Your search for "Input" resulted in 632 matches:

Input

Interface into the Legacy Input system.

Input

Provides static methods for Windows specific input manipulation.

Input.GetAxis

Returns the value of the virtual axis identified by axisName.

Input.GetButton

Returns true while the virtual button identified by buttonName is held down.

Input.inputString

Returns the keyboard input entered this frame. (Read Only)

Input.acceleration

Last measured linear acceleration of a device in three-dimensional space. (Read Only)

Input.accelerationEventCount

Number of acceleration measurements which occurred during last frame.

Input.accelerationEvents

Returns list of acceleration measurements which occurred during the last frame. (Read Only) (Allocates temporary variables).

Input.anyKey

Is any key or mouse button currently held down? (Read Only)

Input.anyKeyDown

Returns true the first frame the user hits any key or mouse button. (Read Only)

Input.backButtonLeavesApp

Should Back button quit the application?

Input.ClearLastPenContactEvent

Clears the last stored pen event.Calling this function may impact event handling for UIToolKit elements.

Input.compass

Property for accessing compass (handheld devices only). (Read Only)

Input.compensateSensors

This property controls if input sensors should be compensated for screen orientation.

Input.compositionCursorPos

The current text input position used by IMEs to open windows.

Input.compositionString

The current IME composition string being typed by the user.

Input.deviceOrientation

Device physical orientation as reported by OS. (Read Only)

Input.eatKeyPressOnTextFieldFocus

Property indicating whether keypresses are eaten by a textinput if it has focus (default true).

Input.ForwardRawInput

Forwards raw input events to Unity.

Input.GetAccelerationEvent

Returns specific acceleration measurement which occurred during last frame. (Does not allocate temporary variables).

Input.GetAxisRaw

Returns the value of the virtual axis identified by axisName with no smoothing filtering applied.

Input.GetButtonDown

Returns true during the frame the user pressed down the virtual button identified by buttonName.

Input.GetButtonUp

Returns true the first frame the user releases the virtual button identified by buttonName.

Input.GetJoystickNames

Retrieves a list of input device names corresponding to the index of an Axis configured within Input Manager.

Input.GetKey

Returns true while the user holds down the key identified by name.

Input.GetKeyDown

Returns true during the frame the user starts pressing down the key identified by name.

Input.GetKeyUp

Returns true during the frame the user releases the key identified by name.

Input.GetLastPenContactEvent

Returns the PenData for the last stored pen up or down event.

Input.GetMouseButton

Returns whether the given mouse button is held down.

Input.GetMouseButtonDown

Returns true during the frame the user pressed the given mouse button.

Input.GetMouseButtonUp

Returns true during the frame the user releases the given mouse button.

Input.GetPenEvent

Returns the PenData for the pen event at the given index in the pen event queue.

Input.GetTouch

Call Input.GetTouch to obtain a Touch struct.

Input.gyro

Returns default gyroscope.

Input.imeCompositionMode

Controls enabling and disabling of IME input composition.

Input.imeIsSelected

Does the user have an IME keyboard input source selected?

Input.IsJoystickPreconfigured

Determine whether a particular joystick model has been preconfigured by Unity. (Linux-only).

Input.location

Property for accessing device location (handheld devices only). (Read Only)

Input.mousePosition

The current mouse position in pixel coordinates. (Read Only).

Input.mousePositionDelta

The current mouse position delta in pixel coordinates. (Read Only).

Input.mousePresent

Indicates if a mouse device is detected.

Input.mouseScrollDelta

The current mouse scroll delta. (Read Only)

Input.multiTouchEnabled

Property indicating whether the system handles multiple touches.

Input.penEventCount

Returns the number of queued pen events that can be accessed by calling [[GetPenEvent()]].

Input.ResetInputAxes

Resets all input. After ResetInputAxes all axes return to 0 and all buttons return to 0 for one frame.

Input.ResetPenEvents

Clears the pen event queue.

Input.simulateMouseWithTouches

Enables/Disables mouse simulation with touches. By default this option is enabled.

Input.stylusTouchSupported

Returns true when Stylus Touch is supported by a device or platform.

Input.touchCount

Number of touches. Guaranteed not to change throughout the frame. (Read Only)

Input.touches

Returns list of objects representing status of all touches during last frame. (Read Only) (Allocates temporary variables).

Input.touchPressureSupported

Bool value which let's users check if touch pressure is supported.

Input.touchSupported

Returns whether the device on which application is currently running supports touch input.

Edge.input

Connected input port.

Direction.Input

Port is an input port.

TokenNode.input

The input Port of the TokenNode.

ProfilerCategory.Input

Input system Profiler category.

ProfilerCategoryColor.Input

Input category markers color.

InputDeviceCharacteristics

A set of bit flags describing XR.InputDevice characteristics.

InputDeviceCharacteristics.Controller

The InputDevice is a game controller.

InputDeviceCharacteristics.EyeTracking

The InputDevice provides eye tracking information via an Eyes input feature.

InputDeviceCharacteristics.HandTracking

The InputDevice provides hand tracking information via a Hand input feature.

InputDeviceRole

Enumeration describing the role of a XR.InputDevice in providing input.

InputDevices.GetDeviceAtXRNode

Gets the input device at a given XR.XRNode endpoint.

InputDevices.GetDevicesWithCharacteristics

Gets the list of active XR input devices that match the specified InputDeviceCharacteristics.

InputDevice

Defines an input device in the XR input subsystem.

InputDevice.isValid

Read Only. True if the device is currently a valid input device; otherwise false.

InputDevice.manufacturer

The manufacturer of the connected Input Device.

InputDevice.serialNumber

The serial number of the connected Input Device. Blank if no serial number is available.

InputDevice.TryGetFeatureUsages

Gets a list of all the input feature usages available on this device. For example, Trigger or Device Position.

InputDevice.TryGetFeatureValue

Retrieves information about the input feature specified by the Usage parameter. Those functions which take a time parameter all...

InputDeviceCharacteristics.TrackedDevice

The InputDevice provides 3DOF or 6DOF tracking data.

InputDevices

An interface for accessing devices in the XR input subsytem.

InputDevices.GetDevices

Gets a list of active input devices available to the XR Input Subsystem.

InputDevices.GetDevicesAtXRNode

Gets a list of active input devices available to the XR Input Subsystem at a given XR.XRNode endpoint.

InputDevices.GetDevicesWithRole

Gets a list of active input devices available to the XR Input Subsystem that match the specified role.

InputExtraction.ExtractFromScene

Extract BakeInput from the set of open scenes.

InputExtraction.PopulateWorld

Populate the given world from a bake input.

InputFeatureUsage

Defines a generic usage that maps to an input feature on a device. Use the As method to turn into a generic usage.

InputFeatureUsage.name

The string name of this usage feature; used internally to map to an input feature on a device.

InputFeatureUsage.type

The type of this usage feature; used internally to map to an input feature on a device.

InputFeatureUsage

Defines a generic usage that maps to an input feature on a device.

InputFeatureUsage.name

The string name of this usage feature; used internally to map to an input feature on a device.

InputFieldAppearance

Defines the status of the on-screen keyboard's input field.

InputTracking

A collection of methods and properties for accessing XR input devices by their XR Node representation.

InputTracking.GetNodeStates

Describes all currently connected XRNodes and provides available tracking states for each.

InputDevice.characteristics

Read Only. A bitmask of enumerated flags describing the characteristics of this InputDevice.

InputDevice.role

Read Only. The InputDeviceRole of the device in the XR system. This is a platform provided description of how the device is used.

InputDeviceCharacteristics.Camera

The InputDevice has a camera and associated camera tracking information.

InputDeviceCharacteristics.HeadMounted

The InputDevice is attached to the head.

InputDeviceCharacteristics.HeldInHand

The InputDevice is held in the user's hand. Typically, a tracked controller.

InputDeviceCharacteristics.Left

The InputDevice is associated with the left side of the user.

InputDeviceCharacteristics.Right

The InputDevice is associated with the right side of the user.

InputDeviceCharacteristics.Simulated6DOF

The InputDevice reports software approximated, positional data.

InputDeviceCharacteristics.TrackingReference

The InputDevice is an unmoving reference object used to locate and track other objects in the world.

InputDevices.deviceConfigChanged

Defines the delegate to use to register events when an InputDevice's configuration changes.

InputDevices.deviceConnected

Defines the delegate to use to register events when an InputDevice is connected.

InputDevices.deviceDisconnected

Defines the delegate to use to register events when an InputDevice is disconnected.

InputDevice.name

Read Only. The name of the device in the XR system. This is a platform provided unique identifier for the device.

InputDevice.SendHapticBuffer

Sends a raw buffer of haptic data to the device.

InputDevice.SendHapticImpulse

Sends a haptic impulse to a device.

InputDevice.StopHaptics

Stop all haptic playback for a device.

InputDevice.subsystem

Gets the XRInputSubsystem that reported this InputDevice.

InputDevice.TryGetHapticCapabilities

Gets the haptic capabilities of the device.

InputDeviceCharacteristics.None

A default value specifying no flags.

InputDeviceRole.GameController

This device is a game controller.

InputDeviceRole.Generic

This device is typically a HMD or Camera.

InputDeviceRole.HardwareTracker

This device is a hardware tracker.

InputDeviceRole.LeftHanded

This device is a controller that represents the left hand.

InputDeviceRole.LegacyController

This device is a legacy controller.

InputDeviceRole.RightHanded

This device is a controller that represents the right hand.

InputDeviceRole.TrackingReference

This device is a tracking reference used to track other devices in 3D.

InputDeviceRole.Unknown

This device does not have a known role.

InputEndFrame

A native engine system that the native player loop updates.

InputEvent

Sends an event when text from a TextField changes.

InputEvent.GetPooled

Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. E...

InputEvent.Init

Resets the event members to their initial values.

InputEvent.newData

The new text.

InputEvent.previousData

The text before the change occured.

InputExtraction

Class used when extracting BakeInput from the set of open scenes.

InputExtraction.ComputeOcclusionLightIndicesFromBakeInput

For each probe position, computes the indices of the brightest lights from the probe position's point of view. The function use...

InputExtraction.GetShadowmaskChannelsFromLightIndices

Get's the associated baked shadowmask channels of the mixed lights with the specified indices. Use this together with LightTran...

InputFeatureUsage.As

Returns the generic version of this type for retrieving a feature value from a device.

InputFeatureUsage.InputFeatureUsage

Converts a generic InputFeatureUsage<T> into an InputFeatureUsage.

InputFeatureUsage.InputFeatureUsage_1

Construct a usage from a usage name.

InputTracking.disablePositionalTracking

Disables positional tracking in XR. This takes effect the next time the head pose is sampled. If set to true the camera only t...

InputTracking.GetLocalPosition

Note: This API has been marked as obsolete in code, and is no longer in use. Please use InputTracking.GetNodeStates and look fo...

InputTracking.GetLocalRotation

Note: This API has been marked as obsolete in code, and is no longer in use. Please use InputTracking.GetNodeStates and look fo...

InputTracking.GetNodeName

Accepts the unique identifier for a tracked node and returns a friendly name for it.

InputTracking.nodeAdded

Called when a tracked node is added to the underlying XR system.

InputTracking.nodeRemoved

Called when a tracked node is removed from the underlying XR system.

InputTracking.Recenter

Center tracking to the current position and orientation of the HMD.

InputTracking.trackingAcquired

Called when a tracked node begins reporting tracking information.

InputTracking.trackingLost

Called when a tracked node stops reporting tracking information.

InputTrackingState

Represents the values being tracked for this device.

InputTrackingState.Acceleration

Represents acceleration being tracked for this device.

InputTrackingState.All

Represents all InputTrackingState values being tracked for this device.

InputTrackingState.AngularAcceleration

Represents angular acceleration being tracked for this device.

InputTrackingState.AngularVelocity

Represents no angular velocity being tracked for this device.

InputTrackingState.None

Represents no values being tracked for this device.

InputTrackingState.Position

Represents position being tracked for this device.

InputTrackingState.Rotation

Represents rotation being tracked for this device.

InputTrackingState.Velocity

Represents velocity being tracked for this device.

BakeInput

Bake input object.

Node.inputContainer

Input container used for input ports.

WebGLInput.captureAllKeyboardInput

Capture all keyboard inputs.

XR.InputDeviceRole.XR.InputDeviceRole

This device role is not valid or cannot be reported.

WebGLInput

WebGLInput provides support for WebGL specific functionalities. Important: Browsers only allow sensor input in secure contexts,...

WebGLInput.mobileKeyboardSupport

Enable mobile keyboard support for UI input fields.

ClusterInput

Interface for reading and writing inputs in a Unity Cluster.

ClusterInput.AddInput

Add a new VRPN input entry.

ClusterInput.EditInput

Edit an input entry which added via ClusterInput.AddInput.

Slider.inputUssClassName

USS class name of input elements in elements of this type.

Toggle.inputUssClassName

USS class name of input elements in Toggle elements.

AndroidInput

AndroidInput provides support for off-screen touch input, such as a touchpad.

AndroidInput.secondaryTouchEnabled

Property indicating whether the system provides secondary touch input.

ClusterInput.SetAxis

Sets the axis value for this input. Only works for input typed Custom.

ClusterInput.SetButton

Sets the button value for this input. Only works for input typed Custom.

ClusterInput.SetTrackerPosition

Sets the tracker position for this input. Only works for input typed Custom.

ClusterInput.SetTrackerRotation

Sets the tracker rotation for this input. Only works for input typed Custom.

Foldout.inputUssClassName

The USS class name for the Label element in a Foldout.

TagField.inputUssClassName

USS class name of input elements in elements of this type.

EnumField.inputUssClassName

USS class name of input elements in elements of this type.

LongField.inputUssClassName

USS class name of input elements in elements of this type.

MaskField.inputUssClassName

USS class name of input elements in elements of this type.

RectField.inputUssClassName

USS class name of input elements in elements of this type.

SliderInt.inputUssClassName

USS class name of input elements in elements of this type.

TextField.inputUssClassName

USS class name of input elements in elements of this type.

TextValueInput

This is the inner representation of the Text input.

ColorField.inputUssClassName

USS class name of input elements in elements of this type.

CurveField.inputUssClassName

USS class name of input elements in elements of this type.

FloatField.inputUssClassName

USS class name of input elements in elements of this type.

LayerField.inputUssClassName

USS class name of input elements in elements of this type.

UnityEngine.InputLegacyModule

The InputLegacy module implements the Input class used to read player Input.

BoundsField.inputUssClassName

USS class name of input elements in elements of this type.

DoubleField.inputUssClassName

USS class name of input elements in elements of this type.

EdgeControl.inputColor

Color on the edge's input.

EdgeControl.inputOrientation

Edge input port orientation (vertical/horizontal).

ObjectField.inputUssClassName

USS class name of input elements in elements of this type.

RadioButton.inputUssClassName

USS class name of input elements in RadioButton elements.

Hash128Field.inputUssClassName

USS class name of input elements in elements of this type.

IntegerField.inputUssClassName

USS class name of input elements in elements of this type.

MinMaxSlider.inputUssClassName

USS class name of input elements in elements of this type.

RectIntField.inputUssClassName

USS class name of input elements in elements of this type.

Vector2Field.inputUssClassName

USS class name of input elements in elements of this type.

Vector3Field.inputUssClassName

USS class name of input elements in elements of this type.

Vector4Field.inputUssClassName

USS class name of input elements in elements of this type.

BaseField.inputUssClassName

USS class name of input elements in elements of this type.

GradientField.inputUssClassName

USS class name for input elements in elements of this type.

PropertyField.inputUssClassName

USS class name of input elements in elements of this type.

AnimationStream.inputStreamCount

Gets the number of input streams. (Read Only)

BaseSlider.inputUssClassName

USS class name of input elements in elements of this type.

BoundsIntField.inputUssClassName

USS class name of input elements in elements of this type.

EnumFlagsField.inputUssClassName

USS class name for input elements of this type.

LayerMaskField.inputUssClassName

USS class name of input elements in elements of this type.

PopupField.inputUssClassName

USS class name of input elements in elements of this type.

Vector2IntField.inputUssClassName

USS class name of input elements in elements of this type.

Vector3IntField.inputUssClassName

USS class name of input elements in elements of this type.

SubPassDescriptor.inputs

Array of attachment indices to be used as input attachments in this sub pass. These are specificed as indices into the attachme...

UnsignedLongField.inputUssClassName

USS class name of input elements in elements of this type.

PlayerSettings.WSA.inputSource

The input source type for mouse, pen, and touch input events in a XAML app.

TouchScreenKeyboard.inputFieldAppearance

Returns the status of the on-screen keyboard's input field.

TouchScreenKeyboard.InputFieldAppearance.Customizable

The visibility of the input field can be customized using TouchScreenKeyboard.hideInput.

UnsignedIntegerField.inputUssClassName

USS class name of input elements in elements of this type.

BasePopupField.inputUssClassName

USS class name of input elements in elements of this type.

PlayableExtensions.AddInput

Create a new input port and connect it to the output port of the given Playable.

DLSSTextureTable.colorInput

The input color buffer to upsample for DLSSContext. This texture is mandatory and you must set it to a non-null value.

FSR2TextureTable.colorInput

The input color buffer to upsample for FSR2Context. This texture is mandatory and you must set it to a non-null value.

PlayableExtensions.GetInput

Returns the Playable connected at the given input port index.

ITextEdition.hideMobileInput

Hides or shows the mobile input field.

RenderingLayerMaskField.inputUssClassName

USS class name of input elements in elements of this type.

NavMeshBuildDebugFlags.InputGeometry

The triangles of all the geometry that is used as a base for computing the new NavMesh.

TouchScreenKeyboard.hideInput

Will text input field above the keyboard be hidden when the keyboard is on screen?

PlayableExtensions.ConnectInput

Connect the output port of a Playable to one of the input ports.

BaseCompositeField.inputUssClassName

USS class name of input elements in elements of this type.

PlayerSettings.WSACapability.InputInjectionBrokered

Allows your application to inject various forms of input such as HID, touch, pen, keyboard, or mouse into the system programmat...

DLSSCommandInitializationData.inputRTHeight

The texture input height size of the input buffers in texels.

DLSSCommandInitializationData.inputRTWidth

The texture input width size of the input buffers in texels.

PlayableExtensions.DisconnectInput

Disconnect the input port of a Playable.

ProfilerUnsafeUtility.CategoryInput

Input system Profiler category.

UnityLinkerBuildPipelineData.inputDirectory

The directory containing the assemblies that UnityLinker will process.

TextureImporterAlphaSource.FromInput

Use Alpha from the input texture if one is provided.

AssetBundleRecompressOperation.inputPath

Path of the AssetBundle being recompressed (Read Only).

FullScreenMovieControlMode.CancelOnInput

Do not display any controls, but cancel movie playback if input occurs.

IProbeIntegrator.ResultType.InvalidInput

The integration failed due to invalid input.

XRInputSubsystem

XRInputSubsystemInstance is used to enable and disable the inputs coming from a specific plugin.

XRInputSubsystemDescriptor

Information about an Input subsystem.

XRInputSubsystemDescriptor.disablesLegacyInput

When true, will suppress legacy support for Daydream, Oculus, OpenVR, and Windows MR built directly into the Unity runtime from...

TextInputBaseField.inputUssClassName

USS class name of input elements in elements of this type.

WSAInputSource

Options for the input source from which a XAML application can receive pointer input events.

XRInputSubsystem.TryGetInputDevices

Gets a list of all connected InputDevices reported by this XRInputSubsystem.

XRInputSubsystem.TryRecenter

Centers the tracking features on all InputDevices to the current position and orientation of the head-mounted device.

TextInputBaseField.hideMobileInput

Hides or shows the mobile input field.

TextInputBaseField.multilineInputUssClassName

USS class name of multiline input elements in elements of this type.

TextInputBaseField.placeholderUssClassName

USS class name of input elements when placeholder text is shown

TextInputBaseField.singleLineInputUssClassName

USS class name of single line input elements in elements of this type.

TextInputBaseField.text

The value of the input field.

TextInputBaseField.textInputUssName

USS class name of input elements in elements of this type.

ClusterInputType

Values to determine the type of input value to be expect from one entry of ClusterInput.

ClusterInputType.CustomProvidedInput

A user customized input.

UIToolkitInputBackendOption.Default

The initial configuration on UI Toolkit start up. This is equal to InputSystemCompatibleBackend. This option will use the Input...

UIToolkitInputBackendOption.InputSystemCompatibleBackend

The new Input System compatible backend allows the Input System package to send its input to UI Toolkit directly, removing the ...

UIToolkitInputBackendOption

Input backend options for UI Toolkit events at runtime.

UIToolkitInputBackendOption.LegacyBackend

The legacy backend relies on the Input Manager UnityEngine.Input class only and is not compatible with the Input System package...

UIToolkitInputConfiguration

Global configuration options for UI Toolkit input.

UIToolkitInputConfiguration.SetRuntimeInputBackend

Use this method to activate one of the two input backends available for UIToolkit events at runtime. The new Input System compa...

LongField.ApplyInputDeviceDelta

Applies the values of a 3D delta and a speed from an input device.

FloatField.ApplyInputDeviceDelta

Applies the values of a 3D delta and a speed from an input device.

DoubleField.ApplyInputDeviceDelta

Applies the values of a 3D delta and a speed from an input device.

AnimationStream.GetInputStream

Gets the AnimationStream of the playable input at index.

AnimationStream.GetInputWeight

Gets the weight of the Playable connected at a specific input index.

IntegerField.ApplyInputDeviceDelta

Applies the values of a 3D delta and a speed from an input device.

PlayerSettings.WSAInputSource.CoreWindow

Indicates that pointer input comes from CoreWindow. This is the default option.

PlayerSettings.WSAInputSource.IndependentInputSource

Indicates that pointer input comes from SwapChainPanel's core input object.

PlayerSettings.WSAInputSource.SwapChainPanel

Indicates that pointer input comes from the SwapChainPanel.

IValueField.ApplyInputDeviceDelta

Applies the values of a 3D delta and a speed from an input device.

PlayableExtensions.GetInputCount

Returns the number of inputs supported by the Playable.

PlayableExtensions.GetInputWeight

Returns the weight of the Playable connected at the given input port index.

PlayableExtensions.SetInputCount

Changes the number of inputs supported by the Playable.

UnsignedLongField.ApplyInputDeviceDelta

Applies the values of a 3D delta and a speed from an input device.

TextValueField.ApplyInputDeviceDelta

Applies the values of a 3D delta and a speed from an input device.

Lightmapping.SetCustomBakeInputs

Set the custom bake inputs.

UnsignedIntegerField.ApplyInputDeviceDelta

Applies the values of a 3D delta and a speed from an input device.

SearchFieldBase.textInputUssClassName

USS class name of text input elements in elements of this type.

EditorGUIUtility.QueueGameViewInputEvent

Send an input event into the game.

AnimationStreamSource.PreviousInputs

AnimationStream will be initialized with the values from the previous AnimationPlayableOutput connected to the same Animator.

AnimationScriptPlayable.GetProcessInputs

Returns whether the playable inputs will be processed or not.

AnimationScriptPlayable.SetProcessInputs

Sets the new value for processing the inputs or not.

PlayerSettings.WSA.enableIndependentInputSource

Enables and disables the independent input source feature.

GraphicsFormatUtility.ConvertToAlphaFormat

Input a GraphicsFormat to return an equivalent GraphicsFormat that includes an alpha component.

SpriteShapeParameters

Input parameters for the SpriteShape tessellator.

TrackingOriginModeFlags.TrackingReference

XRInputSubsystem tracks all InputDevices in reference to an InputDevice with the InputDeviceCharacteristics.TrackingReference f...

TrackingOriginModeFlags.Device

XRInputSubsystem tracks all InputDevices in reference to the first known location of a specific InputDevice when set to Trackin...

TrackingOriginModeFlags.Floor

XRInputSubsystem tracks all InputDevices in reference to a point on the floor when set to TrackingOriginModeFlags.Floor.

TrackingOriginModeFlags.Unbounded

XRInputSubsystem tracks all InputDevices in relation to a world anchor. This world anchor can change at any time, and is chosen...

DLSSTextureTable.depth

The input depth buffer. This must be the same size as the input color buffer. This texture is mandatory and you must set it to ...

FSR2TextureTable.colorOutput

The input color buffer to upsample for FSR2Context. This texture is mandatory and you must set it to a non-null value.

FSR2TextureTable.depth

The input depth buffer. This must be the same size as the input color buffer. This texture is mandatory and you must set it to ...

NavMeshBuildSource

The input to the NavMesh builder is a list of NavMesh build sources.

ScriptablePacker.SpriteData.rect

The input TextureRect information of the source sprite.

ColorPickerHDRConfig

Used as input to ColorField to configure the HDR color ranges in the ColorPicker.

ComputeShader.SetBuffer

Sets an input or output compute buffer.

HDROutputSettings.maxFullFrameToneMapLuminance

Maximum input luminance at which gradation is preserved even when the entire screen is bright.

HDROutputSettings.maxToneMapLuminance

Maximum input luminance at which gradation is preserved when 10% of the screen is bright.

HDROutputSettings.minToneMapLuminance

Minimum input luminance at which gradation is identifiable.

Hash128.Append

Hash new input data and combine with the current hash value.

RayTracingShader.SetBuffer

Binds an input or output compute buffer.

IMECompositionMode.Auto

Enable IME input only when a text field is selected (default).

IMECompositionMode.On

Enable IME input.

IMECompositionMode.Off

Disable IME input.

IMECompositionMode

Controls IME input.

TouchScreenKeyboard.done

Specifies if input process was finished. (Read Only)

TouchScreenKeyboard.wasCanceled

Specifies if input process was canceled. (Read Only)

TreeView.CenterRectUsingSingleLineHeight

Modifies the input rect so it is centered and have a height equal to EditorGUIUtility.singleLineHeight.

WindowsGamepadBackendHint.WindowsGamepadBackendHintDefault

Select a Windows Input API automatically based on platform support.

EventType

Types of UnityGUI input and processing events.

Hash128.Compute

Compute a hash of input data.

MultiColumnHeader.OnGUI

Render and handle input for the MultiColumnHeader at the given rect.

PackerData

A struct containing input data to pack sprites.

DLSSFeatureFlags.IsHDR

Indicates whether the input buffer uses high dynamic range. If set, the input buffer is raw luminance, if not set, the input bu...

DLSSFeatureFlags.MVJittered

Indicates whether the input motion vector buffer is jittered or not. If set, you must specify NVIDIA.DLSSCommandExecutionData.j...

DLSSFeatureFlags.MVLowRes

Indicates whether the input motion vector buffer is a lower resolution than the output. If set, you must specify NVIDIA.DLSSCom...

CommonUsages

Defines static variables that are used to retrieve input features from XR.InputDevice.TryGetFeatureValue.

Texture.totalTextureMemory

The total amount of Texture memory that Unity would use if it loads all Textures at mipmap level 0.This is a theoretical value ...

XRNode

Enumeration of XR nodes which can be updated by XR input or sent haptic data.

Application.onBeforeRender

A delegate method used to register for Just Before Render input updates for VR devices.

AssemblyBuilder.scriptPaths

Array of script paths used as input for assembly build. (Read Only)

Asset.IsOneOfStates

Returns true if the version control state of the assets is one of the input states.

Asset.IsState

Returns true if the version control state of the asset exactly matches the input state.

BaseField.labelElement

This is the Label object that appears beside the input for the field.

Bone

A tracked bone on the device at an XR.XRNode in the XR input subsystem.

BuiltinShaderDefine.UNITY_PLATFORM_SUPPORTS_DEPTH_FETCH

UNITY_PLATFORM_SUPPORTS_DEPTH_FETCH is set if RenderPass can use its depth attachment as input.

Color.HSVToRGB

Creates an RGB colour from HSV input.

Color.RGBToHSV

Calculates the hue, saturation and value of an RGB input color.

CommandBuffer.SetComputeBufferParam

Adds a command to set an input or output buffer parameter on a ComputeShader.

CommandBuffer.SetRayTracingBufferParam

Adds a command to set an input or output buffer parameter on a RayTracingShader.

CommonUsages.thumbTouch

Represents the thumb pressing any input or feature.

DeltaSpeed

Speed at which the value changes for a given input device delta.

DictationRecognizer

DictationRecognizer listens to speech input and attempts to determine what phrase was uttered.

DictationRecognizer.AutoSilenceTimeoutSeconds

The time length in seconds before dictation recognizer session ends due to lack of audio input.

DictationRecognizer.InitialSilenceTimeoutSeconds

The time length in seconds before dictation recognizer session ends due to lack of audio input in case there was no audio heard...

DLSSCommandExecutionData.mvScaleX

If you set the NVIDIA.DLSSFeatureFlags.MVLowRes flag, this value indicates the scale (smaller) of the motion vector buffer inpu...

DLSSCommandExecutionData.mvScaleY

If you set the NVIDIA.DLSSFeatureFlags.MVLowRes flag, this value indicates the scale (smaller) of the motion vector buffer inpu...

DLSSCommandExecutionData.preExposure

Specifies a pre exposure multiplier for the input color texture.

DLSSCommandExecutionData.subrectHeight

The subrectangle height of input buffers to use.

DLSSCommandExecutionData.subrectOffsetX

The subrectangle x-axis offset of input buffers to use.

DLSSCommandExecutionData.subrectOffsetY

The subrectangle y-axis offset of input buffers to use.

DLSSCommandExecutionData.subrectWidth

The subrectangle width of input buffers to use.

DLSSTextureTable.transparencyMask

A transparency bit mask. This must be the same size as the input texture. This texture helps the DLSSContext with ghosting issu...

DynamicGI.SetEmissive

Allows to set an emissive color for a given renderer quickly, without the need to render the emissive input for the entire system.

EditorSceneManager.SaveModifiedScenesIfUserWantsTo

Asks whether the modfied input Scenes should be saved.

EndNameEditAction.Action

Unity calls this function when the user accepts an edited name, either by pressing the Enter key or by losing the keyboard inpu...

Eyes

Contains eye tracking data from the device at an XR.XRNode in the XR input subsystem.

FfxFsr2InitializationFlags.DepthInverted

Flag indicating that if the input depth buffer data provided is inverted. (1 is close, 0 is far).

FfxFsr2InitializationFlags.EnableAutoExposure

Flag indicating if automatic exposure should be applied to the input color data.

FSR2CommandExecutionData.renderSizeHeight

The height resolution that was used for rendering the input resources.

FSR2CommandExecutionData.renderSizeWidth

The width resolution that was used for rendering the input resources.

FSR2TextureTable.transparencyMask

A transparency bit mask. This must be the same size as the input texture. This texture helps the FSR2Context with ghosting issu...

GraphicsFormatUtility.GetLinearFormat

Returns the equivalent linear format of a GraphicsFormat. For example, this function returns kFormatR8G8B8A8_UNorm if the input...

GraphicsFormatUtility.GetSRGBFormat

Returns the equivalent sRGB format of a GraphicsFormat. For example, this function returns kFormatR8G8B8A8_SRGB if the input is...

GraphicsStateCollection.GetGraphicsStatesForVariant

Populate given list with graphics states associated with input shader variant.

GUI.changed

Returns true if any controls changed the value of the input data.

Hand

A tracked hand on the device at an XR.XRNode in the XR input subsystem.

HapticCapabilities

Describes the haptic capabilities of the device at an XR.XRNode in the XR input subsystem.

INotifyValueChanged

Interface for controls that hold a value and can notify when it is changed by user input.

IntegratedSubsystem

An IntegratedSubsystem is initialized from an IntegratedSubsystemDescriptor for a given Subsystem (Example, Input, Environment,...

ISearchView.Focus

Make sure the Search window is now selected to receive input from a user.

ITextEdition.touchScreenKeyboard

The TouchScreenKeyboard being used to edit the Input Field.

KeyboardNavigationManipulator

Provides a default implementation for translating input device specific events to higher level navigation operations as commonl...

KeyboardNavigationOperation

Represents an operation that the user is trying to accomplish through a specific input mechanism.

KeyCode

Key codes returned by Event.keyCode. These map directly to a physical key on the keyboard. If Use Physical Keys is enabled in I...

KeyCode.AltGr

Alt Gr key. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.RightAlt instead.

KeyCode.Ampersand

Ampersand key '&'. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Alpha7 instead.

KeyCode.Asterisk

Asterisk key '*'. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Alpha8 instead.

KeyCode.At

At key '@'. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Alpha2 instead.

KeyCode.Break

Break key. Deprecated if Use Physical Keys is enabled in Input Manager settings, doesn't map to any physical key.

KeyCode.Caret

Caret key '^'. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Alpha6 instead.

KeyCode.Colon

Colon ':' key.Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Semicolon instead.

KeyCode.Dollar

Dollar sign key '$'. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Alpha4 instead.

KeyCode.DoubleQuote

Double quote key ''. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Quote instead.

KeyCode.Exclaim

Exclamation mark key '!'. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Alpha1 instead.

KeyCode.Greater

Greater than '>' key. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Period instead.

KeyCode.Hash

Hash key '#'. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Alpha3 instead.

KeyCode.Help

Help key. Deprecated if Use Physical Keys is enabled in Input Manager settings, doesn't map to any physical key.

KeyCode.LeftCurlyBracket

Left curly bracket key '{'. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.LeftBracket instead.

KeyCode.LeftMeta

Maps to left Windows key or left Command key if physical keys are enabled in Input Manager settings, otherwise maps to left Com...

KeyCode.LeftParen

Left Parenthesis key '('. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Alpha9 instead.

KeyCode.LeftWindows

Left Windows key. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.LeftMeta instead.

KeyCode.Less

Less than '<' key. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Comma instead.

KeyCode.Percent

Percent '%' key. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Alpha5 instead.

KeyCode.Pipe

Pipe '|' key. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Backslash instead.

KeyCode.Plus

Plus key '+'. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Equals instead.

KeyCode.Question

Question mark '?' key. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Slash instead.

KeyCode.RightCurlyBracket

Right curly bracket key '}'. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.RightBracket ins...

KeyCode.RightMeta

Maps to right Windows key or right Command key if physical keys are enabled in Input Manager settings, otherwise maps to right ...

KeyCode.RightParen

Right Parenthesis key ')'. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Alpha0 instead.

KeyCode.RightWindows

Right Windows key. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.RightMeta instead.

KeyCode.SysReq

Sys Req key. Deprecated if Use Physical Keys is enabled in Input Manager settings, doesn't map to any physical key.

KeyCode.Tilde

Tilde '~' key. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.BackQuote instead.

KeyCode.Underscore

Underscore '_' key. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Minus instead.

KeywordRecognizer

KeywordRecognizer listens to speech input and attempts to match uttered phrases to a list of registered keywords.

LightmapParameters.clusterResolution

Controls the resolution at which Enlighten Realtime Global Illumination stores and can transfer input light.

Material.GetPropertyNames

Retrieves a list of the named properties in the material that match the input property type.

MaterialDescription

Contains a set of typed properties for describing a texture input of a MaterialDescription.

MaterialEditor.GetRectAfterLabelWidth

Utility method for GUI layouting ShaderGUI. This is the rect after the label which can be used for multiple properties. The inp...

MeshCollider.inflateMesh

Allow the physics engine to increase the volume of the input mesh in attempt to generate a valid convex mesh.

MeshColliderCookingOptions.InflateConvexMesh

Allow the physics engine to increase the volume of the input mesh in attempt to generate a valid convex mesh.

NavMeshBuilder.BuildNavMeshData

Builds a NavMesh data object from the provided input sources.

NavMeshBuildSource.sourceObject

Describes the object referenced for Mesh and Terrain types of input sources.

NavMeshData.sourceBounds

Returns the bounding volume of the input geometry used to build this NavMesh (Read Only).

Node.topContainer

Entire top area containing input and output containers.

OnDemandRendering

Use the OnDemandRendering class to control and query information about your application's rendering speed independent from all ...

OptimalDLSSSettingsData

Represents the performance settings that DLSS recommends based on the system's graphics card and the size of the input and outp...

PanelSettings.SetScreenToPanelSpaceFunction

Sets the function that handles the transformation from screen space to panel space. For overlay panels, this function returns t...

PassType.Meta

Shader pass used to generate the albedo and emissive values used as input to lightmapping.

PlayableBinding.streamName

The name of the output or input stream.

PlayableBinding.streamType

The type of the output or input stream.

PlayableTraversalMode.Passthrough

Causes the Playable to act as a passthrough for PrepareFrame and ProcessFrame. If the PlayableOutput being processed is connect...

PlayerSettings.VRWindowsMixedReality.depthBufferSharingEnabled

Toggle support for sharing the depth buffer between Unity and the OS. This allows for stability improvements when running in Wi...

PlayerSettings.windowsGamepadBackendHint

Specifies the desired Windows API to be used for input.

PrefabUtility.SaveAsPrefabAsset

Creates a Prefab Asset at the given path from the given GameObject, including any childen in the Scene without modifying the in...

QueryEngine

A QueryEngine defines how to build a query from an input string.It can be customized to support custom filters and operators.De...

QueryEngine

A QueryEngine defines how to build a query from an input string.It can be customized to support custom filters and operators.

RayTracingShader.SetTexture

Binds a texture resource. This can be a input or an output texture (UAV).

RayTracingSubMeshFlags.Enabled

The sub-mesh is provided as input to a RayTracingAccelerationStructure build operation.

Remote

A class for Apple TV remote input configuration.

Remote.touchesEnabled

Disables Apple TV Remote touch propagation to Unity Input.touches API.

ScrollView.NestedInteractionKind.Default

Automatically selects the behavior according to the context in which the UI runs. For touch input, typically mobile devices, Ne...

SearchExpression.GetFormatString

Extract a format string from a given expression. This function should be used to extract a format string from an input paramete...

SearchField

The SearchField control creates a text field for a user to input text that can be used for searching.

ShaderRequirements.FragClipDepth

Indicates that support for pixel depth (SV_Position.zw) input to the fragment shader stage is required.

ShaderRequirements.FragCoord

Indicates that support for pixel position (SV_Position) input to the fragment shader stage is required.

ShaderRequirements.Instancing

Indicates that support for the SV_InstanceID input semantic is required.

SpriteAtlasAsset

SpriteAtlasAsset stores inputs for generating SpriteAtlas and generates atlas textures on Import.

SpriteShapeParameters.smartSprite

If enabled the tessellator will consider creating corners based on the various input parameters.

SpriteShapeParameters.splineDetail

The tessellation quality of the input Spline that determines the complexity of the mesh.

SpriteShapeUtility.Generate

Generate a mesh based on input parameters.

SpriteShapeUtility.GenerateSpriteShape

Generate a mesh based on input parameters.

StageUtility.GetStage

Get the Stage object that contains the input GameObject or Scene.

SubPassFlags.ReadOnlyDepth

The depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment...

SubPassFlags.ReadOnlyDepthStencil

The stencil attachment is read-only in this sub pass. Some renderers require this in order to be able to use the stencil attach...

Subsystem

A Subsystem is initialized from a SubsystemDescriptorWithProvider for a given Subsystem (Example, Input, Display, etc.) and pro...

SystemInfo.supportsDepthFetchInRenderPass

Indicates whether RenderPass can use its depth attachment as input. (Read Only)

SystemInfo.supportsDepthFetchInRenderPass

Indicates whether RenderPass can use its depth attachment as input. (Read Only)

TerrainPaintUtility.CalculateBrushTransform

Creates a BrushTransform from the input parameters.

TextField

A TextField accepts and displays text input. For more information, refer to UXML element TextField.

TexturePropertyDescription

Contains a set of typed properties for describing a texture input of a MaterialDescription.

TokenNode

The TokenNode class includes methods for creating and managing a Node that resembles a capsule. The TokenNode class includes a ...

TokenNode.TokenNode

Constructs a TokenNode with both input and output Ports.

Touch.maximumPossiblePressure

The maximum possible pressure value for a platform. If Input.touchPressureSupported returns false, the value of this property ...

Touch.pressure

The current amount of pressure being applied to a touch. 1.0f is considered to be the pressure of an average touch. If Input....

TouchScreenKeyboard.characterLimit

How many characters the keyboard input field is limited to. 0 = infinite.

TouchScreenKeyboard.isInPlaceEditingAllowed

Checks if the text within an input field can be selected and modified while TouchScreenKeyboard is open.

TouchScreenKeyboard.Status.Done

The user has finished providing input.

TouchScreenKeyboard.text

Returns the text displayed by the input field of the keyboard.

TreeView.AddExpandedRows

Adds the expanded rows of the full tree to the input list. Only use this method if a full tree was built in BuildRoot.

TreeView.GetCellRectForTreeFoldouts

Utility for multi column setups. This method will clip the input rowRect against the column rect defined by columnIndexForTreeF...

TreeView.SetupDepthsFromParentsAndChildren

Utility method using the depth of the input TreeViewItem to set the correct depths for all its descendant TreeViewItems.

TreeViewSelectionOptions.RevealAndFrame

If this flag is passed to TreeView.SetSelection then the TreeView will make sure the last item in the input selection list is v...

UploadHandlerRaw.UploadHandlerRaw

General constructor. Contents of the input argument are copied into a native buffer.

UserAuthorization.Microphone

Request permission to use any audio input sources attached to the computer.

UserAuthorization.WebCam

Request permission to use any video input sources attached to the computer.

WebCamTexture

WebCam Textures are textures onto which the live video input is rendered.

WindowsGamepadBackendHint

Specifies the desired Windows API to be used for input.

HapticCapabilities.bufferMaxSize

The maximum amount of data that can be sent to an InputDevice via InputDevice.SendHapticBuffer.

HapticCapabilities.bufferOptimalSize

The optimal buffer size an InputDevice expects to be sent via InputDevice.SendHapticBuffer in order to provide a continuous rum...

MaterialEffectPlayable

An implementation of IPlayable that allows application of a Material shader to one or many texture inputs to produce a texture ...

ParticleSystemVertexStream

All possible Particle System vertex shader inputs.

ParticleSystemVertexStreams

All possible Particle System vertex shader inputs.

PlayableGraph.DestroySubgraph

Destroys the Playable and all its inputs, recursively.

PlayableTraversalMode.Mix

Causes the Playable to prepare and process it's inputs when demanded by an output.

QueryFilterOperator

A QueryFilterOperator defines a boolean operator between a value returned by a filter and an operand inputted in the search query.

Remote.allowRemoteRotation

Configures if Apple TV Remote should autorotate all the inputs when Remote is being held in horizontal orientation. Default is ...

SubPassFlags.ReadOnlyStencil

Both depth and stencil attachments are read-only in this sub pass. Some renderers require this in order to be able to use the d...

Terrain.MaterialType.BuiltInStandard

A built-in material that uses the standard physically-based lighting model. Inputs supported: smoothness, metallic / specular, ...

TrackingOriginModeFlags

This enum provides context to where the 0,0,0 point of tracking for InputDevices is.

UILineInfo.topY

The upper Y position of the line in pixels. This is used for text annotation such as the caret and selection box in the InputFi...

PlayableExtensions.GetPropagateSetTime

Returns the time propagation behavior of this Playable.

PlayableExtensions.SetPropagateSetTime

Changes the time propagation behavior of this Playable.

PlayableGraph.Connect

Connects two Playable instances.

UnityWebRequest.url

Defines the target URL for the UnityWebRequest to communicate with.

Vector3.Cross

Cross Product of two vectors.

Vector3.SignedAngle

Calculates the signed angle between vectors from and to in relation to axis.

XRNodeState

Describes the state of a node tracked by an XR system.

AnimationClip.SampleAnimation

Samples an animation at a given time for any animated properties.

Application.OpenURL

Opens the URL specified, subject to the permissions and limitations of your app’s current platform and environment.

ArticulationBody.GetClosestPoint

Return the point on the articulation body that is closest to a given one.

AssetDatabase.GetDependencies

Returns an array of all the assets that are dependencies of the asset at the specified pathName.Note: GetDependencies() gets th...

AssetDatabase.StartAssetEditing

Places the Asset Database into a state that temporarily prevents automatic import, allowing you to group several asset imports ...

AssetEditingScope

Places the Asset Database into a state that temporarily prevents automatic import, allowing you to group several asset imports ...

AssetImportContext

Defines the import context for scripted importers during an import event.

Collider.ClosestPoint

Returns a point on the collider that is closest to a given location.

Collider2D.ClosestPoint

Returns a point on the perimeter of this Collider that is closest to the specified position.

Collider2D.compositeOrder

The composite operation order to be used when a CompositeCollider2D is used.

ColorUtility.TryParseHtmlString

Attempts to convert a html color string.

CommandBuffer.BeginRenderPass

Begin a new native render pass.

CommandBuffer.DrawProcedural

Add a draw procedural geometry command.

CommandBuffer.DrawProceduralIndirect

Add a draw procedural geometry command.

CommandBuffer.SetBufferData

Adds a command to set the buffer with values from an array.

CommonUsages.primary2DAxisClick

Represents the primary 2D axis being clicked or otherwise depressed.

CommonUsages.primary2DAxisTouch

Represents the primary 2D axis being touched.

CommonUsages.secondary2DAxisClick

Represents the secondary 2D axis being clicked or otherwise depressed.

CommonUsages.secondary2DAxisTouch

Represents the secondary 2D axis being touched.

CompilationPipeline.RequestScriptCompilation

Allows you to request that the Editor recompile scripts in the project.

ComputeBuffer.SetData

Set the buffer with values from an array.

ContentBuildInterface.GetTypeForObjects

Returns the System.Type of the ObjectIdentifiers and the referenced SerializeReference class types specified by objectIDs.

Cursor.SetCustomCursor

Set a custom cursor.

Display.RelativeMouseAt

Query relative mouse coordinates.

DynamicGI.SetEnvironmentData

Allows overriding the distant environment lighting for Enlighten Realtime Global Illumination, without changing the Skybox Mate...

EditorAction

An EditorAction is a temporary tool that can represent either an atomic action or an interactive utility.

EditorAnalyticsSessionInfo.activeElapsedTime

The total time, in milliseconds, that the user interacted with the Editor since the beginning of the current session.

EditorGUI.EnumMaskPopup

This method is obsolete. Use EditorGUI.EnumFlagsField instead.Makes an enum popup selection field for a bitmask.

EditorGUI.LargeSplitButtonWithDropdownList

Creates a large button that contains a regular button section and an arrow to open a dropdown menu.

EditorGUILayout.EnumMaskPopup

This method is obsolete. Use EditorGUILayout.EnumFlagsField instead.Make an enum popup selection field for a bitmask.

EditorSceneManager.DetectCrossSceneReferences

Detects cross-Scene references in a Scene.

EditorWindow

Derive from this class to create a custom Editor window.

EditorWindow.CreateGUI

CreateGUI is called when the EditorWindow's rootVisualElement is ready to be populated.

Event

A UnityGUI event.

Event.KeyboardEvent

Create a keyboard event.

FullScreenMode.FullScreenWindow

All platforms. Sets your application window to the full-screen native display resolution, covering the whole screen.

GameObjectUtility.DuplicateGameObjects

Duplicates an array of GameObjects and returns the array of the new GameObject roots.

GraphicsStateCollection.WarmUp

Prewarms all shader variants in this collection using associated graphics states.

GUI.enabled

Is the GUI enabled?

GUI.Label

Make a text or texture label on screen.

GUI.ModalWindow

Show a Modal Window.

GUIElement.HitTest

Is a point on screen inside the element?

GUILayout.Label

Make an auto-layout label.

GUIUtility.hotControl

The controlID of the current hot control.

Handles.FreeRotateHandle

Make an unconstrained rotation handle.

HandleUtility.GUIPointToScreenPixelCoordinate

Converts a 2D GUI position to screen pixel coordinates.

IJobParallelForTransformExtensions.RunReadOnly

Runs an IJobParallelForTransform job with read-only access to the transform data.

IJobParallelForTransformExtensions.RunReadOnlyByRef

Runs an IJobParallelForTransform job with read-only access to the transform data by reference.

IJobParallelForTransformExtensions.Schedule

Schedules an IJobParallelForTransform job with read-write access to the transform data.

IJobParallelForTransformExtensions.ScheduleByRef

Schedules an IJobParallelForTransform job with read-write access to the transform data by reference.

IJobParallelForTransformExtensions.ScheduleReadOnly

Schedules an IJobParallelForTransform job with read-only access to the transform data.

IJobParallelForTransformExtensions.ScheduleReadOnlyByRef

Schedules an IJobParallelForTransform job with read-only access to the transform data by reference.

IMultipartFormSection.sectionName

Returns the name of this section, if any.

JsonUtility.FromJson

Create an object from its JSON representation.

KeyCode.DownArrow

Down arrow key.

KeyCode.Space

Space key.

KeyCode.UpArrow

Up arrow key.

Lightmapping.GetCustomBakeResults

Retrieve the custom bake results.

Lightmapping.GetCustomBakeResultsNoCopy

Retrieve the custom bake results.

LocationService.lastData

The last geographical location that the device registered.

LocationService.Start

Starts location service updates.

Material.GetVector

Get a named vector value.

Material.globalIlluminationFlags

Defines how the material should interact with lightmaps and lightprobes.

Material.SetVector

Sets a named vector value.

MaterialEffectPlayable.Create

Creates a MaterialEffectPlayable in the PlayableGraph.

Mathf.Cos

Returns the cosine of angle f.

Mathf.Sin

Returns the sine of angle f.

Matrix4x4.Inverse3DAffine

Computes the inverse of a 3D affine matrix.

MemorySnapshotMetadata.Description

User defined metadata that provides a description for the memory snapshot.

Mesh.AcquireReadOnlyMeshData

Gets a snapshot of Mesh data for read-only access.

Mesh.CombineMeshes

Combines several Meshes into this Mesh.

Mesh.GetUVs

Gets the texture coordinates (UVs) stored in a given channel.

Mesh.SetColors

Set the per-vertex colors of the Mesh.

Mesh.SetIndices

Sets the index buffer for the sub-mesh.

Mesh.SetNormals

Set the normals of the Mesh.

Mesh.SetTangents

Set the tangents of the Mesh.

Mesh.SetTriangles

Sets the triangle list for the sub-mesh.

Mesh.SetUVs

Sets the texture coordinates (UVs) stored in a given channel.

Mesh.SetVertices

Assigns a new vertex positions array.

Mesh.uv2

The texture coordinates (UVs) in the second channel.

Mesh.uv3

The texture coordinates (UVs) in the third channel.

MultiColumnHeader

The MultiColumnHeader is a general purpose class that e.g can be used with the TreeView to create multi-column tree views and l...

MultiColumnHeader.SetSortingColumns

Sets multiple sorting columns and the associated sorting orders.

NavigationMoveEvent.move

The move vector, if applicable.

NavMesh.SamplePosition

Finds the nearest point based on the NavMesh within a specified range.

NavMeshAgent.nextPosition

Gets or sets the simulation position of the navmesh agent.

NavMeshBuildDebugSettings

Specify which of the temporary data generated while building the NavMesh should be retained in memory after the process has com...

NavMeshBuilder.UpdateNavMeshData

Incrementally updates the NavMeshData based on the sources.

NavMeshBuilder.UpdateNavMeshDataAsync

Asynchronously and incrementally updates the NavMeshData based on the sources.

NavMeshQuery.GetEdgesAndNeighbors

Retrieves the vertices of a given node and the identifiers of all the navigation nodes to which it connects.

ParticleSystem.GetParticles

Gets the particles of this Particle System.

ParticleSystemCurveMode.Curve

Use a single curve for the ParticleSystem.MinMaxCurve.

ParticleSystemCurveMode.TwoCurves

Use a random value between 2 curves for the ParticleSystem.MinMaxCurve.

PenData

Structure describing the status of a pen event.

Physics.autoSimulation

Sets whether the physics should be simulated automatically or not.

Physics.ClosestPoint

Returns a point on the given collider that is closest to the specified location.

Physics2D.autoSimulation

Set whether the physics should be simulated automatically or not.

Physics2D.ClosestPoint

Returns a point on the perimeter of the Collider that is closest to the specified position.

PlayerSettings.useFlipModelSwapchain

Use DXGI flip model swap chain for D3D11.

PlayerSettings.WSACapability.HumanInterfaceDevice

Allows your application to interact with connected Human Interface Devices (HIDs).

PrefabUtility.ConvertToPrefabInstance

Convert the plain GameObject to a Prefab instance using the provided Prefab Asset root object.

PrefabUtility.ConvertToPrefabInstances

Convert an array of GameObjects to Prefab instances of the given Prefab Asset.

PrefabUtility.GetCorrespondingObjectFromOriginalSource

Retrieves the object of origin for the given object.

PrefabUtility.GetOriginalSourceRootWhereGameObjectIsAdded

Use this method to find the Prefab Asset root where a Prefab instance or Prefab Asset object was added originally.

PrefabUtility.ReplacePrefabAssetOfPrefabInstances

Replace the Prefab Asset for an array of Prefab instances that exists in Scenes or for nested Prefab instances inside another P...

PrefabUtility.SaveAsPrefabAssetAndConnect

Creates a Prefab Asset at the given path from the given GameObject, including any children in the Scene and at the same time ma...

QualitySettings.maxQueuedFrames

Maximum number of frames queued up by graphics driver.

Quaternion.eulerAngles

Returns or sets the euler angle representation of the rotation in degrees.

Random.Range

Returns a random float within [minInclusive..maxInclusive] (range is inclusive).

RayTracingAccelerationStructure.AddInstance

Adds a ray tracing instance to the RayTracingAccelerationStructure.

RayTracingAccelerationStructure.AddVFXInstances

Adds the ray tracing instances associated with a VFXRenderer to the RayTracingAccelerationStructure.

RayTracingAccelerationStructure.UpdateInstanceMask

Updates the instance mask of a ray tracing instance.

RayTracingInstanceCullingResults

A structure containing results of the culling operation performed by RayTracingAccelerationStructure.CullInstances.

Remote.reportAbsoluteDpadValues

Configures how touches are mapped to analog joystick axes in relative or absolute values.

Rigidbody.AddForce

Adds a force to the Rigidbody.

Rigidbody.AddTorque

Adds a torque to the rigidbody.

Rigidbody2D.ClosestPoint

Returns a point on the perimeter of all enabled Colliders attached to this Rigidbody that is closest to the specified position.

Rigidbody2D.Slide

Slide the Rigidbody2D using the specified velocity integrated over deltaTime using the configuration specified by slideMovement.

RuntimeInitializeOnLoadMethodAttribute

Use this attribute to get a callback when the runtime is starting up and loading the first scene.

SceneManager.LoadSceneAsync

Loads the Scene asynchronously in the background.

SceneManager.sceneLoaded

Assign a custom callback to this event to get notifications when a Scene has loaded.

Screen.sleepTimeout

A power saving setting, allowing the screen to dim some time after the last active user interaction.

ScriptableRenderContext.BeginRenderPass

Schedules the beginning of a new render pass. Only one render pass can be active at any time.

ScriptableRenderContext.BeginScopedRenderPass

Schedules the beginning of a new render pass. If you call this a using-statement, Unity calls EndRenderPass automatically when ...

SystemInfo.GetCompatibleFormat

Returns a format supported by the platform for the specified usage.

Texture.imageContentsHash

The hash value of the Texture.

Texture2D.PackTextures

Packs multiple Textures into a texture atlas.

TextureImporterShape.Texture2DArray

Import the texture as a 2D Array texture.

TextureImporterShape.Texture3D

Import the texture as a 3D texture.

Toggle

A Toggle is a clickable element that represents a boolean value.

Touch

Structure describing the status of a finger touching the screen.

Touch.fingerId

The unique index for the touch.

TouchScreenKeyboard.Android.consumesOutsideTouches

Indicates whether the keyboard consumes screen touches outside the visible keyboard area.

TouchScreenKeyboard.Open

Opens the native keyboard provided by OS on the screen.

TouchScreenKeyboard.status

Returns the status of the on-screen keyboard. (Read Only)

Transform.eulerAngles

The rotation as Euler angles in degrees.

Transform.localEulerAngles

The rotation as Euler angles in degrees relative to the parent transform's rotation.

Transform.position

The world space position of the Transform.

UnityWebRequest.method

Defines the HTTP verb used by this UnityWebRequest, such as GET or POST.

UnityWebRequest.Put

Creates a UnityWebRequest configured to upload raw data to a remote server via HTTP PUT.

UploadHandlerRaw

A general-purpose UploadHandler subclass, using a native-code memory buffer.

Vector3.x

X component of the vector.

VisualEffect.GetOutputEventNames

Gets the name of every output event system.

VisualEffect.GetParticleSystemNames

Gets the name of every particle system.

VisualEffect.GetSpawnSystemNames

Gets the name of every spawn system.

VisualEffect.GetSystemNames

Gets the name of every system.

VisualEffectAsset.GetEvents

Gets the name of every Event connected to a system.

VisualEffectAsset.GetExposedProperties

Gets the name and type of every exposed property.

WheelCollider.forceAppPointDistance

Application point of the suspension and tire forces measured from the base of the resting wheel.

WheelFrictionCurve

WheelFrictionCurve is used by the WheelCollider to describe friction properties of the wheel tire.

XRSettings.isDeviceActive

Read-only value that can be used to determine if the XR device is active.

AnimationStreamSource

Describes how an AnimationStream is initialized

Graphics.DrawProcedural

This function is now obsolete. For non-indexed rendering, use Graphics.RenderPrimitives instead.For indexed rendering, use Grap...

Graphics.DrawProceduralIndirect

Draws procedural geometry on the GPU.

Graphics.DrawProceduralIndirectNow

Draws procedural geometry on the GPU.

Graphics.DrawProceduralNow

Draws procedural geometry on the GPU.

IPanel.scaledPixelsPerPoint

Gives the current scaled pixels per point value of the panel.

ISearchEngineBase.BeginSession

A function called at the beginning of a search session.

Playable

Playables are customizable runtime objects that can be connected together and are contained in a PlayableGraph to create comple...

PlayableBehaviour

PlayableBehaviour is the base class from which every custom playable script derives.

Vector3.Angle

Calculates the angle between two vectors.


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