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Module player

Module player 

Source
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§

BuildScene
A scene of the build (Player::scenes).
BundleSpec
A bundle to read into a player, with the files wanted from it.
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 Resources folder), the serialized files of the bundles it was opened with (Player::open_with_bundles), and the type tree package that decodes their objects. Objects are named by ObjRef and decoded on demand.
QualityLevel
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§

ColourSpace
The colour space a player renders in (PlayerSettings’ m_ActiveColorSpace, a project setting the build stores): in Linear the engine converts colour properties from their gamma-encoded storage to linear before a program reads them and samples sRGB textures as linear; in Gamma it hands both to programs as stored.
NodeSelection
Which of a bundle’s serialized files a player reads.
RenderPipeline
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.
SkinWeights
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_ClassName of its MonoScript).