Expand description
A Unity player’s data folder: its SerializedFiles by name, pointers (PPtr) resolved across them, objects decoded
by their classes’ type trees.
Structs§
- Build
Scene - A scene of the build (
Player::scenes). - ObjRef
- An object of the player: its file (lower-case name) and path id.
- Player
- A Unity player’s data folder, read: every SerializedFile in it (and in its
Resourcesfolder), and the type tree package that decodes their objects. Objects are named byObjRefand decoded on demand. - Quality
Level - A quality level of the player (
Player::quality_levels): its name, the bone influences a vertex may have and its shadow settings (shadows: 0 disabled, 1 hard shadows only, 2 all; the distance shadows are drawn to; the built-in pipeline’s cascade count, which a Universal Render Pipeline asset replaces with its own).
Enums§
- Render
Pipeline - The render pipeline a player draws with: GraphicsSettings’ default pipeline asset (
m_CustomRenderPipeline), or a quality level’s own (customRenderPipeline) where it sets one. Which quality level runs is the user’s choice, so the pipeline is known only when every level gives the same kind. - Skin
Weights - How many bone influences a vertex may have under a quality level (
QualitySettings’skinWeights: 1, 2, 4 or 255 for unlimited).
Constants§
- URP_
ASSET - The script class of Universal Render Pipeline’s asset (
m_Namespace.m_ClassNameof its MonoScript).