Interface into the Legacy Input system.
Provides static methods for Windows specific input manipulation.
Returns the value of the virtual axis identified by axisName.
Returns true while the virtual button identified by buttonName is held down.
Returns the keyboard input entered this frame. (Read Only)
Last measured linear acceleration of a device in three-dimensional space. (Read Only)
Number of acceleration measurements which occurred during last frame.
Returns list of acceleration measurements which occurred during the last frame. (Read Only) (Allocates temporary variables).
Is any key or mouse button currently held down? (Read Only)
Returns true the first frame the user hits any key or mouse button. (Read Only)
Should Back button quit the application?
Clears the last stored pen event.Calling this function may impact event handling for UIToolKit elements.
Property for accessing compass (handheld devices only). (Read Only)
This property controls if input sensors should be compensated for screen orientation.
The current text input position used by IMEs to open windows.
The current IME composition string being typed by the user.
Device physical orientation as reported by OS. (Read Only)
Property indicating whether keypresses are eaten by a textinput if it has focus (default true).
Forwards raw input events to Unity.
Returns specific acceleration measurement which occurred during last frame. (Does not allocate temporary variables).
Returns the value of the virtual axis identified by axisName with no smoothing filtering applied.
Returns true during the frame the user pressed down the virtual button identified by buttonName.
Returns true the first frame the user releases the virtual button identified by buttonName.
Retrieves a list of input device names corresponding to the index of an Axis configured within Input Manager.
Returns true while the user holds down the key identified by name.
Returns true during the frame the user starts pressing down the key identified by name.
Returns true during the frame the user releases the key identified by name.
Returns the PenData for the last stored pen up or down event.
Returns whether the given mouse button is held down.
Returns true during the frame the user pressed the given mouse button.
Returns true during the frame the user releases the given mouse button.
Returns the PenData for the pen event at the given index in the pen event queue.
Call Input.GetTouch to obtain a Touch struct.
Returns default gyroscope.
Controls enabling and disabling of IME input composition.
Does the user have an IME keyboard input source selected?
Determine whether a particular joystick model has been preconfigured by Unity. (Linux-only).
Property for accessing device location (handheld devices only). (Read Only)
The current mouse position in pixel coordinates. (Read Only).
The current mouse position delta in pixel coordinates. (Read Only).
Indicates if a mouse device is detected.
The current mouse scroll delta. (Read Only)
Property indicating whether the system handles multiple touches.
Returns the number of queued pen events that can be accessed by calling [[GetPenEvent()]].
Resets all input. After ResetInputAxes all axes return to 0 and all buttons return to 0 for one frame.
Clears the pen event queue.
Enables/Disables mouse simulation with touches. By default this option is enabled.
Returns true when Stylus Touch is supported by a device or platform.
Number of touches. Guaranteed not to change throughout the frame. (Read Only)
Returns list of objects representing status of all touches during last frame. (Read Only) (Allocates temporary variables).
Bool value which let's users check if touch pressure is supported.
Returns whether the device on which application is currently running supports touch input.
Connected input port.
Port is an input port.
The input Port of the TokenNode.
Input system Profiler category.
Input category markers color.
A set of bit flags describing XR.InputDevice characteristics.
The InputDevice is a game controller.
The InputDevice provides eye tracking information via an Eyes input feature.
The InputDevice provides hand tracking information via a Hand input feature.
Enumeration describing the role of a XR.InputDevice in providing input.
Gets the input device at a given XR.XRNode endpoint.
Gets the list of active XR input devices that match the specified InputDeviceCharacteristics.
Defines an input device in the XR input subsystem.
Read Only. True if the device is currently a valid input device; otherwise false.
The manufacturer of the connected Input Device.
The serial number of the connected Input Device. Blank if no serial number is available.
Gets a list of all the input feature usages available on this device. For example, Trigger or Device Position.
Retrieves information about the input feature specified by the Usage parameter. Those functions which take a time parameter all...
The InputDevice provides 3DOF or 6DOF tracking data.
An interface for accessing devices in the XR input subsytem.
Gets a list of active input devices available to the XR Input Subsystem.
Gets a list of active input devices available to the XR Input Subsystem at a given XR.XRNode endpoint.
Gets a list of active input devices available to the XR Input Subsystem that match the specified role.
Extract BakeInput from the set of open scenes.
Populate the given world from a bake input.
Defines a generic usage that maps to an input feature on a device. Use the As method to turn into a generic usage.
The string name of this usage feature; used internally to map to an input feature on a device.
The type of this usage feature; used internally to map to an input feature on a device.
Defines a generic usage that maps to an input feature on a device.
The string name of this usage feature; used internally to map to an input feature on a device.
Defines the status of the on-screen keyboard's input field.
A collection of methods and properties for accessing XR input devices by their XR Node representation.
Describes all currently connected XRNodes and provides available tracking states for each.
Read Only. A bitmask of enumerated flags describing the characteristics of this InputDevice.
Read Only. The InputDeviceRole of the device in the XR system. This is a platform provided description of how the device is used.
The InputDevice has a camera and associated camera tracking information.
The InputDevice is attached to the head.
The InputDevice is held in the user's hand. Typically, a tracked controller.
The InputDevice is associated with the left side of the user.
The InputDevice is associated with the right side of the user.
The InputDevice reports software approximated, positional data.
The InputDevice is an unmoving reference object used to locate and track other objects in the world.
Defines the delegate to use to register events when an InputDevice's configuration changes.
Defines the delegate to use to register events when an InputDevice is connected.
Defines the delegate to use to register events when an InputDevice is disconnected.
Read Only. The name of the device in the XR system. This is a platform provided unique identifier for the device.
Sends a raw buffer of haptic data to the device.
Sends a haptic impulse to a device.
Stop all haptic playback for a device.
Gets the XRInputSubsystem that reported this InputDevice.
Gets the haptic capabilities of the device.
A default value specifying no flags.
This device is a game controller.
This device is typically a HMD or Camera.
This device is a hardware tracker.
This device is a controller that represents the left hand.
This device is a legacy controller.
This device is a controller that represents the right hand.
This device is a tracking reference used to track other devices in 3D.
This device does not have a known role.
A native engine system that the native player loop updates.
Sends an event when text from a TextField changes.
Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. E...
Resets the event members to their initial values.
Constructor.
The new text.
The text before the change occured.
Class used when extracting BakeInput from the set of open scenes.
For each probe position, computes the indices of the brightest lights from the probe position's point of view. The function use...
Get's the associated baked shadowmask channels of the mixed lights with the specified indices. Use this together with LightTran...
Returns the generic version of this type for retrieving a feature value from a device.
Converts a generic InputFeatureUsage<T> into an InputFeatureUsage.
Construct a usage from a usage name.
Disables positional tracking in XR. This takes effect the next time the head pose is sampled. If set to true the camera only t...
Note: This API has been marked as obsolete in code, and is no longer in use. Please use InputTracking.GetNodeStates and look fo...
Note: This API has been marked as obsolete in code, and is no longer in use. Please use InputTracking.GetNodeStates and look fo...
Accepts the unique identifier for a tracked node and returns a friendly name for it.
Called when a tracked node is added to the underlying XR system.
Called when a tracked node is removed from the underlying XR system.
Center tracking to the current position and orientation of the HMD.
Called when a tracked node begins reporting tracking information.
Called when a tracked node stops reporting tracking information.
Represents the values being tracked for this device.
Represents acceleration being tracked for this device.
Represents all InputTrackingState values being tracked for this device.
Represents angular acceleration being tracked for this device.
Represents no angular velocity being tracked for this device.
Represents no values being tracked for this device.
Represents position being tracked for this device.
Represents rotation being tracked for this device.
Represents velocity being tracked for this device.
Bake input object.
Input container used for input ports.
Capture all keyboard inputs.
This device role is not valid or cannot be reported.
WebGLInput provides support for WebGL specific functionalities. Important: Browsers only allow sensor input in secure contexts,...
Enable mobile keyboard support for UI input fields.
Interface for reading and writing inputs in a Unity Cluster.
Add a new VRPN input entry.
Edit an input entry which added via ClusterInput.AddInput.
USS class name of input elements in elements of this type.
USS class name of input elements in Toggle elements.
AndroidInput provides support for off-screen touch input, such as a touchpad.
Property indicating whether the system provides secondary touch input.
Sets the axis value for this input. Only works for input typed Custom.
Sets the button value for this input. Only works for input typed Custom.
Sets the tracker position for this input. Only works for input typed Custom.
Sets the tracker rotation for this input. Only works for input typed Custom.
The USS class name for the Label element in a Foldout.
USS class name of input elements in elements of this type.
USS class name of input elements in elements of this type.
USS class name of input elements in elements of this type.
USS class name of input elements in elements of this type.
USS class name of input elements in elements of this type.
USS class name of input elements in elements of this type.
USS class name of input elements in elements of this type.
This is the inner representation of the Text input.
USS class name of input elements in elements of this type.
USS class name of input elements in elements of this type.
USS class name of input elements in elements of this type.
USS class name of input elements in elements of this type.
The InputLegacy module implements the Input class used to read player Input.
USS class name of input elements in elements of this type.
USS class name of input elements in elements of this type.
Color on the edge's input.
Edge input port orientation (vertical/horizontal).
USS class name of input elements in elements of this type.
USS class name of input elements in RadioButton elements.
USS class name of input elements in elements of this type.
USS class name of input elements in elements of this type.
USS class name of input elements in elements of this type.
USS class name of input elements in elements of this type.
USS class name of input elements in elements of this type.
USS class name of input elements in elements of this type.
USS class name of input elements in elements of this type.
USS class name of input elements in elements of this type.
USS class name for input elements in elements of this type.
USS class name of input elements in elements of this type.
Gets the number of input streams. (Read Only)
USS class name of input elements in elements of this type.
USS class name of input elements in elements of this type.
USS class name for input elements of this type.
USS class name of input elements in elements of this type.
USS class name of input elements in elements of this type.
USS class name of input elements in elements of this type.
USS class name of input elements in elements of this type.
Array of attachment indices to be used as input attachments in this sub pass. These are specificed as indices into the attachme...
USS class name of input elements in elements of this type.
The input source type for mouse, pen, and touch input events in a XAML app.
Returns the status of the on-screen keyboard's input field.
The input field is always hidden.
The input field is always visible.
The visibility of the input field can be customized using TouchScreenKeyboard.hideInput.
USS class name of input elements in elements of this type.
USS class name of input elements in elements of this type.
Create a new input port and connect it to the output port of the given Playable.
The input color buffer to upsample for DLSSContext. This texture is mandatory and you must set it to a non-null value.
The input color buffer to upsample for FSR2Context. This texture is mandatory and you must set it to a non-null value.
Returns the Playable connected at the given input port index.
Hides or shows the mobile input field.
USS class name of input elements in elements of this type.
The triangles of all the geometry that is used as a base for computing the new NavMesh.
Will text input field above the keyboard be hidden when the keyboard is on screen?
Connect the output port of a Playable to one of the input ports.
USS class name of input elements in elements of this type.
Allows your application to inject various forms of input such as HID, touch, pen, keyboard, or mouse into the system programmat...
The texture input height size of the input buffers in texels.
The texture input width size of the input buffers in texels.
Disconnect the input port of a Playable.
Input system Profiler category.
The directory containing the assemblies that UnityLinker will process.
Use Alpha from the input texture if one is provided.
Path of the AssetBundle being recompressed (Read Only).
Do not display any controls, but cancel movie playback if input occurs.
The integration failed due to invalid input.
XRInputSubsystemInstance is used to enable and disable the inputs coming from a specific plugin.
Information about an Input subsystem.
When true, will suppress legacy support for Daydream, Oculus, OpenVR, and Windows MR built directly into the Unity runtime from...
USS class name of input elements in elements of this type.
Options for the input source from which a XAML application can receive pointer input events.
Gets a list of all connected InputDevices reported by this XRInputSubsystem.
Centers the tracking features on all InputDevices to the current position and orientation of the head-mounted device.
Hides or shows the mobile input field.
USS class name of multiline input elements in elements of this type.
USS class name of input elements when placeholder text is shown
USS class name of single line input elements in elements of this type.
The value of the input field.
USS class name of input elements in elements of this type.
Values to determine the type of input value to be expect from one entry of ClusterInput.
A user customized input.
The initial configuration on UI Toolkit start up. This is equal to InputSystemCompatibleBackend. This option will use the Input...
The new Input System compatible backend allows the Input System package to send its input to UI Toolkit directly, removing the ...
Input backend options for UI Toolkit events at runtime.
The legacy backend relies on the Input Manager UnityEngine.Input class only and is not compatible with the Input System package...
Global configuration options for UI Toolkit input.
Use this method to activate one of the two input backends available for UIToolkit events at runtime. The new Input System compa...
Applies the values of a 3D delta and a speed from an input device.
Applies the values of a 3D delta and a speed from an input device.
Applies the values of a 3D delta and a speed from an input device.
Gets the AnimationStream of the playable input at index.
Gets the weight of the Playable connected at a specific input index.
Applies the values of a 3D delta and a speed from an input device.
Indicates that pointer input comes from CoreWindow. This is the default option.
Indicates that pointer input comes from SwapChainPanel's core input object.
Indicates that pointer input comes from the SwapChainPanel.
Applies the values of a 3D delta and a speed from an input device.
Returns the number of inputs supported by the Playable.
Returns the weight of the Playable connected at the given input port index.
Changes the number of inputs supported by the Playable.
Applies the values of a 3D delta and a speed from an input device.
Applies the values of a 3D delta and a speed from an input device.
Set the custom bake inputs.
Applies the values of a 3D delta and a speed from an input device.
USS class name of text input elements in elements of this type.
Send an input event into the game.
AnimationStream will be initialized with the values from the previous AnimationPlayableOutput connected to the same Animator.
Returns whether the playable inputs will be processed or not.
Sets the new value for processing the inputs or not.
Enables and disables the independent input source feature.
Input a GraphicsFormat to return an equivalent GraphicsFormat that includes an alpha component.
Input parameters for the SpriteShape tessellator.
XRInputSubsystem tracks all InputDevices in reference to an InputDevice with the InputDeviceCharacteristics.TrackingReference f...
XRInputSubsystem tracks all InputDevices in reference to the first known location of a specific InputDevice when set to Trackin...
XRInputSubsystem tracks all InputDevices in reference to a point on the floor when set to TrackingOriginModeFlags.Floor.
XRInputSubsystem tracks all InputDevices in relation to a world anchor. This world anchor can change at any time, and is chosen...
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 ...
The input color buffer to upsample for FSR2Context. This texture is mandatory and you must set it to a non-null value.
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 ...
The input to the NavMesh builder is a list of NavMesh build sources.
The input TextureRect information of the source sprite.
Used as input to ColorField to configure the HDR color ranges in the ColorPicker.
Sets an input or output compute buffer.
Maximum input luminance at which gradation is preserved even when the entire screen is bright.
Maximum input luminance at which gradation is preserved when 10% of the screen is bright.
Minimum input luminance at which gradation is identifiable.
Hash new input data and combine with the current hash value.
Binds an input or output compute buffer.
Enable IME input only when a text field is selected (default).
Enable IME input.
Disable IME input.
Controls IME input.
Specifies if input process was finished. (Read Only)
Specifies if input process was canceled. (Read Only)
Modifies the input rect so it is centered and have a height equal to EditorGUIUtility.singleLineHeight.
Select a Windows Input API automatically based on platform support.
Types of UnityGUI input and processing events.
Compute a hash of input data.
Render and handle input for the MultiColumnHeader at the given rect.
A struct containing input data to pack sprites.
Indicates whether the input buffer uses high dynamic range. If set, the input buffer is raw luminance, if not set, the input bu...
Indicates whether the input motion vector buffer is jittered or not. If set, you must specify NVIDIA.DLSSCommandExecutionData.j...
Indicates whether the input motion vector buffer is a lower resolution than the output. If set, you must specify NVIDIA.DLSSCom...
Defines static variables that are used to retrieve input features from XR.InputDevice.TryGetFeatureValue.
The total amount of Texture memory that Unity would use if it loads all Textures at mipmap level 0.This is a theoretical value ...
Enumeration of XR nodes which can be updated by XR input or sent haptic data.
A delegate method used to register for Just Before Render input updates for VR devices.
Array of script paths used as input for assembly build. (Read Only)
Returns true if the version control state of the assets is one of the input states.
Returns true if the version control state of the asset exactly matches the input state.
This is the Label object that appears beside the input for the field.
A tracked bone on the device at an XR.XRNode in the XR input subsystem.
UNITY_PLATFORM_SUPPORTS_DEPTH_FETCH is set if RenderPass can use its depth attachment as input.
Creates an RGB colour from HSV input.
Calculates the hue, saturation and value of an RGB input color.
Adds a command to set an input or output buffer parameter on a ComputeShader.
Adds a command to set an input or output buffer parameter on a RayTracingShader.
Represents the thumb pressing any input or feature.
Speed at which the value changes for a given input device delta.
DictationRecognizer listens to speech input and attempts to determine what phrase was uttered.
The time length in seconds before dictation recognizer session ends due to lack of audio input.
The time length in seconds before dictation recognizer session ends due to lack of audio input in case there was no audio heard...
If you set the NVIDIA.DLSSFeatureFlags.MVLowRes flag, this value indicates the scale (smaller) of the motion vector buffer inpu...
If you set the NVIDIA.DLSSFeatureFlags.MVLowRes flag, this value indicates the scale (smaller) of the motion vector buffer inpu...
Specifies a pre exposure multiplier for the input color texture.
The subrectangle height of input buffers to use.
The subrectangle x-axis offset of input buffers to use.
The subrectangle y-axis offset of input buffers to use.
The subrectangle width of input buffers to use.
A transparency bit mask. This must be the same size as the input texture. This texture helps the DLSSContext with ghosting issu...
Allows to set an emissive color for a given renderer quickly, without the need to render the emissive input for the entire system.
Asks whether the modfied input Scenes should be saved.
Unity calls this function when the user accepts an edited name, either by pressing the Enter key or by losing the keyboard inpu...
Contains eye tracking data from the device at an XR.XRNode in the XR input subsystem.
Flag indicating that if the input depth buffer data provided is inverted. (1 is close, 0 is far).
Flag indicating if automatic exposure should be applied to the input color data.
The height resolution that was used for rendering the input resources.
The width resolution that was used for rendering the input resources.
A transparency bit mask. This must be the same size as the input texture. This texture helps the FSR2Context with ghosting issu...
Returns the equivalent linear format of a GraphicsFormat. For example, this function returns kFormatR8G8B8A8_UNorm if the input...
Returns the equivalent sRGB format of a GraphicsFormat. For example, this function returns kFormatR8G8B8A8_SRGB if the input is...
Populate given list with graphics states associated with input shader variant.
Returns true if any controls changed the value of the input data.
A tracked hand on the device at an XR.XRNode in the XR input subsystem.
Describes the haptic capabilities of the device at an XR.XRNode in the XR input subsystem.
Interface for controls that hold a value and can notify when it is changed by user input.
An IntegratedSubsystem is initialized from an IntegratedSubsystemDescriptor for a given Subsystem (Example, Input, Environment,...
Make sure the Search window is now selected to receive input from a user.
The TouchScreenKeyboard being used to edit the Input Field.
Provides a default implementation for translating input device specific events to higher level navigation operations as commonl...
Represents an operation that the user is trying to accomplish through a specific input mechanism.
Key codes returned by Event.keyCode. These map directly to a physical key on the keyboard. If Use Physical Keys is enabled in I...
Alt Gr key. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.RightAlt instead.
Ampersand key '&'. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Alpha7 instead.
Asterisk key '*'. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Alpha8 instead.
At key '@'. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Alpha2 instead.
Break key. Deprecated if Use Physical Keys is enabled in Input Manager settings, doesn't map to any physical key.
Caret key '^'. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Alpha6 instead.
Colon ':' key.Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Semicolon instead.
Dollar sign key '$'. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Alpha4 instead.
Double quote key ''. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Quote instead.
Exclamation mark key '!'. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Alpha1 instead.
Greater than '>' key. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Period instead.
Hash key '#'. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Alpha3 instead.
Help key. Deprecated if Use Physical Keys is enabled in Input Manager settings, doesn't map to any physical key.
Left curly bracket key '{'. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.LeftBracket instead.
Maps to left Windows key or left Command key if physical keys are enabled in Input Manager settings, otherwise maps to left Com...
Left Parenthesis key '('. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Alpha9 instead.
Left Windows key. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.LeftMeta instead.
Less than '<' key. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Comma instead.
Percent '%' key. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Alpha5 instead.
Pipe '|' key. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Backslash instead.
Plus key '+'. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Equals instead.
Question mark '?' key. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Slash instead.
Right curly bracket key '}'. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.RightBracket ins...
Maps to right Windows key or right Command key if physical keys are enabled in Input Manager settings, otherwise maps to right ...
Right Parenthesis key ')'. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Alpha0 instead.
Right Windows key. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.RightMeta instead.
Sys Req key. Deprecated if Use Physical Keys is enabled in Input Manager settings, doesn't map to any physical key.
Tilde '~' key. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.BackQuote instead.
Underscore '_' key. Deprecated if Use Physical Keys is enabled in Input Manager settings, use KeyCode.Minus instead.
KeywordRecognizer listens to speech input and attempts to match uttered phrases to a list of registered keywords.
Controls the resolution at which Enlighten Realtime Global Illumination stores and can transfer input light.
Retrieves a list of the named properties in the material that match the input property type.
Contains a set of typed properties for describing a texture input of a MaterialDescription.
Utility method for GUI layouting ShaderGUI. This is the rect after the label which can be used for multiple properties. The inp...
Allow the physics engine to increase the volume of the input mesh in attempt to generate a valid convex mesh.
Allow the physics engine to increase the volume of the input mesh in attempt to generate a valid convex mesh.
Builds a NavMesh data object from the provided input sources.
Describes the object referenced for Mesh and Terrain types of input sources.
Returns the bounding volume of the input geometry used to build this NavMesh (Read Only).
Entire top area containing input and output containers.
Use the OnDemandRendering class to control and query information about your application's rendering speed independent from all ...
Represents the performance settings that DLSS recommends based on the system's graphics card and the size of the input and outp...
Sets the function that handles the transformation from screen space to panel space. For overlay panels, this function returns t...
Shader pass used to generate the albedo and emissive values used as input to lightmapping.
The name of the output or input stream.
The type of the output or input stream.
Causes the Playable to act as a passthrough for PrepareFrame and ProcessFrame. If the PlayableOutput being processed is connect...
Toggle support for sharing the depth buffer between Unity and the OS. This allows for stability improvements when running in Wi...
Specifies the desired Windows API to be used for input.
Creates a Prefab Asset at the given path from the given GameObject, including any childen in the Scene without modifying the in...
A QueryEngine defines how to build a query from an input string.It can be customized to support custom filters and operators.De...
A QueryEngine defines how to build a query from an input string.It can be customized to support custom filters and operators.
Binds a texture resource. This can be a input or an output texture (UAV).
The sub-mesh is provided as input to a RayTracingAccelerationStructure build operation.
A class for Apple TV remote input configuration.
Disables Apple TV Remote touch propagation to Unity Input.touches API.
Automatically selects the behavior according to the context in which the UI runs. For touch input, typically mobile devices, Ne...
Extract a format string from a given expression. This function should be used to extract a format string from an input paramete...
The SearchField control creates a text field for a user to input text that can be used for searching.
Indicates that support for pixel depth (SV_Position.zw) input to the fragment shader stage is required.
Indicates that support for pixel position (SV_Position) input to the fragment shader stage is required.
Indicates that support for the SV_InstanceID input semantic is required.
SpriteAtlasAsset stores inputs for generating SpriteAtlas and generates atlas textures on Import.
If enabled the tessellator will consider creating corners based on the various input parameters.
The tessellation quality of the input Spline that determines the complexity of the mesh.
Generate a mesh based on input parameters.
Generate a mesh based on input parameters.
Get the Stage object that contains the input GameObject or Scene.
The depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment...
The stencil attachment is read-only in this sub pass. Some renderers require this in order to be able to use the stencil attach...
A Subsystem is initialized from a SubsystemDescriptorWithProvider for a given Subsystem (Example, Input, Display, etc.) and pro...
Indicates whether RenderPass can use its depth attachment as input. (Read Only)
Indicates whether RenderPass can use its depth attachment as input. (Read Only)
Creates a BrushTransform from the input parameters.
A TextField accepts and displays text input. For more information, refer to UXML element TextField.
Contains a set of typed properties for describing a texture input of a MaterialDescription.
The TokenNode class includes methods for creating and managing a Node that resembles a capsule. The TokenNode class includes a ...
Constructs a TokenNode with both input and output Ports.
The maximum possible pressure value for a platform. If Input.touchPressureSupported returns false, the value of this property ...
The current amount of pressure being applied to a touch. 1.0f is considered to be the pressure of an average touch. If Input....
How many characters the keyboard input field is limited to. 0 = infinite.
Checks if the text within an input field can be selected and modified while TouchScreenKeyboard is open.
The user has finished providing input.
Returns the text displayed by the input field of the keyboard.
Adds the expanded rows of the full tree to the input list. Only use this method if a full tree was built in BuildRoot.
Utility for multi column setups. This method will clip the input rowRect against the column rect defined by columnIndexForTreeF...
Utility method using the depth of the input TreeViewItem to set the correct depths for all its descendant TreeViewItems.
If this flag is passed to TreeView.SetSelection then the TreeView will make sure the last item in the input selection list is v...
General constructor. Contents of the input argument are copied into a native buffer.
Request permission to use any audio input sources attached to the computer.
Request permission to use any video input sources attached to the computer.
WebCam Textures are textures onto which the live video input is rendered.
Specifies the desired Windows API to be used for input.
The maximum amount of data that can be sent to an InputDevice via InputDevice.SendHapticBuffer.
The optimal buffer size an InputDevice expects to be sent via InputDevice.SendHapticBuffer in order to provide a continuous rum...
An implementation of IPlayable that allows application of a Material shader to one or many texture inputs to produce a texture ...
All possible Particle System vertex shader inputs.
All possible Particle System vertex shader inputs.
Destroys the Playable and all its inputs, recursively.
Causes the Playable to prepare and process it's inputs when demanded by an output.
A QueryFilterOperator defines a boolean operator between a value returned by a filter and an operand inputted in the search query.
Configures if Apple TV Remote should autorotate all the inputs when Remote is being held in horizontal orientation. Default is ...
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...
A built-in material that uses the standard physically-based lighting model. Inputs supported: smoothness, metallic / specular, ...
This enum provides context to where the 0,0,0 point of tracking for InputDevices is.
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...
Returns the time propagation behavior of this Playable.
Changes the time propagation behavior of this Playable.
Connects two Playable instances.
Defines the target URL for the UnityWebRequest to communicate with.
Cross Product of two vectors.
Calculates the signed angle between vectors from and to in relation to axis.
Describes the state of a node tracked by an XR system.
Samples an animation at a given time for any animated properties.
Opens the URL specified, subject to the permissions and limitations of your app’s current platform and environment.
Return the point on the articulation body that is closest to a given one.
Returns an array of all the assets that are dependencies of the asset at the specified pathName.Note: GetDependencies() gets th...
Places the Asset Database into a state that temporarily prevents automatic import, allowing you to group several asset imports ...
Places the Asset Database into a state that temporarily prevents automatic import, allowing you to group several asset imports ...
Defines the import context for scripted importers during an import event.
Returns a point on the collider that is closest to a given location.
Returns a point on the perimeter of this Collider that is closest to the specified position.
The composite operation order to be used when a CompositeCollider2D is used.
Attempts to convert a html color string.
Begin a new native render pass.
Add a draw procedural geometry command.
Add a draw procedural geometry command.
Adds a command to set the buffer with values from an array.
Represents the primary 2D axis being clicked or otherwise depressed.
Represents the primary 2D axis being touched.
Represents the secondary 2D axis being clicked or otherwise depressed.
Represents the secondary 2D axis being touched.
Allows you to request that the Editor recompile scripts in the project.
Set the buffer with values from an array.
Returns the System.Type of the ObjectIdentifiers and the referenced SerializeReference class types specified by objectIDs.
Set a custom cursor.
Fullscreen window.
Fullscreen window.
Query relative mouse coordinates.
Allows overriding the distant environment lighting for Enlighten Realtime Global Illumination, without changing the Skybox Mate...
An EditorAction is a temporary tool that can represent either an atomic action or an interactive utility.
The total time, in milliseconds, that the user interacted with the Editor since the beginning of the current session.
This method is obsolete. Use EditorGUI.EnumFlagsField instead.Makes an enum popup selection field for a bitmask.
Creates a large button that contains a regular button section and an arrow to open a dropdown menu.
This method is obsolete. Use EditorGUILayout.EnumFlagsField instead.Make an enum popup selection field for a bitmask.
Detects cross-Scene references in a Scene.
Derive from this class to create a custom Editor window.
CreateGUI is called when the EditorWindow's rootVisualElement is ready to be populated.
A UnityGUI event.
Create a keyboard event.
All platforms. Sets your application window to the full-screen native display resolution, covering the whole screen.
Duplicates an array of GameObjects and returns the array of the new GameObject roots.
Prewarms all shader variants in this collection using associated graphics states.
Is the GUI enabled?
Make a text or texture label on screen.
Show a Modal Window.
Is a point on screen inside the element?
Make an auto-layout label.
The controlID of the current hot control.
Make an unconstrained rotation handle.
Converts a 2D GUI position to screen pixel coordinates.
Runs an IJobParallelForTransform job with read-only access to the transform data.
Runs an IJobParallelForTransform job with read-only access to the transform data by reference.
Schedules an IJobParallelForTransform job with read-write access to the transform data.
Schedules an IJobParallelForTransform job with read-write access to the transform data by reference.
Schedules an IJobParallelForTransform job with read-only access to the transform data.
Schedules an IJobParallelForTransform job with read-only access to the transform data by reference.
Returns the name of this section, if any.
Create an object from its JSON representation.
Down arrow key.
Space key.
Up arrow key.
Retrieve the custom bake results.
Retrieve the custom bake results.
The last geographical location that the device registered.
Starts location service updates.
Fullscreen window.
Get a named vector value.
Defines how the material should interact with lightmaps and lightprobes.
Sets a named vector value.
Creates a MaterialEffectPlayable in the PlayableGraph.
Returns the cosine of angle f.
Returns the sine of angle f.
Computes the inverse of a 3D affine matrix.
User defined metadata that provides a description for the memory snapshot.
Gets a snapshot of Mesh data for read-only access.
Combines several Meshes into this Mesh.
Gets the texture coordinates (UVs) stored in a given channel.
Set the per-vertex colors of the Mesh.
Sets the index buffer for the sub-mesh.
Set the normals of the Mesh.
Set the tangents of the Mesh.
Sets the triangle list for the sub-mesh.
Sets the texture coordinates (UVs) stored in a given channel.
Assigns a new vertex positions array.
The texture coordinates (UVs) in the second channel.
The texture coordinates (UVs) in the third channel.
The MultiColumnHeader is a general purpose class that e.g can be used with the TreeView to create multi-column tree views and l...
Sets multiple sorting columns and the associated sorting orders.
The move vector, if applicable.
Finds the nearest point based on the NavMesh within a specified range.
Gets or sets the simulation position of the navmesh agent.
Specify which of the temporary data generated while building the NavMesh should be retained in memory after the process has com...
Incrementally updates the NavMeshData based on the sources.
Asynchronously and incrementally updates the NavMeshData based on the sources.
Retrieves the vertices of a given node and the identifiers of all the navigation nodes to which it connects.
Gets the particles of this Particle System.
Use a single curve for the ParticleSystem.MinMaxCurve.
Use a random value between 2 curves for the ParticleSystem.MinMaxCurve.
Structure describing the status of a pen event.
Sets whether the physics should be simulated automatically or not.
Returns a point on the given collider that is closest to the specified location.
Set whether the physics should be simulated automatically or not.
Returns a point on the perimeter of the Collider that is closest to the specified position.
Use DXGI flip model swap chain for D3D11.
Allows your application to interact with connected Human Interface Devices (HIDs).
Convert the plain GameObject to a Prefab instance using the provided Prefab Asset root object.
Convert an array of GameObjects to Prefab instances of the given Prefab Asset.
Retrieves the object of origin for the given object.
Use this method to find the Prefab Asset root where a Prefab instance or Prefab Asset object was added originally.
Replace the Prefab Asset for an array of Prefab instances that exists in Scenes or for nested Prefab instances inside another P...
Creates a Prefab Asset at the given path from the given GameObject, including any children in the Scene and at the same time ma...
Maximum number of frames queued up by graphics driver.
Returns or sets the euler angle representation of the rotation in degrees.
Returns a random float within [minInclusive..maxInclusive] (range is inclusive).
Adds a ray tracing instance to the RayTracingAccelerationStructure.
Adds the ray tracing instances associated with a VFXRenderer to the RayTracingAccelerationStructure.
Updates the instance mask of a ray tracing instance.
A structure containing results of the culling operation performed by RayTracingAccelerationStructure.CullInstances.
Configures how touches are mapped to analog joystick axes in relative or absolute values.
Adds a force to the Rigidbody.
Adds a torque to the rigidbody.
Returns a point on the perimeter of all enabled Colliders attached to this Rigidbody that is closest to the specified position.
Slide the Rigidbody2D using the specified velocity integrated over deltaTime using the configuration specified by slideMovement.
Use this attribute to get a callback when the runtime is starting up and loading the first scene.
Loads the Scene asynchronously in the background.
Assign a custom callback to this event to get notifications when a Scene has loaded.
A power saving setting, allowing the screen to dim some time after the last active user interaction.
Schedules the beginning of a new render pass. Only one render pass can be active at any time.
Schedules the beginning of a new render pass. If you call this a using-statement, Unity calls EndRenderPass automatically when ...
Returns a format supported by the platform for the specified usage.
The hash value of the Texture.
Packs multiple Textures into a texture atlas.
Import the texture as a 2D Array texture.
Import the texture as a 3D texture.
A Toggle is a clickable element that represents a boolean value.
Structure describing the status of a finger touching the screen.
The unique index for the touch.
Indicates whether the keyboard consumes screen touches outside the visible keyboard area.
Opens the native keyboard provided by OS on the screen.
Returns the status of the on-screen keyboard. (Read Only)
The rotation as Euler angles in degrees.
The rotation as Euler angles in degrees relative to the parent transform's rotation.
The world space position of the Transform.
Defines the HTTP verb used by this UnityWebRequest, such as GET or POST.
Creates a UnityWebRequest configured to upload raw data to a remote server via HTTP PUT.
A general-purpose UploadHandler subclass, using a native-code memory buffer.
X component of the vector.
Gets the name of every output event system.
Gets the name of every particle system.
Gets the name of every spawn system.
Gets the name of every system.
Gets the name of every Event connected to a system.
Gets the name and type of every exposed property.
Application point of the suspension and tire forces measured from the base of the resting wheel.
WheelFrictionCurve is used by the WheelCollider to describe friction properties of the wheel tire.
Read-only value that can be used to determine if the XR device is active.
Describes how an AnimationStream is initialized
This function is now obsolete. For non-indexed rendering, use Graphics.RenderPrimitives instead.For indexed rendering, use Grap...
Draws procedural geometry on the GPU.
Draws procedural geometry on the GPU.
Draws procedural geometry on the GPU.
Gives the current scaled pixels per point value of the panel.
Integrate occlusion.
A function called at the beginning of a search session.
Playables are customizable runtime objects that can be connected together and are contained in a PlayableGraph to create comple...
PlayableBehaviour is the base class from which every custom playable script derives.
Integrate occlusion.
Calculates the angle between two vectors.
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