AddedComponent is a sub class of the Unity engine since version 2022.2.0b1.
Exert from Unity’s scripting documentation:
Class with information about a component that has been added to a Prefab instance.
AddedGameObject is a sub class of the Unity engine since version 2022.1.0b1.
Exert from Unity’s scripting documentation:
Class with information about a GameObject that has been added as a child under a Prefab instance.
AimConstraint is a class of the Unity engine since version 2018.1.0b2.
Exert from Unity’s scripting documentation:
Constrains 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.
AndroidAssetPackImporter is a class of the Unity engine since version 2019.4.29f1.
Exert from Unity’s scripting documentation:
Represents an Android asset pack directory in a project.
Animation is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
The animation component is used to play back animations.
You can assign animation clips to the animation component and control playback from your script.
AnimationClip is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Stores keyframe based animations.
AnimationClip is used by Animation to play back animations.
AnimationCurve is a sub class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Store a collection of Keyframes that can be evaluated over time.
AnimationEvent is a sub class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
AnimationEvent lets you call a script function similar to SendMessage as part of playing back an animation.
Animation events support functions that take zero or one parameter.
The parameter can be a float, an int, a string, an object reference, or an AnimationEvent.
A more detailed example below shows a more complex
way of creating an animation. In this script example the Animator
component is accessed and a Clip from it obtained. (This clip was
set up in the Animation window.) The clip lasts for 2 seconds. An
AnimationEvent is created, and has parameters set. The parameters include
the function PrintEvent() which will handle the event. The event is then
added to the clip. This all happens in Start(). Once the game has launched
the event is called after 1.3s and then repeats every 2s.
Animator is a class of the Unity engine since version 4.0.0.
Exert from Unity’s scripting documentation:
Interface to control the Mecanim animation system.
AnimatorCondition is a sub class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
Condition that is used to determine if a transition must be taken.
AnimatorController is a class of the Unity engine since version 4.0.0.
Exert from Unity’s scripting documentation:
The Animator Controller controls animation through layers with state machines, controlled by parameters.
AnimatorOverrideController is a class of the Unity engine since version 4.3.0.
Exert from Unity’s scripting documentation:
Interface to control Animator Override Controller.
Animator Override Controller is used to override Animation Clips from a controller to specialize animations for a given Avatar.
Swapping 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.
AnimatorState is a class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
States 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.
AnimatorStateMachine is a class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
A graph controlling the interaction of states. Each state references a motion.
AnimatorStateTransition is a class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
Transitions 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.
A transition happens when all its conditions are met. AnimatorStateTransition derives from AnimatorTransitionBase.
AnimatorTransition is a class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
Transitions 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.
A transition happens when all its conditions are met.
AnimatorTransitionBase is a class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
Base class for animator transitions. Transitions define when and how the state machine switches from one state to another.
A transition happens when all its conditions are met.
AreaEffector2D is a class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
Applies forces within an area.
When 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.
ArticulationBody is a class of the Unity engine since version 2020.1.0b1.
Exert from Unity’s scripting documentation:
A body that forms part of a Physics articulation.
An 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.
ArticulationDrive is a sub class of the Unity engine since version 2020.1.0b1.
Exert from Unity’s scripting documentation:
Drive applies forces and torques to the connected bodies.
Drive 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.
Asset is a sub class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
This class containes information about the version control state of an asset.
AssetBundle is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
AssetBundles let you stream additional assets via the UnityWebRequest class and instantiate them at runtime.
Create 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.
This 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.
AssetBundleInfo is a sub class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
Container for holding asset loading information for an AssetBundle to be built.
Note: 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.
AssetBundleManifest is a class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
Manifest for all the AssetBundles in the build.
See Also: BuildPipeline.BuildAssetBundles, AssetBundle.GetAllAssetNames
AssetDatabase is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
An Interface for accessing assets and performing operations on assets.
AssetImporter is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Base class from which asset importers for specific asset types derive.
AudioChorusFilter is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
The Audio Chorus Filter takes an Audio Clip and processes it creating a chorus effect.
The 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.
AudioClip is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
A container for audio data.
An AudioClip stores the audio file either compressed as ogg vorbis or uncompressed.
AudioDistortionFilter is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
The Audio Distortion Filter distorts the sound from an AudioSource or sounds reaching the AudioListener.
See Also: Audio Distortion Filter information.
AudioEchoFilter is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
The Audio Echo Filter repeats a sound after a given Delay, attenuating the repetitions based on the Decay Ratio.
See Also: Audio Echo Filter information.
AudioHighPassFilter is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
The Audio High Pass Filter passes high frequencies of an AudioSource, and cuts off signals with frequencies lower than the Cutoff Frequency.
See Also: Audio High Pass Filter information.
AudioImporter is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Audio importer lets you modify AudioClip import settings from editor scripts.
Settings of this class match the ones exposed in Audio Import Settings.
AudioListener is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Representation of a listener in 3D space.
This class implements a microphone-like device. It records the sounds around it and plays that through the player’s speakers.
AudioLowPassFilter is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
The Audio Low Pass Filter passes low frequencies of an AudioSource or all sounds reaching an AudioListener, while removing frequencies higher than the Cutoff Frequency.
See Also: Audio Low Pass Filter information.
AudioMixer is a class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
AudioMixer asset.
This is a singleton representing a specific audio mixer asset in the project.
AudioMixerGroup is a class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
Object representing a group in the mixer.
AudioMixerSnapshot is a class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
Object representing a snapshot in the mixer.
AudioReverbFilter is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
The Audio Reverb Filter takes an Audio Clip and distorts it to create a custom reverb effect.
See Also: Audio Reverb Filter information.
AudioReverbZone is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Reverb Zones are used when you want to create location based ambient effects in the Scene.
As the Audio Listener moves into a Reverb Zone, the ambient effect associated with the zone is gradually applied.
AudioSource is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
A representation of audio sources in 3D.
An AudioSource is attached to a GameObject for playing back sounds in a 3D environment.
Avatar is a class of the Unity engine since version 4.0.0.
Exert from Unity’s scripting documentation:
Avatar definition.
See Also: Animator.avatar, AvatarBuilder.
AvatarMask is a class of the Unity engine since version 4.1.0.
Exert from Unity’s scripting documentation:
AvatarMask is used to mask out humanoid body parts and transforms.
They can be used when importing animation or in an animator controller layer.
Behaviour is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Behaviours are Components that can be enabled or disabled.
See Also: MonoBehaviour and Component.
BillboardAsset is a class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
BillboardAsset describes how a billboard is rendered.
Billboards 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
Y = v * height + bottom
Z = 0
BillboardRenderer is a class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
Renders a billboard from a BillboardAsset.
BillboardRenderers 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.
BlendTree is a class of the Unity engine since version 4.0.0.
Exert from Unity’s scripting documentation:
Blend trees are used to blend continuously animation between their children. They can either be 1D or 2D.
BoxCollider is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
A box-shaped primitive collider.
See Also: SphereCollider, CapsuleCollider, PhysicMaterial, Rigidbody.
BoxCollider2D is a class of the Unity engine since version 4.3.0.
Exert from Unity’s scripting documentation:
Collider for 2D physics representing an axis-aligned rectangle.
See Also: CircleCollider2D, PolygonCollider2D, EdgeCollider2D.
BrokenPrefabAsset is a class of the Unity engine since version 2022.2.0b1.
Exert from Unity’s scripting documentation:
BrokenPrefabAsset is for Prefab files where the file content cannot be loaded without errors.
A 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.
BuildReport is a class of the Unity engine since version 5.4.0f3.
Exert from Unity’s scripting documentation:
The BuildReport API gives you information about the Unity build process.
A 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.
BuildSettings is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Struct containing information on how to build content.
Note: 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.
BuildStepMessage is a sub class of the Unity engine since version 5.4.0f3.
Exert from Unity’s scripting documentation:
Contains information about a single log message recorded during the build process.
BuildSummary is a sub class of the Unity engine since version 5.4.0f3.
Exert from Unity’s scripting documentation:
Contains overall summary information about a build.
BuoyancyEffector2D is a class of the Unity engine since version 5.3.0f1.
Exert from Unity’s scripting documentation:
Applies forces to simulate buoyancy, fluid-flow and fluid drag.
When 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.
Camera is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
A Camera is a device through which the player views the world.
A screen space point is defined in pixels. The bottom-left of the screen is (0,0); the right-top
Canvas is a class of the Unity engine since version 4.5.0.
Exert from Unity’s scripting documentation:
Element that can be used for screen rendering.
Elements on a canvas are rendered AFTER Scene rendering, either from an attached camera or using overlay mode.
CanvasGroup is a class of the Unity engine since version 4.6.0.
Exert from Unity’s scripting documentation:
A Canvas placable element that can be used to modify children Alpha, Raycasting, Enabled state.
A 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.
CanvasRenderer is a class of the Unity engine since version 4.6.0.
Exert from Unity’s scripting documentation:
A component that will render to the screen after all normal rendering has completed when attached to a Canvas. Designed for GUI application.
See Also:Canvas.
CapsuleCollider is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
A capsule-shaped primitive collider.
Capsules are cylinders with a half-sphere at each end.See Also: BoxCollider, SphereCollider, PhysicMaterial, Rigidbody.
CapsuleCollider2D is a class of the Unity engine since version 5.5.0f3.
Exert from Unity’s scripting documentation:
A capsule-shaped primitive collider.
Capsules are boxes with a semi-circle at each end.
ChannelInfo is a sub class of the Unity engine since version 4.0.0.
Exert from Unity’s scripting documentation:
A structure that contains the connection information of a Channel in ChannelService.
CharacterController is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
A CharacterController allows you to easily do movement constrained by collisions without having to deal with a rigidbody.
A CharacterController is not affected by forces and will only move when you call the Move function.
CharacterInfo is a sub class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Specification for how to render a character from the font texture. See Font.characterInfo.
See Also: Example at Font.RequestCharactersInTexture.
CharacterJoint is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Character Joints are mainly used for Ragdoll effects.
They are an extended ball-socket joint which allows you to limit the joint on each axis.
ChildAnimatorState is a sub class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
Structure that represents a state in the context of its parent state machine.
ChildAnimatorStateMachine is a sub class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
Structure that represents a state machine in the context of its parent state machine.
ChildMotion is a sub class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
Structure that represents a motion in the context of its parent blend tree.
CircleCollider2D is a class of the Unity engine since version 4.3.0.
Exert from Unity’s scripting documentation:
Collider for 2D physics representing an circle.
See Also: BoxCollider class, PolygonCollider2D class.
ClipAnimationInfoCurve is a sub class of the Unity engine since version 4.0.0.
Exert from Unity’s scripting documentation:
Stores a curve and its name that will be used to create additional curves during the import process.
Cloth is a class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
The Cloth class provides an interface to cloth simulation physics.
ClothSphereColliderPair is a sub class of the Unity engine since version 2019.1.0b1.
Exert from Unity’s scripting documentation:
A pair of SphereColliders used to define shapes for Cloth objects to collide against.
A 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.
ClusterInput is a sub class of the Unity engine since version 5.3.0f1.
Exert from Unity’s scripting documentation:
Interface for reading and writing inputs in a Unity Cluster.
ClusterInput 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.
CollisionModule is a sub class of the Unity engine since version 3.5.0.
Exert from Unity’s scripting documentation:
Script interface for the CollisionModule of a Particle System.
See Also: ParticleSystem, ParticleSystem.collision.
ColorBySpeedModule is a sub class of the Unity engine since version 3.5.0.
Exert from Unity’s scripting documentation:
Script interface for the ColorBySpeedModule of a Particle System.
See Also: ParticleSystem, ParticleSystem.colorBySpeed.
Component is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Base class for everything attached to a GameObject.
Note that your code will never directly create a Component. Instead, you write script code, and attach the script to a GameObject.
See Also: ScriptableObject as a way to create scripts that do not attach to any GameObject.
CompositeCollider2D is a class of the Unity engine since version 5.6.0b1.
Exert from Unity’s scripting documentation:
A Collider that can merge other Colliders together.
A 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.
ComputeShader is a class of the Unity engine since version 4.0.0.
Exert from Unity’s scripting documentation:
Compute Shader asset.
Compute shaders are programs that run on the GPU outside of the normal rendering pipeline.
ComputeShaderImporter is a class of the Unity engine since version 4.0.0.
Exert from Unity’s scripting documentation:
Define compute shader import settings in the Unity Editor.
ConfigurableJoint is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
The configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion.
You can build all other joints with it and much more but it is also more complicated to setup.
ConstantForce is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
A force applied constantly.
This 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.
ConstantForce2D is a class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
Applies both linear and angular (torque) forces continuously to the rigidbody each physics update.
This is equivalent of calling Rigidbody2D.AddForce, Rigidbody2D.AddRelativeForce and Rigidbody2D.AddTorque each physics update.
ConstraintSource is a sub class of the Unity engine since version 2018.1.0b2.
Exert from Unity’s scripting documentation:
Represents a source for the constraint.
CrashReportingSettings is a sub class of the Unity engine since version 5.4.0f3.
Exert from Unity’s scripting documentation:
Editor 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.
Cubemap is a class of the Unity engine since version 4.0.0.
Exert from Unity’s scripting documentation:
Class for handling cube maps, Use this to create or modify existing cube map assets.
This class does not support Cubemap creation with a Crunch compression TextureFormat.
CubemapArray is a class of the Unity engine since version 5.5.0f3.
Exert from Unity’s scripting documentation:
Class for handling Cubemap arrays.
Modern graphics APIs (e.g. D3D10.1 and later, OpenGL 4.0 and later, Metal on macOS, PS4) support “cubemap arrays”,
CustomCollider2D is a class of the Unity engine since version 2021.2.0b1.
Exert from Unity’s scripting documentation:
Represents a Collider2D that is configured by assigning PhysicsShape2D geometry to it via a PhysicsShapeGroup2D.
Unlike 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.
CustomDataModule is a sub class of the Unity engine since version 5.6.0b1.
Exert from Unity’s scripting documentation:
Script interface for the CustomDataModule of a Particle System.
See Also: ParticleSystem, ParticleSystem.customData.
CustomRenderTexture is a class of the Unity engine since version 5.6.0b1.
Exert from Unity’s scripting documentation:
Custom Render Textures are an extension to Render Textures that allow you to render directly to the Texture using a Shader.
Custom 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.
DDSImporter is a class of the Unity engine since version 4.0.0.
Exert from Unity’s scripting documentation:
Texture importer lets you modify Texture2D import settings for DDS textures from editor scripts.
DefaultAsset is a class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
DefaultAsset is used for assets that do not have a specific type (yet).
Search for t:DefaultAsset in the project browser to see which assets are of that type.
DefaultPreset is a sub class of the Unity engine since version 2018.1.0b2.
Exert from Unity’s scripting documentation:
This structure defines a default Preset.
See Preset.GetDefaultListForType and Preset.SetDefaultListForType for usage.
DetailPrototype is a sub class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Detail prototype used by the Terrain GameObject.
DistanceJoint2D is a class of the Unity engine since version 4.3.0.
Exert from Unity’s scripting documentation:
Joint that keeps two Rigidbody2D objects a fixed distance apart.
Note 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.
EdgeCollider2D is a class of the Unity engine since version 4.3.0.
Exert from Unity’s scripting documentation:
Collider for 2D physics representing an arbitrary set of connected edges (lines) defined by its vertices.
See Also: BoxCollider2D, CircleCollider2D, PolygonCollider2D.
EditorBuildSettings is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
This class allows you to modify the Editor Build Settings via script.
See EditorBuildSettings.scenes for an example of how to use this class.
See Also: EditorBuildSettingsScene, EditorUserBuildSettings, BuildPlayerOptions.
EditorSettings is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
User settings for Unity Editor.
Use 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
EditorUserBuildSettings is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
User build settings for the Editor
See Also: EditorBuildSettings.
EmissionModule is a sub class of the Unity engine since version 3.5.0.
Exert from Unity’s scripting documentation:
Script interface for the EmissionModule of a Particle System.
See Also: ParticleSystem, ParticleSystem.emission.
ExternalForcesModule is a sub class of the Unity engine since version 4.0.0.
Exert from Unity’s scripting documentation:
Script interface for the ExternalForcesModule of a Particle System.
See Also: ParticleSystem, ParticleSystem.externalForces.
FixedJoint is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
The Fixed joint groups together 2 rigidbodies, making them stick together in their bound position.
See Also: CharacterJoint, HingeJoint, SpringJoint, ConfigurableJoint.
FixedJoint2D is a class of the Unity engine since version 5.3.0f1.
Exert from Unity’s scripting documentation:
Connects two Rigidbody2D together at their anchor points using a configurable spring.
Flare is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
A flare asset. Read more about flares in the components reference.
The flare class has no properties. It needs to be setup up in the inspector.
Font is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Script interface for font assets.
You can use this class to dynamically switch fonts on Text Meshes.See Also: TextMesh.
FrictionJoint2D is a class of the Unity engine since version 5.3.0f1.
Exert from Unity’s scripting documentation:
Applies both force and torque to reduce both the linear and angular velocities to zero.
The 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.
GameObject is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Base class for all entities in Unity Scenes.
Note: Many variables in the GameObject class have been removed. To access GameObject.renderer in csharp, for example, use GetComponent() instead. See Also: Component.
GameObjectRecorder is a class of the Unity engine since version 2017.1.0b1.
Exert from Unity’s scripting documentation:
Records the changing properties of a GameObject as the Scene runs and saves the information into an AnimationClip.
This 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.
Gradient is a sub class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Represents a Gradient used for animating colors.
Gradients 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.
See Also: GradientColorKey, GradientAlphaKey, SerializedProperty.gradientValue.
GraphicsSettings is a class of the Unity engine since version 4.2.0.
Exert from Unity’s scripting documentation:
Script interface for Graphics Settings.
Grid is a class of the Unity engine since version 2017.2.0b2.
Exert from Unity’s scripting documentation:
Grid is the base class for plotting a layout of uniformly spaced points and lines.
The 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.
Hash128 is a sub class of the Unity engine since version 4.1.0.
Exert from Unity’s scripting documentation:
Represents a 128-bit hash value.
Use Hash128 to uniquely identify a piece of data. A 128-bit hash value has an extremely
low probability of hash collisions, so you can assume that if the hash values of two pieces of data are identical,
then the data is identical too. For example, to quickly determine whether texture pixel contents have changed, or
if 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
values incrementally for several pieces of data, use Hash128.Append.
The 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.
HingeJoint is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
The HingeJoint groups together 2 rigid bodies, constraining them to move like connected by a hinge.
This 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.
HingeJoint2D is a class of the Unity engine since version 4.3.0.
Exert from Unity’s scripting documentation:
Joint that allows a Rigidbody2D object to rotate around a point in space or a point on another object.
See Also: DistanceJoint2D, SliderJoint2D, SpringJoint2D, JointAngleLimits2D.
HumanBone is a sub class of the Unity engine since version 4.0.0.
Exert from Unity’s scripting documentation:
The mapping between a bone in the model and the conceptual bone in the Mecanim human anatomy.
The 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.
See Also: HumanDescription, AvatarBuilder.
HumanDescription is a sub class of the Unity engine since version 4.0.0.
Exert from Unity’s scripting documentation:
Class that holds humanoid avatar parameters to pass to the AvatarBuilder.BuildHumanAvatar function.
HumanPose is a sub class of the Unity engine since version 4.0.0.
Exert from Unity’s scripting documentation:
Retargetable humanoid pose.
Represents a humanoid pose that is completely abstracted from any skeleton rig.
See Also: HumanPoseHandler.
IHVImageFormatImporter is a class of the Unity engine since version 5.6.0b1.
Exert from Unity’s scripting documentation:
Use IHVImageFormatImporter to modify Texture2D import settings for Textures in IHV (Independent Hardware Vendor) formats such as .DDS and .PVR from Editor scripts.
Image is a sub class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
A VisualElement representing a source texture.
ImportLog is a class of the Unity engine since version 2022.2.0b1.
Exert from Unity’s scripting documentation:
Container class that holds the collection of logs generated by an importer during the import process.
See Also: AssetImportContext.LogImportError, AssetImportContext.LogImportWarning.
InheritVelocityModule is a sub class of the Unity engine since version 5.3.0f1.
Exert from Unity’s scripting documentation:
The Inherit Velocity Module controls how the velocity of the emitter is transferred to the particles as they are emitted.
NOTE: 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.
Item is a sub class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
A data structure that provides information about a progress indicator.
JointAngleLimits2D is a sub class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
Angular limits on the rotation of a Rigidbody2D object around a HingeJoint2D.
See Also: Rigidbody2D class, HingeJoint2D class.
JointDrive is a sub class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
How the joint’s movement will behave along its local X axis.
JointLimits is a sub class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
JointLimits is used by the HingeJoint to limit the joints angle.
See Also: HingeJoint.
JointMotor is a sub class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
The JointMotor is used to motorize a joint.
For example the HingeJoint can be told to rotate at a given speed and force.
The joint will then attempt to reach the velocity with the given maximum force.
See Also: HingeJoint.
JointMotor2D is a sub class of the Unity engine since version 4.3.0.
Exert from Unity’s scripting documentation:
Parameters for the optional motor force applied to a Joint2D.
See Also: HingeJoint2D class, SliderJoint2D class.
JointSpring is a sub class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
JointSpring is used add a spring force to HingeJoint and PhysicMaterial.
JointSuspension2D is a sub class of the Unity engine since version 4.5.0.
Exert from Unity’s scripting documentation:
Joint suspension is used to define how suspension works on a WheelJoint2D.
See Also: WheelJoint2D class.
JointTranslationLimits2D is a sub class of the Unity engine since version 4.3.0.
Exert from Unity’s scripting documentation:
Motion limits of a Rigidbody2D object along a SliderJoint2D.
See Also: Rigidbody2D class, SliderJoint2D class.
Keyframe is a sub class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
A single keyframe that can be injected into an animation curve.
LOD is a sub class of the Unity engine since version 3.5.0.
Exert from Unity’s scripting documentation:
Structure for building a LOD for passing to the SetLODs function.
LODGroup is a class of the Unity engine since version 3.5.0.
Exert from Unity’s scripting documentation:
LODGroup lets you group multiple Renderers into LOD levels.
This can be used to switch between different LOD levels at runtime based on size on screen.
LensFlare is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Script interface for a Lens flare component.
This allows you to change the brightness and color of lens flares at runtime.
LifetimeByEmitterSpeedModule is a sub class of the Unity engine since version 2020.1.0b1.
Exert from Unity’s scripting documentation:
The Lifetime By Emitter Speed Module controls the initial lifetime of each particle based on the speed of the emitter when the particle was spawned.
This 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.
Light is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Script interface for light components.
Use this to control all aspects of Unity’s lights. The properties are an exact match for the
LightBakingOutput is a sub class of the Unity engine since version 5.6.0f1.
Exert from Unity’s scripting documentation:
Struct describing the result of a Global Illumination bake for a given light.
The example below demonstrates how you can check the baked status of a light and change its active state.
LightProbeProxyVolume is a class of the Unity engine since version 5.4.0f3.
Exert from Unity’s scripting documentation:
The Light Probe Proxy Volume component offers the possibility to use higher resolution lighting for large non-static GameObjects.
By 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.
LightProbes is a class of the Unity engine since version 3.5.0.
Exert from Unity’s scripting documentation:
Stores light probe data for all currently loaded Scenes.
The 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.
LightingDataAsset is a class of the Unity engine since version 5.3.0f1.
Exert from Unity’s scripting documentation:
The lighting data asset used by the active Scene.
Please 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.
LightingSettings is a class of the Unity engine since version 2020.1.0b1.
Exert from Unity’s scripting documentation:
An object containing settings for precomputing lighting data, that Unity can serialize as a Lighting Settings Asset.
When 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:
The following example shows how to create a LightingSettings object, and save it to disk as a Lighting Settings Asset using the AssetDatabase.CreateAsset API.
See Also: Lighting Settings Asset.
LightmapData is a sub class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Data of a lightmap.
A Scene can have several lightmaps stored in it, and Renderer components can use those
lightmaps. This makes it possible to use the same material on multiple objects, while
each 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:
LightmapParameters is a class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
Configures how Unity bakes lighting and can be assigned to a LightingSettings instance or asset.
Note that Unity’s built-in Lightmap Parameters Assets are read-only.
LightmapSettings is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Stores lightmaps of the Scene.
A Scene can have several lightmaps stored in it, and Renderer components can use those
lightmaps. This makes it possible to use the same material on multiple objects, while
each object can refer to a different lightmap or different portion of the same lightmap.See Also: LightmapData class, Renderer.lightmapIndex
LightsModule is a sub class of the Unity engine since version 5.5.0f3.
Exert from Unity’s scripting documentation:
Access the ParticleSystem Lights Module.
This 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.
LineRenderer is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
The line renderer is used to draw free-floating lines in 3D space.
This class is a script interface for a line renderer component.
LocalizationAsset is a class of the Unity engine since version 2018.2.0b1.
Exert from Unity’s scripting documentation:
An asset to represent a table of localized strings for one specific locale.
LookAtConstraint is a class of the Unity engine since version 2018.2.0b1.
Exert from Unity’s scripting documentation:
Constrains 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.
The LookAtConstraint is a simplified AimConstraint typically used with a Camera.
Material is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
The material class.
This class exposes all properties from a material, allowing you to animate them.
Mesh is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
A class that allows you to create or modify meshes.
Meshes contain vertices and multiple triangle arrays.Conceptually, all vertex data is stored in separate arrays of the same size. For example, if you have
MeshCollider is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
A mesh collider allows you to do collision detection between meshes and primitives.
See Also: BoxCollider, CapsuleCollider, PhysicMaterial, Rigidbody.
MeshFilter is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
A class to access the Mesh of the mesh filter.
Use this with a procedural mesh interface. See Also: Mesh class.
MeshRenderer is a class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
Renders meshes inserted by the MeshFilter or TextMesh.
MinMaxCurve is a sub class of the Unity engine since version 3.5.0.
Exert from Unity’s scripting documentation:
Script interface for a Min-Max Curve.
Min-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.
MinMaxGradient is a sub class of the Unity engine since version 3.5.0.
Exert from Unity’s scripting documentation:
Script interface for a Min-Max Gradient.
This contains two Gradients, and returns a Color based on ParticleSystem.MinMaxGradient.mode. Depending on the mode, this may return the value randomized.
ModelImporter is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Model importer lets you modify model import settings from editor scripts.
Settings of this class match the ones exposed in Mesh Import Settings.
MonoBehaviour is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
MonoBehaviour is a base class that many Unity scripts derive from.
MonoBehaviour 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.
MonoScript is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Representation of Script assets.
This class represents C# files stored in the project.
MovieTexture is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
MovieTexture has been removed. Use VideoPlayer instead.
NavMesh is a class of the Unity engine since version 3.5.0.
Exert from Unity’s scripting documentation:
Singleton class to access the baked NavMesh.
Use 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:
• Building a NavMesh – for more information on how to setup and bake NavMesh
• Areas and Costs – to learn how to use different Area types.
• NavMeshAgent – to learn how to control and move NavMesh Agents.
• NavMeshObstacle – to learn how to control NavMesh Obstacles using scripting.
• OffMeshLink – to learn how to control Off-Mesh Links using scripting.
NavMeshAgent is a class of the Unity engine since version 3.5.0.
Exert from Unity’s scripting documentation:
Navigation mesh agent.
This 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.
NavMeshBuildDebugSettings is a sub class of the Unity engine since version 2017.2.0b2.
Exert from Unity’s scripting documentation:
Specify which of the temporary data generated while building the NavMesh should be retained in memory after the process has completed.
It 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.
Input 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:
i. decomposing the Scene’s terrain and meshes into triangles;
ii. rasterizing the input triangles into a 3D voxel representation and finding ledges;
iii. partitioning the voxels lying at the surface into simpler horizontal regions;
iv. finding a tight-fitting contour for each of these regions;
v. simplifying the contours into polygonal shapes;
vi. creating a mesh of convex polygons based on all the contours combined;
vii. 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:
NavMeshBuildSettings is a sub class of the Unity engine since version 5.6.0b1.
Exert from Unity’s scripting documentation:
The NavMeshBuildSettings struct allows you to specify a collection of settings which describe the dimensions and limitations of a particular agent type.
You 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.
To help diagnose violations of these rules, a special method ValidationReport can be evaluated.
NavMeshData is a class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
Contains and represents NavMesh data.
An 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.
NavMeshObstacle is a class of the Unity engine since version 4.0.0.
Exert from Unity’s scripting documentation:
An obstacle for NavMeshAgents to avoid.
A 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.
NetworkView is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
The network view is the binding material of multiplayer games.
With this you can define exactly what is to be synchronized over the network and how
it should be done. Game objects can have NetworkView components which can be
configured to watch other components for the object.
For more information see the Network View manual page and the component reference page.
NetworkViewID is a sub class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
The NetworkViewID is a unique identifier for a network view instance in a multiplayer game.
It is imporatant that this is a unique number accross all clients and that they can generate
these numbers themselves, or else network synchronization will break.
NoiseModule is a sub class of the Unity engine since version 5.5.0f3.
Exert from Unity’s scripting documentation:
Script interface for the NoiseModule.
The 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.
OcclusionArea is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
OcclusionArea is an area in which occlusion culling is performed.
OcclusionPortal is a class of the Unity engine since version 3.5.0.
Exert from Unity’s scripting documentation:
The portal for dynamically changing occlusion at runtime.
OffMeshLink is a class of the Unity engine since version 3.5.0.
Exert from Unity’s scripting documentation:
Link allowing movement outside the planar navigation mesh.
PackedAssets is a class of the Unity engine since version 5.4.0f3.
Exert from Unity’s scripting documentation:
An extension to the BuildReport class that tracks how Assets contribute to the size of the build.
The build process generates a PackedAssets report for each .sharedAssets or .resource file, or for each AssetBundle.
ParentConstraint is a class of the Unity engine since version 2018.1.0b2.
Exert from Unity’s scripting documentation:
Constrains 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.
ParticleSystem is a class of the Unity engine since version 3.5.0.
Exert from Unity’s scripting documentation:
Script interface for the Built-in Particle System. Unity’s powerful and versatile particle system implementation.
General parameters
ParticleSystemForceField is a class of the Unity engine since version 2018.3.0f2.
Exert from Unity’s scripting documentation:
Script interface for Particle System Force Fields.
Particle 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.
ParticleSystemRenderer is a class of the Unity engine since version 3.5.0.
Exert from Unity’s scripting documentation:
Use this class to render particles on to the screen.
PerformanceReportingSettings is a sub class of the Unity engine since version 5.6.0b1.
Exert from Unity’s scripting documentation:
Normally performance reporting is enabled from the Services window, but if writing your own editor extension, this API can be used.
PhysicMaterial is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Physics material describes how to handle colliding objects (friction, bounciness).
See Also: Collider.
PhysicsJobOptions2D is a sub class of the Unity engine since version 2018.1.0b2.
Exert from Unity’s scripting documentation:
A set of options that control how physics operates when using the job system to multithread the physics simulation.
Multithreaded 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
• Contact Collision
• Discrete Solver (Clear Island Flags -> Discrete Island Traversal -> Discrete Island Solver -> Synchronize Fixtures -> Find New Contacts)
• Continuous Solver (Clear Island Flags > Continuous Island Traversal -> Discrete Island Solver -> Synchronize Fixtures -> Find New Contacts)
• Clear Body Forces
• 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.
PhysicsMaterial2D is a class of the Unity engine since version 4.3.0.
Exert from Unity’s scripting documentation:
Asset type that defines the surface properties of a Collider2D.
Note: 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.
PhysicsShapeGroup2D is a sub class of the Unity engine since version 2021.2.0b1.
Exert from Unity’s scripting documentation:
Represents a group of PhysicsShape2D and their geometry.
A 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:
PlatformEffector2D is a class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
Applies “platform” behaviour such as one-way collisions etc.
When 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.
PlatformShaderSettings is a sub class of the Unity engine since version 5.3.0f1.
Exert from Unity’s scripting documentation:
Used to set up shader settings, per-platform and per-shader-hardware-tier.
This struct is deprecated. Please use TierSettings.
PlayableDirector is a class of the Unity engine since version 2017.1.0b1.
Exert from Unity’s scripting documentation:
Instantiates a PlayableAsset and controls playback of Playable objects.
PlayerSettings is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Player 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.
PointEffector2D is a class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
Applies forces to attract/repulse against a point.
When 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.
PolygonCollider2D is a class of the Unity engine since version 4.3.0.
Exert from Unity’s scripting documentation:
Collider for 2D physics representing an arbitrary polygon defined by its vertices.
See Also: BoxCollider2D, CircleCollider2D, EdgeCollider2D.
PositionConstraint is a class of the Unity engine since version 2018.1.0b2.
Exert from Unity’s scripting documentation:
Constrains the position of an object relative to the position of one or more source objects.
Preset is a class of the Unity engine since version 2018.1.0b2.
Exert from Unity’s scripting documentation:
A Preset contains default values for an Object.
The Preset class contains the type of the Object used to create it and a list of each serialized property/value pair of this Object.
It 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.
Presets can also be saved as Assets using the .preset extension in order to.
PresetType is a sub class of the Unity engine since version 2018.1.0b2.
Exert from Unity’s scripting documentation:
Stores a type to which a Preset can be applied.
Only 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.
ProceduralMaterial is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Deprecated feature, no longer available
ProceduralTexture is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Deprecated feature, no longer available
Projector is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
A script interface for a projector component.
The Projector can be used to project any material onto the Scene - just like a real world projector.
PropertyModification is a sub class of the Unity engine since version 3.5.0.
Exert from Unity’s scripting documentation:
Defines a single modified property.
Used by the Prefab system to track any changes applied to an instance.
QualitySettings is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Script interface for Quality Settings.
There can be an arbitrary number of quality settings. The details of each are set up
RayTracingShader is a class of the Unity engine since version 2019.3.0b1.
Exert from Unity’s scripting documentation:
A shader for GPU ray tracing.
This shader should contain at least a raygeneration shader.
RectTransform is a class of the Unity engine since version 4.5.0.
Exert from Unity’s scripting documentation:
Position, size, anchor and pivot information for a rectangle.
RectTransforms are used for GUI but can also be used for other things.
ReflectionProbe is a class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
The reflection probe is used to capture the surroundings into a texture which is passed to the shaders and used for reflections.
The properties are an exact match for the values shown in the Inspector.This class is a script interface for a reflection probe component.
RelativeJoint2D is a class of the Unity engine since version 5.3.0f1.
Exert from Unity’s scripting documentation:
Keeps two Rigidbody2D at their relative orientations.
Two 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.
RenderSettings is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Experimental render settings features.
See Also: RenderSettings.
RenderTexture is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Render textures are textures that can be rendered to.
They can be used to implement image based rendering effects, dynamic shadows,
Renderer is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
General functionality for all renderers.
A renderer is what makes an object appear on the screen. Use this class to access the renderer of any object, mesh or Particle System.
Renderers can be disabled to make objects invisible (see enabled), and the materials can be accessed
and modified through them (see material).See Also: Renderer components for meshes, particles,
lines and trails.
Rigidbody is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Control of an object’s position through physics simulation.
Adding 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).
Rigidbody2D is a class of the Unity engine since version 4.3.0.
Exert from Unity’s scripting documentation:
Rigidbody physics component for 2D sprites.
The 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.
RotationBySpeedModule is a sub class of the Unity engine since version 3.5.0.
Exert from Unity’s scripting documentation:
Script interface for the RotationBySpeedModule.
Rotate particles based on their speed.See Also: ParticleSystem, ParticleSystem.rotationBySpeed.
RotationConstraint is a class of the Unity engine since version 2018.1.0b2.
Exert from Unity’s scripting documentation:
Constrains the rotation of an object relative to the rotation of one or more source objects.
RuntimeAnimatorController is a class of the Unity engine since version 4.1.0.
Exert from Unity’s scripting documentation:
The runtime representation of the AnimatorController. Use this representation to change the Animator Controller during runtime.
ScaleConstraint is a class of the Unity engine since version 2018.1.0b2.
Exert from Unity’s scripting documentation:
Constrains the scale of an object relative to the scale of one or more source objects.
ScenesUsingAssets is a class of the Unity engine since version 2020.1.0b1.
Exert from Unity’s scripting documentation:
An extension to the BuildReport class that tracks which scenes in the build have references to a specific asset in the build.
The build process generates this information when BuildOptions.DetailedBuildReport is used during a build.
ScriptedImporter is a class of the Unity engine since version 2017.1.0b2.
Exert from Unity’s scripting documentation:
Abstract base class for custom Asset importers.
Scripted 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.
You can see these properties in the Inspector and use them to control the behaviour of the importer for each asset.
To 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.
After changing values, trigger a fresh import by calling EditorUtility.SetDirty and then AssetImporter.SaveAndReimport.
SecondarySpriteTexture is a sub class of the Unity engine since version 2019.1.0b1.
Exert from Unity’s scripting documentation:
Encapsulates a Texture2D and its shader property name to give Sprite-based renderers access to a secondary texture, in addition to the main Sprite texture.
SerializedProperty is a sub class of the Unity engine since version 5.5.0f3.
Exert from Unity’s scripting documentation:
SerializedProperty and SerializedObject are classes for editing properties on objects in a completely generic way that automatically handles undo, multi-object editing and Prefab overrides.
SerializedProperty is primarily used to read or change the value of a property. It can also iterate through the properties of an object using Next.
See Also: SerializedObject class, Editor class.
Shader is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Shader scripts used for all rendering.
Most of the advanced rendering is controlled via Material class. Shader class is mostly
ShaderImporter is a class of the Unity engine since version 4.0.0.
Exert from Unity’s scripting documentation:
Shader importer lets you modify shader import settings from Editor scripts.
ShaderInfo is a sub class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
Contains the following information about a shader:
-If the shader has compilation errors or warnings.
-If the shader is supported on the currently selected platform.
-The name of the shader.
ShaderVariantCollection is a class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
ShaderVariantCollection records which shader variants are actually used in each shader.
This is used for shader preloading (“warmup”), so that a game can make sure “actually required”
shader 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.
ShapeModule is a sub class of the Unity engine since version 3.5.0.
Exert from Unity’s scripting documentation:
Script interface for the ShapeModule.
Configures the initial positions and directions of particles.See Also: ParticleSystem, ParticleSystem.shape.
SizeBySpeedModule is a sub class of the Unity engine since version 3.5.0.
Exert from Unity’s scripting documentation:
Script interface for the SizeBySpeedModule.
This module controls the size of particles based on their speeds.See Also: ParticleSystem, ParticleSystem.sizeBySpeed.
SkeletonBone is a sub class of the Unity engine since version 4.0.0.
Exert from Unity’s scripting documentation:
Details of the Transform name mapped to the skeleton bone of a model and its default position and rotation in the T-pose.
The 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.
SketchUpImportCamera is a sub class of the Unity engine since version 5.1.0f1.
Exert from Unity’s scripting documentation:
Structure to hold camera data extracted from a SketchUp file.
When 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.
SketchUpImportScene is a sub class of the Unity engine since version 5.1.0f1.
Exert from Unity’s scripting documentation:
Structure to hold scene data extracted from a SketchUp file.
When importing a SketchUp file, Unity retrieves all the scenes in the SketchUp file.This can be extracted later from SketchUpImporter with SketchUpImporter.GetScenes.
SketchUpImporter is a class of the Unity engine since version 5.1.0f1.
Exert from Unity’s scripting documentation:
Derives from AssetImporter to handle importing of SketchUp files.
From 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.
Skybox is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
A script interface for the skybox component.
The skybox class has only the material property.See Also: skybox component.
SliderJoint2D is a class of the Unity engine since version 4.3.0.
Exert from Unity’s scripting documentation:
Joint that restricts the motion of a Rigidbody2D object to a single line.
See Also: Rigidbody2D, DistanceJoint2D, HingeJoint2D, SpringJoint2D, JointTranslationLimits2D.
SoftJointLimit is a sub class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
The limits defined by the CharacterJoint.
SoftJointLimitSpring is a sub class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
The configuration of the spring attached to the joint’s limits: linear and angular. Used by CharacterJoint and ConfigurableJoint.
SortingGroup is a class of the Unity engine since version 5.6.0b1.
Exert from Unity’s scripting documentation:
Adding a SortingGroup component to a GameObject will ensure that all Renderers within the GameObject’s descendants will be sorted and rendered together.
A 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.
.
SourceAssetIdentifier is a sub class of the Unity engine since version 2017.2.0b2.
Exert from Unity’s scripting documentation:
Represents a unique identifier for a sub-asset embedded in an imported Asset (such as an FBX file).
SourceTextureInformation is a sub class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Original texture data information.
SparseTexture is a class of the Unity engine since version 4.5.0.
Exert from Unity’s scripting documentation:
Class for handling Sparse Textures.
Sparse 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.
SpeedTreeImporter is a class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
AssetImportor for importing SpeedTree model assets.
SphereCollider is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
A sphere-shaped primitive collider.
See Also: BoxCollider, CapsuleCollider, PhysicMaterial, Rigidbody.
SphericalHarmonicsL2 is a sub class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
Spherical harmonics up to the second order (3 bands, 9 coefficients).
Spherical 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.
SplashScreenLogo is a sub class of the Unity engine since version 5.5.0f3.
Exert from Unity’s scripting documentation:
A single logo that is shown during the Splash Screen. Controls the Sprite that is displayed and its duration.
SplatPrototype is a sub class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
A Splat prototype is just a texture that is used by the TerrainData.
A class on a Terrain GameObject.
SpringJoint is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
The spring joint ties together 2 rigid bodies, spring forces will be automatically applied to keep the object at the given distance.
The Spring attempts to maintain the distance it has when it starts out.
SpringJoint2D is a class of the Unity engine since version 4.3.0.
Exert from Unity’s scripting documentation:
Joint that attempts to keep two Rigidbody2D objects a set distance apart by applying a force between them.
Note that unlike DistanceJoint2D, the length of the joint can stretch and oscillate.See Also: DistanceJoint2D, HingeJoint2D, SliderJoint2D.
Sprite is a class of the Unity engine since version 4.3.0.
Exert from Unity’s scripting documentation:
Represents a Sprite object for use in 2D gameplay.
Sprites 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.
SpriteAtlas is a class of the Unity engine since version 2017.1.0b1.
Exert from Unity’s scripting documentation:
Sprite Atlas is an asset created within Unity. It is part of the built-in sprite packing solution.
A 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.
SpriteAtlasAsset is a class of the Unity engine since version 2020.1.0b1.
Exert from Unity’s scripting documentation:
SpriteAtlasAsset stores inputs for generating SpriteAtlas and generates atlas textures on Import.
SpriteAtlasImporter is a class of the Unity engine since version 2020.1.0b1.
Exert from Unity’s scripting documentation:
SpriteAtlasImporter imports SpriteAtlasAsset and generates SpriteAtlas.
SpriteBone is a sub class of the Unity engine since version 2018.1.0b2.
Exert from Unity’s scripting documentation:
Stores a set of information that describes the bind pose of this Sprite.
This struct describes the hierarchy and other spatial relationships between the bones of this Sprite.
SpriteMask is a class of the Unity engine since version 2017.1.0b1.
Exert from Unity’s scripting documentation:
A component for masking Sprites and Particles.
By 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.
SpriteMetaData is a sub class of the Unity engine since version 4.3.0.
Exert from Unity’s scripting documentation:
Editor data used in producing a Sprite.
See Also: TextureImporter.spritesheet.
SpriteShapeRenderer is a class of the Unity engine since version 2018.1.0b2.
Exert from Unity’s scripting documentation:
Renders SpriteShapes defined through the SpriteShapeUtility.GenerateSpriteShape API.
State is a class of the Unity engine since version 4.0.0.
Exert from Unity’s scripting documentation:
Serializable structure used to hold the full internal state of the random number generator. See Also: Random.state.
StreamingController is a class of the Unity engine since version 2018.2.0b1.
Exert from Unity’s scripting documentation:
A StreamingController controls the streaming settings for an individual camera location.
The StreamingController component is used to control texture streaming settings for a camera location.
SurfaceEffector2D is a class of the Unity engine since version 5.0.0f4.
Exert from Unity’s scripting documentation:
Applies tangent forces along the surfaces of colliders.
When 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.
TakeInfo is a sub class of the Unity engine since version 4.0.0.
Exert from Unity’s scripting documentation:
A Takeinfo object contains all the information needed to describe a take.
See Also: ModelImporter.importedTakeInfos.
TargetJoint2D is a class of the Unity engine since version 5.3.0f1.
Exert from Unity’s scripting documentation:
The joint attempts to move a Rigidbody2D to a specific target position.
This 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.
TerrainCollider is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
A heightmap based collider.
See Also: SphereCollider, CapsuleCollider, PhysicMaterial, Rigidbody.
TerrainData is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
The TerrainData class stores heightmaps, detail mesh positions, tree instances, and terrain texture alpha maps.
The Terrain component links to the terrain data and renders it.
TextAsset is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Represents a raw text or binary file asset.
You can use raw text files in your project as assets and get their contents through
TextMesh is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
A script interface for the text mesh component.
See Also: text mesh component.
Texture2D is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Class that represents textures in C# code.
Use 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.
Texture2DArray is a class of the Unity engine since version 5.4.0f3.
Exert from Unity’s scripting documentation:
Class for handling 2D texture arrays.
Modern 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.
Texture3D is a class of the Unity engine since version 4.0.0.
Exert from Unity’s scripting documentation:
Class for handling 3D Textures, Use this to create 3D texture assets.
3D 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
TextureImporter is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Texture importer lets you modify Texture2D import settings from editor scripts.
Settings of this class cover most of the settings exposed in Texture Import Settings. Some settings require you to use TextureImporterSettings. Refer to TextureImporter.SetTextureSettings).
TextureImporterPlatformSettings is a sub class of the Unity engine since version 2017.3.0b1.
Exert from Unity’s scripting documentation:
Stores platform specifics settings of a TextureImporter.
See Also: TextureImporter.
Tile is a sub class of the Unity engine since version 2017.2.0b2.
Exert from Unity’s scripting documentation:
Class for a default tile in the Tilemap.
This 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.
TileAnimationData is a sub class of the Unity engine since version 2017.2.0b2.
Exert from Unity’s scripting documentation:
A Struct for the required data for animating a Tile.
Tilemap is a class of the Unity engine since version 2017.2.0b2.
Exert from Unity’s scripting documentation:
The Tilemap stores Sprites in a layout marked by a Grid component.
TilemapCollider2D is a class of the Unity engine since version 2017.2.0b2.
Exert from Unity’s scripting documentation:
Collider for 2D physics representing shapes defined by the corresponding Tilemap.
See Also: BoxCollider2D, CircleCollider2D, EdgeCollider2D, PolygonCollider2D.
TilemapRenderer is a class of the Unity engine since version 2017.2.0b2.
Exert from Unity’s scripting documentation:
The tile map renderer is used to render the tile map marked out by a tile map component and a grid component.
This class is a script interface for a tile map renderer component.
TrailModule is a sub class of the Unity engine since version 5.5.0f3.
Exert from Unity’s scripting documentation:
Script interface for the TrailsModule.
This 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.
TrailRenderer is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
The trail renderer is used to make trails behind objects in the Scene as they move about.
This class is a script interface for a trail renderer component.
Transform is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Position, rotation and scale of an object.
Every object in a Scene has a Transform.
TreeInstance is a sub class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Contains information about a tree placed in the Terrain game object.
This struct can be accessed from the TerrainData Object.
TreePrototype is a sub class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Simple class that contains a pointer to a tree prototype.
This class is used by the TerrainData gameObject.
TriggerModule is a sub class of the Unity engine since version 5.4.0f3.
Exert from Unity’s scripting documentation:
Script interface for the TriggerModule.
This 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.
TrueTypeFontImporter is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
AssetImporter for importing Fonts.
VFXManager is a class of the Unity engine since version 2018.3.0f2.
Exert from Unity’s scripting documentation:
Use this class to set a number of properties that control VisualEffect behavior within your Unity Project.
VideoClip is a class of the Unity engine since version 5.6.0b1.
Exert from Unity’s scripting documentation:
A container for video data.
A 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.
VideoClipImporter is a class of the Unity engine since version 5.6.0b1.
Exert from Unity’s scripting documentation:
VideoClipImporter lets you modify VideoClip import settings from Editor scripts.
See the Movie File Format Support Notes section in the VideoPlayer class documentation for supported movie file formats and encoding guidelines.
VideoPlayer is a class of the Unity engine since version 5.6.0b1.
Exert from Unity’s scripting documentation:
Plays video content onto a target.
Content 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.
If 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:
VisualEffect is a class of the Unity engine since version 2018.3.0f2.
Exert from Unity’s scripting documentation:
The visual effect class that references an VisualEffectAsset instance within the Scene.
VisualEffectAsset is a class of the Unity engine since version 2018.3.0f2.
Exert from Unity’s scripting documentation:
This class contains a graph of the elements needed to describe a visual effect. These include: the visual effects system, generated shaders, and compiled data.
See Also: VisualEffect.
WheelCollider is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
A special collider for vehicle wheels.
Wheel collider is used to model vehicle wheels. It simulates a spring and damper suspension setup,
WheelFrictionCurve is a sub class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
WheelFrictionCurve is used by the WheelCollider to describe friction properties of the wheel tire.
The curve takes a measure of tire slip as an input and gives a force as output. The curve is approximated by
a two-piece spline. The first section goes from (0,0) to (extremumSlip,extremumValue), at which
point the curve’s tangent is zero. The second section goes from (extremumSlip,extremumValue)
to (asymptoteSlip,asymptoteValue), where curve’s tangent is again zero:Wheel collider computes friction separately from the rest of physics engine, using a slip based
friction model. It separates the overall friction force into a “forwards” component (in the
direction of rolling, and responsible for acceleration and braking) and “sideways” component
(orthogonal to rolling, responsible for keeping the car oriented). Tire friction is described
separately in these directions using WheelCollider.forwardFriction and WheelCollider.sidewaysFriction.
In both directions it is first determined how much the tire is slipping (what is the speed difference between
the 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
for the slip by stretching. Later when the slip gets really high, the forces are reduced as the tire
starts 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
does not affect the wheels. Simulation of different road materials is done by changing
the WheelCollider.forwardFriction and WheelCollider.sidewaysFriction of the wheel,
based on what material the wheel is hitting.See Also: WheelCollider, WheelCollider.forwardFriction, WheelCollider.sidewaysFriction.
WheelJoint2D is a class of the Unity engine since version 4.5.0.
Exert from Unity’s scripting documentation:
The wheel joint allows the simulation of wheels by providing a constraining suspension motion with an optional motor.
See Also: JointSuspension2D.
WindZone is a class of the Unity engine since version 3.4.0.
Exert from Unity’s scripting documentation:
Wind Zones add realism to the trees you create by making them wave their branches and leaves as if blown by the wind.
Note: This only works with trees created by the tree creator or imported from SpeedTree Modeler.