: bool,
14282 pub GLOBAL_WIND: bool,
14283 pub LEAF_OCCLUSION_1: bool,
14284 pub LEAF_OCCLUSION_2: bool,
14285 pub LEAF_RIPPLE_COMPUTED_1: bool,
14286 pub LEAF_RIPPLE_COMPUTED_2: bool,
14287 pub LEAF_RIPPLE_VERTEX_NORMAL_1: bool,
14288 pub LEAF_RIPPLE_VERTEX_NORMAL_2: bool,
14289 pub LEAF_TUMBLE_1: bool,
14290 pub LEAF_TUMBLE_2: bool,
14291 pub LEAF_TWITCH_1: bool,
14292 pub LEAF_TWITCH_2: bool,
14293 pub ROLLING: bool,
14294 pub m_fMaxBranchLevel1Length: f32,
14295 pub m_sParams: SParams,
14296}
14297
14298/// SpeedTreeWindAsset is a class of the Unity engine since version 5.0.0f4.
14299#[derive(Debug, Serialize, Deserialize)]
14300pub struct SpeedTreeWindAsset {
14301 pub m_Name: String,
14302 pub m_Wind: SpeedTreeWind,
14303}
14304
14305/// SphereCollider is a class of the Unity engine since version 3.4.0.
14306/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/SphereCollider.html):
14307/**
14308A sphere-shaped primitive collider.
14309See Also: BoxCollider, CapsuleCollider, PhysicMaterial, Rigidbody.
14310*/
14311#[derive(Debug, Serialize, Deserialize)]
14312pub struct SphereCollider {
14313 /**The center of the sphere in the object's local space.*/
14314 pub m_Center: Vector3f,
14315 /**Enabled Colliders will collide with other Colliders, disabled Colliders won't.*/
14316 pub m_Enabled: bool,
14317 /**The game object this component is attached to. A component is always attached to a game object.*/
14318 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
14319 pub m_GameObject: PPtr,
14320 /**Specify if this collider is configured as a trigger.*/
14321 pub m_IsTrigger: bool,
14322 /**The material used by the collider.*/
14323 /// PPtr<[`PhysicMaterial`]>: (3.4.0 - 2022.3.2f1)
14324 pub m_Material: PPtr,
14325 /**The radius of the sphere measured in the object's local space.*/
14326 pub m_Radius: f32,
14327 /**The additional layers that this Collider should exclude when deciding if the Collider can contact another Collider.*/
14328 /// BitField: (2022.2.0b1 - 2022.3.2f1)
14329 pub m_ExcludeLayers: Option<BitField>,
14330 /**The additional layers that this Collider should include when deciding if the Collider can contact another Collider.*/
14331 /// BitField: (2022.2.0b1 - 2022.3.2f1)
14332 pub m_IncludeLayers: Option<BitField>,
14333 /**A decision priority assigned to this Collider used when there is a conflicting decision on whether a Collider can contact another Collider.*/
14334 /// i32: (2022.2.0b1 - 2022.3.2f1)
14335 pub m_LayerOverridePriority: Option<i32>,
14336 /**Whether or not this Collider generates contacts for Physics.ContactEvent.*/
14337 /// bool: (2022.2.0b1 - 2022.3.2f1)
14338 pub m_ProvidesContacts: Option<bool>,
14339}
14340
14341/// SphericalHarmonicsL2 is a sub class of the Unity engine since version 5.0.0f4.
14342/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Rendering.SphericalHarmonicsL2.html):
14343/**
14344Spherical harmonics up to the second order (3 bands, 9 coefficients).
14345Spherical harmonics (SH) represent a function or signal over directions, and are commonly used in computer graphics to efficiently evaluate smooth lighting. Unity uses them for LightProbes and environment lighting.L2 spherical harmonics is composed of 9 coefficients for each color channel.See Also: RenderSettings.ambientMode, RenderSettings.ambientProbe, LightProbes.
14346*/
14347#[derive(Debug, Serialize, Deserialize)]
14348pub struct SphericalHarmonicsL2 {
14349 /// f32: (5.0.0f4 - 2022.3.2f1)
14350 #[serde(alias = "sh[10]")]
14351 pub sh_10_: Option<f32>,
14352 /// f32: (5.0.0f4 - 2022.3.2f1)
14353 #[serde(alias = "sh[11]")]
14354 pub sh_11_: Option<f32>,
14355 /// f32: (5.0.0f4 - 2022.3.2f1)
14356 #[serde(alias = "sh[12]")]
14357 pub sh_12_: Option<f32>,
14358 /// f32: (5.0.0f4 - 2022.3.2f1)
14359 #[serde(alias = "sh[13]")]
14360 pub sh_13_: Option<f32>,
14361 /// f32: (5.0.0f4 - 2022.3.2f1)
14362 #[serde(alias = "sh[14]")]
14363 pub sh_14_: Option<f32>,
14364 /// f32: (5.0.0f4 - 2022.3.2f1)
14365 #[serde(alias = "sh[15]")]
14366 pub sh_15_: Option<f32>,
14367 /// f32: (5.0.0f4 - 2022.3.2f1)
14368 #[serde(alias = "sh[16]")]
14369 pub sh_16_: Option<f32>,
14370 /// f32: (5.0.0f4 - 2022.3.2f1)
14371 #[serde(alias = "sh[17]")]
14372 pub sh_17_: Option<f32>,
14373 /// f32: (5.0.0f4 - 2022.3.2f1)
14374 #[serde(alias = "sh[18]")]
14375 pub sh_18_: Option<f32>,
14376 /// f32: (5.0.0f4 - 2022.3.2f1)
14377 #[serde(alias = "sh[19]")]
14378 pub sh_19_: Option<f32>,
14379 /// f32: (5.0.0f4 - 2022.3.2f1)
14380 #[serde(alias = "sh[20]")]
14381 pub sh_20_: Option<f32>,
14382 /// f32: (5.0.0f4 - 2022.3.2f1)
14383 #[serde(alias = "sh[21]")]
14384 pub sh_21_: Option<f32>,
14385 /// f32: (5.0.0f4 - 2022.3.2f1)
14386 #[serde(alias = "sh[22]")]
14387 pub sh_22_: Option<f32>,
14388 /// f32: (5.0.0f4 - 2022.3.2f1)
14389 #[serde(alias = "sh[23]")]
14390 pub sh_23_: Option<f32>,
14391 /// f32: (5.0.0f4 - 2022.3.2f1)
14392 #[serde(alias = "sh[24]")]
14393 pub sh_24_: Option<f32>,
14394 /// f32: (5.0.0f4 - 2022.3.2f1)
14395 #[serde(alias = "sh[25]")]
14396 pub sh_25_: Option<f32>,
14397 /// f32: (5.0.0f4 - 2022.3.2f1)
14398 #[serde(alias = "sh[26]")]
14399 pub sh_26_: Option<f32>,
14400 /// f32: (5.0.0f4 - 2022.3.2f1)
14401 #[serde(alias = "sh[ 0]")]
14402 pub sh__0_: Option<f32>,
14403 /// f32: (5.0.0f4 - 2022.3.2f1)
14404 #[serde(alias = "sh[ 1]")]
14405 pub sh__1_: Option<f32>,
14406 /// f32: (5.0.0f4 - 2022.3.2f1)
14407 #[serde(alias = "sh[ 2]")]
14408 pub sh__2_: Option<f32>,
14409 /// f32: (5.0.0f4 - 2022.3.2f1)
14410 #[serde(alias = "sh[ 3]")]
14411 pub sh__3_: Option<f32>,
14412 /// f32: (5.0.0f4 - 2022.3.2f1)
14413 #[serde(alias = "sh[ 4]")]
14414 pub sh__4_: Option<f32>,
14415 /// f32: (5.0.0f4 - 2022.3.2f1)
14416 #[serde(alias = "sh[ 5]")]
14417 pub sh__5_: Option<f32>,
14418 /// f32: (5.0.0f4 - 2022.3.2f1)
14419 #[serde(alias = "sh[ 6]")]
14420 pub sh__6_: Option<f32>,
14421 /// f32: (5.0.0f4 - 2022.3.2f1)
14422 #[serde(alias = "sh[ 7]")]
14423 pub sh__7_: Option<f32>,
14424 /// f32: (5.0.0f4 - 2022.3.2f1)
14425 #[serde(alias = "sh[ 8]")]
14426 pub sh__8_: Option<f32>,
14427 /// f32: (5.0.0f4 - 2022.3.2f1)
14428 #[serde(alias = "sh[ 9]")]
14429 pub sh__9_: Option<f32>,
14430}
14431
14432/// SplashScreenLogo is a sub class of the Unity engine since version 5.5.0f3.
14433/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/PlayerSettings.SplashScreenLogo.html):
14434/**
14435A single logo that is shown during the Splash Screen. Controls the Sprite that is displayed and its duration.
14436*/
14437#[derive(Debug, Serialize, Deserialize)]
14438pub struct SplashScreenLogo {
14439 /**The total time in seconds for which the logo is shown. The minimum duration is 2 seconds.*/
14440 pub duration: f32,
14441 /**The Sprite that is shown during this logo. If this is null, then no logo will be displayed for the duration.*/
14442 /// PPtr<[`Sprite`]>: (5.5.0f3 - 2022.3.2f1)
14443 pub logo: PPtr,
14444}
14445
14446/// SplatDatabase is a sub class of the Unity engine since version 3.4.0.
14447#[derive(Debug, Serialize, Deserialize)]
14448pub struct SplatDatabase {
14449 /// Vec<PPtr<[`Texture2D`]>>: (3.4.0 - 2022.3.2f1)
14450 pub m_AlphaTextures: Vec<PPtr>,
14451 pub m_AlphamapResolution: i32,
14452 pub m_BaseMapResolution: i32,
14453 /// i32: (5.0.1f1 - 2018.2.21f1)
14454 pub m_ColorSpace: Option<i32>,
14455 /// bool: (5.0.1f1 - 2018.2.21f1)
14456 pub m_MaterialRequiresMetallic: Option<bool>,
14457 /// bool: (5.0.1f1 - 2018.2.21f1)
14458 pub m_MaterialRequiresSmoothness: Option<bool>,
14459 /// Vec<SplatPrototype>: (3.4.0 - 2018.2.21f1)
14460 pub m_Splats: Option<Vec<SplatPrototype>>,
14461 /// Vec<PPtr<[`TerrainLayer`]>>: (2018.3.0f2 - 2022.3.2f1)
14462 pub m_TerrainLayers: Option<Vec<PPtr>>,
14463}
14464
14465/// SplatPrototype is a sub class of the Unity engine since version 3.4.0.
14466/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/SplatPrototype.html):
14467/**
14468A Splat prototype is just a texture that is used by the TerrainData.
14469A class on a Terrain GameObject.
14470*/
14471#[derive(Debug, Serialize, Deserialize)]
14472pub struct SplatPrototype {
14473 /**Texture of the splat applied to the Terrain.*/
14474 /// PPtr<[`Texture2D`]>: (3.4.0 - 2018.2.21f1)
14475 pub texture: PPtr,
14476 /**Offset of the tile texture of the SplatPrototype.*/
14477 pub tileOffset: Vector2f,
14478 /**Size of the tile used in the texture of the SplatPrototype.*/
14479 pub tileSize: Vector2f,
14480 /**Normal map of the splat applied to the Terrain.*/
14481 /// PPtr<[`Texture2D`]>: (4.0.0 - 2018.2.21f1)
14482 pub normalMap: Option<PPtr>,
14483 /**The smoothness value of the splat layer when the main texture has no alpha channel.*/
14484 /// f32: (5.0.1f1 - 2018.2.21f1)
14485 pub smoothness: Option<f32>,
14486 /// Vector4f: (5.0.0f4 - 2018.2.21f1)
14487 pub specularMetallic: Option<Vector4f>,
14488}
14489
14490/// SpringJoint is a class of the Unity engine since version 3.4.0.
14491/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/SpringJoint.html):
14492/**
14493The spring joint ties together 2 rigid bodies, spring forces will be automatically applied to keep the object at the given distance.
14494The Spring attempts to maintain the distance it has when it starts out.
14495
14496So if your joint's start at a rest position where the two rigidbodies are far apart, then the joint will attempt to maintain that distance.
14497
14498The minDistance and maxDistance properties add on top of this implicit distance.
14499*/
14500#[derive(Debug, Serialize, Deserialize)]
14501pub struct SpringJoint {
14502 /**The Position of the anchor around which the joints motion is constrained.*/
14503 pub m_Anchor: Vector3f,
14504 /**The force that needs to be applied for this joint to break.*/
14505 pub m_BreakForce: f32,
14506 /**The torque that needs to be applied for this joint to break. To be able to break, a joint must be _Locked_ or _Limited_ on the axis of rotation where the torque is being applied. This means that some joints cannot break, such as an unconstrained Configurable Joint.*/
14507 pub m_BreakTorque: f32,
14508 /**A reference to another rigidbody this joint connects to.*/
14509 /// PPtr<[`Rigidbody`]>: (3.4.0 - 2022.3.2f1)
14510 pub m_ConnectedBody: PPtr,
14511 /**The damper force used to dampen the spring force.*/
14512 pub m_Damper: f32,
14513 /**The game object this component is attached to. A component is always attached to a game object.*/
14514 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
14515 pub m_GameObject: PPtr,
14516 /**The maximum distance between the bodies relative to their initial distance.*/
14517 pub m_MaxDistance: f32,
14518 /**The minimum distance between the bodies relative to their initial distance.*/
14519 pub m_MinDistance: f32,
14520 /**The spring force used to keep the two objects together.*/
14521 pub m_Spring: f32,
14522 /**Should the connectedAnchor be calculated automatically?*/
14523 /// bool: (4.3.0 - 2022.3.2f1)
14524 pub m_AutoConfigureConnectedAnchor: Option<bool>,
14525 /**Position of the anchor relative to the connected Rigidbody.*/
14526 /// Vector3f: (4.3.0 - 2022.3.2f1)
14527 pub m_ConnectedAnchor: Option<Vector3f>,
14528 /**A reference to an articulation body this joint connects to.*/
14529 /// PPtr<[`ArticulationBody`]>: (2020.2.0b1 - 2022.3.2f1)
14530 pub m_ConnectedArticulationBody: Option<PPtr>,
14531 /**The scale to apply to the inverse mass and inertia tensor of the connected body prior to solving the constraints.*/
14532 /// f32: (2017.1.0b2 - 2022.3.2f1)
14533 pub m_ConnectedMassScale: Option<f32>,
14534 /**Enable collision between bodies connected with the joint.*/
14535 /// bool: (4.5.0 - 2022.3.2f1)
14536 pub m_EnableCollision: Option<bool>,
14537 /**Toggle preprocessing for this joint.*/
14538 /// bool: (5.0.0f4 - 2022.3.2f1)
14539 pub m_EnablePreprocessing: Option<bool>,
14540 /// bool: (2017.1.0b2 - 2017.1.0b5)
14541 pub m_Enabled: Option<bool>,
14542 /**The scale to apply to the inverse mass and inertia tensor of the body prior to solving the constraints.*/
14543 /// f32: (2017.1.0b2 - 2022.3.2f1)
14544 pub m_MassScale: Option<f32>,
14545 /**The maximum allowed error between the current spring length and the length defined by minDistance and maxDistance.*/
14546 /// f32: (5.2.3f1 - 2022.3.2f1)
14547 pub m_Tolerance: Option<f32>,
14548}
14549
14550/// SpringJoint2D is a class of the Unity engine since version 4.3.0.
14551/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/SpringJoint2D.html):
14552/**
14553Joint that attempts to keep two Rigidbody2D objects a set distance apart by applying a force between them.
14554Note that unlike DistanceJoint2D, the length of the joint can stretch and oscillate.See Also: DistanceJoint2D, HingeJoint2D, SliderJoint2D.
14555*/
14556#[derive(Debug, Serialize, Deserialize)]
14557pub struct SpringJoint2D {
14558 /**The joint's anchor point on the object that has the joint component.*/
14559 pub m_Anchor: Vector2f,
14560 /**The joint's anchor point on the second object (ie, the one which doesn't have the joint component).*/
14561 pub m_ConnectedAnchor: Vector2f,
14562 /// PPtr<[`Rigidbody2D`]>: (4.3.0 - 2022.3.2f1)
14563 pub m_ConnectedRigidBody: PPtr,
14564 /**The amount by which the spring force is reduced in proportion to the movement speed.*/
14565 pub m_DampingRatio: f32,
14566 /**The distance the spring will try to keep between the two objects.*/
14567 pub m_Distance: f32,
14568 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
14569 pub m_Enabled: u8,
14570 /**The frequency at which the spring oscillates around the distance distance between the objects.*/
14571 pub m_Frequency: f32,
14572 /**The game object this component is attached to. A component is always attached to a game object.*/
14573 /// PPtr<[`GameObject`]>: (4.3.0 - 2022.3.2f1)
14574 pub m_GameObject: PPtr,
14575 /**Should the connectedAnchor be calculated automatically?*/
14576 /// bool: (5.3.0f1 - 2022.3.2f1)
14577 pub m_AutoConfigureConnectedAnchor: Option<bool>,
14578 /**Should the distance be calculated automatically?*/
14579 /// bool: (5.3.0f1 - 2022.3.2f1)
14580 pub m_AutoConfigureDistance: Option<bool>,
14581 /**The action to take when the joint breaks the breakForce or breakTorque.*/
14582 /// i32: (2022.2.0b1 - 2022.3.2f1)
14583 pub m_BreakAction: Option<i32>,
14584 /**The force that needs to be applied for this joint to break.*/
14585 /// f32: (5.3.0f1 - 2022.3.2f1)
14586 pub m_BreakForce: Option<f32>,
14587 /**The torque that needs to be applied for this joint to break.*/
14588 /// f32: (5.3.0f1 - 2022.3.2f1)
14589 pub m_BreakTorque: Option<f32>,
14590 /// bool: (4.3.0 - 5.0.0f4)
14591 pub m_CollideConnected: Option<bool>,
14592 /**Should the two rigid bodies connected with this joint collide with each other?*/
14593 /// bool: (5.0.1f1 - 2022.3.2f1)
14594 pub m_EnableCollision: Option<bool>,
14595}
14596
14597/// Sprite is a class of the Unity engine since version 4.3.0.
14598/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Sprite.html):
14599/**
14600Represents a Sprite object for use in 2D gameplay.
14601Sprites are 2D graphic objects used for characters, props, projectiles and other elements of 2D gameplay. The graphics are obtained from bitmap images - Texture2D. The Sprite class primarily identifies the section of the image that should be used for a specific Sprite. This information can then be used by a SpriteRenderer component on a GameObject to actually display the graphic.See Also: SpriteRenderer class.
14602*/
14603#[derive(Debug, Serialize, Deserialize)]
14604pub struct Sprite {
14605 pub m_Extrude: u32,
14606 /**The name of the object.*/
14607 pub m_Name: String,
14608 pub m_Offset: Vector2f,
14609 pub m_PixelsToUnits: f32,
14610 pub m_RD: SpriteRenderData,
14611 /**Location of the Sprite on the original Texture, specified in pixels.*/
14612 pub m_Rect: Rectf,
14613 /// Vec<String>: (2017.1.0b1 - 2022.3.2f1)
14614 pub m_AtlasTags: Option<Vec<String>>,
14615 /// Vec<SpriteBone>: (2018.1.0b2 - 2022.3.2f1)
14616 pub m_Bones: Option<Vec<SpriteBone>>,
14617 /**Returns the border sizes of the Sprite.*/
14618 /// Vector4f: (4.5.0 - 2022.3.2f1)
14619 pub m_Border: Option<Vector4f>,
14620 /// bool: (5.3.0f1 - 2022.3.2f1)
14621 pub m_IsPolygon: Option<bool>,
14622 /// Vec<Vec<Vector2f>>: (2017.1.0b1 - 2022.3.2f1)
14623 pub m_PhysicsShape: Option<Vec<Vec<Vector2f>>>,
14624 /**Location of the Sprite's center point in the Rect on the original Texture, specified in pixels.*/
14625 /// Vector2f: (5.4.2f2 - 2022.3.2f1)
14626 pub m_Pivot: Option<Vector2f>,
14627 /// (GUID, i64): (2017.1.0b1 - 2022.3.2f1)
14628 pub m_RenderDataKey: Option<(GUID, i64)>,
14629 /// PPtr<[`SpriteAtlas`]>: (2017.1.0b1 - 2022.3.2f1)
14630 pub m_SpriteAtlas: Option<PPtr>,
14631}
14632
14633/// SpriteAtlas is a class of the Unity engine since version 2017.1.0b1.
14634/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/U2D.SpriteAtlas.html):
14635/**
14636Sprite Atlas is an asset created within Unity. It is part of the built-in sprite packing solution.
14637A Sprite Atlas stores a list of packable assets. A packable asset is either a Sprite, Texture2D of TextureImporterType.Sprite or Folder. Before the packing process begins, these packable assets will be grouped and traversed to gather all the sprites from them. These will be used in the packing process. At runtime, these sprites can be enumerated via the Sprite Atlas (See Also: SpriteAtlas.GetSprites).It also provides dedicated texture settings in the inspector for the packed texture. The original texture settings of the sprite will have no effect on the packed texture.By default, Sprite Atlas will be referenced by the sprite and be available at runtime. This means that the sprite will be able to acquire the packed texture from the Sprite Atlas when loaded. A Sprite can be loaded without referencing any Sprite Atlas. A Sprite loaded this way will render as invisible since there is no texture. A reference to a Sprite Atlas can be added later. See Also: SpriteAtlasManager.Sprite Atlas variants can be created by assigning another Sprite Atlas object as the master. Variants will not repack a new texture from the packable list. Instead of this, variants will duplicate the master's packed texture and downscale it according to a user-defined ratio and save this scaled texture.
14638*/
14639#[derive(Debug, Serialize, Deserialize)]
14640pub struct SpriteAtlas {
14641 /**Return true if this SpriteAtlas is a variant.*/
14642 pub m_IsVariant: bool,
14643 /**The name of the object.*/
14644 pub m_Name: String,
14645 pub m_PackedSpriteNamesToIndex: Vec<String>,
14646 /// Vec<PPtr<[`Sprite`]>>: (2017.1.0b1 - 2022.3.2f1)
14647 pub m_PackedSprites: Vec<PPtr>,
14648 pub m_RenderDataMap: Vec<((GUID, i64), SpriteAtlasData)>,
14649 /**Get the tag of this SpriteAtlas.*/
14650 pub m_Tag: String,
14651}
14652
14653/// SpriteAtlasAsset is a class of the Unity engine since version 2020.1.0b1.
14654/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/U2D.SpriteAtlasAsset.html):
14655/**
14656SpriteAtlasAsset stores inputs for generating SpriteAtlas and generates atlas textures on Import.
14657*/
14658#[derive(Debug, Serialize, Deserialize)]
14659pub struct SpriteAtlasAsset {
14660 pub m_ImporterData: Enum_SpriteAtlasEditorData__SpriteAtlasAssetData,
14661 /**Checks whether the Sprite Atlas Importer set the Sprite Atlas as a Variant.*/
14662 pub m_IsVariant: bool,
14663 /// PPtr<[`SpriteAtlas`]>: (2020.1.0b1 - 2022.3.2f1)
14664 pub m_MasterAtlas: PPtr,
14665 /**The name of the object.*/
14666 pub m_Name: String,
14667}
14668
14669#[derive(Debug, Serialize, Deserialize)]
14670#[serde(untagged)]
14671pub enum Enum_SpriteAtlasEditorData__SpriteAtlasAssetData {
14672 SpriteAtlasEditorData(SpriteAtlasEditorData),
14673 SpriteAtlasAssetData(SpriteAtlasAssetData),
14674}
14675
14676/// SpriteAtlasAssetData is a sub class of the Unity engine since version 2022.1.0b1.
14677#[derive(Debug, Serialize, Deserialize)]
14678pub struct SpriteAtlasAssetData {
14679 /// Vec<PPtr<[`Object`]>>: (2022.1.0b1 - 2022.3.2f1)
14680 pub packables: Vec<PPtr>,
14681}
14682
14683/// SpriteAtlasData is a sub class of the Unity engine since version 2017.1.0b1.
14684#[derive(Debug, Serialize, Deserialize)]
14685pub struct SpriteAtlasData {
14686 /// PPtr<[`Texture2D`]>: (2017.1.0b1 - 2022.3.2f1)
14687 pub alphaTexture: PPtr,
14688 pub downscaleMultiplier: f32,
14689 pub settingsRaw: u32,
14690 /// PPtr<[`Texture2D`]>: (2017.1.0b1 - 2022.3.2f1)
14691 pub texture: PPtr,
14692 pub textureRect: Rectf,
14693 pub textureRectOffset: Vector2f,
14694 pub uvTransform: Vector4f,
14695 /// Vector2f: (2017.1.2f1 - 2022.3.2f1)
14696 pub atlasRectOffset: Option<Vector2f>,
14697 /// Vec<SecondarySpriteTexture>: (2020.2.0b1 - 2022.3.2f1)
14698 pub secondaryTextures: Option<Vec<SecondarySpriteTexture>>,
14699}
14700
14701/// SpriteAtlasDatabase is a class of the Unity engine since version 2017.1.0b1.
14702#[derive(Debug, Serialize, Deserialize)]
14703pub struct SpriteAtlasDatabase {}
14704
14705/// SpriteAtlasEditorData is a sub class of the Unity engine since version 2020.1.0b1.
14706#[derive(Debug, Serialize, Deserialize)]
14707pub struct SpriteAtlasEditorData {
14708 pub bindAsDefault: bool,
14709 /// PPtr<[`CachedSpriteAtlasRuntimeData`]>: (2020.1.0b1 - 2022.1.0a13)
14710 pub cachedData: PPtr,
14711 pub isAtlasV2: bool,
14712 /// Vec<PPtr<[`Object`]>>: (2020.1.0b1 - 2022.1.0a13)
14713 pub packables: Vec<PPtr>,
14714 pub packingSettings: PackingSettings,
14715 pub platformSettings: Vec<TextureImporterPlatformSettings>,
14716 pub textureSettings: TextureSettings,
14717 pub variantMultiplier: f32,
14718 /// Vec<(String, SecondaryTextureSettings)>: (2020.2.0b1 - 2022.1.0a13)
14719 pub secondaryTextureSettings: Option<Vec<(String, SecondaryTextureSettings)>>,
14720 /// Hash128: (2020.1.0a17 - 2020.1.0a18)
14721 pub storedHash: Option<Hash128>,
14722 /// u32: (2020.1.0b1 - 2020.3.18f1)
14723 pub totalSpriteSurfaceArea: Option<u32>,
14724}
14725
14726/// SpriteAtlasImporter is a class of the Unity engine since version 2020.1.0b1.
14727/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/U2D.SpriteAtlasImporter.html):
14728/**
14729SpriteAtlasImporter imports SpriteAtlasAsset and generates SpriteAtlas.
14730*/
14731#[derive(Debug, Serialize, Deserialize)]
14732pub struct SpriteAtlasImporter {
14733 /**Get or set the AssetBundle name.*/
14734 pub m_AssetBundleName: String,
14735 /**Get or set the AssetBundle variant.*/
14736 pub m_AssetBundleVariant: String,
14737 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2020.1.0b1 - 2022.3.2f1)
14738 pub m_ExternalObjects: Vec<(SourceAssetIdentifier, PPtr)>,
14739 /**The name of the object.*/
14740 pub m_Name: String,
14741 pub m_UsedFileIDs: Vec<i64>,
14742 /**Get or set any user data.*/
14743 pub m_UserData: String,
14744 /// bool: (2022.1.0b1 - 2022.3.2f1)
14745 pub m_BindAsDefault: Option<bool>,
14746 /**SpriteAtlasPackingSettings to use when packing this SpriteAtlas.*/
14747 /// PackingSettings: (2022.1.0b1 - 2022.3.2f1)
14748 pub m_PackingSettings: Option<PackingSettings>,
14749 /// Vec<TextureImporterPlatformSettings>: (2022.1.0b1 - 2022.3.2f1)
14750 pub m_PlatformSettings: Option<Vec<TextureImporterPlatformSettings>>,
14751 /// Vec<(String, SecondaryTextureSettings)>: (2022.1.0b1 - 2022.3.2f1)
14752 pub m_SecondaryTextureSettings: Option<Vec<(String, SecondaryTextureSettings)>>,
14753 /**SpriteAtlasTextureSettings of the packed Texture generated by this SpriteAtlas.*/
14754 /// TextureSettings: (2022.1.0b1 - 2022.3.2f1)
14755 pub m_TextureSettings: Option<TextureSettings>,
14756 /// f32: (2022.1.0b1 - 2022.3.2f1)
14757 pub m_VariantMultiplier: Option<f32>,
14758}
14759
14760/// SpriteBone is a sub class of the Unity engine since version 2018.1.0b2.
14761/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/U2D.SpriteBone.html):
14762/**
14763Stores a set of information that describes the bind pose of this Sprite.
14764This struct describes the hierarchy and other spatial relationships between the bones of this Sprite.
14765*/
14766#[derive(Debug, Serialize, Deserialize)]
14767pub struct SpriteBone {
14768 /**The length of the bone. This is important for the leaf bones to describe their length without needing another bone as the terminal bone.*/
14769 pub length: f32,
14770 /**The name of the bone. This is useful when recreating bone hierarchy at editor or runtime. You can also use this as a way of resolving the bone path when a Sprite is bound to a more complex or richer hierarchy.*/
14771 pub name: String,
14772 /**The ID of the parent of this bone.*/
14773 pub parentId: i32,
14774 /**The position in local space of this bone.*/
14775 pub position: Vector3f,
14776 /**The rotation of this bone in local space.*/
14777 pub rotation: Quaternionf,
14778 /**Shows the color set for the bone in the Editor.*/
14779 /// ColorRGBA: (2021.1.0b1 - 2022.3.2f1)
14780 pub color: Option<ColorRGBA>,
14781 /**The Unique GUID of this bone.*/
14782 /// String: (2021.1.0b1 - 2022.3.2f1)
14783 pub guid: Option<String>,
14784}
14785
14786/// SpriteData is a sub class of the Unity engine since version 2017.1.0b1.
14787#[derive(Debug, Serialize, Deserialize)]
14788pub struct SpriteData {
14789 /// PPtr<[`Object`]>: (2017.1.0b1 - 2022.3.2f1)
14790 pub sprite: PPtr,
14791}
14792
14793/// SpriteMask is a class of the Unity engine since version 2017.1.0b1.
14794/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/SpriteMask.html):
14795/**
14796A component for masking Sprites and Particles.
14797By default it will mask all Sorting Layers. A custom range of Sorting Layers can be set. If a SortingGroup is present, it will act local to the SortingGroup.
14798*/
14799#[derive(Debug, Serialize, Deserialize)]
14800pub struct SpriteMask {
14801 pub m_BackSortingLayer: i16,
14802 /**Order within the back sorting layer defining the end of the custom range.*/
14803 pub m_BackSortingOrder: i16,
14804 pub m_CastShadows: u8,
14805 /**Makes the rendered 3D object visible if enabled.*/
14806 pub m_Enabled: bool,
14807 pub m_FrontSortingLayer: i16,
14808 /**Order within the front sorting layer defining the start of the custom range.*/
14809 pub m_FrontSortingOrder: i16,
14810 /**The game object this component is attached to. A component is always attached to a game object.*/
14811 /// PPtr<[`GameObject`]>: (2017.1.0b1 - 2022.3.2f1)
14812 pub m_GameObject: PPtr,
14813 /**Mask sprites from front to back sorting values only.*/
14814 pub m_IsCustomRangeActive: bool,
14815 /**The light probe interpolation type.*/
14816 pub m_LightProbeUsage: u8,
14817 /// PPtr<[`GameObject`]>: (2017.1.0b1 - 2022.3.2f1)
14818 pub m_LightProbeVolumeOverride: PPtr,
14819 /**The index of the baked lightmap applied to this renderer.*/
14820 pub m_LightmapIndex: u16,
14821 pub m_LightmapIndexDynamic: u16,
14822 pub m_LightmapTilingOffset: Vector4f,
14823 pub m_LightmapTilingOffsetDynamic: Vector4f,
14824 pub m_MaskAlphaCutoff: f32,
14825 /**Returns all the instantiated materials of this object.*/
14826 /// Vec<PPtr<[`Material`]>>: (2017.1.0b1 - 2022.3.2f1)
14827 pub m_Materials: Vec<PPtr>,
14828 pub m_MotionVectors: u8,
14829 /**If set, Renderer will use this Transform's position to find the light or reflection probe.*/
14830 /// PPtr<[`Transform`]>: (2017.1.0b1 - 2022.3.2f1)
14831 pub m_ProbeAnchor: PPtr,
14832 /**Does this object receive shadows?*/
14833 pub m_ReceiveShadows: u8,
14834 /**Should reflection probes be used for this Renderer?*/
14835 pub m_ReflectionProbeUsage: u8,
14836 pub m_SortingLayer: i16,
14837 /**Unique ID of the Renderer's sorting layer.*/
14838 pub m_SortingLayerID: i32,
14839 /**Renderer's order within a sorting layer.*/
14840 pub m_SortingOrder: i16,
14841 /**The Sprite used to define the mask.*/
14842 /// PPtr<[`Sprite`]>: (2017.1.0b1 - 2022.3.2f1)
14843 pub m_Sprite: PPtr,
14844 pub m_StaticBatchInfo: StaticBatchInfo,
14845 /// PPtr<[`Transform`]>: (2017.1.0b1 - 2022.3.2f1)
14846 pub m_StaticBatchRoot: PPtr,
14847 /**Unique ID of the sorting layer defining the end of the custom range.*/
14848 /// i32: (2018.4.5f1 - 2022.3.2f1)
14849 pub m_BackSortingLayerID: Option<i32>,
14850 /// u8: (2017.2.0b2 - 2022.3.2f1)
14851 pub m_DynamicOccludee: Option<u8>,
14852 /**Unique ID of the sorting layer defining the start of the custom range.*/
14853 /// i32: (2018.4.5f1 - 2022.3.2f1)
14854 pub m_FrontSortingLayerID: Option<i32>,
14855 /// u8: (2020.1.0b1 - 2022.3.2f1)
14856 pub m_RayTraceProcedural: Option<u8>,
14857 /**Describes how this renderer is updated for ray tracing.*/
14858 /// u8: (2019.3.0b1 - 2022.3.2f1)
14859 pub m_RayTracingMode: Option<u8>,
14860 /**This value sorts renderers by priority. Lower values are rendered first and higher values are rendered last.*/
14861 /// i32: (2018.3.0f2 - 2022.3.2f1)
14862 pub m_RendererPriority: Option<i32>,
14863 /**Determines which rendering layer this renderer lives on.*/
14864 /// u32: (2018.1.0b2 - 2022.3.2f1)
14865 pub m_RenderingLayerMask: Option<u32>,
14866 /**Determines the position of the Sprite used for sorting the SpriteMask.*/
14867 /// i32: (2018.2.0b1 - 2022.3.2f1)
14868 pub m_SpriteSortPoint: Option<i32>,
14869 /**Is this renderer a static shadow caster?*/
14870 /// u8: (2021.1.0b1 - 2022.3.2f1)
14871 pub m_StaticShadowCaster: Option<u8>,
14872}
14873
14874/// SpriteMetaData is a sub class of the Unity engine since version 4.3.0.
14875/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/SpriteMetaData.html):
14876/**
14877Editor data used in producing a Sprite.
14878See Also: TextureImporter.spritesheet.
14879*/
14880#[derive(Debug, Serialize, Deserialize)]
14881pub struct SpriteMetaData {
14882 /**Edge-relative alignment of the sprite graphic.*/
14883 pub m_Alignment: i32,
14884 /**Name of the Sprite.*/
14885 pub m_Name: String,
14886 /**The pivot point of the Sprite, relative to its bounding rectangle.*/
14887 pub m_Pivot: Vector2f,
14888 /**Bounding rectangle of the sprite's graphic within the atlas image.*/
14889 pub m_Rect: Rectf,
14890 /// Vec<SpriteBone>: (2018.1.0b2 - 2022.3.2f1)
14891 pub m_Bones: Option<Vec<SpriteBone>>,
14892 /**Edge border size for a sprite (in pixels).*/
14893 /// Vector4f: (4.5.0 - 2022.3.2f1)
14894 pub m_Border: Option<Vector4f>,
14895 /// Vec<int2_storage>: (2018.1.0b2 - 2022.3.2f1)
14896 pub m_Edges: Option<Vec<int2_storage>>,
14897 /// Vec<i32>: (2018.1.0b2 - 2022.3.2f1)
14898 pub m_Indices: Option<Vec<i32>>,
14899 /// i64: (2019.1.0b1 - 2022.3.2f1)
14900 pub m_InternalID: Option<i64>,
14901 /// Vec<Vec<Vector2f>>: (5.3.0f1 - 2022.3.2f1)
14902 pub m_Outline: Option<Vec<Vec<Vector2f>>>,
14903 /// Vec<Vec<Vector2f>>: (2017.1.0b1 - 2022.3.2f1)
14904 pub m_PhysicsShape: Option<Vec<Vec<Vector2f>>>,
14905 /// String: (2018.1.0b2 - 2022.3.2f1)
14906 pub m_SpriteID: Option<String>,
14907 /// f32: (5.4.0f3 - 2022.3.2f1)
14908 pub m_TessellationDetail: Option<f32>,
14909 /// Vec<Vector2f>: (2018.1.0b2 - 2022.3.2f1)
14910 pub m_Vertices: Option<Vec<Vector2f>>,
14911 /// Vec<BoneWeights4>: (2018.1.0b2 - 2022.3.2f1)
14912 pub m_Weights: Option<Vec<BoneWeights4>>,
14913}
14914
14915/// SpriteRenderData is a sub class of the Unity engine since version 4.3.0.
14916#[derive(Debug, Serialize, Deserialize)]
14917pub struct SpriteRenderData {
14918 pub settingsRaw: u32,
14919 /// PPtr<[`Texture2D`]>: (4.3.0 - 2022.3.2f1)
14920 pub texture: PPtr,
14921 pub textureRect: Rectf,
14922 pub textureRectOffset: Vector2f,
14923 /// PPtr<[`Texture2D`]>: (5.2.0f2 - 2022.3.2f1)
14924 pub alphaTexture: Option<PPtr>,
14925 /// Vector2f: (5.4.6f1 - 2022.3.2f1)
14926 pub atlasRectOffset: Option<Vector2f>,
14927 /// f32: (2017.1.0b1 - 2022.3.2f1)
14928 pub downscaleMultiplier: Option<f32>,
14929 /// Vec<u16>: (4.3.0 - 5.5.6f1)
14930 pub indices: Option<Vec<u16>>,
14931 /// Vec<Matrix4x4f>: (2018.1.0b2 - 2022.3.2f1)
14932 pub m_Bindpose: Option<Vec<Matrix4x4f>>,
14933 /// Vec<u8>: (5.6.0b1 - 2022.3.2f1)
14934 pub m_IndexBuffer: Option<Vec<u8>>,
14935 /// Vec<BoneWeights4>: (2018.1.0b2 - 2018.1.9f2)
14936 pub m_SourceSkin: Option<Vec<BoneWeights4>>,
14937 /// Vec<SubMesh>: (5.6.0b1 - 2022.3.2f1)
14938 pub m_SubMeshes: Option<Vec<SubMesh>>,
14939 /// VertexData: (5.6.0b1 - 2022.3.2f1)
14940 pub m_VertexData: Option<VertexData>,
14941 /// Vec<SecondarySpriteTexture>: (2019.1.0b1 - 2022.3.2f1)
14942 pub secondaryTextures: Option<Vec<SecondarySpriteTexture>>,
14943 /// Vector4f: (4.5.0 - 2022.3.2f1)
14944 pub uvTransform: Option<Vector4f>,
14945 /// Vec<SpriteVertex>: (4.3.0 - 5.5.6f1)
14946 pub vertices: Option<Vec<SpriteVertex>>,
14947}
14948
14949/// SpriteRenderer is a class of the Unity engine since version 4.3.0.
14950/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/SpriteRenderer.html):
14951/**
14952Renders a Sprite for 2D graphics.
14953*/
14954#[derive(Debug, Serialize, Deserialize)]
14955pub struct SpriteRenderer {
14956 pub m_CastShadows: Enum_bool__u8,
14957 /**Rendering color for the Sprite graphic.*/
14958 pub m_Color: ColorRGBA,
14959 /**Makes the rendered 3D object visible if enabled.*/
14960 pub m_Enabled: bool,
14961 /**The game object this component is attached to. A component is always attached to a game object.*/
14962 /// PPtr<[`GameObject`]>: (4.3.0 - 2022.3.2f1)
14963 pub m_GameObject: PPtr,
14964 /**The index of the baked lightmap applied to this renderer.*/
14965 pub m_LightmapIndex: u16,
14966 pub m_LightmapTilingOffset: Vector4f,
14967 /**Returns all the instantiated materials of this object.*/
14968 /// Vec<PPtr<[`Material`]>>: (4.3.0 - 2022.3.2f1)
14969 pub m_Materials: Vec<PPtr>,
14970 /**Does this object receive shadows?*/
14971 pub m_ReceiveShadows: Enum_bool__u8,
14972 /**Renderer's order within a sorting layer.*/
14973 pub m_SortingOrder: i16,
14974 /**The Sprite to render.*/
14975 /// PPtr<[`Sprite`]>: (4.3.0 - 2022.3.2f1)
14976 pub m_Sprite: PPtr,
14977 /// PPtr<[`Transform`]>: (4.3.0 - 2022.3.2f1)
14978 pub m_StaticBatchRoot: PPtr,
14979 /**The current threshold for Sprite Renderer tiling.*/
14980 /// f32: (5.6.0f1 - 2022.3.2f1)
14981 pub m_AdaptiveModeThreshold: Option<f32>,
14982 /**The current draw mode of the Sprite Renderer.*/
14983 /// i32: (5.6.0f1 - 2022.3.2f1)
14984 pub m_DrawMode: Option<i32>,
14985 /// u8: (2017.2.0b2 - 2022.3.2f1)
14986 pub m_DynamicOccludee: Option<u8>,
14987 /**Flips the sprite on the X axis.*/
14988 /// bool: (5.3.0f1 - 2022.3.2f1)
14989 pub m_FlipX: Option<bool>,
14990 /**Flips the sprite on the Y axis.*/
14991 /// bool: (5.3.0f1 - 2022.3.2f1)
14992 pub m_FlipY: Option<bool>,
14993 /// PPtr<[`Transform`]>: (4.3.0 - 4.7.2)
14994 pub m_LightProbeAnchor: Option<PPtr>,
14995 /**The light probe interpolation type.*/
14996 /// u8: (5.4.0f3 - 2022.3.2f1)
14997 pub m_LightProbeUsage: Option<u8>,
14998 /// PPtr<[`GameObject`]>: (5.4.0f3 - 2022.3.2f1)
14999 pub m_LightProbeVolumeOverride: Option<PPtr>,
15000 /// u16: (5.0.0f4 - 2022.3.2f1)
15001 pub m_LightmapIndexDynamic: Option<u16>,
15002 /// Vector4f: (5.0.0f4 - 2022.3.2f1)
15003 pub m_LightmapTilingOffsetDynamic: Option<Vector4f>,
15004 /**Specifies how the sprite interacts with the masks.*/
15005 /// i32: (2017.1.0b1 - 2022.3.2f1)
15006 pub m_MaskInteraction: Option<i32>,
15007 /// u8: (5.4.0f3 - 2022.3.2f1)
15008 pub m_MotionVectors: Option<u8>,
15009 /**If set, Renderer will use this Transform's position to find the light or reflection probe.*/
15010 /// PPtr<[`Transform`]>: (5.0.0f4 - 2022.3.2f1)
15011 pub m_ProbeAnchor: Option<PPtr>,
15012 /// u8: (2020.1.0b1 - 2022.3.2f1)
15013 pub m_RayTraceProcedural: Option<u8>,
15014 /**Describes how this renderer is updated for ray tracing.*/
15015 /// u8: (2019.3.0b1 - 2022.3.2f1)
15016 pub m_RayTracingMode: Option<u8>,
15017 /**Should reflection probes be used for this Renderer?*/
15018 /// i32: (5.0.0f4 - 5.3.8f2); u8: (5.4.0f3 - 2022.3.2f1)
15019 pub m_ReflectionProbeUsage: Option<i32>,
15020 /**This value sorts renderers by priority. Lower values are rendered first and higher values are rendered last.*/
15021 /// i32: (2018.3.0f2 - 2022.3.2f1)
15022 pub m_RendererPriority: Option<i32>,
15023 /**Determines which rendering layer this renderer lives on.*/
15024 /// u32: (2018.1.0b2 - 2022.3.2f1)
15025 pub m_RenderingLayerMask: Option<u32>,
15026 /**Property to set or get the size to render when the SpriteRenderer.drawMode is set to SpriteDrawMode.Sliced or SpriteDrawMode.Tiled.*/
15027 /// Vector2f: (5.6.0f1 - 2022.3.2f1)
15028 pub m_Size: Option<Vector2f>,
15029 /// i16: (4.3.0 - 2022.3.2f1)
15030 pub m_SortingLayer: Option<i16>,
15031 /**Unique ID of the Renderer's sorting layer.*/
15032 /// u32: (4.5.0 - 4.7.2); i32: (5.0.0f4 - 2022.3.2f1)
15033 pub m_SortingLayerID: Option<i64>,
15034 /**Determines the position of the Sprite used for sorting the SpriteRenderer.*/
15035 /// i32: (2018.2.0b1 - 2022.3.2f1)
15036 pub m_SpriteSortPoint: Option<i32>,
15037 /// i32: (5.6.0f1 - 2022.3.2f1)
15038 pub m_SpriteTileMode: Option<i32>,
15039 /// StaticBatchInfo: (5.5.0f3 - 2022.3.2f1)
15040 pub m_StaticBatchInfo: Option<StaticBatchInfo>,
15041 /**Is this renderer a static shadow caster?*/
15042 /// u8: (2021.1.0b1 - 2022.3.2f1)
15043 pub m_StaticShadowCaster: Option<u8>,
15044 /// Vec<u32>: (4.3.0 - 5.4.6f3)
15045 pub m_SubsetIndices: Option<Vec<u32>>,
15046 /// bool: (4.3.0 - 5.3.8f2)
15047 pub m_UseLightProbes: Option<bool>,
15048 /// bool: (5.6.2f1 - 2022.3.2f1)
15049 pub m_WasSpriteAssigned: Option<bool>,
15050}
15051
15052/// SpriteShapeRenderer is a class of the Unity engine since version 2018.1.0b2.
15053/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/U2D.SpriteShapeRenderer.html):
15054/**
15055Renders SpriteShapes defined through the SpriteShapeUtility.GenerateSpriteShape API.
15056*/
15057#[derive(Debug, Serialize, Deserialize)]
15058pub struct SpriteShapeRenderer {
15059 pub m_CastShadows: u8,
15060 /**Rendering color for the SpriteShape.*/
15061 pub m_Color: ColorRGBA,
15062 pub m_DynamicOccludee: u8,
15063 /**Makes the rendered 3D object visible if enabled.*/
15064 pub m_Enabled: bool,
15065 /**The game object this component is attached to. A component is always attached to a game object.*/
15066 /// PPtr<[`GameObject`]>: (2018.1.0b2 - 2022.3.2f1)
15067 pub m_GameObject: PPtr,
15068 /**The light probe interpolation type.*/
15069 pub m_LightProbeUsage: u8,
15070 /// PPtr<[`GameObject`]>: (2018.1.0b2 - 2022.3.2f1)
15071 pub m_LightProbeVolumeOverride: PPtr,
15072 /**The index of the baked lightmap applied to this renderer.*/
15073 pub m_LightmapIndex: u16,
15074 pub m_LightmapIndexDynamic: u16,
15075 pub m_LightmapTilingOffset: Vector4f,
15076 pub m_LightmapTilingOffsetDynamic: Vector4f,
15077 pub m_LocalAABB: AABB,
15078 /**Specifies how the SpriteShape interacts with the masks.*/
15079 pub m_MaskInteraction: i32,
15080 /**Returns all the instantiated materials of this object.*/
15081 /// Vec<PPtr<[`Material`]>>: (2018.1.0b2 - 2022.3.2f1)
15082 pub m_Materials: Vec<PPtr>,
15083 pub m_MotionVectors: u8,
15084 /**If set, Renderer will use this Transform's position to find the light or reflection probe.*/
15085 /// PPtr<[`Transform`]>: (2018.1.0b2 - 2022.3.2f1)
15086 pub m_ProbeAnchor: PPtr,
15087 /**Does this object receive shadows?*/
15088 pub m_ReceiveShadows: u8,
15089 /**Should reflection probes be used for this Renderer?*/
15090 pub m_ReflectionProbeUsage: u8,
15091 /**Determines which rendering layer this renderer lives on.*/
15092 pub m_RenderingLayerMask: u32,
15093 /// PPtr<[`Texture2D`]>: (2018.1.0b2 - 2022.3.2f1)
15094 pub m_ShapeTexture: PPtr,
15095 pub m_SortingLayer: i16,
15096 /**Unique ID of the Renderer's sorting layer.*/
15097 pub m_SortingLayerID: i32,
15098 /**Renderer's order within a sorting layer.*/
15099 pub m_SortingOrder: i16,
15100 /// Vec<PPtr<[`Sprite`]>>: (2018.1.0b2 - 2022.3.2f1)
15101 pub m_Sprites: Vec<PPtr>,
15102 pub m_StaticBatchInfo: StaticBatchInfo,
15103 /// PPtr<[`Transform`]>: (2018.1.0b2 - 2022.3.2f1)
15104 pub m_StaticBatchRoot: PPtr,
15105 /// u8: (2020.1.0b1 - 2022.3.2f1)
15106 pub m_RayTraceProcedural: Option<u8>,
15107 /**Describes how this renderer is updated for ray tracing.*/
15108 /// u8: (2019.3.0b1 - 2022.3.2f1)
15109 pub m_RayTracingMode: Option<u8>,
15110 /**This value sorts renderers by priority. Lower values are rendered first and higher values are rendered last.*/
15111 /// i32: (2018.3.0f2 - 2022.3.2f1)
15112 pub m_RendererPriority: Option<i32>,
15113 /// i32: (2022.1.0b1 - 2022.3.2f1)
15114 pub m_SpriteSortPoint: Option<i32>,
15115 /**Is this renderer a static shadow caster?*/
15116 /// u8: (2021.1.0b1 - 2022.3.2f1)
15117 pub m_StaticShadowCaster: Option<u8>,
15118}
15119
15120/// SpriteSheetMetaData is a sub class of the Unity engine since version 4.3.0.
15121#[derive(Debug, Serialize, Deserialize)]
15122pub struct SpriteSheetMetaData {
15123 pub m_Sprites: Vec<SpriteMetaData>,
15124 /// Vec<SpriteBone>: (2018.1.0b2 - 2022.3.2f1)
15125 pub m_Bones: Option<Vec<SpriteBone>>,
15126 /// Vec<int2_storage>: (2018.1.0b2 - 2022.3.2f1)
15127 pub m_Edges: Option<Vec<int2_storage>>,
15128 /// Vec<i32>: (2018.1.0b2 - 2022.3.2f1)
15129 pub m_Indices: Option<Vec<i32>>,
15130 /// i64: (2019.1.0b1 - 2022.3.2f1)
15131 pub m_InternalID: Option<i64>,
15132 /// Vec<(String, i64)>: (2021.2.0b1 - 2022.3.2f1)
15133 pub m_NameFileIdTable: Option<Vec<(String, i64)>>,
15134 /// Vec<Vec<Vector2f>>: (5.3.0f1 - 2022.3.2f1)
15135 pub m_Outline: Option<Vec<Vec<Vector2f>>>,
15136 /// Vec<Vec<Vector2f>>: (2017.1.0b1 - 2022.3.2f1)
15137 pub m_PhysicsShape: Option<Vec<Vec<Vector2f>>>,
15138 /// Vec<SecondarySpriteTexture>: (2019.1.0b1 - 2022.3.2f1)
15139 pub m_SecondaryTextures: Option<Vec<SecondarySpriteTexture>>,
15140 /// String: (2018.1.0b2 - 2022.3.2f1)
15141 pub m_SpriteID: Option<String>,
15142 /// Vec<Vector2f>: (2018.1.0b2 - 2022.3.2f1)
15143 pub m_Vertices: Option<Vec<Vector2f>>,
15144 /// Vec<BoneWeights4>: (2018.1.0b2 - 2022.3.2f1)
15145 pub m_Weights: Option<Vec<BoneWeights4>>,
15146}
15147
15148/// SpriteTilingProperty is a sub class of the Unity engine since version 5.6.0f1.
15149#[derive(Debug, Serialize, Deserialize)]
15150pub struct SpriteTilingProperty {
15151 pub adaptiveTiling: bool,
15152 pub adaptiveTilingThreshold: f32,
15153 pub border: Vector4f,
15154 pub drawMode: i32,
15155 pub newSize: Vector2f,
15156 pub oldSize: Vector2f,
15157 pub pivot: Vector2f,
15158}
15159
15160/// SpriteVertex is a sub class of the Unity engine since version 4.3.0.
15161#[derive(Debug, Serialize, Deserialize)]
15162pub struct SpriteVertex {
15163 pub pos: Vector3f,
15164 /// Vector2f: (4.3.0 - 4.3.4)
15165 pub uv: Option<Vector2f>,
15166}
15167
15168/// State is a class of the Unity engine since version 4.0.0.
15169/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Random.State.html):
15170/**
15171Serializable structure used to hold the full internal state of the random number generator. See Also: Random.state.
15172*/
15173#[derive(Debug, Serialize, Deserialize)]
15174pub struct State {
15175 pub m_IKOnFeet: bool,
15176 /// Vec<PPtr<[`Motion`]>>: (4.0.0 - 4.7.2)
15177 pub m_Motions: Vec<PPtr>,
15178 pub m_Name: String,
15179 /// PPtr<[`StateMachine`]>: (4.0.0 - 4.7.2)
15180 pub m_ParentStateMachine: PPtr,
15181 pub m_Position: Vector3f,
15182 pub m_Speed: f32,
15183 pub m_Tag: String,
15184 /// f32: (4.1.0 - 4.7.2)
15185 pub m_CycleOffset: Option<f32>,
15186 /// bool: (4.1.0 - 4.7.2)
15187 pub m_Mirror: Option<bool>,
15188}
15189
15190/// StateKey is a sub class of the Unity engine since version 5.0.0f4.
15191#[derive(Debug, Serialize, Deserialize)]
15192pub struct StateKey {
15193 pub m_LayerIndex: i32,
15194 pub m_StateID: u32,
15195}
15196
15197/// StateMachine is a class of the Unity engine since version 4.0.0.
15198#[derive(Debug, Serialize, Deserialize)]
15199pub struct StateMachine {
15200 pub m_AnyStatePosition: Vector3f,
15201 /// Vec<PPtr<[`StateMachine`]>>: (4.0.0 - 4.7.2)
15202 pub m_ChildStateMachine: Vec<PPtr>,
15203 pub m_ChildStateMachinePosition: Vec<Vector3f>,
15204 /// PPtr<[`State`]>: (4.0.0 - 4.7.2)
15205 pub m_DefaultState: PPtr,
15206 pub m_MotionSetCount: i32,
15207 pub m_Name: String,
15208 /// Vec<(PPtr<[`State`]>, Vec<PPtr<[`Transition`]>>)>: (4.0.0 - 4.7.2)
15209 pub m_OrderedTransitions: Vec<(PPtr, Vec<PPtr>)>,
15210 pub m_ParentStateMachinePosition: Vector3f,
15211 /// Vec<PPtr<[`State`]>>: (4.0.0 - 4.7.2)
15212 pub m_States: Vec<PPtr>,
15213 /// Vec<(PPtr<[`State`]>, Vec<PPtr<[`Transition`]>>)>: (4.0.0 - 4.1.5)
15214 pub m_LocalTransitions: Option<Vec<(PPtr, Vec<PPtr>)>>,
15215}
15216
15217/// StateMachineBehaviourVectorDescription is a sub class of the Unity engine since version 5.0.0f4.
15218#[derive(Debug, Serialize, Deserialize)]
15219pub struct StateMachineBehaviourVectorDescription {
15220 pub m_StateMachineBehaviourIndices: Vec<u32>,
15221 pub m_StateMachineBehaviourRanges: Vec<(StateKey, StateRange)>,
15222}
15223
15224/// StateRange is a sub class of the Unity engine since version 5.0.0f4.
15225#[derive(Debug, Serialize, Deserialize)]
15226pub struct StateRange {
15227 pub m_Count: u32,
15228 pub m_StartIndex: u32,
15229}
15230
15231/// StaticBatchInfo is a sub class of the Unity engine since version 5.5.0f3.
15232#[derive(Debug, Serialize, Deserialize)]
15233pub struct StaticBatchInfo {
15234 pub firstSubMesh: u16,
15235 pub subMeshCount: u16,
15236}
15237
15238/// StreamInfo is a sub class of the Unity engine since version 3.5.0.
15239#[derive(Debug, Serialize, Deserialize)]
15240pub struct StreamInfo {
15241 pub channelMask: u32,
15242 pub offset: u32,
15243 pub stride: u32,
15244 /// u32: (3.5.0 - 3.5.7)
15245 pub align: Option<u32>,
15246 /// u8: (4.0.0 - 4.7.2)
15247 pub dividerOp: Option<u8>,
15248 /// u16: (4.0.0 - 4.7.2)
15249 pub frequency: Option<u16>,
15250}
15251
15252/// StreamedClip is a sub class of the Unity engine since version 4.0.0.
15253#[derive(Debug, Serialize, Deserialize)]
15254pub struct StreamedClip {
15255 pub curveCount: u32,
15256 pub data: Vec<u32>,
15257}
15258
15259/// StreamedResource is a sub class of the Unity engine since version 5.0.0f4.
15260#[derive(Debug, Serialize, Deserialize)]
15261pub struct StreamedResource {
15262 pub m_Offset: i128,
15263 pub m_Size: u64,
15264 pub m_Source: String,
15265}
15266
15267/// StreamingController is a class of the Unity engine since version 2018.2.0b1.
15268/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/StreamingController.html):
15269/**
15270A StreamingController controls the streaming settings for an individual camera location.
15271The StreamingController component is used to control texture streaming settings for a camera location.
15272
15273This component supports the preloading of textures in advance of a Camera becoming enabled. See SetPreloadingThe QualitySettings.streamingMipmapsFeature must be enabled and active for this feature to work.The Camera is not considered for texture streaming when this component is disabled.
15274
15275When this component is enabled the Camera is considered for texture streaming if the Camera is enabled or the StreamingController is in the preloading state.A mipmap bias can be applied for texture streaming calculations. See streamingMipmapBias for details.See Also: camera component.
15276*/
15277#[derive(Debug, Serialize, Deserialize)]
15278pub struct StreamingController {
15279 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
15280 pub m_Enabled: u8,
15281 /**The game object this component is attached to. A component is always attached to a game object.*/
15282 /// PPtr<[`GameObject`]>: (2018.2.0b1 - 2022.3.2f1)
15283 pub m_GameObject: PPtr,
15284 /**Offset applied to the mipmap level chosen by the texture streaming system for any textures visible from this camera. This Offset can take either a positive or negative value.*/
15285 pub m_StreamingMipmapBias: f32,
15286}
15287
15288/// StreamingInfo is a sub class of the Unity engine since version 5.3.0f1.
15289#[derive(Debug, Serialize, Deserialize)]
15290pub struct StreamingInfo {
15291 pub offset: u64,
15292 pub path: String,
15293 pub size: u32,
15294}
15295
15296/// StreamingManager is a class of the Unity engine since version 2018.2.0b1.
15297#[derive(Debug, Serialize, Deserialize)]
15298pub struct StreamingManager {}
15299
15300/// StructParameter is a sub class of the Unity engine since version 2017.3.0b1.
15301#[derive(Debug, Serialize, Deserialize)]
15302pub struct StructParameter {
15303 pub m_ArraySize: i32,
15304 pub m_Index: i32,
15305 pub m_MatrixMembers: Vec<MatrixParameter>,
15306 pub m_NameIndex: i32,
15307 pub m_StructSize: i32,
15308 pub m_VectorMembers: Vec<VectorParameter>,
15309}
15310
15311/// StyleSheetImporter is a class of the Unity engine since version 2017.1.0b1.
15312#[derive(Debug, Serialize, Deserialize)]
15313pub struct StyleSheetImporter {
15314 pub m_AssetBundleName: String,
15315 pub m_AssetBundleVariant: String,
15316 pub m_Name: String,
15317 pub m_UserData: String,
15318}
15319
15320/// SubCollider is a sub class of the Unity engine since version 5.6.0b1.
15321#[derive(Debug, Serialize, Deserialize)]
15322pub struct SubCollider {
15323 /// PPtr<[`Collider2D`]>: (5.6.0b1 - 2022.3.2f1)
15324 pub m_Collider: PPtr,
15325 pub m_ColliderPaths: Vec<Vec<IntPoint>>,
15326}
15327
15328/// SubDerived is a class of the Unity engine since version 2019.1.0b1.
15329#[derive(Debug, Serialize, Deserialize)]
15330pub struct SubDerived {}
15331
15332/// SubEmitterData is a sub class of the Unity engine since version 5.5.0f3.
15333#[derive(Debug, Serialize, Deserialize)]
15334pub struct SubEmitterData {
15335 /// PPtr<[`ParticleSystem`]>: (5.5.0f3 - 2022.3.2f1)
15336 pub emitter: PPtr,
15337 pub properties: i32,
15338 /// i32: (5.5.0f3 - 2022.3.2f1)
15339 #[serde(alias = "type")]
15340 pub _type: Option<i32>,
15341 /// f32: (2018.3.0f2 - 2022.3.2f1)
15342 pub emitProbability: Option<f32>,
15343}
15344
15345/// SubMesh is a sub class of the Unity engine since version 3.4.0.
15346#[derive(Debug, Serialize, Deserialize)]
15347pub struct SubMesh {
15348 pub firstByte: u32,
15349 pub firstVertex: u32,
15350 pub indexCount: u32,
15351 pub localAABB: AABB,
15352 pub vertexCount: u32,
15353 /// u32: (2017.3.0b1 - 2022.3.2f1)
15354 pub baseVertex: Option<u32>,
15355 /// u32: (3.4.0 - 3.5.7)
15356 pub isTriStrip: Option<u32>,
15357 /// i32: (4.0.0 - 2022.3.2f1)
15358 pub topology: Option<i32>,
15359 /// u32: (3.4.0 - 3.5.7)
15360 pub triangleCount: Option<u32>,
15361}
15362
15363/// SubModule is a sub class of the Unity engine since version 3.5.0.
15364#[derive(Debug, Serialize, Deserialize)]
15365pub struct SubModule {
15366 pub enabled: bool,
15367 /// PPtr<[`ParticleSystem`]>: (3.5.0 - 5.4.6f3)
15368 pub subEmitterBirth: Option<PPtr>,
15369 /// PPtr<[`ParticleSystem`]>: (4.0.0 - 5.4.6f3)
15370 pub subEmitterBirth1: Option<PPtr>,
15371 /// PPtr<[`ParticleSystem`]>: (3.5.0 - 5.4.6f3)
15372 pub subEmitterCollision: Option<PPtr>,
15373 /// PPtr<[`ParticleSystem`]>: (4.0.0 - 5.4.6f3)
15374 pub subEmitterCollision1: Option<PPtr>,
15375 /// PPtr<[`ParticleSystem`]>: (3.5.0 - 5.4.6f3)
15376 pub subEmitterDeath: Option<PPtr>,
15377 /// PPtr<[`ParticleSystem`]>: (4.0.0 - 5.4.6f3)
15378 pub subEmitterDeath1: Option<PPtr>,
15379 /// Vec<SubEmitterData>: (5.5.0f3 - 2022.3.2f1)
15380 pub subEmitters: Option<Vec<SubEmitterData>>,
15381}
15382
15383/// SubstanceArchive is a class of the Unity engine since version 3.4.0.
15384#[derive(Debug, Serialize, Deserialize)]
15385pub struct SubstanceArchive {
15386 pub m_Name: String,
15387 /// Vec<u8>: (3.4.0 - 2017.4.40f1)
15388 pub m_PackageData: Option<Vec<u8>>,
15389}
15390
15391/// SubstanceEnumItem is a sub class of the Unity engine since version 3.4.0.
15392#[derive(Debug, Serialize, Deserialize)]
15393pub struct SubstanceEnumItem {
15394 pub text: String,
15395 pub value: i32,
15396}
15397
15398/// SubstanceImporter is a class of the Unity engine since version 3.4.0.
15399#[derive(Debug, Serialize, Deserialize)]
15400pub struct SubstanceImporter {
15401 pub m_Name: String,
15402 /// String: (5.0.0f4 - 2022.3.2f1)
15403 pub m_AssetBundleName: Option<String>,
15404 /// String: (5.0.0f4 - 2022.3.2f1)
15405 pub m_AssetBundleVariant: Option<String>,
15406 /// Vec<String>: (3.5.2 - 2017.4.40f1)
15407 pub m_DeletedPrototypes: Option<Vec<String>>,
15408 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2017.2.0b2 - 2022.3.2f1)
15409 pub m_ExternalObjects: Option<Vec<(SourceAssetIdentifier, PPtr)>>,
15410 /// Vec<(i32, String)>: (3.4.0 - 3.4.2)
15411 pub m_FileIDToRecycleName: Option<Vec<(i32, String)>>,
15412 /// i32: (3.4.0 - 3.5.1)
15413 pub m_IsFirstImport: Option<i32>,
15414 /// Vec<MaterialImportOutput>: (4.0.0 - 2017.4.40f1)
15415 pub m_MaterialImportOutputs: Option<Vec<MaterialImportOutput>>,
15416 /// Vec<MaterialInstanceSettings>: (3.4.0 - 2017.4.40f1)
15417 pub m_MaterialInstances: Option<Vec<MaterialInstanceSettings>>,
15418 /// MdFour: (3.4.0 - 3.4.2)
15419 pub m_NewHashIdentity: Option<MdFour>,
15420 /// MdFour: (3.4.0 - 3.4.2)
15421 pub m_OldHashIdentity: Option<MdFour>,
15422 /// Vec<i64>: (2019.1.0b1 - 2022.3.2f1)
15423 pub m_UsedFileIDs: Option<Vec<i64>>,
15424 /// String: (4.0.0 - 2022.3.2f1)
15425 pub m_UserData: Option<String>,
15426}
15427
15428/// SubstanceInput is a sub class of the Unity engine since version 3.4.0.
15429#[derive(Debug, Serialize, Deserialize)]
15430pub struct SubstanceInput {
15431 pub alteredTexturesUID: Vec<u32>,
15432 pub enumValues: Vec<SubstanceEnumItem>,
15433 pub flags: u32,
15434 pub internalIndex: u32,
15435 pub internalType: i32,
15436 pub maximum: f32,
15437 pub minimum: f32,
15438 pub name: String,
15439 pub step: f32,
15440 pub value: SubstanceValue,
15441 /// i32: (3.4.0 - 2017.4.40f1)
15442 #[serde(alias = "type")]
15443 pub _type: Option<i32>,
15444 /// Vec<String>: (4.5.0 - 2017.4.40f1)
15445 pub componentLabels: Option<Vec<String>>,
15446 /// String: (3.5.0 - 2017.4.40f1)
15447 pub group: Option<String>,
15448 /// u32: (3.5.0 - 2017.4.40f1)
15449 pub internalIdentifier: Option<u32>,
15450 /// String: (4.1.0 - 2017.4.40f1)
15451 pub label: Option<String>,
15452 /// String: (5.2.0f2 - 2017.4.40f1)
15453 pub visibleIf: Option<String>,
15454}
15455
15456/// SubstanceValue is a sub class of the Unity engine since version 3.4.0.
15457#[derive(Debug, Serialize, Deserialize)]
15458pub struct SubstanceValue {
15459 /// PPtr<[`Texture2D`]>: (3.4.0 - 2017.4.40f1)
15460 pub texture: PPtr,
15461 /// f32: (3.4.0 - 2017.4.40f1)
15462 #[serde(alias = "scalar[0]")]
15463 pub scalar_0_: Option<f32>,
15464 /// f32: (3.4.0 - 2017.4.40f1)
15465 #[serde(alias = "scalar[1]")]
15466 pub scalar_1_: Option<f32>,
15467 /// f32: (3.4.0 - 2017.4.40f1)
15468 #[serde(alias = "scalar[2]")]
15469 pub scalar_2_: Option<f32>,
15470 /// f32: (3.4.0 - 2017.4.40f1)
15471 #[serde(alias = "scalar[3]")]
15472 pub scalar_3_: Option<f32>,
15473 /// String: (2017.2.0f2 - 2017.4.40f1)
15474 pub stringvalue: Option<String>,
15475}
15476
15477/// SurfaceEffector2D is a class of the Unity engine since version 5.0.0f4.
15478/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/SurfaceEffector2D.html):
15479/**
15480Applies tangent forces along the surfaces of colliders.
15481When the source Collider2D is a trigger, the effector will apply forces whenever the target Collider2D overlaps the source. When the source Collider isn't a trigger, the effector will apply forces whenever the target Collider2D is in contact with the source only.This effector can be used to create constant speed elevators and moving surfaces.
15482*/
15483#[derive(Debug, Serialize, Deserialize)]
15484pub struct SurfaceEffector2D {
15485 /**The mask used to select specific layers allowed to interact with the effector.*/
15486 pub m_ColliderMask: BitField,
15487 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
15488 pub m_Enabled: u8,
15489 /**The game object this component is attached to. A component is always attached to a game object.*/
15490 /// PPtr<[`GameObject`]>: (5.0.0f4 - 2022.3.2f1)
15491 pub m_GameObject: PPtr,
15492 /**The speed to be maintained along the surface.*/
15493 pub m_Speed: f32,
15494 /**The speed variation (from zero to the variation) added to base speed to be applied.*/
15495 pub m_SpeedVariation: f32,
15496 /**The scale of the impulse force applied while attempting to reach the surface speed.*/
15497 /// f32: (5.0.1f1 - 2022.3.2f1)
15498 pub m_ForceScale: Option<f32>,
15499 /**Should bounce be used for any contact with the surface?*/
15500 /// bool: (5.0.1f1 - 2022.3.2f1)
15501 pub m_UseBounce: Option<bool>,
15502 /**Should the collider-mask be used or the global collision matrix?*/
15503 /// bool: (5.0.2f1 - 2022.3.2f1)
15504 pub m_UseColliderMask: Option<bool>,
15505 /**Should the impulse force but applied to the contact point?*/
15506 /// bool: (5.0.1f1 - 2022.3.2f1)
15507 pub m_UseContactForce: Option<bool>,
15508 /**Should friction be used for any contact with the surface?*/
15509 /// bool: (5.0.1f1 - 2022.3.2f1)
15510 pub m_UseFriction: Option<bool>,
15511}
15512
15513/// TagManager is a class of the Unity engine since version 3.4.0.
15514#[derive(Debug, Serialize, Deserialize)]
15515pub struct TagManager {
15516 pub tags: Vec<String>,
15517 /// String: (3.4.0 - 4.7.2)
15518 #[serde(alias = "Builtin Layer 0")]
15519 pub Builtin_Layer_0: Option<String>,
15520 /// String: (3.4.0 - 4.7.2)
15521 #[serde(alias = "Builtin Layer 1")]
15522 pub Builtin_Layer_1: Option<String>,
15523 /// String: (3.4.0 - 4.7.2)
15524 #[serde(alias = "Builtin Layer 2")]
15525 pub Builtin_Layer_2: Option<String>,
15526 /// String: (3.4.0 - 4.7.2)
15527 #[serde(alias = "Builtin Layer 3")]
15528 pub Builtin_Layer_3: Option<String>,
15529 /// String: (3.4.0 - 4.7.2)
15530 #[serde(alias = "Builtin Layer 4")]
15531 pub Builtin_Layer_4: Option<String>,
15532 /// String: (3.4.0 - 4.7.2)
15533 #[serde(alias = "Builtin Layer 5")]
15534 pub Builtin_Layer_5: Option<String>,
15535 /// String: (3.4.0 - 4.7.2)
15536 #[serde(alias = "Builtin Layer 6")]
15537 pub Builtin_Layer_6: Option<String>,
15538 /// String: (3.4.0 - 4.7.2)
15539 #[serde(alias = "Builtin Layer 7")]
15540 pub Builtin_Layer_7: Option<String>,
15541 /// String: (3.4.0 - 4.7.2)
15542 #[serde(alias = "User Layer 10")]
15543 pub User_Layer_10: Option<String>,
15544 /// String: (3.4.0 - 4.7.2)
15545 #[serde(alias = "User Layer 11")]
15546 pub User_Layer_11: Option<String>,
15547 /// String: (3.4.0 - 4.7.2)
15548 #[serde(alias = "User Layer 12")]
15549 pub User_Layer_12: Option<String>,
15550 /// String: (3.4.0 - 4.7.2)
15551 #[serde(alias = "User Layer 13")]
15552 pub User_Layer_13: Option<String>,
15553 /// String: (3.4.0 - 4.7.2)
15554 #[serde(alias = "User Layer 14")]
15555 pub User_Layer_14: Option<String>,
15556 /// String: (3.4.0 - 4.7.2)
15557 #[serde(alias = "User Layer 15")]
15558 pub User_Layer_15: Option<String>,
15559 /// String: (3.4.0 - 4.7.2)
15560 #[serde(alias = "User Layer 16")]
15561 pub User_Layer_16: Option<String>,
15562 /// String: (3.4.0 - 4.7.2)
15563 #[serde(alias = "User Layer 17")]
15564 pub User_Layer_17: Option<String>,
15565 /// String: (3.4.0 - 4.7.2)
15566 #[serde(alias = "User Layer 18")]
15567 pub User_Layer_18: Option<String>,
15568 /// String: (3.4.0 - 4.7.2)
15569 #[serde(alias = "User Layer 19")]
15570 pub User_Layer_19: Option<String>,
15571 /// String: (3.4.0 - 4.7.2)
15572 #[serde(alias = "User Layer 20")]
15573 pub User_Layer_20: Option<String>,
15574 /// String: (3.4.0 - 4.7.2)
15575 #[serde(alias = "User Layer 21")]
15576 pub User_Layer_21: Option<String>,
15577 /// String: (3.4.0 - 4.7.2)
15578 #[serde(alias = "User Layer 22")]
15579 pub User_Layer_22: Option<String>,
15580 /// String: (3.4.0 - 4.7.2)
15581 #[serde(alias = "User Layer 23")]
15582 pub User_Layer_23: Option<String>,
15583 /// String: (3.4.0 - 4.7.2)
15584 #[serde(alias = "User Layer 24")]
15585 pub User_Layer_24: Option<String>,
15586 /// String: (3.4.0 - 4.7.2)
15587 #[serde(alias = "User Layer 25")]
15588 pub User_Layer_25: Option<String>,
15589 /// String: (3.4.0 - 4.7.2)
15590 #[serde(alias = "User Layer 26")]
15591 pub User_Layer_26: Option<String>,
15592 /// String: (3.4.0 - 4.7.2)
15593 #[serde(alias = "User Layer 27")]
15594 pub User_Layer_27: Option<String>,
15595 /// String: (3.4.0 - 4.7.2)
15596 #[serde(alias = "User Layer 28")]
15597 pub User_Layer_28: Option<String>,
15598 /// String: (3.4.0 - 4.7.2)
15599 #[serde(alias = "User Layer 29")]
15600 pub User_Layer_29: Option<String>,
15601 /// String: (3.4.0 - 4.7.2)
15602 #[serde(alias = "User Layer 30")]
15603 pub User_Layer_30: Option<String>,
15604 /// String: (3.4.0 - 4.7.2)
15605 #[serde(alias = "User Layer 31")]
15606 pub User_Layer_31: Option<String>,
15607 /// String: (3.4.0 - 4.7.2)
15608 #[serde(alias = "User Layer 8")]
15609 pub User_Layer_8: Option<String>,
15610 /// String: (3.4.0 - 4.7.2)
15611 #[serde(alias = "User Layer 9")]
15612 pub User_Layer_9: Option<String>,
15613 /// Vec<String>: (5.0.0f4 - 2022.3.2f1)
15614 pub layers: Option<Vec<String>>,
15615 /// Vec<SortingLayerEntry>: (4.3.0 - 2022.3.2f1)
15616 pub m_SortingLayers: Option<Vec<SortingLayerEntry>>,
15617}
15618
15619/// TakeInfo is a sub class of the Unity engine since version 4.0.0.
15620/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/TakeInfo.html):
15621/**
15622A Takeinfo object contains all the information needed to describe a take.
15623See Also: ModelImporter.importedTakeInfos.
15624*/
15625#[derive(Debug, Serialize, Deserialize)]
15626pub struct TakeInfo {
15627 /**Start time in second.*/
15628 pub bakeStartTime: f32,
15629 /**Stop time in second.*/
15630 pub bakeStopTime: f32,
15631 /// PPtr<[`AnimationClip`]>: (4.0.0 - 2022.3.2f1)
15632 pub clip: PPtr,
15633 /**This is the default clip name for the clip generated for this take.*/
15634 pub defaultClipName: String,
15635 /**Take name as define from imported file.*/
15636 pub name: String,
15637 /**Sample rate of the take.*/
15638 pub sampleRate: f32,
15639 /**Start time in second.*/
15640 pub startTime: f32,
15641 /**Stop time in second.*/
15642 pub stopTime: f32,
15643 /// i64: (2019.1.0b1 - 2022.3.2f1)
15644 pub internalID: Option<i64>,
15645}
15646
15647/// TargetJoint2D is a class of the Unity engine since version 5.3.0f1.
15648/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/TargetJoint2D.html):
15649/**
15650The joint attempts to move a Rigidbody2D to a specific target position.
15651This joint is the only joint that doesn't connect two Rigidbody2D together. Instead, it only operates on the single body it is connected to.When connected, it will attempt to move the body to a specified target position. When setting a target you can also set the anchor position which is a point relative to the Rigidbody2D where forces will be applied.The joint moves the body using a configurable spring that has a force limit.An example usage for this joint might be to enable Collider2D to be dragged, selecting an anchor point and moving the body to the position under the mouse.
15652*/
15653#[derive(Debug, Serialize, Deserialize)]
15654pub struct TargetJoint2D {
15655 /**The local-space anchor on the rigid-body the joint is attached to.*/
15656 pub m_Anchor: Vector2f,
15657 /**Should the target be calculated automatically?*/
15658 pub m_AutoConfigureTarget: bool,
15659 /**The force that needs to be applied for this joint to break.*/
15660 pub m_BreakForce: f32,
15661 /**The torque that needs to be applied for this joint to break.*/
15662 pub m_BreakTorque: f32,
15663 /// PPtr<[`Rigidbody2D`]>: (5.3.0f1 - 2022.3.2f1)
15664 pub m_ConnectedRigidBody: PPtr,
15665 /**The amount by which the target spring force is reduced in proportion to the movement speed.*/
15666 pub m_DampingRatio: f32,
15667 /**Should the two rigid bodies connected with this joint collide with each other?*/
15668 pub m_EnableCollision: bool,
15669 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
15670 pub m_Enabled: u8,
15671 /**The frequency at which the target spring oscillates around the target position.*/
15672 pub m_Frequency: f32,
15673 /**The game object this component is attached to. A component is always attached to a game object.*/
15674 /// PPtr<[`GameObject`]>: (5.3.0f1 - 2022.3.2f1)
15675 pub m_GameObject: PPtr,
15676 /**The maximum force that can be generated when trying to maintain the target joint constraint.*/
15677 pub m_MaxForce: f32,
15678 /**The world-space position that the joint will attempt to move the body to.*/
15679 pub m_Target: Vector2f,
15680 /**The action to take when the joint breaks the breakForce or breakTorque.*/
15681 /// i32: (2022.2.0b1 - 2022.3.2f1)
15682 pub m_BreakAction: Option<i32>,
15683}
15684
15685/// Terrain is a class of the Unity engine since version 5.0.0f4.
15686/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Terrain.html):
15687/**
15688The Terrain component renders the terrain.
15689*/
15690#[derive(Debug, Serialize, Deserialize)]
15691pub struct Terrain {
15692 /**Specifies if an array of internal light probes should be baked for terrain trees. Available only in editor.*/
15693 pub m_BakeLightProbesForTrees: bool,
15694 pub m_ChunkDynamicUVST: Vector4f,
15695 /**Density of detail objects.*/
15696 pub m_DetailObjectDensity: f32,
15697 /**Detail objects will be displayed up to this distance.*/
15698 pub m_DetailObjectDistance: f32,
15699 /**Indicates whether Unity draws the Terrain geometry itself.*/
15700 pub m_DrawHeightmap: bool,
15701 /**Specify if terrain trees and details should be drawn.*/
15702 pub m_DrawTreesAndFoliage: bool,
15703 pub m_DynamicUVST: Vector4f,
15704 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
15705 pub m_Enabled: u8,
15706 /**The game object this component is attached to. A component is always attached to a game object.*/
15707 /// PPtr<[`GameObject`]>: (5.0.0f4 - 2022.3.2f1)
15708 pub m_GameObject: PPtr,
15709 /**Lets you essentially lower the heightmap resolution used for rendering.*/
15710 pub m_HeightmapMaximumLOD: i32,
15711 /**An approximation of how many pixels the terrain will pop in the worst case when switching lod.*/
15712 pub m_HeightmapPixelError: f32,
15713 /**The index of the baked lightmap applied to this terrain.*/
15714 pub m_LightmapIndex: u16,
15715 pub m_LightmapIndexDynamic: u16,
15716 pub m_LightmapTilingOffset: Vector4f,
15717 pub m_LightmapTilingOffsetDynamic: Vector4f,
15718 /**The custom material Unity uses to render the Terrain.*/
15719 /// PPtr<[`Material`]>: (5.0.0f4 - 2022.3.2f1)
15720 pub m_MaterialTemplate: PPtr,
15721 /**How reflection probes are used for terrain. See ReflectionProbeUsage.*/
15722 pub m_ReflectionProbeUsage: i32,
15723 pub m_SplatMapDistance: f32,
15724 /**The Terrain Data that stores heightmaps, terrain textures, detail meshes and trees.*/
15725 /// PPtr<[`TerrainData`]>: (5.0.0f4 - 2022.3.2f1)
15726 pub m_TerrainData: PPtr,
15727 /**Distance from the camera where trees will be rendered as billboards only.*/
15728 pub m_TreeBillboardDistance: f32,
15729 /**Total distance delta that trees will use to transition from billboard orientation to mesh orientation.*/
15730 pub m_TreeCrossFadeLength: f32,
15731 /**The maximum distance at which trees are rendered.*/
15732 pub m_TreeDistance: f32,
15733 /**Maximum number of trees rendered at full LOD.*/
15734 pub m_TreeMaximumFullLODCount: i32,
15735 /**Specifies if the terrain tile will be automatically connected to adjacent tiles.*/
15736 /// bool: (2018.3.0f2 - 2022.3.2f1)
15737 pub m_AllowAutoConnect: Option<bool>,
15738 /// bool: (5.0.0f4 - 2018.4.36f1)
15739 pub m_CastShadows: Option<bool>,
15740 /// f32: (5.0.0f4 - 5.0.0f4)
15741 pub m_DefaultSmoothness: Option<f32>,
15742 /**Set to true to enable the terrain instance renderer. The default value is false.*/
15743 /// bool: (2018.3.0f2 - 2022.3.2f1)
15744 pub m_DrawInstanced: Option<bool>,
15745 /**When this options is enabled, Terrain heightmap geometries will be added in acceleration structures used for Ray Tracing.*/
15746 /// bool: (2022.2.0b1 - 2022.3.2f1)
15747 pub m_EnableHeightmapRayTracing: Option<bool>,
15748 /// bool: (2022.2.0b1 - 2022.3.2f1)
15749 pub m_EnableTreesAndDetailsRayTracing: Option<bool>,
15750 /// Hash128: (2017.2.0b2 - 2022.3.2f1)
15751 pub m_ExplicitProbeSetHash: Option<Hash128>,
15752 /**Grouping ID for auto connect.*/
15753 /// i32: (2018.3.0f2 - 2022.3.2f1)
15754 pub m_GroupingID: Option<i32>,
15755 /**When enabled, the terrain ignores the terrain overrides set in the QualitySettings.*/
15756 /// bool: (2022.2.0b1 - 2022.3.2f1)
15757 pub m_IgnoreQualitySettings: Option<bool>,
15758 /// f32: (5.0.0f4 - 2019.2.0a7)
15759 pub m_LegacyShininess: Option<f32>,
15760 /// ColorRGBA: (5.0.0f4 - 2019.2.0a7)
15761 pub m_LegacySpecular: Option<ColorRGBA>,
15762 /// i32: (5.0.0f4 - 2019.2.0a7)
15763 pub m_MaterialType: Option<i32>,
15764 /**Allows you to specify how Unity chooses the layer for tree instances.*/
15765 /// bool: (2018.2.0f2 - 2022.3.2f1)
15766 pub m_PreserveTreePrototypeLayers: Option<bool>,
15767 /**Determines which rendering layers the Terrain renderer lives on.*/
15768 /// u32: (2019.3.0b1 - 2022.3.2f1)
15769 pub m_RenderingLayerMask: Option<u32>,
15770 /**Allows you to set the shadow casting mode for the terrain.*/
15771 /// i32: (2019.1.0b1 - 2022.3.2f1)
15772 pub m_ShadowCastingMode: Option<i32>,
15773 /// bool: (2021.1.0b1 - 2022.3.2f1)
15774 pub m_StaticShadowCaster: Option<bool>,
15775 /// bool: (5.0.0f4 - 5.0.0f4)
15776 pub m_UseDefaultSmoothness: Option<bool>,
15777}
15778
15779/// TerrainCollider is a class of the Unity engine since version 3.4.0.
15780/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/TerrainCollider.html):
15781/**
15782A heightmap based collider.
15783See Also: SphereCollider, CapsuleCollider, PhysicMaterial, Rigidbody.
15784*/
15785#[derive(Debug, Serialize, Deserialize)]
15786pub struct TerrainCollider {
15787 /**Enabled Colliders will collide with other Colliders, disabled Colliders won't.*/
15788 pub m_Enabled: bool,
15789 /**The game object this component is attached to. A component is always attached to a game object.*/
15790 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
15791 pub m_GameObject: PPtr,
15792 /**The terrain that stores the heightmap.*/
15793 /// PPtr<[`TerrainData`]>: (3.4.0 - 2022.3.2f1)
15794 pub m_TerrainData: PPtr,
15795 /// bool: (3.4.0 - 4.7.2)
15796 pub m_CreateTreeColliders: Option<bool>,
15797 /// bool: (5.0.0f4 - 2022.3.2f1)
15798 pub m_EnableTreeColliders: Option<bool>,
15799 /**The additional layers that this Collider should exclude when deciding if the Collider can contact another Collider.*/
15800 /// BitField: (2022.2.0b1 - 2022.3.2f1)
15801 pub m_ExcludeLayers: Option<BitField>,
15802 /**The additional layers that this Collider should include when deciding if the Collider can contact another Collider.*/
15803 /// BitField: (2022.2.0b1 - 2022.3.2f1)
15804 pub m_IncludeLayers: Option<BitField>,
15805 /**Specify if this collider is configured as a trigger.*/
15806 /// bool: (3.4.0 - 4.7.2)
15807 pub m_IsTrigger: Option<bool>,
15808 /**A decision priority assigned to this Collider used when there is a conflicting decision on whether a Collider can contact another Collider.*/
15809 /// i32: (2022.2.0b1 - 2022.3.2f1)
15810 pub m_LayerOverridePriority: Option<i32>,
15811 /**The material used by the collider.*/
15812 /// PPtr<[`PhysicMaterial`]>: (3.4.0 - 2022.3.2f1)
15813 pub m_Material: Option<PPtr>,
15814 /**Whether or not this Collider generates contacts for Physics.ContactEvent.*/
15815 /// bool: (2022.2.0b1 - 2022.3.2f1)
15816 pub m_ProvidesContacts: Option<bool>,
15817}
15818
15819/// TerrainData is a class of the Unity engine since version 3.4.0.
15820/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/TerrainData.html):
15821/**
15822The TerrainData class stores heightmaps, detail mesh positions, tree instances, and terrain texture alpha maps.
15823The Terrain component links to the terrain data and renders it.
15824*/
15825#[derive(Debug, Serialize, Deserialize)]
15826pub struct TerrainData {
15827 pub m_DetailDatabase: DetailDatabase,
15828 pub m_Heightmap: Heightmap,
15829 /**The name of the object.*/
15830 pub m_Name: String,
15831 pub m_SplatDatabase: SplatDatabase,
15832 /// Vec<PPtr<[`Shader`]>>: (2018.4.14f1 - 2022.3.2f1)
15833 pub m_PreloadShaders: Option<Vec<PPtr>>,
15834}
15835
15836/// TerrainLayer is a class of the Unity engine since version 2018.3.0f2.
15837/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/TerrainLayer.html):
15838/**
15839Description of a terrain layer.
15840*/
15841#[derive(Debug, Serialize, Deserialize)]
15842pub struct TerrainLayer {
15843 /**A Vector4 value specifying the maximum RGBA value that the diffuse texture maps to when the value of the channel is 1.*/
15844 pub m_DiffuseRemapMax: Vector4f,
15845 /**A Vector4 value specifying the minimum RGBA value that the diffuse texture maps to when the value of the channel is 0.*/
15846 pub m_DiffuseRemapMin: Vector4f,
15847 /**The diffuse texture used by the terrain layer.*/
15848 /// PPtr<[`Texture2D`]>: (2018.3.0f2 - 2022.3.2f1)
15849 pub m_DiffuseTexture: PPtr,
15850 /**A Vector4 value specifying the maximum RGBA value that the mask map texture maps to when the value of the channel is 1.*/
15851 pub m_MaskMapRemapMax: Vector4f,
15852 /**A Vector4 value specifying the minimum RGBA value that the mask map texture maps to when the value of the channel is 0.*/
15853 pub m_MaskMapRemapMin: Vector4f,
15854 /**The mask map texture used by the terrain layer.*/
15855 /// PPtr<[`Texture2D`]>: (2018.3.0f2 - 2022.3.2f1)
15856 pub m_MaskMapTexture: PPtr,
15857 /**Metallic factor used by the terrain layer.*/
15858 pub m_Metallic: f32,
15859 /**The name of the object.*/
15860 pub m_Name: String,
15861 /**Normal map texture used by the terrain layer.*/
15862 /// PPtr<[`Texture2D`]>: (2018.3.0f2 - 2022.3.2f1)
15863 pub m_NormalMapTexture: PPtr,
15864 /**A float value that scales the normal vector. The minimum value is 0, the maximum value is 1.*/
15865 pub m_NormalScale: f32,
15866 /**Smoothness of the specular reflection.*/
15867 pub m_Smoothness: f32,
15868 /**Specular color.*/
15869 pub m_Specular: ColorRGBA,
15870 /**UV tiling offset.*/
15871 pub m_TileOffset: Vector2f,
15872 /**UV Tiling size.*/
15873 pub m_TileSize: Vector2f,
15874}
15875
15876/// TestObjectVectorPairStringBool is a class of the Unity engine since version 2019.1.0b1.
15877#[derive(Debug, Serialize, Deserialize)]
15878pub struct TestObjectVectorPairStringBool {
15879 pub m_Map: Vec<(String, bool)>,
15880 pub m_String: String,
15881}
15882
15883/// TestObjectWithSerializedAnimationCurve is a class of the Unity engine since version 2019.1.0b1.
15884#[derive(Debug, Serialize, Deserialize)]
15885pub struct TestObjectWithSerializedAnimationCurve {
15886 pub m_Curve: AnimationCurve,
15887}
15888
15889/// TestObjectWithSerializedArray is a class of the Unity engine since version 2019.1.0b1.
15890#[derive(Debug, Serialize, Deserialize)]
15891pub struct TestObjectWithSerializedArray {
15892 pub m_ClampTestValue: f32,
15893 pub m_IntegerArray: Vec<i32>,
15894}
15895
15896/// TestObjectWithSerializedMapStringBool is a class of the Unity engine since version 2019.1.0b1.
15897#[derive(Debug, Serialize, Deserialize)]
15898pub struct TestObjectWithSerializedMapStringBool {
15899 pub m_Map: Vec<(String, bool)>,
15900 pub m_String: String,
15901}
15902
15903/// TestObjectWithSerializedMapStringNonAlignedStruct is a class of the Unity engine since version 2019.1.0b1.
15904#[derive(Debug, Serialize, Deserialize)]
15905pub struct TestObjectWithSerializedMapStringNonAlignedStruct {
15906 pub m_Map: Vec<(String, NonAlignedStruct)>,
15907 pub m_String: String,
15908}
15909
15910/// TestObjectWithSpecialLayoutOne is a class of the Unity engine since version 2019.1.0b1.
15911#[derive(Debug, Serialize, Deserialize)]
15912pub struct TestObjectWithSpecialLayoutOne {
15913 pub differentLayout: LayoutDataOne,
15914 pub sameLayout: LayoutDataOne,
15915}
15916
15917/// TestObjectWithSpecialLayoutTwo is a class of the Unity engine since version 2019.1.0b1.
15918#[derive(Debug, Serialize, Deserialize)]
15919pub struct TestObjectWithSpecialLayoutTwo {
15920 pub differentLayout: LayoutDataTwo,
15921 pub sameLayout: LayoutDataThree,
15922}
15923
15924/// Tetrahedron is a sub class of the Unity engine since version 3.5.0.
15925#[derive(Debug, Serialize, Deserialize)]
15926pub struct Tetrahedron {
15927 pub matrix: Matrix3x4f,
15928 /// i32: (3.5.0 - 2022.3.2f1)
15929 #[serde(alias = "indices[0]")]
15930 pub indices_0_: Option<i32>,
15931 /// i32: (3.5.0 - 2022.3.2f1)
15932 #[serde(alias = "indices[1]")]
15933 pub indices_1_: Option<i32>,
15934 /// i32: (3.5.0 - 2022.3.2f1)
15935 #[serde(alias = "indices[2]")]
15936 pub indices_2_: Option<i32>,
15937 /// i32: (3.5.0 - 2022.3.2f1)
15938 #[serde(alias = "indices[3]")]
15939 pub indices_3_: Option<i32>,
15940 /// i32: (3.5.0 - 2022.3.2f1)
15941 #[serde(alias = "neighbors[0]")]
15942 pub neighbors_0_: Option<i32>,
15943 /// i32: (3.5.0 - 2022.3.2f1)
15944 #[serde(alias = "neighbors[1]")]
15945 pub neighbors_1_: Option<i32>,
15946 /// i32: (3.5.0 - 2022.3.2f1)
15947 #[serde(alias = "neighbors[2]")]
15948 pub neighbors_2_: Option<i32>,
15949 /// i32: (3.5.0 - 2022.3.2f1)
15950 #[serde(alias = "neighbors[3]")]
15951 pub neighbors_3_: Option<i32>,
15952}
15953
15954/// TextAsset is a class of the Unity engine since version 3.4.0.
15955/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/TextAsset.html):
15956/**
15957Represents a raw text or binary file asset.
15958You can use raw text files in your project as assets and get their contents through
15959
15960this class. For more information, see text.You can access the file as a raw byte array to access data from binary files. For more
15961
15962information on how to access data from binary files, see bytes and GetData.For more information about importing text or binary files into your project as Text Assets,
15963
15964see Text Asset.
15965*/
15966#[derive(Debug, Serialize, Deserialize)]
15967pub struct TextAsset {
15968 /**The name of the object.*/
15969 pub m_Name: String,
15970 pub m_Script: String,
15971 /// String: (3.4.0 - 2017.1.0b1)
15972 pub m_PathName: Option<String>,
15973}
15974
15975/// TextMesh is a class of the Unity engine since version 3.4.0.
15976/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/TextMesh.html):
15977/**
15978A script interface for the text mesh component.
15979See Also: text mesh component.
15980*/
15981#[derive(Debug, Serialize, Deserialize)]
15982pub struct TextMesh {
15983 /**How lines of text are aligned (Left, Right, Center).*/
15984 pub m_Alignment: i16,
15985 /**Which point of the text shares the position of the Transform.*/
15986 pub m_Anchor: i16,
15987 /**The size of each character (This scales the whole text).*/
15988 pub m_CharacterSize: f32,
15989 /**The Font used.*/
15990 /// PPtr<[`Font`]>: (3.4.0 - 2022.3.2f1)
15991 pub m_Font: PPtr,
15992 /**The font size to use (for dynamic fonts).*/
15993 pub m_FontSize: i32,
15994 /**The font style to use (for dynamic fonts).*/
15995 pub m_FontStyle: i32,
15996 /**The game object this component is attached to. A component is always attached to a game object.*/
15997 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
15998 pub m_GameObject: PPtr,
15999 /**How much space will be in-between lines of text.*/
16000 pub m_LineSpacing: f32,
16001 /**How far should the text be offset from the transform.position.z when drawing.*/
16002 pub m_OffsetZ: f32,
16003 /**How much space will be inserted for a tab '\t' character. This is a multiplum of the 'spacebar' character offset.*/
16004 pub m_TabSize: f32,
16005 /**The text that is displayed.*/
16006 pub m_Text: String,
16007 /**The color used to render the text.*/
16008 /// ColorRGBA: (4.2.0 - 2022.3.2f1)
16009 pub m_Color: Option<ColorRGBA>,
16010 /**Enable HTML-style tags for Text Formatting Markup.*/
16011 /// bool: (4.0.0 - 2022.3.2f1)
16012 pub m_RichText: Option<bool>,
16013}
16014
16015/// TextScriptImporter is a class of the Unity engine since version 4.0.0.
16016#[derive(Debug, Serialize, Deserialize)]
16017pub struct TextScriptImporter {
16018 pub m_Name: String,
16019 pub m_UserData: String,
16020 /// String: (5.0.0f4 - 2022.3.2f1)
16021 pub m_AssetBundleName: Option<String>,
16022 /// String: (5.0.0f4 - 2022.3.2f1)
16023 pub m_AssetBundleVariant: Option<String>,
16024 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2017.2.0b2 - 2022.3.2f1)
16025 pub m_ExternalObjects: Option<Vec<(SourceAssetIdentifier, PPtr)>>,
16026 /// Vec<i64>: (2019.1.0b1 - 2022.3.2f1)
16027 pub m_UsedFileIDs: Option<Vec<i64>>,
16028}
16029
16030/// Texture is a class of the Unity engine since version 5.0.0f4.
16031/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Texture.html):
16032/**
16033Base class for Texture handling.
16034*/
16035#[derive(Debug, Serialize, Deserialize)]
16036pub struct Texture {
16037 /**The name of the object.*/
16038 pub m_Name: String,
16039 /// bool: (2017.3.0b1 - 2022.3.2f1)
16040 pub m_DownscaleFallback: Option<bool>,
16041 /// i32: (2017.3.0b1 - 2022.3.2f1)
16042 pub m_ForcedFallbackFormat: Option<i32>,
16043 /// bool: (2020.2.0b1 - 2022.3.2f1)
16044 pub m_IsAlphaChannelOptional: Option<bool>,
16045}
16046
16047/// Texture2D is a class of the Unity engine since version 3.4.0.
16048/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Texture2D.html):
16049/**
16050Class that represents textures in C# code.
16051Use this class to create textures, or to modify existing texture assets.The ImageConversion class provides extension methods to this class that handle image encoding functionality. For details on those methods, see the ImageConversion documentation.Do not assume that the texture will be created and available in Awake. All texture uploads are synchronized on the Main thread at Start. Perform texture operations in Start.
16052*/
16053#[derive(Debug, Serialize, Deserialize)]
16054pub struct Texture2D {
16055 pub m_CompleteImageSize: i64,
16056 /**Height of the Texture in pixels (Read Only).*/
16057 pub m_Height: i32,
16058 pub m_ImageCount: i32,
16059 /**Whether Unity stores an additional copy of this texture's pixel data in CPU-addressable memory.*/
16060 pub m_IsReadable: bool,
16061 pub m_LightmapFormat: i32,
16062 /**The name of the object.*/
16063 pub m_Name: String,
16064 pub m_TextureDimension: i32,
16065 pub m_TextureFormat: i32,
16066 pub m_TextureSettings: GLTextureSettings,
16067 /**Width of the Texture in pixels (Read Only).*/
16068 pub m_Width: i32,
16069 /// Vec<u8>: (3.4.0 - 2022.3.2f1)
16070 #[serde(alias = "image data")]
16071 pub image_data: Option<Vec<u8>>,
16072 /// i32: (3.5.0 - 2022.3.2f1)
16073 pub m_ColorSpace: Option<i32>,
16074 /// bool: (2017.3.0b1 - 2022.3.2f1)
16075 pub m_DownscaleFallback: Option<bool>,
16076 /// i32: (2017.3.0b1 - 2022.3.2f1)
16077 pub m_ForcedFallbackFormat: Option<i32>,
16078 /// bool: (2019.3.0f6 - 2022.2.0a18)
16079 pub m_IgnoreMasterTextureLimit: Option<bool>,
16080 /**This property causes a texture to ignore all texture mipmap limit settings.*/
16081 /// bool: (2022.2.0f1 - 2022.3.2f1)
16082 pub m_IgnoreMipmapLimit: Option<bool>,
16083 /// bool: (2020.2.0b1 - 2022.3.2f1)
16084 pub m_IsAlphaChannelOptional: Option<bool>,
16085 /// bool: (2019.4.9f1 - 2022.3.2f1)
16086 pub m_IsPreProcessed: Option<bool>,
16087 /// i32: (5.2.0f2 - 2022.3.2f1)
16088 pub m_MipCount: Option<i32>,
16089 /// bool: (3.4.0 - 5.1.5f1)
16090 pub m_MipMap: Option<bool>,
16091 /// String: (2022.2.0f1 - 2022.3.2f1)
16092 pub m_MipmapLimitGroupName: Option<String>,
16093 /// i32: (2020.1.0b1 - 2022.3.2f1)
16094 pub m_MipsStripped: Option<i32>,
16095 /// Vec<u8>: (2020.2.0b1 - 2022.3.2f1)
16096 pub m_PlatformBlob: Option<Vec<u8>>,
16097 /// bool: (3.4.0 - 5.4.6f3)
16098 pub m_ReadAllowed: Option<bool>,
16099 /// StreamingInfo: (5.3.0f1 - 2022.3.2f1)
16100 pub m_StreamData: Option<StreamingInfo>,
16101 /**Determines whether mipmap streaming is enabled for this Texture.*/
16102 /// bool: (2018.2.0b1 - 2022.3.2f1)
16103 pub m_StreamingMipmaps: Option<bool>,
16104 /**Sets the relative priority for this Texture when reducing memory size to fit within the memory budget.*/
16105 /// i32: (2018.2.0b1 - 2022.3.2f1)
16106 pub m_StreamingMipmapsPriority: Option<i32>,
16107}
16108
16109/// Texture2DArray is a class of the Unity engine since version 5.4.0f3.
16110/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Texture2DArray.html):
16111/**
16112Class for handling 2D texture arrays.
16113Modern graphics APIs (e.g. D3D10 and later, OpenGL ES 3.0 and later, Metal etc.) support "texture arrays", which is an array of same size & format textures.
16114
16115From the shader side, they are treated as a single resource, and sampling them needs an extra coordinate that indicates which array element to sample from.Typically texture arrays are useful as an alternative for texture atlases, or in other cases where objects use a set of same-sized textures (e.g. terrains).Currently in Unity texture arrays do not have an import pipeline for them, and must be created from code, either at runtime or in editor scripts.
16116
16117Using Graphics.CopyTexture is useful for fast copying of pixel data from regular 2D textures into elements of a texture array. From editor scripts,
16118
16119a common way of creating serialized texture array is to create it, fill with data (either via Graphics.CopyTexture from regular 2D textures, or via SetPixels or
16120
16121SetPixels32) and save it as an asset via AssetDatabase.CreateAsset.Note that not all platforms and GPUs support texture arrays; for example Direct3D9 and OpenGL ES 2.0 do not. Use SystemInfo.supports2DArrayTextures to check. Also, this class does not support Texture2DArray creation with a Crunch compression TextureFormat.
16122*/
16123#[derive(Debug, Serialize, Deserialize)]
16124pub struct Texture2DArray {
16125 pub m_ColorSpace: i32,
16126 pub m_DataSize: u32,
16127 /**Number of elements in a texture array (Read Only).*/
16128 pub m_Depth: i32,
16129 /**Texture format (Read Only).*/
16130 pub m_Format: i32,
16131 /**Height of the Texture in pixels (Read Only).*/
16132 pub m_Height: i32,
16133 /**Whether Unity stores an additional copy of this texture's pixel data in CPU-addressable memory.*/
16134 pub m_IsReadable: bool,
16135 pub m_MipCount: i32,
16136 /**The name of the object.*/
16137 pub m_Name: String,
16138 pub m_TextureSettings: GLTextureSettings,
16139 /**Width of the Texture in pixels (Read Only).*/
16140 pub m_Width: i32,
16141 /// Vec<u8>: (5.4.0f3 - 2022.3.2f1)
16142 #[serde(alias = "image data")]
16143 pub image_data: Option<Vec<u8>>,
16144 /// bool: (2017.3.0b1 - 2022.3.2f1)
16145 pub m_DownscaleFallback: Option<bool>,
16146 /// i32: (2017.3.0b1 - 2022.3.2f1)
16147 pub m_ForcedFallbackFormat: Option<i32>,
16148 /// bool: (2020.2.0b1 - 2022.3.2f1)
16149 pub m_IsAlphaChannelOptional: Option<bool>,
16150 /// StreamingInfo: (5.6.0b1 - 2022.3.2f1)
16151 pub m_StreamData: Option<StreamingInfo>,
16152 /// i32: (2020.2.0b1 - 2022.3.2f1)
16153 pub m_UsageMode: Option<i32>,
16154}
16155
16156/// Texture3D is a class of the Unity engine since version 4.0.0.
16157/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Texture3D.html):
16158/**
16159Class for handling 3D Textures, Use this to create 3D texture assets.
161603D textures are commonly used as lookup tables by shaders, or to represent volumetric data.Typically you'd create a 3D texture, fill it up with data (SetPixels or SetPixels32) and call
16161
16162Apply to upload the data to the GPU.Note that this class does not support Texture3D creation with a Crunch compression TextureFormat.
16163*/
16164#[derive(Debug, Serialize, Deserialize)]
16165pub struct Texture3D {
16166 pub m_DataSize: u32,
16167 /**The depth of the texture (Read Only).*/
16168 pub m_Depth: i32,
16169 /**The format of the pixel data in the texture (Read Only).*/
16170 pub m_Format: i64,
16171 /**Height of the Texture in pixels (Read Only).*/
16172 pub m_Height: i32,
16173 /**The name of the object.*/
16174 pub m_Name: String,
16175 pub m_TextureSettings: GLTextureSettings,
16176 /**Width of the Texture in pixels (Read Only).*/
16177 pub m_Width: i32,
16178 /// Vec<u8>: (4.0.0 - 2022.3.2f1)
16179 #[serde(alias = "image data")]
16180 pub image_data: Option<Vec<u8>>,
16181 /// i32: (2019.1.0b1 - 2022.3.2f1)
16182 pub m_ColorSpace: Option<i32>,
16183 /// bool: (2017.3.0b1 - 2022.3.2f1)
16184 pub m_DownscaleFallback: Option<bool>,
16185 /// i32: (2017.3.0b1 - 2022.3.2f1)
16186 pub m_ForcedFallbackFormat: Option<i32>,
16187 /// bool: (2020.2.0b1 - 2022.3.2f1)
16188 pub m_IsAlphaChannelOptional: Option<bool>,
16189 /**Whether Unity stores an additional copy of this texture's pixel data in CPU-addressable memory.*/
16190 /// bool: (5.4.0f3 - 2022.3.2f1)
16191 pub m_IsReadable: Option<bool>,
16192 /// i32: (5.2.0f2 - 2022.3.2f1)
16193 pub m_MipCount: Option<i32>,
16194 /// bool: (4.0.0 - 5.1.5f1)
16195 pub m_MipMap: Option<bool>,
16196 /// StreamingInfo: (5.6.0b1 - 2022.3.2f1)
16197 pub m_StreamData: Option<StreamingInfo>,
16198 /// i32: (2020.2.0b1 - 2022.3.2f1)
16199 pub m_UsageMode: Option<i32>,
16200}
16201
16202/// TextureImportInstructions is a sub class of the Unity engine since version 4.0.0.
16203#[derive(Debug, Serialize, Deserialize)]
16204pub struct TextureImportInstructions {
16205 pub colorSpace: i32,
16206 pub compressedFormat: i32,
16207 pub compressionQuality: i32,
16208 pub height: i32,
16209 pub uncompressedFormat: i32,
16210 pub usageMode: i32,
16211 pub width: i32,
16212 /// bool: (2017.3.0b1 - 2022.3.2f1)
16213 pub androidETC2FallbackDownscale: Option<bool>,
16214 /// i32: (2017.3.0b1 - 2022.3.2f1)
16215 pub androidETC2FallbackFormat: Option<i32>,
16216 /// i32: (2020.2.0b1 - 2022.3.2f1)
16217 pub cubeIntermediateSize: Option<i32>,
16218 /// i32: (2020.2.0b1 - 2022.3.2f1)
16219 pub cubeLayout: Option<i32>,
16220 /// i32: (2020.2.0b1 - 2022.3.2f1)
16221 pub cubeMode: Option<i32>,
16222 /// i32: (2020.2.0b1 - 2022.3.2f1)
16223 pub depth: Option<i32>,
16224 /// i32: (4.3.0 - 2022.3.2f1)
16225 pub desiredFormat: Option<i32>,
16226 /// i32: (4.0.0 - 5.4.6f3)
16227 pub recommendedFormat: Option<i32>,
16228 /// bool: (2020.1.0b1 - 2022.3.2f1)
16229 pub vtOnly: Option<bool>,
16230}
16231
16232/// TextureImportOutput is a sub class of the Unity engine since version 4.0.0.
16233#[derive(Debug, Serialize, Deserialize)]
16234pub struct TextureImportOutput {
16235 pub sourceTextureInformation: SourceTextureInformation,
16236 pub textureImportInstructions: TextureImportInstructions,
16237 /// String: (5.0.0f4 - 2022.3.2f1)
16238 pub importInspectorWarnings: Option<String>,
16239}
16240
16241/// TextureImporter is a class of the Unity engine since version 3.4.0.
16242/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/TextureImporter.html):
16243/**
16244Texture importer lets you modify Texture2D import settings from editor scripts.
16245Settings of this class cover most of the settings exposed in Texture Import Settings. Some settings require you to use TextureImporterSettings. Refer to TextureImporter.SetTextureSettings).
16246*/
16247#[derive(Debug, Serialize, Deserialize)]
16248pub struct TextureImporter {
16249 /**Keeps texture borders the same when generating mipmaps.*/
16250 pub m_BorderMipMap: i32,
16251 /**Convert heightmap to normal map*/
16252 pub m_ConvertToNormalMap: i32,
16253 pub m_EnableMipMap: i32,
16254 pub m_ExternalNormalMap: i32,
16255 /**Fade out mip levels to gray color.*/
16256 pub m_FadeOut: i32,
16257 /**Cubemap generation mode.*/
16258 pub m_GenerateCubemap: i32,
16259 pub m_GrayScaleToAlpha: i32,
16260 pub m_HeightScale: f32,
16261 /**Whether Unity stores an additional copy of the imported texture's pixel data in CPU-addressable memory.*/
16262 pub m_IsReadable: i32,
16263 pub m_Lightmap: i32,
16264 /**Maximum texture size.*/
16265 pub m_MaxTextureSize: i32,
16266 /**Mip level where texture is faded out completely.*/
16267 pub m_MipMapFadeDistanceEnd: i32,
16268 /**Mip level where texture begins to fade out.*/
16269 pub m_MipMapFadeDistanceStart: i32,
16270 pub m_MipMapMode: i32,
16271 /**Scaling mode for non power of two textures.*/
16272 pub m_NPOTScale: i32,
16273 /**The name of the object.*/
16274 pub m_Name: String,
16275 /**Normal map filtering mode.*/
16276 pub m_NormalMapFilter: i32,
16277 pub m_TextureFormat: i32,
16278 pub m_TextureSettings: GLTextureSettings,
16279 /**Which type of texture are we dealing with here.*/
16280 pub m_TextureType: i32,
16281 /// i32: (3.5.0 - 5.4.6f3)
16282 pub correctGamma: Option<i32>,
16283 /// i32: (4.3.0 - 2022.3.2f1)
16284 pub m_Alignment: Option<i32>,
16285 /// i32: (5.2.0f2 - 5.4.3f1)
16286 pub m_AllowsAlphaSplitting: Option<i32>,
16287 /**If the alpha channel of your texture represents transparency, enable this property to dilate the color channels of visible texels into fully transparent areas. This effectively adds padding around transparent areas that prevents filtering artifacts from forming on their edges. Unity does not support this property for HDR textures.This property makes the color data of invisible texels undefined. Disable this property to preserve invisible texels' original color data.*/
16288 /// i32: (4.2.0 - 2022.3.2f1)
16289 pub m_AlphaIsTransparency: Option<i32>,
16290 /**Returns or assigns the alpha test reference value.*/
16291 /// f32: (2017.1.0b1 - 2022.3.2f1)
16292 pub m_AlphaTestReferenceValue: Option<f32>,
16293 /// i32: (5.5.0f3 - 2022.3.2f1)
16294 pub m_AlphaUsage: Option<i32>,
16295 /// i32: (2019.3.6f1 - 2022.3.2f1)
16296 pub m_ApplyGammaDecoding: Option<i32>,
16297 /**Get or set the AssetBundle name.*/
16298 /// String: (5.0.0f4 - 2022.3.2f1)
16299 pub m_AssetBundleName: Option<String>,
16300 /**Get or set the AssetBundle variant.*/
16301 /// String: (5.0.0f4 - 2022.3.2f1)
16302 pub m_AssetBundleVariant: Option<String>,
16303 /// Vec<BuildTargetSettings>: (3.4.0 - 5.4.6f3)
16304 pub m_BuildTargetSettings: Option<Vec<BuildTargetSettings>>,
16305 /**The quality of Crunch texture compression. The range is 0 through 100. A higher quality means larger textures and longer compression times.*/
16306 /// i32: (3.5.0 - 2022.3.2f1)
16307 pub m_CompressionQuality: Option<i32>,
16308 /// i32: (5.5.0f3 - 2022.3.2f1)
16309 pub m_CompressionQualitySet: Option<i32>,
16310 /// i32: (2020.3.38f1 - 2022.3.2f1)
16311 pub m_CookieLightType: Option<i32>,
16312 /// i32: (3.4.0 - 3.4.2)
16313 pub m_CorrectGamma: Option<i32>,
16314 /// i32: (5.0.0f4 - 2022.3.2f1)
16315 pub m_CubemapConvolution: Option<i32>,
16316 /// f32: (5.0.0f4 - 5.4.6f3)
16317 pub m_CubemapConvolutionExponent: Option<f32>,
16318 /// i32: (5.0.0f4 - 5.4.6f3)
16319 pub m_CubemapConvolutionSteps: Option<i32>,
16320 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2017.2.0b2 - 2022.3.2f1)
16321 pub m_ExternalObjects: Option<Vec<(SourceAssetIdentifier, PPtr)>>,
16322 /// Vec<(i32, String)>: (3.4.0 - 4.7.2); Vec<(i64, String)>: (5.0.0f4 - 2018.4.36f1)
16323 pub m_FileIDToRecycleName: Option<Vec<(i64, String)>>,
16324 /**Indicates whether to invert the green channel values of a normal map.*/
16325 /// i32: (2022.1.0b1 - 2022.3.2f1)
16326 pub m_FlipGreenChannel: Option<i32>,
16327 /// i32: (2020.2.0b1 - 2022.3.2f1)
16328 pub m_FlipbookColumns: Option<i32>,
16329 /// i32: (2020.2.0b1 - 2022.3.2f1)
16330 pub m_FlipbookRows: Option<i32>,
16331 /// i32: (2021.2.0b1 - 2022.2.0a18)
16332 pub m_IgnoreMasterTextureLimit: Option<i32>,
16333 /**Enable this flag for textures that should ignore mipmap limit settings.*/
16334 /// i32: (2022.2.0f1 - 2022.3.2f1)
16335 pub m_IgnoreMipmapLimit: Option<i32>,
16336 /**Ignore the Gamma attribute in PNG files. This property does not effect other file formats.*/
16337 /// i32: (2020.1.0b1 - 2022.3.2f1); bool: (2020.1.0a3 - 2020.1.0a9)
16338 pub m_IgnorePngGamma: Option<Enum_i32__bool>,
16339 /// Vec<((i32, i64), String)>: (2019.1.0b1 - 2022.3.2f1)
16340 pub m_InternalIDToNameTable: Option<Vec<((i32, i64), String)>>,
16341 /// i32: (3.5.0 - 2022.3.2f1)
16342 pub m_LinearTexture: Option<i32>,
16343 /// i32: (5.5.0f3 - 2022.3.2f1)
16344 pub m_MaxTextureSizeSet: Option<i32>,
16345 /**Enables or disables coverage-preserving alpha mipmapping.*/
16346 /// i32: (2017.1.0b1 - 2022.3.2f1)
16347 pub m_MipMapsPreserveCoverage: Option<i32>,
16348 /**Name of the texture mipmap limit group to which this texture belongs.*/
16349 /// String: (2022.2.0f1 - 2022.3.2f1)
16350 pub m_MipmapLimitGroupName: Option<String>,
16351 /// MdFour: (3.4.0 - 3.4.2)
16352 pub m_NewHashIdentity: Option<MdFour>,
16353 /// MdFour: (3.4.0 - 3.4.2)
16354 pub m_OldHashIdentity: Option<MdFour>,
16355 /// TextureImportOutput: (4.0.0 - 2022.3.2f1)
16356 pub m_Output: Option<TextureImportOutput>,
16357 /// bool: (2018.2.1f1 - 2022.3.2f1)
16358 pub m_PSDRemoveMatte: Option<bool>,
16359 /// bool: (2018.2.1f1 - 2022.1.0a12)
16360 pub m_PSDShowRemoveMatteOption: Option<bool>,
16361 /// Vec<PlatformSettings>: (5.5.0f3 - 2017.2.5f1); Vec<TextureImporterPlatformSettings>: (2017.3.0b1 - 2022.3.2f1)
16362 pub m_PlatformSettings: Option<Vec<Enum_PlatformSettings__TextureImporterPlatformSettings>>,
16363 /// i32: (2018.2.0b2 - 2018.2.0b2)
16364 pub m_PushPullDilation: Option<i32>,
16365 /// i32: (5.0.0f4 - 5.4.6f3)
16366 pub m_RGBM: Option<i32>,
16367 /// i32: (3.4.0 - 3.5.7)
16368 pub m_RecommendedTextureFormat: Option<i32>,
16369 /// i32: (4.0.0 - 2022.3.2f1)
16370 pub m_SeamlessCubemap: Option<i32>,
16371 /// i32: (2018.1.0b2 - 2022.3.2f1)
16372 pub m_SingleChannelComponent: Option<i32>,
16373 /// SourceTextureInformation: (3.4.0 - 3.5.7)
16374 pub m_SourceTextureInformation: Option<SourceTextureInformation>,
16375 /**Border sizes of the generated sprites.*/
16376 /// Vector4f: (4.5.0 - 2022.3.2f1)
16377 pub m_SpriteBorder: Option<Vector4f>,
16378 /// u32: (4.3.0 - 2022.3.2f1)
16379 pub m_SpriteExtrude: Option<u32>,
16380 /// i32: (2017.4.1f1 - 2022.3.2f1)
16381 pub m_SpriteGenerateFallbackPhysicsShape: Option<i32>,
16382 /// i32: (4.3.0 - 2022.3.2f1)
16383 pub m_SpriteMeshType: Option<i32>,
16384 /// i32: (4.3.0 - 2022.3.2f1)
16385 pub m_SpriteMode: Option<i32>,
16386 /// String: (4.3.0 - 2022.1.24f1)
16387 pub m_SpritePackingTag: Option<String>,
16388 /**The point in the Sprite object's coordinate space where the graphic is located.*/
16389 /// Vector2f: (4.3.0 - 2022.3.2f1)
16390 pub m_SpritePivot: Option<Vector2f>,
16391 /// f32: (4.3.0 - 2022.3.2f1)
16392 pub m_SpritePixelsToUnits: Option<f32>,
16393 /// SpriteSheetMetaData: (4.3.0 - 2022.3.2f1)
16394 pub m_SpriteSheet: Option<SpriteSheetMetaData>,
16395 /// f32: (5.4.0f3 - 2022.3.2f1)
16396 pub m_SpriteTessellationDetail: Option<f32>,
16397 /**Enable mipmap streaming for this texture.*/
16398 /// i32: (2018.2.0b1 - 2022.3.2f1)
16399 pub m_StreamingMipmaps: Option<i32>,
16400 /**Relative priority for this texture when reducing memory size in order to hit the memory budget.*/
16401 /// i32: (2018.2.0b1 - 2022.3.2f1)
16402 pub m_StreamingMipmapsPriority: Option<i32>,
16403 /// u32: (2022.1.0b1 - 2022.3.2f1)
16404 pub m_Swizzle: Option<u32>,
16405 /// i32: (5.5.0f3 - 2022.3.2f1)
16406 pub m_TextureFormatSet: Option<i32>,
16407 /**The shape of the imported texture.*/
16408 /// i32: (5.5.0f3 - 2022.3.2f1)
16409 pub m_TextureShape: Option<i32>,
16410 /// Vec<i64>: (2019.1.0b1 - 2022.3.2f1)
16411 pub m_UsedFileIDs: Option<Vec<i64>>,
16412 /**Get or set any user data.*/
16413 /// String: (4.0.0 - 2022.3.2f1)
16414 pub m_UserData: Option<String>,
16415 /**When enabled, this texture can solely be used in combination with a Texture Stack for Virtual Texturing. When enabled the texture is not guaranteed to be available as a Texture2D in the Player (e.g., not accessible from a script). When disabled, the Player includes the texture both as a Texture2D (e.g., accessible from script) and as a streamable texture in a Texture Stack.*/
16416 /// i32: (2020.1.0b1 - 2022.3.2f1)
16417 pub m_VTOnly: Option<i32>,
16418 /**Whether this texture stores data in sRGB (also called gamma) color space.*/
16419 /// i32: (5.5.0f3 - 2022.3.2f1)
16420 pub m_sRGBTexture: Option<i32>,
16421}
16422
16423#[derive(Debug, Serialize, Deserialize)]
16424#[serde(untagged)]
16425pub enum Enum_i32__bool {
16426 i32(i32),
16427 bool(bool),
16428}
16429
16430#[derive(Debug, Serialize, Deserialize)]
16431#[serde(untagged)]
16432pub enum Enum_PlatformSettings__TextureImporterPlatformSettings {
16433 PlatformSettings(PlatformSettings),
16434 TextureImporterPlatformSettings(TextureImporterPlatformSettings),
16435}
16436
16437/// TextureImporterPlatformSettings is a sub class of the Unity engine since version 2017.3.0b1.
16438/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/TextureImporterPlatformSettings.html):
16439/**
16440Stores platform specifics settings of a TextureImporter.
16441See Also: TextureImporter.
16442*/
16443#[derive(Debug, Serialize, Deserialize)]
16444pub struct TextureImporterPlatformSettings {
16445 /**Allows Alpha splitting on the imported texture when needed (for example ETC1 compression for textures with transparency).*/
16446 pub m_AllowsAlphaSplitting: bool,
16447 /**Override for ETC2 decompression fallback on Android devices that don't support ETC2.*/
16448 pub m_AndroidETC2FallbackOverride: i32,
16449 pub m_BuildTarget: String,
16450 /**The quality of Crunch texture compression. The range is 0 through 100. A higher quality means larger textures and longer compression times.*/
16451 pub m_CompressionQuality: i32,
16452 /**Use crunch compression when available.*/
16453 pub m_CrunchedCompression: bool,
16454 /**Maximum texture size.*/
16455 pub m_MaxTextureSize: i32,
16456 /**Set to true in order to override the Default platform parameters by those provided in the TextureImporterPlatformSettings structure.*/
16457 pub m_Overridden: bool,
16458 /**For Texture to be scaled down choose resize algorithm. ( Applyed only when Texture dimension is bigger than Max Size ).*/
16459 pub m_ResizeAlgorithm: i32,
16460 /**Compression of imported texture.*/
16461 pub m_TextureCompression: i32,
16462 pub m_TextureFormat: i32,
16463 /// bool: (2019.2.0b1 - 2022.3.2f1)
16464 pub m_ForceMaximumCompressionQuality_BC6H_BC7: Option<bool>,
16465 /**Ignores platform support checks for the selected texture format.*/
16466 /// bool: (2022.2.20f1 - 2022.3.2f1)
16467 pub m_IgnorePlatformSupport: Option<bool>,
16468}
16469
16470/// TextureParameter is a sub class of the Unity engine since version 5.5.0f3.
16471#[derive(Debug, Serialize, Deserialize)]
16472pub struct TextureParameter {
16473 pub m_Dim: i8,
16474 pub m_Index: i32,
16475 pub m_NameIndex: i32,
16476 pub m_SamplerIndex: i32,
16477 /// bool: (2017.3.0b1 - 2022.3.2f1)
16478 pub m_MultiSampled: Option<bool>,
16479}
16480
16481/// TextureParameters is a sub class of the Unity engine since version 3.4.0.
16482#[derive(Debug, Serialize, Deserialize)]
16483pub struct TextureParameters {
16484 pub height: i32,
16485 pub mipLevels: i32,
16486 pub textureFormat: i32,
16487 pub width: i32,
16488}
16489
16490/// TextureSettings is a sub class of the Unity engine since version 2020.1.0b1.
16491#[derive(Debug, Serialize, Deserialize)]
16492pub struct TextureSettings {
16493 pub anisoLevel: i32,
16494 pub compressionQuality: i32,
16495 pub crunchedCompression: bool,
16496 pub filterMode: i32,
16497 pub generateMipMaps: bool,
16498 pub maxTextureSize: i32,
16499 pub readable: bool,
16500 pub sRGB: bool,
16501 pub textureCompression: i32,
16502}
16503
16504/// TierGraphicsSettings is a sub class of the Unity engine since version 5.5.0f3.
16505#[derive(Debug, Serialize, Deserialize)]
16506pub struct TierGraphicsSettings {
16507 pub renderingPath: i32,
16508 pub useCascadedShadowMaps: bool,
16509 /// bool: (5.6.3f1 - 2022.3.2f1)
16510 pub enableLPPV: Option<bool>,
16511 /// i32: (5.6.0b1 - 2022.3.2f1)
16512 pub hdrMode: Option<i32>,
16513 /// bool: (2017.1.1f1 - 2022.3.2f1)
16514 pub prefer32BitShadowMaps: Option<bool>,
16515 /// i32: (5.6.0f1 - 2022.3.2f1)
16516 pub realtimeGICPUUsage: Option<i32>,
16517 /// bool: (5.6.0b1 - 2022.3.2f1)
16518 pub useHDR: Option<bool>,
16519}
16520
16521/// Tile is a sub class of the Unity engine since version 2017.2.0b2.
16522/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Tilemaps.Tile.html):
16523/**
16524Class for a default tile in the Tilemap.
16525This inherits from TileBase and represents a default tile to be placed in a Tilemap. It implements TileBase.GetTileData for simple rendering of a Sprite in the tile map.
16526*/
16527#[derive(Debug, Serialize, Deserialize)]
16528pub struct Tile {
16529 pub m_TileColorIndex: u32,
16530 pub m_TileIndex: u32,
16531 pub m_TileMatrixIndex: u32,
16532 pub m_TileSpriteIndex: u32,
16533 /// u16: (2019.4.24f1 - 2022.3.2f1)
16534 pub dummyAlignment: Option<u16>,
16535 /// u32: (2019.3.0b1 - 2022.3.2f1)
16536 pub m_AllTileFlags: Option<u32>,
16537 /// i32: (2017.2.0b2 - 2019.3.0a11)
16538 pub m_ColliderType: Option<i32>,
16539 /// PPtr<[`GameObject`]>: (2017.2.0b2 - 2019.3.0a11)
16540 pub m_ObjectToInstantiate: Option<PPtr>,
16541 /// u32: (2017.2.0b2 - 2017.2.0b6); i32: (2017.2.0f2 - 2019.3.0a11)
16542 pub m_TileFlags: Option<i64>,
16543 /// u16: (2019.3.0b1 - 2022.3.2f1)
16544 pub m_TileObjectToInstantiateIndex: Option<u16>,
16545}
16546
16547/// TileAnimationData is a sub class of the Unity engine since version 2017.2.0b2.
16548/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Tilemaps.TileAnimationData.html):
16549/**
16550A Struct for the required data for animating a Tile.
16551*/
16552#[derive(Debug, Serialize, Deserialize)]
16553pub struct TileAnimationData {
16554 /**The array of sprites that are ordered by appearance in the animation.*/
16555 /// Vec<PPtr<[`Sprite`]>>: (2017.2.0b2 - 2022.3.2f1)
16556 pub m_AnimatedSprites: Vec<PPtr>,
16557 /**The animation speed.*/
16558 pub m_AnimationSpeed: f32,
16559 pub m_AnimationTimeOffset: f32,
16560 /**TileAnimationFlags for controlling the Tile Animation.*/
16561 /// u32: (2022.2.0b1 - 2022.3.2f1)
16562 pub m_Flags: Option<u32>,
16563 /// bool: (2017.2.0b2 - 2022.1.24f1)
16564 pub m_IsLooping: Option<bool>,
16565}
16566
16567/// Tilemap is a class of the Unity engine since version 2017.2.0b2.
16568/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Tilemaps.Tilemap.html):
16569/**
16570The Tilemap stores Sprites in a layout marked by a Grid component.
16571*/
16572#[derive(Debug, Serialize, Deserialize)]
16573pub struct Tilemap {
16574 pub m_AnimatedTiles: Vec<(int3_storage, TileAnimationData)>,
16575 /**The frame rate for all Tile animations in the Tilemap.*/
16576 pub m_AnimationFrameRate: f32,
16577 /**The color of the Tilemap layer.*/
16578 pub m_Color: ColorRGBA,
16579 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
16580 pub m_Enabled: u8,
16581 /**The game object this component is attached to. A component is always attached to a game object.*/
16582 /// PPtr<[`GameObject`]>: (2017.2.0b2 - 2022.3.2f1)
16583 pub m_GameObject: PPtr,
16584 /**The origin of the Tilemap in cell position.*/
16585 pub m_Origin: int3_storage,
16586 /**The size of the Tilemap in cells.*/
16587 pub m_Size: int3_storage,
16588 /**Gets the anchor point of Tiles in the Tilemap.*/
16589 pub m_TileAnchor: Vector3f,
16590 pub m_TileAssetArray: Vec<TilemapRefCountedData>,
16591 pub m_TileColorArray: Vec<TilemapRefCountedData>,
16592 pub m_TileMatrixArray: Vec<TilemapRefCountedData>,
16593 pub m_TileOrientation: i32,
16594 pub m_TileOrientationMatrix: Matrix4x4f,
16595 pub m_TileSpriteArray: Vec<TilemapRefCountedData>,
16596 pub m_Tiles: Vec<(int3_storage, Tile)>,
16597 /// Vec<TilemapRefCountedData>: (2019.3.0b1 - 2022.3.2f1)
16598 pub m_TileObjectToInstantiateArray: Option<Vec<TilemapRefCountedData>>,
16599}
16600
16601/// TilemapCollider2D is a class of the Unity engine since version 2017.2.0b2.
16602/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Tilemaps.TilemapCollider2D.html):
16603/**
16604Collider for 2D physics representing shapes defined by the corresponding Tilemap.
16605See Also: BoxCollider2D, CircleCollider2D, EdgeCollider2D, PolygonCollider2D.
16606*/
16607#[derive(Debug, Serialize, Deserialize)]
16608pub struct TilemapCollider2D {
16609 /**The density of the collider used to calculate its mass (when auto mass is enabled).*/
16610 pub m_Density: f32,
16611 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
16612 pub m_Enabled: u8,
16613 /**The game object this component is attached to. A component is always attached to a game object.*/
16614 /// PPtr<[`GameObject`]>: (2017.2.0b2 - 2022.3.2f1)
16615 pub m_GameObject: PPtr,
16616 /**Is this collider configured as a trigger?*/
16617 pub m_IsTrigger: bool,
16618 /// PPtr<[`PhysicsMaterial2D`]>: (2017.2.0b2 - 2022.3.2f1)
16619 pub m_Material: PPtr,
16620 /**The local offset of the collider geometry.*/
16621 pub m_Offset: Vector2f,
16622 /**Sets whether the Collider will be used or not used by a CompositeCollider2D.*/
16623 pub m_UsedByComposite: bool,
16624 /**Whether the collider is used by an attached effector or not.*/
16625 pub m_UsedByEffector: bool,
16626 /**The Layers that this Collider2D will report collision or trigger callbacks for during a contact with another Collider2D.*/
16627 /// BitField: (2022.2.0b1 - 2022.3.2f1)
16628 pub m_CallbackLayers: Option<BitField>,
16629 /**The layers of other Collider2D involved in contacts with this Collider2D that will be captured.*/
16630 /// BitField: (2022.2.0b1 - 2022.3.2f1)
16631 pub m_ContactCaptureLayers: Option<BitField>,
16632 /**The additional Layers that this Collider2D should exclude when deciding if a contact with another Collider2D should happen or not.*/
16633 /// BitField: (2022.2.0b1 - 2022.3.2f1)
16634 pub m_ExcludeLayers: Option<BitField>,
16635 /**The amount of Collider shapes each Tile extrudes to facilitate compositing with neighboring Tiles. This eliminates fine gaps between Tiles when using a CompositeCollider2D. This is calculated in Unity units within world space.*/
16636 /// f32: (2019.1.3f1 - 2022.3.2f1)
16637 pub m_ExtrusionFactor: Option<f32>,
16638 /**The Layers that this Collider2D can receive forces from during a Collision contact with another Collider2D.*/
16639 /// BitField: (2022.2.0b1 - 2022.3.2f1)
16640 pub m_ForceReceiveLayers: Option<BitField>,
16641 /**The Layers that this Collider2D is allowed to send forces to during a Collision contact with another Collider2D.*/
16642 /// BitField: (2022.2.0b1 - 2022.3.2f1)
16643 pub m_ForceSendLayers: Option<BitField>,
16644 /**The additional Layers that this Collider2D should include when deciding if a contact with another Collider2D should happen or not.*/
16645 /// BitField: (2022.2.0b1 - 2022.3.2f1)
16646 pub m_IncludeLayers: Option<BitField>,
16647 /**A decision priority assigned to this Collider2D used when there is a conflicting decision on whether a contact between itself and another Collision2D should happen or not.*/
16648 /// i32: (2022.2.0b1 - 2022.3.2f1)
16649 pub m_LayerOverridePriority: Option<i32>,
16650 /**Maximum number of Tile Changes accumulated before doing a full collider rebuild instead of an incremental rebuild.*/
16651 /// u32: (2019.1.0b1 - 2022.3.2f1)
16652 pub m_MaximumTileChangeCount: Option<u32>,
16653 /**When the value is true, the Collider uses an additional Delaunay triangulation step to produce the Collider mesh. When the value is false, this additional step does not occur.*/
16654 /// bool: (2022.1.0b1 - 2022.3.2f1)
16655 pub m_UseDelaunayMesh: Option<bool>,
16656}
16657
16658/// TilemapEditorUserSettings is a class of the Unity engine since version 2017.2.0b2.
16659#[derive(Debug, Serialize, Deserialize)]
16660pub struct TilemapEditorUserSettings {
16661 pub m_FocusMode: i32,
16662 /// PPtr<[`GameObject`]>: (2017.2.0b2 - 2019.2.0a6)
16663 pub m_LastUsedPalette: PPtr,
16664}
16665
16666/// TilemapRefCountedData is a sub class of the Unity engine since version 2017.2.0b2.
16667#[derive(Debug, Serialize, Deserialize)]
16668pub struct TilemapRefCountedData {
16669 /// PPtr<[`Object`]>: (2017.2.0b2 - 2022.3.2f1)
16670 pub m_Data: PPtr,
16671 pub m_RefCount: u32,
16672}
16673
16674/// TilemapRenderer is a class of the Unity engine since version 2017.2.0b2.
16675/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Tilemaps.TilemapRenderer.html):
16676/**
16677The tile map renderer is used to render the tile map marked out by a tile map component and a grid component.
16678This class is a script interface for a tile map renderer component.
16679*/
16680#[derive(Debug, Serialize, Deserialize)]
16681pub struct TilemapRenderer {
16682 pub m_CastShadows: u8,
16683 /**Size in number of tiles of each chunk created by the TilemapRenderer.*/
16684 pub m_ChunkSize: int3_storage,
16685 pub m_DynamicOccludee: u8,
16686 /**Makes the rendered 3D object visible if enabled.*/
16687 pub m_Enabled: bool,
16688 /**The game object this component is attached to. A component is always attached to a game object.*/
16689 /// PPtr<[`GameObject`]>: (2017.2.0b2 - 2022.3.2f1)
16690 pub m_GameObject: PPtr,
16691 /**The light probe interpolation type.*/
16692 pub m_LightProbeUsage: u8,
16693 /// PPtr<[`GameObject`]>: (2017.2.0b2 - 2022.3.2f1)
16694 pub m_LightProbeVolumeOverride: PPtr,
16695 /**The index of the baked lightmap applied to this renderer.*/
16696 pub m_LightmapIndex: u16,
16697 pub m_LightmapIndexDynamic: u16,
16698 pub m_LightmapTilingOffset: Vector4f,
16699 pub m_LightmapTilingOffsetDynamic: Vector4f,
16700 /**Specifies how the Tilemap interacts with the masks.*/
16701 pub m_MaskInteraction: i32,
16702 /**Returns all the instantiated materials of this object.*/
16703 /// Vec<PPtr<[`Material`]>>: (2017.2.0b2 - 2022.3.2f1)
16704 pub m_Materials: Vec<PPtr>,
16705 /**Maximum number of chunks the TilemapRenderer caches in memory.*/
16706 pub m_MaxChunkCount: u32,
16707 /**Maximum number of frames the TilemapRenderer keeps unused chunks in memory.*/
16708 pub m_MaxFrameAge: u32,
16709 pub m_MotionVectors: u8,
16710 /**If set, Renderer will use this Transform's position to find the light or reflection probe.*/
16711 /// PPtr<[`Transform`]>: (2017.2.0b2 - 2022.3.2f1)
16712 pub m_ProbeAnchor: PPtr,
16713 /**Does this object receive shadows?*/
16714 pub m_ReceiveShadows: u8,
16715 /**Should reflection probes be used for this Renderer?*/
16716 pub m_ReflectionProbeUsage: u8,
16717 /**Active sort order for the TilemapRenderer.*/
16718 pub m_SortOrder: i32,
16719 pub m_SortingLayer: i16,
16720 /**Unique ID of the Renderer's sorting layer.*/
16721 pub m_SortingLayerID: i32,
16722 /**Renderer's order within a sorting layer.*/
16723 pub m_SortingOrder: i16,
16724 pub m_StaticBatchInfo: StaticBatchInfo,
16725 /// PPtr<[`Transform`]>: (2017.2.0b2 - 2022.3.2f1)
16726 pub m_StaticBatchRoot: PPtr,
16727 /**Bounds used for culling of Tilemap chunks.*/
16728 /// Vector3f: (2017.4.33f1 - 2022.3.2f1)
16729 pub m_ChunkCullingBounds: Option<Vector3f>,
16730 /**Returns whether the TilemapRenderer automatically detects the bounds to extend chunk culling by.*/
16731 /// i32: (2018.1.0f2 - 2022.3.2f1)
16732 pub m_DetectChunkCullingBounds: Option<i32>,
16733 /**The mode in which the TileMapRenderer batches the tiles for rendering.*/
16734 /// i32: (2018.3.0f2 - 2022.3.2f1)
16735 pub m_Mode: Option<i32>,
16736 /// u8: (2020.1.0b1 - 2022.3.2f1)
16737 pub m_RayTraceProcedural: Option<u8>,
16738 /**Describes how this renderer is updated for ray tracing.*/
16739 /// u8: (2019.3.0b1 - 2022.3.2f1)
16740 pub m_RayTracingMode: Option<u8>,
16741 /**This value sorts renderers by priority. Lower values are rendered first and higher values are rendered last.*/
16742 /// i32: (2018.3.0f2 - 2022.3.2f1)
16743 pub m_RendererPriority: Option<i32>,
16744 /**Determines which rendering layer this renderer lives on.*/
16745 /// u32: (2018.1.0b2 - 2022.3.2f1)
16746 pub m_RenderingLayerMask: Option<u32>,
16747 /**Is this renderer a static shadow caster?*/
16748 /// u8: (2021.1.0b1 - 2022.3.2f1)
16749 pub m_StaticShadowCaster: Option<u8>,
16750}
16751
16752/// TimeManager is a class of the Unity engine since version 3.4.0.
16753#[derive(Debug, Serialize, Deserialize)]
16754pub struct TimeManager {
16755 pub m_TimeScale: f32,
16756 /// f32: (3.4.0 - 2022.3.2f1)
16757 #[serde(alias = "Fixed Timestep")]
16758 pub Fixed_Timestep: Option<f32>,
16759 /// f32: (2022.3.2f1 - 2022.3.2f1)
16760 #[serde(alias = "Maximum Particle Timestep")]
16761 pub Maximum_Particle_Timestep: Option<f32>,
16762 /// f32: (3.4.0 - 2022.3.2f1)
16763 #[serde(alias = "Maximum Allowed Timestep")]
16764 pub Maximum_Allowed_Timestep: Option<f32>,
16765}
16766
16767/// TrailModule is a sub class of the Unity engine since version 5.5.0f3.
16768/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ParticleSystem.TrailModule.html):
16769/**
16770Script interface for the TrailsModule.
16771This module adds trails to your particles. For example, you can make the trails stay in the wake of particles as they move, or make them connect each particle in the system together.See Also: ParticleSystem, ParticleSystem.trails.
16772*/
16773#[derive(Debug, Serialize, Deserialize)]
16774pub struct TrailModule {
16775 /**The gradient that controls the trail colors during the lifetime of the attached particle.*/
16776 pub colorOverLifetime: MinMaxGradient,
16777 /**The gradient that controls the trail colors over the length of the trail.*/
16778 pub colorOverTrail: MinMaxGradient,
16779 /**Specifies whether trails disappear immediately when their owning particle dies. When false, each trail persists until all its points have naturally expired, based on its lifetime.*/
16780 pub dieWithParticles: bool,
16781 /**Specifies whether the TrailModule is enabled or disabled.*/
16782 pub enabled: bool,
16783 /**Toggle whether the trail inherits the particle color as its starting color.*/
16784 pub inheritParticleColor: bool,
16785 /**The curve describing the trail lifetime, throughout the lifetime of the particle.*/
16786 pub lifetime: MinMaxCurve,
16787 /**Set the minimum distance each trail can travel before the system adds a new vertex to it.*/
16788 pub minVertexDistance: f32,
16789 /**Choose what proportion of particles receive a trail.*/
16790 pub ratio: f32,
16791 /**Set whether the particle size acts as a multiplier on top of the trail lifetime.*/
16792 pub sizeAffectsLifetime: bool,
16793 /**Set whether the particle size acts as a multiplier on top of the trail width.*/
16794 pub sizeAffectsWidth: bool,
16795 /**Choose whether the U coordinate of the trail Texture is tiled or stretched.*/
16796 pub textureMode: i32,
16797 /**The curve describing the width of each trail point.*/
16798 pub widthOverTrail: MinMaxCurve,
16799 /**Drop new trail points in world space, regardless of Particle System Simulation Space.*/
16800 pub worldSpace: bool,
16801 /**Adds an extra position to each ribbon, connecting it to the location of the Transform Component.*/
16802 /// bool: (2018.3.0f2 - 2022.3.2f1)
16803 pub attachRibbonsToTransform: Option<bool>,
16804 /**Configures the trails to generate Normals and Tangents. With this data, Scene lighting can affect the trails via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders.*/
16805 /// bool: (2017.1.0b2 - 2022.3.2f1)
16806 pub generateLightingData: Option<bool>,
16807 /**Choose how the system generates the particle trails.*/
16808 /// i32: (2017.3.0b1 - 2022.3.2f1)
16809 pub mode: Option<i32>,
16810 /**Select how many lines to create through the Particle System.*/
16811 /// i32: (2017.3.0b1 - 2022.3.2f1)
16812 pub ribbonCount: Option<i32>,
16813 /**Apply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the trail width at each segment.*/
16814 /// f32: (2018.3.0f2 - 2022.3.2f1)
16815 pub shadowBias: Option<f32>,
16816 /**Specifies whether, if you use this system as a sub-emitter, ribbons connect particles from each parent particle independently.*/
16817 /// bool: (2017.3.0b1 - 2022.3.2f1)
16818 pub splitSubEmitterRibbons: Option<bool>,
16819 /**A multiplier for the UV coordinates of the trail texture.*/
16820 /// Vector2f: (2022.1.0b1 - 2022.3.2f1)
16821 pub textureScale: Option<Vector2f>,
16822}
16823
16824/// TrailRenderer is a class of the Unity engine since version 3.4.0.
16825/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/TrailRenderer.html):
16826/**
16827The trail renderer is used to make trails behind objects in the Scene as they move about.
16828This class is a script interface for a trail renderer component.
16829*/
16830#[derive(Debug, Serialize, Deserialize)]
16831pub struct TrailRenderer {
16832 /**Does the GameObject of this Trail Renderer auto destruct?*/
16833 pub m_Autodestruct: bool,
16834 pub m_CastShadows: Enum_bool__u8,
16835 /**Makes the rendered 3D object visible if enabled.*/
16836 pub m_Enabled: bool,
16837 /**The game object this component is attached to. A component is always attached to a game object.*/
16838 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
16839 pub m_GameObject: PPtr,
16840 /**The index of the baked lightmap applied to this renderer.*/
16841 pub m_LightmapIndex: u16,
16842 pub m_LightmapTilingOffset: Vector4f,
16843 /**Returns all the instantiated materials of this object.*/
16844 /// Vec<PPtr<[`Material`]>>: (3.4.0 - 2022.3.2f1)
16845 pub m_Materials: Vec<PPtr>,
16846 /**Set the minimum distance the trail can travel before a new vertex is added to it.*/
16847 pub m_MinVertexDistance: f32,
16848 /**Does this object receive shadows?*/
16849 pub m_ReceiveShadows: Enum_bool__u8,
16850 /// PPtr<[`Transform`]>: (3.4.0 - 2022.3.2f1)
16851 pub m_StaticBatchRoot: PPtr,
16852 /**How long does the trail take to fade out.*/
16853 pub m_Time: f32,
16854 /// bool: (2022.1.0b1 - 2022.3.2f1)
16855 pub m_ApplyActiveColorSpace: Option<bool>,
16856 /// Gradient: (3.4.0 - 5.4.6f3)
16857 pub m_Colors: Option<Gradient>,
16858 /// u8: (2017.2.0b2 - 2022.3.2f1)
16859 pub m_DynamicOccludee: Option<u8>,
16860 /**Creates trails when the GameObject moves.*/
16861 /// bool: (2018.2.0b1 - 2022.3.2f1)
16862 pub m_Emitting: Option<bool>,
16863 /**The width of the trail at the end of the trail.*/
16864 /// f32: (3.4.0 - 5.4.6f3)
16865 pub m_EndWidth: Option<f32>,
16866 /// PPtr<[`Transform`]>: (3.5.0 - 4.7.2)
16867 pub m_LightProbeAnchor: Option<PPtr>,
16868 /**The light probe interpolation type.*/
16869 /// u8: (5.4.0f3 - 2022.3.2f1)
16870 pub m_LightProbeUsage: Option<u8>,
16871 /// PPtr<[`GameObject`]>: (5.4.0f3 - 2022.3.2f1)
16872 pub m_LightProbeVolumeOverride: Option<PPtr>,
16873 /// u16: (5.0.0f4 - 2022.3.2f1)
16874 pub m_LightmapIndexDynamic: Option<u16>,
16875 /// Vector4f: (5.0.0f4 - 2022.3.2f1)
16876 pub m_LightmapTilingOffsetDynamic: Option<Vector4f>,
16877 /**Specifies how the TrailRenderer interacts with SpriteMask.*/
16878 /// i32: (2022.1.0b1 - 2022.3.2f1)
16879 pub m_MaskInteraction: Option<i32>,
16880 /// u8: (5.4.0f3 - 2022.3.2f1)
16881 pub m_MotionVectors: Option<u8>,
16882 /// LineParameters: (5.5.0f3 - 2022.3.2f1)
16883 pub m_Parameters: Option<LineParameters>,
16884 /**If set, Renderer will use this Transform's position to find the light or reflection probe.*/
16885 /// PPtr<[`Transform`]>: (5.0.0f4 - 2022.3.2f1)
16886 pub m_ProbeAnchor: Option<PPtr>,
16887 /// u8: (2020.1.0b1 - 2022.3.2f1)
16888 pub m_RayTraceProcedural: Option<u8>,
16889 /**Describes how this renderer is updated for ray tracing.*/
16890 /// u8: (2019.3.0b1 - 2022.3.2f1)
16891 pub m_RayTracingMode: Option<u8>,
16892 /**Should reflection probes be used for this Renderer?*/
16893 /// i32: (5.0.0f4 - 5.3.8f2); u8: (5.4.0f3 - 2022.3.2f1)
16894 pub m_ReflectionProbeUsage: Option<i32>,
16895 /**This value sorts renderers by priority. Lower values are rendered first and higher values are rendered last.*/
16896 /// i32: (2018.3.0f2 - 2022.3.2f1)
16897 pub m_RendererPriority: Option<i32>,
16898 /**Determines which rendering layer this renderer lives on.*/
16899 /// u32: (2018.1.0b2 - 2022.3.2f1)
16900 pub m_RenderingLayerMask: Option<u32>,
16901 /// i16: (4.3.0 - 2022.3.2f1)
16902 pub m_SortingLayer: Option<i16>,
16903 /**Unique ID of the Renderer's sorting layer.*/
16904 /// u32: (4.5.0 - 4.7.2); i32: (5.0.0f4 - 2022.3.2f1)
16905 pub m_SortingLayerID: Option<i64>,
16906 /**Renderer's order within a sorting layer.*/
16907 /// i16: (4.3.0 - 2022.3.2f1)
16908 pub m_SortingOrder: Option<i16>,
16909 /**The width of the trail at the spawning point.*/
16910 /// f32: (3.4.0 - 5.4.6f3)
16911 pub m_StartWidth: Option<f32>,
16912 /// StaticBatchInfo: (5.5.0f3 - 2022.3.2f1)
16913 pub m_StaticBatchInfo: Option<StaticBatchInfo>,
16914 /**Is this renderer a static shadow caster?*/
16915 /// u8: (2021.1.0b1 - 2022.3.2f1)
16916 pub m_StaticShadowCaster: Option<u8>,
16917 /// Vec<u32>: (3.4.0 - 5.4.6f3)
16918 pub m_SubsetIndices: Option<Vec<u32>>,
16919 /// bool: (3.5.0 - 5.3.8f2)
16920 pub m_UseLightProbes: Option<bool>,
16921}
16922
16923/// Transform is a class of the Unity engine since version 3.4.0.
16924/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Transform.html):
16925/**
16926Position, rotation and scale of an object.
16927Every object in a Scene has a Transform.
16928
16929It's used to store and manipulate the position, rotation and scale of the object.
16930
16931Every Transform can have a parent, which allows you to apply position, rotation and scale hierarchically. This is the hierarchy seen in the Hierarchy pane.
16932
16933They also support enumerators so you can loop through children using:
16934See Also: The component reference, Physics class.
16935*/
16936#[derive(Debug, Serialize, Deserialize)]
16937pub struct Transform {
16938 /// Vec<PPtr<[`Transform`]>>: (3.4.0 - 2022.3.2f1)
16939 pub m_Children: Vec<PPtr>,
16940 /// PPtr<[`Transform`]>: (3.4.0 - 2022.3.2f1)
16941 pub m_Father: PPtr,
16942 /**The game object this component is attached to. A component is always attached to a game object.*/
16943 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
16944 pub m_GameObject: PPtr,
16945 /**Position of the transform relative to the parent transform.*/
16946 pub m_LocalPosition: Vector3f,
16947 /**The rotation of the transform relative to the transform rotation of the parent.*/
16948 pub m_LocalRotation: Quaternionf,
16949 /**The scale of the transform relative to the GameObjects parent.*/
16950 pub m_LocalScale: Vector3f,
16951}
16952
16953/// TransformMaskElement is a sub class of the Unity engine since version 4.1.0.
16954#[derive(Debug, Serialize, Deserialize)]
16955pub struct TransformMaskElement {
16956 pub m_Path: String,
16957 pub m_Weight: f32,
16958}
16959
16960/// Transition is a class of the Unity engine since version 4.0.0.
16961#[derive(Debug, Serialize, Deserialize)]
16962pub struct Transition {
16963 pub m_Atomic: bool,
16964 pub m_Conditions: Vec<Condition>,
16965 /// PPtr<[`State`]>: (4.0.0 - 4.7.2)
16966 pub m_DstState: PPtr,
16967 pub m_Mute: bool,
16968 pub m_Name: String,
16969 pub m_Solo: bool,
16970 /// PPtr<[`State`]>: (4.0.0 - 4.7.2)
16971 pub m_SrcState: PPtr,
16972 pub m_TransitionDuration: f32,
16973 pub m_TransitionOffset: f32,
16974 /// bool: (4.5.0 - 4.7.2)
16975 pub m_CanTransitionToSelf: Option<bool>,
16976}
16977
16978/// Tree is a class of the Unity engine since version 3.4.0.
16979/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Tree.html):
16980/**
16981Tree Component for the tree creator.
16982*/
16983#[derive(Debug, Serialize, Deserialize)]
16984pub struct Tree {
16985 /**The game object this component is attached to. A component is always attached to a game object.*/
16986 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
16987 pub m_GameObject: PPtr,
16988 /// PPtr<[`SpeedTreeWindAsset`]>: (5.0.0f4 - 2022.3.2f1)
16989 pub m_SpeedTreeWindAsset: Option<PPtr>,
16990}
16991
16992/// TreeInstance is a sub class of the Unity engine since version 3.4.0.
16993/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/TreeInstance.html):
16994/**
16995Contains information about a tree placed in the Terrain game object.
16996This struct can be accessed from the TerrainData Object.
16997*/
16998#[derive(Debug, Serialize, Deserialize)]
16999pub struct TreeInstance {
17000 /**Color of this instance.*/
17001 pub color: ColorRGBA,
17002 /**Height scale of this instance (compared to the prototype's size).*/
17003 pub heightScale: f32,
17004 pub index: i32,
17005 /**Lightmap color calculated for this instance.*/
17006 pub lightmapColor: ColorRGBA,
17007 /**Position of the tree.*/
17008 pub position: Vector3f,
17009 /**Width scale of this instance (compared to the prototype's size).*/
17010 pub widthScale: f32,
17011 /**Read-only.Rotation of the tree on X-Z plane (in radians).*/
17012 /// f32: (5.0.0f4 - 2022.3.2f1)
17013 pub rotation: Option<f32>,
17014}
17015
17016/// TreePrototype is a sub class of the Unity engine since version 3.4.0.
17017/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/TreePrototype.html):
17018/**
17019Simple class that contains a pointer to a tree prototype.
17020This class is used by the TerrainData gameObject.
17021*/
17022#[derive(Debug, Serialize, Deserialize)]
17023pub struct TreePrototype {
17024 /**Bend factor of the tree prototype.*/
17025 pub bendFactor: f32,
17026 /**Retrieves the actual GameObject used by the tree.*/
17027 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
17028 pub prefab: PPtr,
17029 /**The LOD index of a Tree LODGroup that Unity uses to generate a NavMesh. It uses this value only for Trees with a LODGroup, and ignores this value for regular Trees.*/
17030 /// i32: (2020.2.0b1 - 2022.3.2f1)
17031 pub navMeshLod: Option<i32>,
17032}
17033
17034/// TriggerModule is a sub class of the Unity engine since version 5.4.0f3.
17035/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/ParticleSystem.TriggerModule.html):
17036/**
17037Script interface for the TriggerModule.
17038This module is useful for killing particles when they touch a set of collision shapes, or for calling a script command to let you apply custom particle behaviors when the trigger is activated.The example code for MonoBehaviour.OnParticleTrigger shows how the callback type action works.See Also: ParticleSystem, ParticleSystem.trigger.
17039*/
17040#[derive(Debug, Serialize, Deserialize)]
17041pub struct TriggerModule {
17042 /**Specifies whether the TriggerModule is enabled or disabled.*/
17043 pub enabled: bool,
17044 /**Choose what action to perform when particles enter the trigger volume.*/
17045 pub enter: i32,
17046 /**Choose what action to perform when particles leave the trigger volume.*/
17047 pub exit: i32,
17048 /**Choose what action to perform when particles are inside the trigger volume.*/
17049 pub inside: i32,
17050 /**Choose what action to perform when particles are outside the trigger volume.*/
17051 pub outside: i32,
17052 /**A multiplier Unity applies to the size of each particle before it processes overlaps.*/
17053 pub radiusScale: f32,
17054 /**Determines whether collider information is available when calling [[ParticleSystem::GetTriggerParticles]].*/
17055 /// i32: (2020.2.0b1 - 2022.3.2f1)
17056 pub colliderQueryMode: Option<i32>,
17057 /// PPtr<[`Component`]>: (5.4.0f3 - 2020.2.0a13)
17058 pub collisionShape0: Option<PPtr>,
17059 /// PPtr<[`Component`]>: (5.4.0f3 - 2020.2.0a13)
17060 pub collisionShape1: Option<PPtr>,
17061 /// PPtr<[`Component`]>: (5.4.0f3 - 2020.2.0a13)
17062 pub collisionShape2: Option<PPtr>,
17063 /// PPtr<[`Component`]>: (5.4.0f3 - 2020.2.0a13)
17064 pub collisionShape3: Option<PPtr>,
17065 /// PPtr<[`Component`]>: (5.4.0f3 - 2020.2.0a13)
17066 pub collisionShape4: Option<PPtr>,
17067 /// PPtr<[`Component`]>: (5.4.0f3 - 2020.2.0a13)
17068 pub collisionShape5: Option<PPtr>,
17069 /// Vec<PPtr<[`Component`]>>: (2020.2.0b1 - 2022.3.2f1)
17070 pub primitives: Option<Vec<PPtr>>,
17071}
17072
17073/// TrueTypeFontImporter is a class of the Unity engine since version 3.4.0.
17074/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/TrueTypeFontImporter.html):
17075/**
17076AssetImporter for importing Fonts.
17077*/
17078#[derive(Debug, Serialize, Deserialize)]
17079pub struct TrueTypeFontImporter {
17080 /**An array of font names, to be used when includeFontData is set to false.*/
17081 pub m_FontNames: Vec<String>,
17082 /**Font size to use for importing the characters.*/
17083 pub m_FontSize: i32,
17084 pub m_ForceTextureCase: i32,
17085 /**If this is enabled, the actual font will be embedded into the asset for Dynamic fonts.*/
17086 pub m_IncludeFontData: bool,
17087 /**The name of the object.*/
17088 pub m_Name: String,
17089 /**Calculation mode for determining font's ascent.*/
17090 /// i32: (5.3.4f1 - 2022.3.2f1)
17091 pub m_AscentCalculationMode: Option<i32>,
17092 /**Get or set the AssetBundle name.*/
17093 /// String: (5.0.0f4 - 2022.3.2f1)
17094 pub m_AssetBundleName: Option<String>,
17095 /**Get or set the AssetBundle variant.*/
17096 /// String: (5.0.0f4 - 2022.3.2f1)
17097 pub m_AssetBundleVariant: Option<String>,
17098 /**Border pixels added to character images for padding. This is useful if you want to render text using a shader which needs to render outside of the character area (like an outline shader).*/
17099 /// i32: (4.0.0 - 2022.3.2f1)
17100 pub m_CharacterPadding: Option<i32>,
17101 /**Spacing between character images in the generated texture in pixels. This is useful if you want to render text using a shader which samples pixels outside of the character area (like an outline shader).*/
17102 /// i32: (4.0.0 - 2022.3.2f1)
17103 pub m_CharacterSpacing: Option<i32>,
17104 /**A custom set of characters to be included in the Font Texture.*/
17105 /// String: (3.5.0 - 2022.3.2f1)
17106 pub m_CustomCharacters: Option<String>,
17107 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2017.2.0b2 - 2022.3.2f1)
17108 pub m_ExternalObjects: Option<Vec<(SourceAssetIdentifier, PPtr)>>,
17109 /// Vec<PPtr<[`Font`]>>: (5.2.0f2 - 2022.3.2f1)
17110 pub m_FallbackFontReferences: Option<Vec<PPtr>>,
17111 /// Vec<(i32, String)>: (3.4.0 - 3.4.2)
17112 pub m_FileIDToRecycleName: Option<Vec<(i32, String)>>,
17113 /// ColorRGBA: (3.5.0 - 4.1.5)
17114 pub m_FontColor: Option<ColorRGBA>,
17115 /// String: (5.5.0f3 - 2022.3.2f1)
17116 pub m_FontName: Option<String>,
17117 /**Font rendering mode to use for this font.*/
17118 /// i32: (4.0.0 - 2022.3.2f1)
17119 pub m_FontRenderingMode: Option<i32>,
17120 /// MdFour: (3.4.0 - 3.4.2)
17121 pub m_NewHashIdentity: Option<MdFour>,
17122 /// MdFour: (3.4.0 - 3.4.2)
17123 pub m_OldHashIdentity: Option<MdFour>,
17124 /// Output: (4.0.0 - 2022.3.2f1)
17125 pub m_Output: Option<Output>,
17126 /// i32: (3.4.0 - 3.5.7)
17127 pub m_RenderMode: Option<i32>,
17128 /**Set this property to true if you want to round the internal advance width of the font to the nearest integer.*/
17129 /// bool: (2018.1.0b2 - 2022.3.2f1)
17130 pub m_ShouldRoundAdvanceValue: Option<bool>,
17131 /// i32: (3.4.0 - 3.5.7)
17132 pub m_Style: Option<i32>,
17133 /// bool: (3.4.0 - 5.3.3f1)
17134 pub m_Use2xBehaviour: Option<bool>,
17135 /// bool: (5.6.5f1 - 2022.3.2f1)
17136 pub m_UseLegacyBoundsCalculation: Option<bool>,
17137 /// Vec<i64>: (2019.1.0b1 - 2022.3.2f1)
17138 pub m_UsedFileIDs: Option<Vec<i64>>,
17139 /**Get or set any user data.*/
17140 /// String: (4.0.0 - 2022.3.2f1)
17141 pub m_UserData: Option<String>,
17142}
17143
17144/// UAVParameter is a sub class of the Unity engine since version 5.5.0f3.
17145#[derive(Debug, Serialize, Deserialize)]
17146pub struct UAVParameter {
17147 pub m_Index: i32,
17148 pub m_NameIndex: i32,
17149 pub m_OriginalIndex: i32,
17150}
17151
17152/// UIRenderer is a class of the Unity engine since version 4.5.0.
17153#[derive(Debug, Serialize, Deserialize)]
17154pub struct UIRenderer {
17155 /// PPtr<[`GameObject`]>: (4.5.0 - 4.5.5)
17156 pub m_GameObject: PPtr,
17157}
17158
17159/// UVAnimation is a sub class of the Unity engine since version 3.4.0.
17160#[derive(Debug, Serialize, Deserialize)]
17161pub struct UVAnimation {
17162 pub cycles: f32,
17163 /// i32: (3.4.0 - 2018.2.21f1)
17164 #[serde(alias = "x Tile")]
17165 pub x_Tile: Option<i32>,
17166 /// i32: (3.4.0 - 2018.2.21f1)
17167 #[serde(alias = "y Tile")]
17168 pub y_Tile: Option<i32>,
17169}
17170
17171/// UVModule is a sub class of the Unity engine since version 3.5.0.
17172#[derive(Debug, Serialize, Deserialize)]
17173pub struct UVModule {
17174 pub animationType: i32,
17175 pub cycles: f32,
17176 pub enabled: bool,
17177 pub frameOverTime: MinMaxCurve,
17178 pub rowIndex: i32,
17179 pub tilesX: i32,
17180 pub tilesY: i32,
17181 /// f32: (5.5.0f3 - 2022.3.2f1)
17182 pub flipU: Option<f32>,
17183 /// f32: (5.5.0f3 - 2022.3.2f1)
17184 pub flipV: Option<f32>,
17185 /// f32: (2018.3.0f2 - 2022.3.2f1)
17186 pub fps: Option<f32>,
17187 /// i32: (2017.1.0b1 - 2022.3.2f1)
17188 pub mode: Option<i32>,
17189 /// bool: (3.5.0 - 2018.4.36f1)
17190 pub randomRow: Option<bool>,
17191 /// i32: (2019.1.0b1 - 2022.3.2f1)
17192 pub rowMode: Option<i32>,
17193 /// Vector2f: (2018.3.0f2 - 2022.3.2f1)
17194 pub speedRange: Option<Vector2f>,
17195 /// Vec<SpriteData>: (2017.1.0b1 - 2022.3.2f1)
17196 pub sprites: Option<Vec<SpriteData>>,
17197 /// MinMaxCurve: (5.4.0f3 - 2022.3.2f1)
17198 pub startFrame: Option<MinMaxCurve>,
17199 /// i32: (2018.3.0f2 - 2022.3.2f1)
17200 pub timeMode: Option<i32>,
17201 /// i32: (5.4.0f3 - 2022.3.2f1)
17202 pub uvChannelMask: Option<i32>,
17203}
17204
17205/// UnityAdsManager is a class of the Unity engine since version 5.5.0f3.
17206#[derive(Debug, Serialize, Deserialize)]
17207pub struct UnityAdsManager {}
17208
17209/// UnityAdsSettings is a class of the Unity engine since version 5.2.0f2.
17210#[derive(Debug, Serialize, Deserialize)]
17211pub struct UnityAdsSettings {
17212 pub m_Enabled: bool,
17213 pub m_InitializeOnStartup: bool,
17214 pub m_TestMode: bool,
17215 /// String: (5.2.0f2 - 5.6.7f1)
17216 pub m_AndroidGameId: Option<String>,
17217 /// u32: (5.2.0f2 - 2017.1.5f1)
17218 pub m_EnabledPlatforms: Option<u32>,
17219 /// String: (2017.1.0b1 - 2022.3.2f1)
17220 pub m_GameId: Option<String>,
17221 /// String: (5.2.0f2 - 5.6.7f1)
17222 pub m_IosGameId: Option<String>,
17223}
17224
17225/// UnityAnalyticsManager is a class of the Unity engine since version 5.2.0f2.
17226#[derive(Debug, Serialize, Deserialize)]
17227pub struct UnityAnalyticsManager {
17228 /// bool: (5.2.0f2 - 5.2.5f1)
17229 pub m_Enabled: Option<bool>,
17230 /// bool: (5.2.0f2 - 5.2.5f1)
17231 pub m_InitializeOnStartup: Option<bool>,
17232 /// String: (5.2.0f2 - 5.2.5f1)
17233 pub m_TestConfigUrl: Option<String>,
17234 /// String: (5.2.0f2 - 5.2.5f1)
17235 pub m_TestEventUrl: Option<String>,
17236 /// bool: (5.2.0f2 - 5.2.5f1)
17237 pub m_TestMode: Option<bool>,
17238}
17239
17240/// UnityAnalyticsSettings is a sub class of the Unity engine since version 5.3.0f1.
17241#[derive(Debug, Serialize, Deserialize)]
17242pub struct UnityAnalyticsSettings {
17243 pub m_Enabled: bool,
17244 pub m_InitializeOnStartup: bool,
17245 pub m_TestMode: bool,
17246 /// bool: (2020.3.41f1 - 2022.3.2f1)
17247 pub m_PackageRequiringCoreStatsPresent: Option<bool>,
17248 /// String: (5.3.0f1 - 2018.2.21f1)
17249 pub m_TestConfigUrl: Option<String>,
17250 /// String: (5.3.0f1 - 2018.2.21f1)
17251 pub m_TestEventUrl: Option<String>,
17252}
17253
17254/// UnityConnectSettings is a class of the Unity engine since version 5.3.0f1.
17255#[derive(Debug, Serialize, Deserialize)]
17256pub struct UnityConnectSettings {
17257 pub UnityAnalyticsSettings: UnityAnalyticsSettings,
17258 pub UnityPurchasingSettings: UnityPurchasingSettings,
17259 /// CrashReportingSettings: (5.4.0f3 - 2022.3.2f1)
17260 pub CrashReportingSettings: Option<CrashReportingSettings>,
17261 /// PerformanceReportingSettings: (5.6.0b1 - 2022.3.2f1)
17262 pub PerformanceReportingSettings: Option<PerformanceReportingSettings>,
17263 /// UnityAdsSettings: (5.5.0f3 - 2022.3.2f1)
17264 pub UnityAdsSettings: Option<UnityAdsSettings>,
17265 /// String: (2018.3.0f2 - 2022.3.2f1)
17266 pub m_ConfigUrl: Option<String>,
17267 /// String: (2020.3.5f1 - 2022.3.2f1)
17268 pub m_DashboardUrl: Option<String>,
17269 /// bool: (5.4.0f3 - 2022.3.2f1)
17270 pub m_Enabled: Option<bool>,
17271 /// String: (2018.3.0f2 - 2022.3.2f1)
17272 pub m_EventOldUrl: Option<String>,
17273 /// String: (2018.3.0f2 - 2022.3.2f1)
17274 pub m_EventUrl: Option<String>,
17275 /// String: (5.4.0f3 - 2018.2.21f1)
17276 pub m_TestConfigUrl: Option<String>,
17277 /// String: (5.4.0f3 - 2018.2.21f1)
17278 pub m_TestEventUrl: Option<String>,
17279 /// i32: (5.6.0f1 - 2022.3.2f1)
17280 pub m_TestInitMode: Option<i32>,
17281 /// bool: (5.4.0f3 - 2022.3.2f1)
17282 pub m_TestMode: Option<bool>,
17283}
17284
17285/// UnityPropertySheet is a sub class of the Unity engine since version 3.4.0.
17286#[derive(Debug, Serialize, Deserialize)]
17287pub struct UnityPropertySheet {
17288 pub m_Colors: Vec<(Enum_FastPropertyName__String, ColorRGBA)>,
17289 pub m_Floats: Vec<(Enum_FastPropertyName__String, f32)>,
17290 pub m_TexEnvs: Vec<(Enum_FastPropertyName__String, UnityTexEnv)>,
17291 /// Vec<(String, i32)>: (2021.1.0b1 - 2022.3.2f1)
17292 pub m_Ints: Option<Vec<(String, i32)>>,
17293}
17294
17295/// UnityPurchasingSettings is a sub class of the Unity engine since version 5.3.0f1.
17296#[derive(Debug, Serialize, Deserialize)]
17297pub struct UnityPurchasingSettings {
17298 pub m_Enabled: bool,
17299 pub m_TestMode: bool,
17300}
17301
17302/// UnityTexEnv is a sub class of the Unity engine since version 3.4.0.
17303#[derive(Debug, Serialize, Deserialize)]
17304pub struct UnityTexEnv {
17305 pub m_Offset: Vector2f,
17306 pub m_Scale: Vector2f,
17307 /// PPtr<[`Texture`]>: (3.4.0 - 2022.3.2f1)
17308 pub m_Texture: PPtr,
17309}
17310
17311/// UpdateZoneInfo is a sub class of the Unity engine since version 5.6.0b1.
17312#[derive(Debug, Serialize, Deserialize)]
17313pub struct UpdateZoneInfo {
17314 pub needSwap: bool,
17315 pub passIndex: i32,
17316 pub rotation: f32,
17317 pub updateZoneCenter: Vector3f,
17318 pub updateZoneSize: Vector3f,
17319}
17320
17321/// VFXCPUBufferData is a sub class of the Unity engine since version 2018.3.0f2.
17322#[derive(Debug, Serialize, Deserialize)]
17323pub struct VFXCPUBufferData {
17324 pub data: Vec<u32>,
17325}
17326
17327/// VFXCPUBufferDesc is a sub class of the Unity engine since version 2018.3.0f2.
17328#[derive(Debug, Serialize, Deserialize)]
17329pub struct VFXCPUBufferDesc {
17330 pub capacity: u32,
17331 pub initialData: VFXCPUBufferData,
17332 pub layout: Vec<VFXLayoutElementDesc>,
17333 pub stride: u32,
17334}
17335
17336/// VFXEditorSystemDesc is a sub class of the Unity engine since version 2018.3.0f2.
17337#[derive(Debug, Serialize, Deserialize)]
17338pub struct VFXEditorSystemDesc {
17339 pub buffers: Vec<VFXMapping>,
17340 pub capacity: u32,
17341 pub flags: i32,
17342 pub layer: u32,
17343 pub tasks: Vec<VFXEditorTaskDesc>,
17344 pub values: Vec<VFXMapping>,
17345 /// i32: (2018.3.0f2 - 2020.1.0a12)
17346 #[serde(alias = "type")]
17347 pub _type: Option<i32>,
17348}
17349
17350/// VFXEditorTaskDesc is a sub class of the Unity engine since version 2018.3.0f2.
17351#[derive(Debug, Serialize, Deserialize)]
17352pub struct VFXEditorTaskDesc {
17353 pub buffers: Vec<VFXMapping>,
17354 pub params: Vec<VFXMapping>,
17355 /// PPtr<[`NamedObject`]>: (2018.3.0f2 - 2020.1.0a12)
17356 pub processor: PPtr,
17357 pub shaderSourceIndex: i32,
17358 pub values: Vec<VFXMapping>,
17359 /// i32: (2018.3.0f2 - 2020.1.0a12)
17360 #[serde(alias = "type")]
17361 pub _type: Option<i32>,
17362 /// Vec<VFXMappingTemporary>: (2019.2.0b1 - 2020.1.0a12)
17363 pub temporaryBuffers: Option<Vec<VFXMappingTemporary>>,
17364}
17365
17366/// VFXEntryExpressionValue is a sub class of the Unity engine since version 2018.3.0f2.
17367#[derive(Debug, Serialize, Deserialize)]
17368pub struct VFXEntryExpressionValue {
17369 pub m_ExpressionIndex: u32,
17370 pub m_Value: f32,
17371}
17372
17373/// VFXEventDesc is a sub class of the Unity engine since version 2018.3.0f2.
17374#[derive(Debug, Serialize, Deserialize)]
17375pub struct VFXEventDesc {
17376 pub name: String,
17377 pub playSystems: Vec<u32>,
17378 pub stopSystems: Vec<u32>,
17379 /// Vec<u32>: (2021.2.0b1 - 2022.3.2f1)
17380 pub initSystems: Option<Vec<u32>>,
17381}
17382
17383/// VFXExpressionContainer is a sub class of the Unity engine since version 2018.3.0f2.
17384#[derive(Debug, Serialize, Deserialize)]
17385pub struct VFXExpressionContainer {
17386 pub m_Expressions: Vec<Expression>,
17387 pub m_NeedsLocalToWorld: bool,
17388 pub m_NeedsWorldToLocal: bool,
17389 /// u32: (2022.2.0f1 - 2022.3.2f1)
17390 pub m_ConstantBakeCurveCount: Option<u32>,
17391 /// u32: (2022.2.0f1 - 2022.3.2f1)
17392 pub m_ConstantBakeGradientCount: Option<u32>,
17393 /// u32: (2022.2.0f1 - 2022.3.2f1)
17394 pub m_DynamicBakeCurveCount: Option<u32>,
17395 /// u32: (2022.2.0f1 - 2022.3.2f1)
17396 pub m_DynamicBakeGradientCount: Option<u32>,
17397 /// u32: (2020.1.0b1 - 2022.3.2f1)
17398 pub m_MaxCommonExpressionsIndex: Option<u32>,
17399 /// i32: (2019.1.0b1 - 2022.3.2f1)
17400 pub m_NeededMainCameraBuffers: Option<i32>,
17401 /// bool: (2022.1.0b1 - 2022.3.2f1)
17402 pub m_NeedsMainCamera: Option<bool>,
17403}
17404
17405/// VFXField is a sub class of the Unity engine since version 2018.3.0f2.
17406#[derive(Debug, Serialize, Deserialize)]
17407pub struct VFXField {
17408 pub m_Array: Vec<VFXEntryExpressionValue>,
17409}
17410
17411/// VFXGPUBufferDesc is a sub class of the Unity engine since version 2018.3.0f2.
17412#[derive(Debug, Serialize, Deserialize)]
17413pub struct VFXGPUBufferDesc {
17414 pub capacity: u32,
17415 pub layout: Vec<VFXLayoutElementDesc>,
17416 pub size: u32,
17417 pub stride: u32,
17418 /// i32: (2018.3.0f2 - 2022.3.2f1)
17419 #[serde(alias = "type")]
17420 pub _type: Option<i32>,
17421}
17422
17423/// VFXLayoutElementDesc is a sub class of the Unity engine since version 2018.3.0f2.
17424#[derive(Debug, Serialize, Deserialize)]
17425pub struct VFXLayoutElementDesc {
17426 pub name: String,
17427 pub offset: VFXLayoutOffset,
17428 /// i32: (2018.3.0f2 - 2022.3.2f1)
17429 #[serde(alias = "type")]
17430 pub _type: Option<i32>,
17431}
17432
17433/// VFXLayoutOffset is a sub class of the Unity engine since version 2018.3.0f2.
17434#[derive(Debug, Serialize, Deserialize)]
17435pub struct VFXLayoutOffset {
17436 pub bucket: u32,
17437 pub element: u32,
17438 pub structure: u32,
17439}
17440
17441/// VFXManager is a class of the Unity engine since version 2018.3.0f2.
17442/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/VFX.VFXManager.html):
17443/**
17444Use this class to set a number of properties that control VisualEffect behavior within your Unity Project.
17445*/
17446#[derive(Debug, Serialize, Deserialize)]
17447pub struct VFXManager {
17448 /// PPtr<[`ComputeShader`]>: (2018.3.0f2 - 2022.3.2f1)
17449 pub m_CopyBufferShader: PPtr,
17450 pub m_FixedTimeStep: f32,
17451 /// PPtr<[`ComputeShader`]>: (2018.3.0f2 - 2022.3.2f1)
17452 pub m_IndirectShader: PPtr,
17453 pub m_MaxDeltaTime: f32,
17454 pub m_RenderPipeSettingsPath: String,
17455 /// PPtr<[`ComputeShader`]>: (2018.3.0f2 - 2022.3.2f1)
17456 pub m_SortShader: PPtr,
17457 /// u32: (2022.2.0f1 - 2022.3.2f1)
17458 pub m_BatchEmptyLifetime: Option<u32>,
17459 /// u32: (2020.1.0b1 - 2022.3.2f1)
17460 pub m_CompiledVersion: Option<u32>,
17461 /// f32: (2022.1.0b1 - 2022.3.2f1)
17462 pub m_MaxScrubTime: Option<f32>,
17463 /// PPtr<[`MonoBehaviour`]>: (2021.2.0b1 - 2022.3.2f1)
17464 pub m_RuntimeResources: Option<PPtr>,
17465 /// u32: (2020.1.0b1 - 2022.3.2f1)
17466 pub m_RuntimeVersion: Option<u32>,
17467 /// PPtr<[`ComputeShader`]>: (2019.3.0b1 - 2022.3.2f1)
17468 pub m_StripUpdateShader: Option<PPtr>,
17469}
17470
17471/// VFXMapping is a sub class of the Unity engine since version 2018.3.0f2.
17472#[derive(Debug, Serialize, Deserialize)]
17473pub struct VFXMapping {
17474 pub index: i32,
17475 pub nameId: String,
17476}
17477
17478/// VFXMappingTemporary is a sub class of the Unity engine since version 2019.2.0b1.
17479#[derive(Debug, Serialize, Deserialize)]
17480pub struct VFXMappingTemporary {
17481 pub mapping: VFXMapping,
17482 pub pastFrameIndex: u32,
17483 pub perCameraBuffer: bool,
17484}
17485
17486/// VFXPropertySheetSerializedBase is a sub class of the Unity engine since version 2018.3.0f2.
17487#[derive(Debug, Serialize, Deserialize)]
17488pub struct VFXPropertySheetSerializedBase {
17489 pub m_AnimationCurve: VFXField,
17490 pub m_Bool: VFXField,
17491 pub m_Float: VFXField,
17492 pub m_Gradient: VFXField,
17493 pub m_Int: VFXField,
17494 pub m_Matrix4x4f: VFXField,
17495 pub m_NamedObject: VFXField,
17496 pub m_Uint: VFXField,
17497 pub m_Vector2f: VFXField,
17498 pub m_Vector3f: VFXField,
17499 pub m_Vector4f: VFXField,
17500}
17501
17502/// VFXRenderer is a class of the Unity engine since version 2018.3.0f2.
17503#[derive(Debug, Serialize, Deserialize)]
17504pub struct VFXRenderer {
17505 pub m_CastShadows: u8,
17506 pub m_DynamicOccludee: u8,
17507 pub m_Enabled: bool,
17508 /// PPtr<[`GameObject`]>: (2018.3.0f2 - 2022.3.2f1)
17509 pub m_GameObject: PPtr,
17510 pub m_LightProbeUsage: u8,
17511 /// PPtr<[`GameObject`]>: (2018.3.0f2 - 2022.3.2f1)
17512 pub m_LightProbeVolumeOverride: PPtr,
17513 pub m_LightmapIndex: u16,
17514 pub m_LightmapIndexDynamic: u16,
17515 pub m_LightmapTilingOffset: Vector4f,
17516 pub m_LightmapTilingOffsetDynamic: Vector4f,
17517 pub m_MotionVectors: u8,
17518 /// PPtr<[`Transform`]>: (2018.3.0f2 - 2022.3.2f1)
17519 pub m_ProbeAnchor: PPtr,
17520 pub m_ReceiveShadows: u8,
17521 pub m_ReflectionProbeUsage: u8,
17522 pub m_RendererPriority: i32,
17523 pub m_RenderingLayerMask: u32,
17524 pub m_SortingLayer: i16,
17525 pub m_SortingLayerID: i32,
17526 pub m_SortingOrder: i16,
17527 pub m_StaticBatchInfo: StaticBatchInfo,
17528 /// PPtr<[`Transform`]>: (2018.3.0f2 - 2022.3.2f1)
17529 pub m_StaticBatchRoot: PPtr,
17530 /// Vec<PPtr<[`Material`]>>: (2018.3.0f2 - 2021.1.28f1)
17531 pub m_Materials: Option<Vec<PPtr>>,
17532 /// u8: (2020.1.0b1 - 2022.3.2f1)
17533 pub m_RayTraceProcedural: Option<u8>,
17534 /// u8: (2019.3.0b1 - 2022.3.2f1)
17535 pub m_RayTracingMode: Option<u8>,
17536 /// u8: (2021.1.0b1 - 2022.3.2f1)
17537 pub m_StaticShadowCaster: Option<u8>,
17538}
17539
17540/// VFXRendererSettings is a sub class of the Unity engine since version 2018.3.0f2.
17541#[derive(Debug, Serialize, Deserialize)]
17542pub struct VFXRendererSettings {
17543 pub lightProbeUsage: i32,
17544 pub motionVectorGenerationMode: i32,
17545 pub receiveShadows: bool,
17546 pub reflectionProbeUsage: i32,
17547 pub shadowCastingMode: i32,
17548}
17549
17550/// VFXShaderSourceDesc is a sub class of the Unity engine since version 2018.3.0f2.
17551#[derive(Debug, Serialize, Deserialize)]
17552pub struct VFXShaderSourceDesc {
17553 pub compute: bool,
17554 pub name: String,
17555 pub source: String,
17556}
17557
17558/// VFXSystemDesc is a sub class of the Unity engine since version 2018.3.0f2.
17559#[derive(Debug, Serialize, Deserialize)]
17560pub struct VFXSystemDesc {
17561 pub buffers: Vec<VFXMapping>,
17562 pub capacity: u32,
17563 pub flags: i32,
17564 pub layer: u32,
17565 pub tasks: Vec<VFXTaskDesc>,
17566 pub values: Vec<VFXMapping>,
17567 /// i32: (2018.3.0f2 - 2022.3.2f1)
17568 #[serde(alias = "type")]
17569 pub _type: Option<i32>,
17570 /// String: (2020.1.0b1 - 2022.3.2f1)
17571 pub name: Option<String>,
17572}
17573
17574/// VFXTaskDesc is a sub class of the Unity engine since version 2018.3.0f2.
17575#[derive(Debug, Serialize, Deserialize)]
17576pub struct VFXTaskDesc {
17577 pub buffers: Vec<VFXMapping>,
17578 pub params: Vec<VFXMapping>,
17579 /// PPtr<[`NamedObject`]>: (2018.3.0f2 - 2022.3.2f1)
17580 pub processor: PPtr,
17581 pub values: Vec<VFXMapping>,
17582 /// i32: (2018.3.0f2 - 2022.3.2f1)
17583 #[serde(alias = "type")]
17584 pub _type: Option<i32>,
17585 /// Vec<VFXMappingTemporary>: (2019.2.0b1 - 2022.3.2f1)
17586 pub temporaryBuffers: Option<Vec<VFXMappingTemporary>>,
17587}
17588
17589/// VFXTemporaryGPUBufferDesc is a sub class of the Unity engine since version 2019.2.0b1.
17590#[derive(Debug, Serialize, Deserialize)]
17591pub struct VFXTemporaryGPUBufferDesc {
17592 pub desc: VFXGPUBufferDesc,
17593 pub frameCount: u32,
17594}
17595
17596/// VRSettings is a sub class of the Unity engine since version 5.6.0b1.
17597#[derive(Debug, Serialize, Deserialize)]
17598pub struct VRSettings {
17599 /// Google: (5.6.0b1 - 2020.2.0a15)
17600 pub cardboard: Option<Google>,
17601 /// Google: (5.6.0b1 - 2020.2.0a15)
17602 pub daydream: Option<Google>,
17603 /// bool: (2018.1.0b2 - 2022.3.2f1)
17604 pub enable360StereoCapture: Option<bool>,
17605 /// HoloLens: (5.6.0f1 - 2020.2.0a15)
17606 pub hololens: Option<HoloLens>,
17607 /// Lumin: (2019.1.0b1 - 2020.2.0a15)
17608 pub lumin: Option<Lumin>,
17609 /// DeviceNone: (5.6.0b1 - 2020.2.0a17)
17610 pub none: Option<DeviceNone>,
17611 /// Oculus: (2017.3.0f3 - 2020.2.0a15)
17612 pub oculus: Option<Oculus>,
17613}
17614
17615/// ValueArrayConstant is a sub class of the Unity engine since version 4.0.0.
17616#[derive(Debug, Serialize, Deserialize)]
17617pub struct ValueArrayConstant {
17618 pub m_ValueArray: Vec<ValueConstant>,
17619}
17620
17621/// ValueConstant is a sub class of the Unity engine since version 4.0.0.
17622#[derive(Debug, Serialize, Deserialize)]
17623pub struct ValueConstant {
17624 pub m_ID: u32,
17625 pub m_Index: u32,
17626 pub m_Type: u32,
17627 pub m_TypeID: u32,
17628}
17629
17630/// ValueDelta is a sub class of the Unity engine since version 4.0.0.
17631#[derive(Debug, Serialize, Deserialize)]
17632pub struct ValueDelta {
17633 pub m_Start: f32,
17634 pub m_Stop: f32,
17635}
17636
17637/// VariableBoneCountWeights is a sub class of the Unity engine since version 2019.1.0b1.
17638#[derive(Debug, Serialize, Deserialize)]
17639pub struct VariableBoneCountWeights {
17640 pub m_Data: Vec<u32>,
17641}
17642
17643/// VariantInfo is a sub class of the Unity engine since version 5.0.0f4.
17644#[derive(Debug, Serialize, Deserialize)]
17645pub struct VariantInfo {
17646 pub keywords: String,
17647 pub passType: i32,
17648}
17649
17650/// Vector2f is a sub class of the Unity engine since version 3.4.0.
17651#[derive(Debug, Serialize, Deserialize)]
17652pub struct Vector2f {
17653 pub x: f32,
17654 pub y: f32,
17655}
17656
17657/// Vector3Curve is a sub class of the Unity engine since version 3.4.0.
17658#[derive(Debug, Serialize, Deserialize)]
17659pub struct Vector3Curve {
17660 pub curve: AnimationCurve,
17661 pub path: String,
17662}
17663
17664/// Vector3f is a sub class of the Unity engine since version 3.4.0.
17665#[derive(Debug, Serialize, Deserialize)]
17666pub struct Vector3f {
17667 pub x: f32,
17668 pub y: f32,
17669 pub z: f32,
17670}
17671
17672/// Vector4f is a sub class of the Unity engine since version 3.4.0.
17673#[derive(Debug, Serialize, Deserialize)]
17674pub struct Vector4f {
17675 pub w: f32,
17676 pub x: f32,
17677 pub y: f32,
17678 pub z: f32,
17679}
17680
17681/// VectorParameter is a sub class of the Unity engine since version 5.5.0f3.
17682#[derive(Debug, Serialize, Deserialize)]
17683pub struct VectorParameter {
17684 pub m_ArraySize: i32,
17685 pub m_Dim: i8,
17686 pub m_Index: i32,
17687 pub m_NameIndex: i32,
17688 pub m_Type: i8,
17689}
17690
17691/// VelocityModule is a sub class of the Unity engine since version 3.5.0.
17692#[derive(Debug, Serialize, Deserialize)]
17693pub struct VelocityModule {
17694 pub enabled: bool,
17695 pub inWorldSpace: bool,
17696 pub x: MinMaxCurve,
17697 pub y: MinMaxCurve,
17698 pub z: MinMaxCurve,
17699 /// MinMaxCurve: (2018.1.0b2 - 2022.3.2f1)
17700 pub orbitalOffsetX: Option<MinMaxCurve>,
17701 /// MinMaxCurve: (2018.1.0b2 - 2022.3.2f1)
17702 pub orbitalOffsetY: Option<MinMaxCurve>,
17703 /// MinMaxCurve: (2018.1.0b2 - 2022.3.2f1)
17704 pub orbitalOffsetZ: Option<MinMaxCurve>,
17705 /// MinMaxCurve: (2018.1.0b2 - 2022.3.2f1)
17706 pub orbitalX: Option<MinMaxCurve>,
17707 /// MinMaxCurve: (2018.1.0b2 - 2022.3.2f1)
17708 pub orbitalY: Option<MinMaxCurve>,
17709 /// MinMaxCurve: (2018.1.0b2 - 2022.3.2f1)
17710 pub orbitalZ: Option<MinMaxCurve>,
17711 /// MinMaxCurve: (2018.1.0b2 - 2022.3.2f1)
17712 pub radial: Option<MinMaxCurve>,
17713 /// MinMaxCurve: (2017.3.0b1 - 2022.3.2f1)
17714 pub speedModifier: Option<MinMaxCurve>,
17715}
17716
17717/// VersionControlSettings is a class of the Unity engine since version 2020.1.0b1.
17718#[derive(Debug, Serialize, Deserialize)]
17719pub struct VersionControlSettings {
17720 pub m_CollabEditorSettings: CollabEditorSettings,
17721 pub m_Mode: String,
17722}
17723
17724/// VertexData is a sub class of the Unity engine since version 3.5.0.
17725#[derive(Debug, Serialize, Deserialize)]
17726pub struct VertexData {
17727 pub m_DataSize: Vec<u8>,
17728 pub m_VertexCount: u32,
17729 /// Vec<ChannelInfo>: (4.0.0 - 2022.3.2f1)
17730 pub m_Channels: Option<Vec<ChannelInfo>>,
17731 /// u32: (3.5.0 - 5.5.6f1); i32: (5.6.0b1 - 2017.4.40f1)
17732 pub m_CurrentChannels: Option<i64>,
17733 /// Vec<StreamInfo>: (4.0.0 - 4.7.2)
17734 pub m_Streams: Option<Vec<StreamInfo>>,
17735 /// StreamInfo: (3.5.0 - 3.5.7)
17736 #[serde(alias = "m_Streams[0]")]
17737 pub m_Streams_0_: Option<StreamInfo>,
17738 /// StreamInfo: (3.5.0 - 3.5.7)
17739 #[serde(alias = "m_Streams[1]")]
17740 pub m_Streams_1_: Option<StreamInfo>,
17741 /// StreamInfo: (3.5.0 - 3.5.7)
17742 #[serde(alias = "m_Streams[2]")]
17743 pub m_Streams_2_: Option<StreamInfo>,
17744 /// StreamInfo: (3.5.0 - 3.5.7)
17745 #[serde(alias = "m_Streams[3]")]
17746 pub m_Streams_3_: Option<StreamInfo>,
17747}
17748
17749/// VideoBuildInfo is a class of the Unity engine since version 2019.4.38f1.
17750#[derive(Debug, Serialize, Deserialize)]
17751pub struct VideoBuildInfo {
17752 pub m_IsVideoModuleDisabled: bool,
17753 pub m_VideoClipCount: i32,
17754}
17755
17756/// VideoClip is a class of the Unity engine since version 5.6.0b1.
17757/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Video.VideoClip.html):
17758/**
17759A container for video data.
17760A VideoClip stores the video portion of a movie file using a codec that is appropriate for the target platform. VideoClips are referenced by VideoPlayers to play videos.
17761*/
17762#[derive(Debug, Serialize, Deserialize)]
17763pub struct VideoClip {
17764 /**The height of the images in the video clip in pixels. (Read Only).*/
17765 pub Height: u32,
17766 /**The width of the images in the video clip in pixels. (Read Only).*/
17767 pub Width: u32,
17768 pub m_AudioChannelCount: Vec<u16>,
17769 pub m_AudioLanguage: Vec<String>,
17770 pub m_AudioSampleRate: Vec<u32>,
17771 pub m_ExternalResources: StreamedResource,
17772 pub m_Format: i32,
17773 /**The length of the VideoClip in frames. (Read Only).*/
17774 pub m_FrameCount: u64,
17775 /**The frame rate of the clip in frames/second. (Read Only).*/
17776 pub m_FrameRate: f64,
17777 pub m_HasSplitAlpha: bool,
17778 /**The name of the object.*/
17779 pub m_Name: String,
17780 /**The video clip path in the project's assets. (Read Only).*/
17781 pub m_OriginalPath: String,
17782 pub m_ProxyHeight: u32,
17783 pub m_ProxyWidth: u32,
17784 /// u32: (2017.2.0b2 - 2022.3.2f1)
17785 pub m_PixelAspecRatioDen: Option<u32>,
17786 /// u32: (2017.2.0b2 - 2022.3.2f1)
17787 pub m_PixelAspecRatioNum: Option<u32>,
17788 /// Vec<PPtr<[`Shader`]>>: (2020.1.0b1 - 2022.3.2f1)
17789 pub m_VideoShaders: Option<Vec<PPtr>>,
17790 /**Whether the imported clip contains sRGB color data (Read Only).*/
17791 /// bool: (2019.2.0b1 - 2022.3.2f1)
17792 pub m_sRGB: Option<bool>,
17793}
17794
17795/// VideoClipImporter is a class of the Unity engine since version 5.6.0b1.
17796/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/VideoClipImporter.html):
17797/**
17798VideoClipImporter lets you modify VideoClip import settings from Editor scripts.
17799See the Movie File Format Support Notes section in the VideoPlayer class documentation for supported movie file formats and encoding guidelines.
17800*/
17801#[derive(Debug, Serialize, Deserialize)]
17802pub struct VideoClipImporter {
17803 /**Get or set the AssetBundle name.*/
17804 pub m_AssetBundleName: String,
17805 /**Get or set the AssetBundle variant.*/
17806 pub m_AssetBundleVariant: String,
17807 pub m_ColorSpace: i32,
17808 pub m_Deinterlace: i32,
17809 pub m_EncodeAlpha: bool,
17810 pub m_EndFrame: i32,
17811 /**Apply a horizontal flip during import.*/
17812 pub m_FlipHorizontal: bool,
17813 /**Apply a vertical flip during import.*/
17814 pub m_FlipVertical: bool,
17815 pub m_FrameRange: i32,
17816 /**The name of the object.*/
17817 pub m_Name: String,
17818 pub m_Output: VideoClipImporterOutput,
17819 pub m_StartFrame: i32,
17820 pub m_TargetSettings: Vec<(i32, VideoClipImporterTargetSettings)>,
17821 /**Get or set any user data.*/
17822 pub m_UserData: String,
17823 /// i32: (5.6.0b1 - 5.6.0b2)
17824 pub m_AudioImportMode: Option<i32>,
17825 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2017.2.0b2 - 2022.3.2f1)
17826 pub m_ExternalObjects: Option<Vec<(SourceAssetIdentifier, PPtr)>>,
17827 /**Number of frames in the clip.*/
17828 /// i32: (5.6.0b1 - 2017.2.1f1)
17829 pub m_FrameCount: Option<i32>,
17830 /**Frame rate of the clip.*/
17831 /// f64: (5.6.0b1 - 2017.2.1f1)
17832 pub m_FrameRate: Option<f64>,
17833 /**Import audio tracks from source file.*/
17834 /// bool: (5.6.0f1 - 2022.3.2f1)
17835 pub m_ImportAudio: Option<bool>,
17836 /// bool: (5.6.0b1 - 2019.2.21f1)
17837 pub m_IsColorLinear: Option<bool>,
17838 /// i32: (5.6.0b1 - 2017.2.1f1)
17839 pub m_OriginalHeight: Option<i32>,
17840 /// i32: (5.6.0b1 - 2017.2.1f1)
17841 pub m_OriginalWidth: Option<i32>,
17842 /**Denominator of the pixel aspect ratio (num:den).*/
17843 /// u32: (2017.2.0b2 - 2017.2.1f1)
17844 pub m_PixelAspectRatioDenominator: Option<u32>,
17845 /**Numerator of the pixel aspect ratio (num:den).*/
17846 /// u32: (2017.2.0b2 - 2017.2.1f1)
17847 pub m_PixelAspectRatioNumerator: Option<u32>,
17848 /// f32: (5.6.0b1 - 2019.2.21f1)
17849 pub m_Quality: Option<f32>,
17850 /// Vec<u16>: (5.6.0b1 - 2017.2.1f1)
17851 pub m_SourceAudioChannelCount: Option<Vec<u16>>,
17852 /// Vec<u32>: (5.6.0b1 - 2017.2.1f1)
17853 pub m_SourceAudioSampleRate: Option<Vec<u32>>,
17854 /**Size in bytes of the file before importing.*/
17855 /// u64: (5.6.0b1 - 2017.2.1f1)
17856 pub m_SourceFileSize: Option<u64>,
17857 /**True if the source file has a channel for per-pixel transparency.*/
17858 /// bool: (5.6.0b1 - 2017.2.1f1)
17859 pub m_SourceHasAlpha: Option<bool>,
17860 /// bool: (5.6.0b1 - 2019.2.21f1)
17861 pub m_UseLegacyImporter: Option<bool>,
17862 /// Vec<i64>: (2019.1.0b1 - 2022.3.2f1)
17863 pub m_UsedFileIDs: Option<Vec<i64>>,
17864}
17865
17866/// VideoClipImporterOutput is a sub class of the Unity engine since version 5.6.0b1.
17867#[derive(Debug, Serialize, Deserialize)]
17868pub struct VideoClipImporterOutput {
17869 /// i32: (5.6.0b1 - 2017.2.1f1)
17870 pub encodedEndFrame: Option<i32>,
17871 /// i32: (5.6.0b1 - 2017.2.1f1)
17872 pub encodedHeight: Option<i32>,
17873 /// VideoClipImporterTargetSettings: (2017.1.4f1 - 2022.3.2f1)
17874 pub encodedSettings: Option<VideoClipImporterTargetSettings>,
17875 /// i32: (5.6.0b1 - 2017.2.1f1)
17876 pub encodedStartFrame: Option<i32>,
17877 /// i32: (5.6.0b1 - 2017.2.1f1)
17878 pub encodedWidth: Option<i32>,
17879 /// i32: (5.6.0b1 - 2017.2.1f1)
17880 pub format: Option<i32>,
17881 /// i32: (2017.1.4f1 - 2022.3.2f1)
17882 pub originalFrameCount: Option<i32>,
17883 /// i32: (2017.1.4f1 - 2022.3.2f1)
17884 pub originalHeight: Option<i32>,
17885 /// i32: (2017.1.4f1 - 2022.3.2f1)
17886 pub originalWidth: Option<i32>,
17887 /// VideoClipImporterTargetSettings: (5.6.0b1 - 2017.2.1f1)
17888 pub settings: Option<VideoClipImporterTargetSettings>,
17889 /// Vec<u16>: (2017.1.4f1 - 2022.3.2f1)
17890 pub sourceAudioChannelCount: Option<Vec<u16>>,
17891 /// Vec<u32>: (2017.1.4f1 - 2022.3.2f1)
17892 pub sourceAudioSampleRate: Option<Vec<u32>>,
17893 /// u64: (2017.1.4f1 - 2022.3.2f1)
17894 pub sourceFileSize: Option<u64>,
17895 /// f64: (2017.1.4f1 - 2022.3.2f1)
17896 pub sourceFrameRate: Option<f64>,
17897 /// bool: (2017.1.4f1 - 2022.3.2f1)
17898 pub sourceHasAlpha: Option<bool>,
17899 /// u32: (2017.2.2f1 - 2022.3.2f1)
17900 pub sourcePixelAspectRatioDenominator: Option<u32>,
17901 /// u32: (2017.2.2f1 - 2022.3.2f1)
17902 pub sourcePixelAspectRatioNumerator: Option<u32>,
17903 /// StreamedResource: (5.6.0b1 - 2017.2.1f1)
17904 pub streamedResource: Option<StreamedResource>,
17905 /// bool: (2017.3.0b1 - 2022.3.2f1)
17906 pub transcodeSkipped: Option<bool>,
17907}
17908
17909/// VideoClipImporterTargetSettings is a sub class of the Unity engine since version 5.6.0b1.
17910#[derive(Debug, Serialize, Deserialize)]
17911pub struct VideoClipImporterTargetSettings {
17912 pub aspectRatio: i32,
17913 pub bitrateMode: i32,
17914 pub codec: i32,
17915 pub customHeight: i32,
17916 pub customWidth: i32,
17917 pub enableTranscoding: bool,
17918 pub resizeFormat: i32,
17919 pub spatialQuality: i32,
17920}
17921
17922/// VideoPlayer is a class of the Unity engine since version 5.6.0b1.
17923/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/Video.VideoPlayer.html):
17924/**
17925Plays video content onto a target.
17926Content can be either a VideoClip imported asset or a URL such as file:// or http://. Video content will be projected onto one of the supported targets, such as camera background or RenderTexture.
17927If the video content includes transparency, this transparency will be present in the target, allowing objects behind the video target to be visible. When the data VideoPlayer.source is set to URL, the audio and video description of what is being played will only be initialized once the VideoPlayer preparation is completed. You can test this with VideoPlayer.isPrepared.The following demonstrates a few features of the VideoPlayer:
17928*/
17929#[derive(Debug, Serialize, Deserialize)]
17930pub struct VideoPlayer {
17931 /**Defines how the video content will be stretched to fill the target area.*/
17932 pub m_AspectRatio: i32,
17933 /**Destination for the audio embedded in the video.*/
17934 pub m_AudioOutputMode: i32,
17935 /**Number of audio tracks that this VideoPlayer will take control of.*/
17936 pub m_ControlledAudioTrackCount: u16,
17937 pub m_DataSource: i32,
17938 pub m_DirectAudioMutes: Vec<bool>,
17939 pub m_DirectAudioVolumes: Vec<f32>,
17940 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
17941 pub m_Enabled: u8,
17942 pub m_EnabledAudioTracks: Vec<bool>,
17943 pub m_FrameReadyEventEnabled: bool,
17944 /**The game object this component is attached to. A component is always attached to a game object.*/
17945 /// PPtr<[`GameObject`]>: (5.6.0b1 - 2022.3.2f1)
17946 pub m_GameObject: PPtr,
17947 pub m_Looping: bool,
17948 /**Whether the content will start playing back as soon as the component awakes.*/
17949 pub m_PlayOnAwake: bool,
17950 /**Factor by which the basic playback rate will be multiplied.*/
17951 pub m_PlaybackSpeed: f32,
17952 /**Where the video content will be drawn.*/
17953 pub m_RenderMode: i32,
17954 /**Whether the VideoPlayer is allowed to skip frames to catch up with current time.*/
17955 pub m_SkipOnDrop: bool,
17956 /// Vec<PPtr<[`AudioSource`]>>: (5.6.0b1 - 2022.3.2f1)
17957 pub m_TargetAudioSources: Vec<PPtr>,
17958 /**Camera component to draw to when VideoPlayer.renderMode is set to either VideoRenderMode.CameraFarPlane or VideoRenderMode.CameraNearPlane.*/
17959 /// PPtr<[`Camera`]>: (5.6.0b1 - 2022.3.2f1)
17960 pub m_TargetCamera: PPtr,
17961 /**Overall transparency level of the target camera plane video.*/
17962 pub m_TargetCameraAlpha: f32,
17963 /**Material texture property which is targeted when VideoPlayer.renderMode is set to Video.VideoTarget.MaterialOverride.*/
17964 pub m_TargetMaterialProperty: String,
17965 /**Renderer which is targeted when VideoPlayer.renderMode is set to Video.VideoTarget.MaterialOverride*/
17966 /// PPtr<[`Renderer`]>: (5.6.0b1 - 2022.3.2f1)
17967 pub m_TargetMaterialRenderer: PPtr,
17968 /**RenderTexture to draw to when VideoPlayer.renderMode is set to Video.VideoTarget.RenderTexture.*/
17969 /// PPtr<[`RenderTexture`]>: (5.6.0b1 - 2022.3.2f1)
17970 pub m_TargetTexture: PPtr,
17971 /**The file or HTTP URL that the VideoPlayer reads content from.*/
17972 pub m_Url: String,
17973 /// PPtr<[`VideoClip`]>: (5.6.0b1 - 2022.3.2f1)
17974 pub m_VideoClip: PPtr,
17975 /**Determines whether the VideoPlayer will wait for the first frame to be loaded into the texture before starting playback when VideoPlayer.playOnAwake is on.*/
17976 pub m_WaitForFirstFrame: bool,
17977 /**Type of 3D content contained in the source video media.*/
17978 /// i32: (2017.3.0b1 - 2022.3.2f1)
17979 pub m_TargetCamera3DLayout: Option<i32>,
17980 /// String: (5.6.0b1 - 5.6.0b10)
17981 pub m_TargetMaterialName: Option<String>,
17982 /**The clock that the VideoPlayer observes to detect and correct drift.*/
17983 /// i32: (2017.1.0b2 - 2022.3.2f1)
17984 pub m_TimeReference: Option<i32>,
17985 /**The clock source used by the VideoPlayer to derive its current time.*/
17986 /// i32: (2022.2.0b1 - 2022.3.2f1)
17987 pub m_TimeUpdateMode: Option<i32>,
17988 /// Vec<PPtr<[`Shader`]>>: (2020.1.0b1 - 2022.3.2f1)
17989 pub m_VideoShaders: Option<Vec<PPtr>>,
17990}
17991
17992/// VisualEffect is a class of the Unity engine since version 2018.3.0f2.
17993/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/VFX.VisualEffect.html):
17994/**
17995The visual effect class that references an VisualEffectAsset instance within the Scene.
17996*/
17997#[derive(Debug, Serialize, Deserialize)]
17998pub struct VisualEffect {
17999 /// PPtr<[`VisualEffectAsset`]>: (2018.3.0f2 - 2022.3.2f1)
18000 pub m_Asset: PPtr,
18001 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
18002 pub m_Enabled: u8,
18003 /**The game object this component is attached to. A component is always attached to a game object.*/
18004 /// PPtr<[`GameObject`]>: (2018.3.0f2 - 2022.3.2f1)
18005 pub m_GameObject: PPtr,
18006 pub m_PropertySheet: VFXPropertySheetSerializedBase,
18007 /**This property controls whether the visual effect generates a new seed for the random number generator with each call to VisualEffect.Play function.*/
18008 pub m_ResetSeedOnPlay: Enum_bool__u8,
18009 /**The initial seed used for internal random number generator.*/
18010 pub m_StartSeed: u32,
18011 /// u8: (2022.2.0b1 - 2022.3.2f1)
18012 pub m_AllowInstancing: Option<u8>,
18013 /**The default event name. Unity calls this event when the VisualEffect awakes, or when you call VisualEffect.Reinit.*/
18014 /// String: (2019.3.0b1 - 2022.3.2f1)
18015 pub m_InitialEventName: Option<String>,
18016 /// u8: (2019.3.0b1 - 2022.3.2f1)
18017 pub m_InitialEventNameOverriden: Option<u8>,
18018}
18019
18020/// VisualEffectAsset is a class of the Unity engine since version 2018.3.0f2.
18021/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/VFX.VisualEffectAsset.html):
18022/**
18023This class contains a graph of the elements needed to describe a visual effect. These include: the visual effects system, generated shaders, and compiled data.
18024See Also: VisualEffect.
18025*/
18026#[derive(Debug, Serialize, Deserialize)]
18027pub struct VisualEffectAsset {
18028 pub m_Infos: VisualEffectInfo,
18029 /**The name of the object.*/
18030 pub m_Name: String,
18031 pub m_Systems: Vec<VFXSystemDesc>,
18032}
18033
18034/// VisualEffectImporter is a class of the Unity engine since version 2018.3.0f2.
18035#[derive(Debug, Serialize, Deserialize)]
18036pub struct VisualEffectImporter {
18037 pub m_AssetBundleName: String,
18038 pub m_AssetBundleVariant: String,
18039 /// Vec<(SourceAssetIdentifier, PPtr<[`Object`]>)>: (2018.3.0f2 - 2022.3.2f1)
18040 pub m_ExternalObjects: Vec<(SourceAssetIdentifier, PPtr)>,
18041 pub m_Name: String,
18042 pub m_UserData: String,
18043 /// Vec<i64>: (2019.1.0b1 - 2022.3.2f1)
18044 pub m_UsedFileIDs: Option<Vec<i64>>,
18045}
18046
18047/// VisualEffectInfo is a sub class of the Unity engine since version 2018.3.0f2.
18048#[derive(Debug, Serialize, Deserialize)]
18049pub struct VisualEffectInfo {
18050 pub m_Buffers: Vec<VFXGPUBufferDesc>,
18051 pub m_CPUBuffers: Vec<VFXCPUBufferDesc>,
18052 pub m_CullingFlags: i32,
18053 pub m_Events: Vec<VFXEventDesc>,
18054 pub m_ExposedExpressions: Vec<VFXMapping>,
18055 pub m_Expressions: VFXExpressionContainer,
18056 pub m_PropertySheet: VFXPropertySheetSerializedBase,
18057 pub m_RendererSettings: VFXRendererSettings,
18058 pub m_UpdateMode: i32,
18059 /// u32: (2021.2.0b1 - 2022.3.2f1)
18060 pub m_CompilationVersion: Option<u32>,
18061 /// String: (2019.3.0b1 - 2022.3.2f1)
18062 pub m_InitialEventName: Option<String>,
18063 /// u32: (2022.2.0b1 - 2022.3.2f1)
18064 pub m_InstancingCapacity: Option<u32>,
18065 /// i32: (2022.2.0b1 - 2022.3.2f1)
18066 pub m_InstancingDisabledReason: Option<i32>,
18067 /// i32: (2022.2.0b1 - 2022.3.2f1)
18068 pub m_InstancingMode: Option<i32>,
18069 /// f32: (2019.1.0b1 - 2022.3.2f1)
18070 pub m_PreWarmDeltaTime: Option<f32>,
18071 /// u32: (2019.1.0b1 - 2022.3.2f1)
18072 pub m_PreWarmStepCount: Option<u32>,
18073 /// u32: (2018.4.15f1 - 2022.3.2f1)
18074 pub m_RuntimeVersion: Option<u32>,
18075 /// Vec<VFXTemporaryGPUBufferDesc>: (2019.2.0b1 - 2022.3.2f1)
18076 pub m_TemporaryBuffers: Option<Vec<VFXTemporaryGPUBufferDesc>>,
18077}
18078
18079/// VisualEffectResource is a class of the Unity engine since version 2018.3.0f2.
18080#[derive(Debug, Serialize, Deserialize)]
18081pub struct VisualEffectResource {
18082 /// PPtr<[`MonoBehaviour`]>: (2018.3.0f2 - 2022.3.2f1)
18083 pub m_Graph: PPtr,
18084 pub m_Infos: Enum_VisualEffectInfo__VisualEffectSettings,
18085 pub m_Name: String,
18086 /// Vec<VFXShaderSourceDesc>: (2018.3.0f2 - 2020.1.0a12)
18087 pub m_ShaderSources: Option<Vec<VFXShaderSourceDesc>>,
18088 /// Vec<VFXEditorSystemDesc>: (2018.3.0f2 - 2020.1.0a12)
18089 pub m_Systems: Option<Vec<VFXEditorSystemDesc>>,
18090}
18091
18092#[derive(Debug, Serialize, Deserialize)]
18093#[serde(untagged)]
18094pub enum Enum_VisualEffectInfo__VisualEffectSettings {
18095 VisualEffectInfo(VisualEffectInfo),
18096 VisualEffectSettings(VisualEffectSettings),
18097}
18098
18099/// VisualEffectSettings is a sub class of the Unity engine since version 2020.1.0b1.
18100#[derive(Debug, Serialize, Deserialize)]
18101pub struct VisualEffectSettings {
18102 pub m_CullingFlags: i32,
18103 pub m_InitialEventName: String,
18104 pub m_PreWarmDeltaTime: f32,
18105 pub m_PreWarmStepCount: u32,
18106 pub m_RendererSettings: VFXRendererSettings,
18107 pub m_UpdateMode: i32,
18108 /// u32: (2022.2.0b1 - 2022.3.2f1)
18109 pub m_InstancingCapacity: Option<u32>,
18110 /// i32: (2022.2.0b1 - 2022.2.0a18)
18111 pub m_InstancingDisabledReason: Option<i32>,
18112 /// i32: (2022.2.0b1 - 2022.3.2f1)
18113 pub m_InstancingMode: Option<i32>,
18114}
18115
18116/// VisualEffectSubgraphBlock is a class of the Unity engine since version 2019.2.0b1.
18117#[derive(Debug, Serialize, Deserialize)]
18118pub struct VisualEffectSubgraphBlock {
18119 pub m_Name: String,
18120}
18121
18122/// VisualEffectSubgraphOperator is a class of the Unity engine since version 2019.2.0b1.
18123#[derive(Debug, Serialize, Deserialize)]
18124pub struct VisualEffectSubgraphOperator {
18125 pub m_Name: String,
18126}
18127
18128/// WheelCollider is a class of the Unity engine since version 3.4.0.
18129/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/WheelCollider.html):
18130/**
18131A special collider for vehicle wheels.
18132Wheel collider is used to model vehicle wheels. It simulates a spring and damper suspension setup,
18133
18134and uses a slip based tire friction model to calculate wheel contact forces.Wheel's collision detection is performed by casting a ray from center downwards the local
18135
18136y-axis. The wheel has a radius and can extend downwards by suspensionDistance
18137
18138amount.The wheel is controlled with motorTorque, brakeTorque and steerAngle properties.Wheel collider computes friction separately from the rest of physics engine, using a slip based
18139
18140friction model. This allows for more realistic behaviour, but makes
18141
18142wheel colliders ignore standard PhysicMaterial settings. Simulation of different road materials
18143
18144is done by changing the forwardFriction and sidewaysFriction
18145
18146based on what material the wheel is hitting. See Also: GetGroundHit and WheelFrictionCurve.
18147*/
18148#[derive(Debug, Serialize, Deserialize)]
18149pub struct WheelCollider {
18150 /**The center of the wheel, measured in the object's local space.*/
18151 pub m_Center: Vector3f,
18152 /**Properties of tire friction in the direction the wheel is pointing in.*/
18153 pub m_ForwardFriction: WheelFrictionCurve,
18154 /**The game object this component is attached to. A component is always attached to a game object.*/
18155 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
18156 pub m_GameObject: PPtr,
18157 /**The mass of the wheel, expressed in kilograms. Must be larger than zero. Typical values would be in range (20,80).*/
18158 pub m_Mass: f32,
18159 /**The radius of the wheel, measured in local space.*/
18160 pub m_Radius: f32,
18161 /**Properties of tire friction in the sideways direction.*/
18162 pub m_SidewaysFriction: WheelFrictionCurve,
18163 /**Maximum extension distance of wheel suspension, measured in local space.*/
18164 pub m_SuspensionDistance: f32,
18165 /**The parameters of wheel's suspension. The suspension attempts to reach a target position by applying a linear force and a damping force.*/
18166 pub m_SuspensionSpring: JointSpring,
18167 /**Enabled Colliders will collide with other Colliders, disabled Colliders won't.*/
18168 /// bool: (3.5.0 - 2022.3.2f1)
18169 pub m_Enabled: Option<bool>,
18170 /**The additional layers that this Collider should exclude when deciding if the Collider can contact another Collider.*/
18171 /// BitField: (2022.2.0b1 - 2022.3.2f1)
18172 pub m_ExcludeLayers: Option<BitField>,
18173 /**Application point of the suspension and tire forces measured from the base of the resting wheel.*/
18174 /// f32: (5.0.0f4 - 2022.3.2f1)
18175 pub m_ForceAppPointDistance: Option<f32>,
18176 /**The additional layers that this Collider should include when deciding if the Collider can contact another Collider.*/
18177 /// BitField: (2022.2.0b1 - 2022.3.2f1)
18178 pub m_IncludeLayers: Option<BitField>,
18179 /**A decision priority assigned to this Collider used when there is a conflicting decision on whether a Collider can contact another Collider.*/
18180 /// i32: (2022.2.0b1 - 2022.3.2f1)
18181 pub m_LayerOverridePriority: Option<i32>,
18182 /**Whether or not this Collider generates contacts for Physics.ContactEvent.*/
18183 /// bool: (2022.2.0b1 - 2022.3.2f1)
18184 pub m_ProvidesContacts: Option<bool>,
18185 /**The damping rate of the wheel. Must be larger than zero.*/
18186 /// f32: (5.0.0f4 - 2022.3.2f1)
18187 pub m_WheelDampingRate: Option<f32>,
18188}
18189
18190/// WheelFrictionCurve is a sub class of the Unity engine since version 3.4.0.
18191/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/WheelFrictionCurve.html):
18192/**
18193WheelFrictionCurve is used by the WheelCollider to describe friction properties of the wheel tire.
18194The curve takes a measure of tire slip as an input and gives a force as output. The curve is approximated by
18195a two-piece spline. The first section goes from (0,0) to (extremumSlip,extremumValue), at which
18196point the curve's tangent is zero. The second section goes from (extremumSlip,extremumValue)
18197to (asymptoteSlip,asymptoteValue), where curve's tangent is again zero:Wheel collider computes friction separately from the rest of physics engine, using a slip based
18198friction model. It separates the overall friction force into a "forwards" component (in the
18199direction of rolling, and responsible for acceleration and braking) and "sideways" component
18200(orthogonal to rolling, responsible for keeping the car oriented). Tire friction is described
18201separately in these directions using WheelCollider.forwardFriction and WheelCollider.sidewaysFriction.
18202In both directions it is first determined how much the tire is slipping (what is the speed difference between
18203the rubber and the road). Then this slip value is used to find out tire force exerted on the contact.The property of real tires is that for low slip they can exert high forces as the rubber compensates
18204for the slip by stretching. Later when the slip gets really high, the forces are reduced as the tire
18205starts to slide or spin. Thus tire friction curves have a shape like in the image above.Because the friction for the tires is computed separately, the PhysicMaterial of the ground
18206does not affect the wheels. Simulation of different road materials is done by changing
18207the WheelCollider.forwardFriction and WheelCollider.sidewaysFriction of the wheel,
18208based on what material the wheel is hitting.See Also: WheelCollider, WheelCollider.forwardFriction, WheelCollider.sidewaysFriction.
18209*/
18210#[derive(Debug, Serialize, Deserialize)]
18211pub struct WheelFrictionCurve {
18212 /**Asymptote point slip (default 2).*/
18213 /// f32: (3.4.0 - 4.7.2)
18214 pub asymptoteSlip: Option<f32>,
18215 /**Force at the asymptote slip (default 10000).*/
18216 /// f32: (3.4.0 - 4.7.2)
18217 pub asymptoteValue: Option<f32>,
18218 /**Extremum point slip (default 1).*/
18219 /// f32: (3.4.0 - 4.7.2)
18220 pub extremumSlip: Option<f32>,
18221 /**Force at the extremum slip (default 20000).*/
18222 /// f32: (3.4.0 - 4.7.2)
18223 pub extremumValue: Option<f32>,
18224 /**Asymptote point slip (default 2).*/
18225 /// f32: (5.0.0f4 - 2022.3.2f1)
18226 pub m_AsymptoteSlip: Option<f32>,
18227 /**Force at the asymptote slip (default 10000).*/
18228 /// f32: (5.0.0f4 - 2022.3.2f1)
18229 pub m_AsymptoteValue: Option<f32>,
18230 /**Extremum point slip (default 1).*/
18231 /// f32: (5.0.0f4 - 2022.3.2f1)
18232 pub m_ExtremumSlip: Option<f32>,
18233 /**Force at the extremum slip (default 20000).*/
18234 /// f32: (5.0.0f4 - 2022.3.2f1)
18235 pub m_ExtremumValue: Option<f32>,
18236 /**Multiplier for the extremumValue and asymptoteValue values (default 1).*/
18237 /// f32: (5.0.0f4 - 2022.3.2f1)
18238 pub m_Stiffness: Option<f32>,
18239 /// f32: (3.4.0 - 4.7.2)
18240 pub stiffnessFactor: Option<f32>,
18241}
18242
18243/// WheelJoint2D is a class of the Unity engine since version 4.5.0.
18244/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/WheelJoint2D.html):
18245/**
18246The wheel joint allows the simulation of wheels by providing a constraining suspension motion with an optional motor.
18247See Also: JointSuspension2D.
18248*/
18249#[derive(Debug, Serialize, Deserialize)]
18250pub struct WheelJoint2D {
18251 /**The joint's anchor point on the object that has the joint component.*/
18252 pub m_Anchor: Vector2f,
18253 /**The joint's anchor point on the second object (ie, the one which doesn't have the joint component).*/
18254 pub m_ConnectedAnchor: Vector2f,
18255 /// PPtr<[`Rigidbody2D`]>: (4.5.0 - 2022.3.2f1)
18256 pub m_ConnectedRigidBody: PPtr,
18257 /**Enabled Behaviours are Updated, disabled Behaviours are not.*/
18258 pub m_Enabled: u8,
18259 /**The game object this component is attached to. A component is always attached to a game object.*/
18260 /// PPtr<[`GameObject`]>: (4.5.0 - 2022.3.2f1)
18261 pub m_GameObject: PPtr,
18262 /**Parameters for a motor force that is applied automatically to the Rigibody2D along the line.*/
18263 pub m_Motor: JointMotor2D,
18264 /**Set the joint suspension configuration.*/
18265 pub m_Suspension: JointSuspension2D,
18266 /**Should a motor force be applied automatically to the Rigidbody2D?*/
18267 pub m_UseMotor: bool,
18268 /**Should the connectedAnchor be calculated automatically?*/
18269 /// bool: (5.3.0f1 - 2022.3.2f1)
18270 pub m_AutoConfigureConnectedAnchor: Option<bool>,
18271 /**The action to take when the joint breaks the breakForce or breakTorque.*/
18272 /// i32: (2022.2.0b1 - 2022.3.2f1)
18273 pub m_BreakAction: Option<i32>,
18274 /**The force that needs to be applied for this joint to break.*/
18275 /// f32: (5.3.0f1 - 2022.3.2f1)
18276 pub m_BreakForce: Option<f32>,
18277 /**The torque that needs to be applied for this joint to break.*/
18278 /// f32: (5.3.0f1 - 2022.3.2f1)
18279 pub m_BreakTorque: Option<f32>,
18280 /// bool: (4.5.0 - 5.0.0f4)
18281 pub m_CollideConnected: Option<bool>,
18282 /**Should the two rigid bodies connected with this joint collide with each other?*/
18283 /// bool: (5.0.1f1 - 2022.3.2f1)
18284 pub m_EnableCollision: Option<bool>,
18285}
18286
18287/// WindZone is a class of the Unity engine since version 3.4.0.
18288/// Exert from [Unity's scripting documentation](https://docs.unity3d.com/ScriptReference/WindZone.html):
18289/**
18290Wind Zones add realism to the trees you create by making them wave their branches and leaves as if blown by the wind.
18291Note: This only works with trees created by the tree creator or imported from SpeedTree Modeler.
18292*/
18293#[derive(Debug, Serialize, Deserialize)]
18294pub struct WindZone {
18295 pub m_Enabled: u8,
18296 /**The game object this component is attached to. A component is always attached to a game object.*/
18297 /// PPtr<[`GameObject`]>: (3.4.0 - 2022.3.2f1)
18298 pub m_GameObject: PPtr,
18299 /**Defines the type of wind zone to be used (Spherical or Directional).*/
18300 pub m_Mode: i32,
18301 /**Radius of the Spherical Wind Zone (only active if the WindZoneMode is set to Spherical).*/
18302 pub m_Radius: f32,
18303 /**The primary wind force.*/
18304 pub m_WindMain: f32,
18305 /**Defines the frequency of the wind changes.*/
18306 pub m_WindPulseFrequency: f32,
18307 /**Defines how much the wind changes over time.*/
18308 pub m_WindPulseMagnitude: f32,
18309 /**The turbulence wind force.*/
18310 pub m_WindTurbulence: f32,
18311}
18312
18313/// WorldAnchor is a class of the Unity engine since version 5.5.0f3.
18314#[derive(Debug, Serialize, Deserialize)]
18315pub struct WorldAnchor {
18316 /// PPtr<[`GameObject`]>: (5.5.0f3 - 2020.2.0a15)
18317 pub m_GameObject: PPtr,
18318}
18319
18320/// WorldParticleCollider is a class of the Unity engine since version 3.4.0.
18321#[derive(Debug, Serialize, Deserialize)]
18322pub struct WorldParticleCollider {
18323 pub m_BounceFactor: f32,
18324 pub m_CollidesWith: BitField,
18325 pub m_CollisionEnergyLoss: f32,
18326 /// PPtr<[`GameObject`]>: (3.4.0 - 2018.2.21f1)
18327 pub m_GameObject: PPtr,
18328 pub m_MinKillVelocity: f32,
18329 pub m_SendCollisionMessage: bool,
18330}
18331
18332/// bitset is a sub class of the Unity engine since version 3.4.0.
18333#[derive(Debug, Serialize, Deserialize)]
18334pub struct bitset {
18335 pub bitCount: i32,
18336 pub bitblocks: Vec<u8>,
18337}
18338
18339/// float3 is a sub class of the Unity engine since version 5.4.0f3.
18340#[derive(Debug, Serialize, Deserialize)]
18341pub struct float3 {
18342 pub x: f32,
18343 pub y: f32,
18344 pub z: f32,
18345}
18346
18347/// float4 is a sub class of the Unity engine since version 4.0.0.
18348#[derive(Debug, Serialize, Deserialize)]
18349pub struct float4 {
18350 pub w: f32,
18351 pub x: f32,
18352 pub y: f32,
18353 pub z: f32,
18354}
18355
18356/// int2_storage is a sub class of the Unity engine since version 2018.1.0b2.
18357#[derive(Debug, Serialize, Deserialize)]
18358pub struct int2_storage {
18359 pub x: i32,
18360 pub y: i32,
18361}
18362
18363/// int3_storage is a sub class of the Unity engine since version 2017.2.0b2.
18364#[derive(Debug, Serialize, Deserialize)]
18365pub struct int3_storage {
18366 pub x: i32,
18367 pub y: i32,
18368 pub z: i32,
18369}
18370
18371/// xform is a sub class of the Unity engine since version 4.0.0.
18372#[derive(Debug, Serialize, Deserialize)]
18373pub struct xform {
18374 pub q: float4,
18375 pub s: Enum_float4__float3,
18376 pub t: Enum_float4__float3,
18377}