Expand description
A scene’s hierarchy: GameObjects, their Transforms (local TRS composed to world matrices in Unity’s frame), and its mesh renderers (skinned ones with their bones), LODGroups, colliders, lights and terrains, each whatever its state.
State is data: each object carries its OffFlags, the GameObjects on its Transform chain stored inactive and the
component itself stored disabled; Unity draws or uses it when it has none. A LODGroup lists its levels’ renderers
(LodGroup); which level draws is Unity’s choice by screen size. A static-batched renderer draws a slice of a
combined mesh whose vertices are already in world space (its matrix is the identity). A RectTransform’s local x
and y come from its anchors (the stored position can be stale): the parent rect’s minimum plus its size times the
anchors interpolated at the pivot, plus the anchored position.
Structs§
- Animator
- An Animator component: the GameObject it animates (its Transform is the root of the paths its clips name), the
controller that lists its clips and its avatar; a null pointer is
None. - Camera
Component - A camera as stored: its culling mask (
m_CullingMask, the layers it draws; all when absent) and the texture it renders into (m_TargetTexture;None: it draws to the screen). - Character
- A character: an Animator with skinned renderers on its GameObject or below it.
- Collider
Component - A collider as stored: its shape, its off flags, whether it is a trigger, its physic material, and the Rigidbody on
it or its nearest ancestor (
Some(true): kinematic). - Game
Object - A GameObject as stored.
- Light
Component - A light as stored: Unity’s LightType (0 spot, 1 directional, 2 point, 3 rectangle, 4 disc), colour as stored (gamma-encoded), intensity, range, spot angles in degrees (full cone), shadow type, colour temperature (Kelvin, when used), bounce intensity, URP’s light unit and lux-at-distance, area size, render mode and culling mask.
- LodGroup
- A LODGroup: its levels’ renderers (path ids in the scene’s file, a level’s in stored order, null entries left out), finest first; whether the component is enabled (a disabled LODGroup switches no level off) and its own off flags.
- Renderer
- A mesh renderer with a mesh, whatever its state.
- Renderer
Skin - A skinned renderer’s bones: the Transforms (path ids in the renderer’s file) its mesh’s bone slots name, in slot
order, and its root bone; a null entry stays
None. - Scene
- A scene file’s hierarchy: its GameObjects and Transforms, and from them the paths and world matrices of what the scene holds.
- Scene
Joint - A Transform as a joint of a skeleton: its GameObject’s name, its father (a Transform’s path id) and its local
position, rotation (
[x, y, z, w]) and scale as stored, in Unity’s frame. - Scene
Render Settings - A scene’s RenderSettings as read (
Scene::render_settings). - Terrain
Collider Component - A terrain’s collider: its own TerrainData (which may differ from the drawn one), physic material, tree colliders.
- Terrain
Component - A terrain, whatever its state: its GameObject’s path and world matrix (a terrain is placed by its position only), its data, material, collider and off flags (drawn when empty).
- Unity
Ambient - A scene’s ambient lighting as RenderSettings stores it:
mode(m_AmbientMode: 0 skybox, 1 trilight, a gradient of the sky, equator and ground colours, 3 flat, the sky colour alone, 4 custom), the three colours as stored,intensity(m_AmbientIntensity) and the ambient probe as stored (m_AmbientProbe, Unity’s SphericalHarmonicsL2: nine coefficients per channel, red 0..8, green 9..17, blue 18..26;Nonewhen the RenderSettings store none). The probe is what the editor last generated: all zeros when it never did, and not necessarily from the colours stored beside it. - Unity
Behaviour - A MonoBehaviour as stored: its script (namespace and class) and the script’s serialized fields, kept as bytes (a stripped build has no type tree for them).
- Unity
Fog - The scene’s fog as RenderSettings stores it: whether it is on (
m_Fog), itsmode(m_FogMode: 1 linear, 2 exponential, 3 exponential squared), its colour,density(exponential modes) and the linear mode’sstartandend.
Enums§
- Collider
Shape - A collider’s shape as stored, in its GameObject’s space (Unity’s frame).
- OffFlag
- A stored “off” between an object and being drawn or used: a GameObject on its Transform chain stored inactive
(
m_IsActive), or the component itself stored disabled (m_Enabled); path ids in the scene’s file.
Constants§
- IDENTITY
- The identity matrix.
Functions§
- mul
- The product
a * b. - trs
- Unity’s
Matrix4x4.TRS: translation, rotation (the quaternion as stored), scale.