A class you can derive from if you want to create objects that live independently of GameObjects.
Called when an instance of ScriptableObject is created.
Creates an instance of a scriptable object.
This function is called when the scriptable object will be destroyed.
This function is called when the scriptable object goes out of scope.
This function is called when the object is loaded.
Editor-only function that Unity calls when the script is loaded or a value changes in the Inspector.
Reset to default values.
Adds a ScriptableObject reference to the sprite.
Returns the MonoScript object containing specified ScriptableObject.
Retrieves an array of ScriptableObject referenced by the sprite.
Gets the number of ScriptableObject that the sprite references.
Replace the ScriptableObject reference from the sprite.
Removes the ScriptableObject reference from the sprite.
Checks how many unloadable ScriptableObject instances are present in the specified asset.
Removes any ScriptableObject instances from the given asset file which cannot be loaded because their scripts could not be found.
A ScriptableObject to associate with a RenderPipeline and store project-wide settings for that Pipeline.
See ScriptableObject.OnDestroy.
See ScriptableObject.OnDisable.
See ScriptableObject.OnEnable.
See ScriptableObject.OnDestroy.
See ScriptableObject.OnEnable.
See ScriptableObject.OnEnable.
See ScriptableObject.OnDisable.
See ScriptableObject.OnDisable.
See ScriptableObject.OnEnable.
Mark a ScriptableObject-derived type to be automatically listed in the Assets/Create submenu, so that instances of the type can...
Prefer ScriptableObject derived type to use binary serialization regardless of project's asset serialization mode.
Override this property to return a type that inherits from ScriptableObject. This makes the AssetImporterEditor aware of serial...
Attribute to specify an icon for a MonoBehaviour or ScriptableObject.
A class attribute that allows you to define dynamic constraint on a MonoBehavior or ScriptableObject's field for the object sel...
A class attribute that allows you to define label constraints on a MonoBehavior or ScriptableObject's field in the object selec...
A class attribute that allows you to define tag constraints on a MonoBehavior or ScriptableObject's field in the object selector.
Default implementation of OnDisable for RenderPipelineAsset. See ScriptableObject.OnDisable
Sets the ScriptablePacker ScriptableObject to SpriteAtlasAsset so custom packing can be implemented.
Returns true when called in any kind of built Player, or when called in the Editor in Play mode (Read Only).
Search the asset database using the search filter string.
Base class for everything attached to a GameObject.
Handles the connection from the Editor to the Player.
Marks target object as dirty.
Creates a type whos value is resolvable at runtime.
The collected in-scene asset.
Provides methods related to in-scene assets.
Checks if the given object is an in-scene asset.
Create an object from its JSON representation.
Overwrite data in an object by reading from its JSON representation.
Generate a JSON representation of the public fields of an object.
MonoBehaviour is a base class that many Unity scripts derive from.
Base class for all objects Unity can reference.
Used for handling the network connection from the Player to the Editor.
Returns the assets that will be loaded at start up in the player and be kept alive until the player terminates.
Assigns the assets that will be loaded at start up in the player and be kept alive until the player terminates.
Saves the current state of the ScriptableSingleton.
Opens the search window above the Graph.
Returns the current selection filtered by type and mode.
This API returns true if one or more managed references is missing its type.
A scripting attribute that instructs Unity to serialize a field as a reference instead of as a value.
Called when the tool is destroyed.
Called when the tool is created.
The abstract base class for representing a version control system.
Unique and stable project-scoped identifier for objects in scenes and in other types of assets for use at authoring time.
Bit mask that controls object destruction, saving and visibility in inspectors.
Unloads assets that are not used.
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