Your search for "change color" resulted in 1446 matches:

VersionChangeType.Color

Some color of the element has changed (background-color, border-color, etc.)

TileChangeData.color

The color to set the Tile to.

GUI.color

Applies a global tint to the GUI. The tint affects backgrounds and text colors.

Color.linear

A linear value of an sRGB color.

Color.red

Solid red. RGBA is (1, 0, 0, 1).

Light.color

The color of the light.

Color

Representation of RGBA colors.

Color.Color

Colors can be implicitly converted to and from Vector4.

Color.Lerp

Linearly interpolates between colors a and b by t.

Color.LerpUnclamped

Linearly interpolates between colors a and b by t.

Color.operator *

Multiplies two colors together. Each component is multiplied separately.

Color.operator +

Adds two colors together. Each component is added separately.

Color.Vector4

Colors can be implicitly converted to and from Vector4.

GL.Color

Sets current vertex color.

ProfilerCategoryInfo.color

The color of the Profiler category, as a Color32.

SerializedPropertyType.Color

Represents a color property.

VertexChannelCompressionFlags.Color

Color compression enabled.

AlbedoSwatchInfo.color

Color of the albedo swatch that is shown in the physically based rendering validator user interface.

Color.a

Alpha component of the color (0 is transparent, 1 is opaque).

Color.b

Blue component of the color.

Color.black

Solid black. RGBA is (0, 0, 0, 1).

Color.blue

Solid blue. RGBA is (0, 0, 1, 1).

Color.clear

Completely transparent. RGBA is (0, 0, 0, 0).

Color.Color

Constructs a new Color with given r,g,b,a components.

Color.cyan

Cyan. RGBA is (0, 1, 1, 1).

Color.g

Green component of the color.

Color.gamma

A version of the color that has had the gamma curve applied.

Color.gray

Gray. RGBA is (0.5, 0.5, 0.5, 1).

Color.grayscale

The grayscale value of the color. (Read Only)

Color.green

Solid green. RGBA is (0, 1, 0, 1).

Color.grey

English spelling for gray. RGBA is the same (0.5, 0.5, 0.5, 1).

Color.HSVToRGB

Creates an RGB colour from HSV input.

Color.magenta

Magenta. RGBA is (1, 0, 1, 1).

Color.maxColorComponent

Returns the maximum color component value: Max(r,g,b).

Color.operator -

Subtracts color b from color a. Each component is subtracted separately.

Color.operator /

Divides color a by the float b. Each color component is scaled separately.

Color.r

Red component of the color.

Color.RGBToHSV

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

Color.this[int]

Access the r, g, b,a components using [0], [1], [2], [3] respectively.

Color.ToString

Returns a formatted string of this color.

Color.white

Solid white. RGBA is (1, 1, 1, 1).

Color.yellow

Yellow. RGBA is (1, 0.92, 0.016, 1), but the color is nice to look at!

DirectionalLight.color

The direct light color.

DiscLight.color

The direct light color.

Gizmos.color

Sets the Color of the gizmos that are drawn next.

GlyphRenderMode.COLOR

Renders a color bitmap image representation of the glyph no hinting.

Handles.color

Sets the color of handles. Color is a persistent state and affects any handles drawn after it is set. Use Handles.DrawingScope ...

IResolvedStyle.color

Color to use when drawing the text of an element.

IStyle.color

Color to use when drawing the text of an element.

LensFlare.color

The color of the flare.

LightDataGI.color

The color of the light.

LightEditor.Settings.color

Exposed SerializedProperty for the inspected Light.

LightingExplorerTableColumn.DataType.Color

Draws a color box, and handles comparison for sorting.

Material.color

The main color of the Material.

ParticleSystemCustomDataMode.Color

Generate data using ParticleSystem.MinMaxGradient.

ParticleSystemGradientMode.Color

Use a single color for the ParticleSystem.MinMaxGradient.

ParticleSystemVertexStream.Color

The color of each particle.

ParticleSystemVertexStreams.Color

The color of each particle.

Placemat.Color

The color of the placemat.

PointLight.color

The direct light color.

ProfilerCategory.Color

Gets Profiler category color.

ProfilerCategoryDescription.Color

Profiler category color.

PropertyDatabaseType.Color

Indicates that a Color is stored in the record.

RectangleLight.color

The direct light color.

RenderTargetSetup.color

Color Buffers to set.

RenderTextureMemoryless.Color

Render texture color pixels are memoryless when RenderTexture.antiAliasing is set to 1.

RenderTextureSubElement.Color

Color element of a RenderTexture.

RTClearFlags.Color

Clear all color render targets.

SearchValue.ValueType.Color

Indicates that the search value is a UnityEngine.Color value.

ShaderPropertyType.Color

The property holds a Vector4 value representing a color.

SpotLight.color

The direct light color.

SpotLightBoxShape.color

The direct light color.

SpotLightPyramidShape.color

The direct light color.

SpriteBone.color

Shows the color set for the bone in the Editor.

SpriteRenderer.color

Rendering color for the Sprite graphic.

SpriteShapeRenderer.color

Rendering color for the SpriteShape.

StyleValues.color

Color to use when drawing the text of an element.

TextGenerationSettings.color

The base color for the text generation.

TextMesh.color

The color used to render the text.

TextShadow.color

The color of the shadow.

Tile.color

Color of the Tile.

TileData.color

Color of the Tile.

Tilemap.color

The color of the Tilemap layer.

TreeInstance.color

Color of this instance.

UIVertex.color

Vertex color.

VFXCameraBufferTypes.Color

The Camera's color buffer.

UsageHints.DynamicColor

Optimizes rendering of a VisualElement for frequent color changes, such as a built-in style color being animated.

AnimationMode.recordedPropertyColor

The color used to show that an animated property automatically records changes in the animation clip.

ChangeAssetObjectPropertiesEventArgs

A change of this type indicates that a property of an asset object in memory has changed. This happens for example when Undo.Re...

ChangeGameObjectStructureEventArgs

A change of this type indicates that the structure of a GameObject has changed. This happens when a component is added to or re...

ChangeGameObjectStructureHierarchyEventArgs

A change of this type indicates that the structure of a GameObject has changed and any GameObject in the hierarchy below it mig...

ColorPickerHDRConfig

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

ColorUtility.TryParseHtmlString

Attempts to convert a html color string.

EditorGUILayout.ColorField

Make a field for selecting a Color.

SceneView.selectedOutlineColor

Gets the Color of selected outline.

AndroidConfiguration.colorModeHdr

Mirrors the Android property colorMode based on the COLOR_MODE_HDR_MASK value.

AndroidConfiguration.colorModeWideColorGamut

Mirrors the Android property colorMode based on the COLOR_MODE_WIDE_COLOR_GAMUT_MASK value.

ChangeGameObjectOrComponentPropertiesEventArgs

A change of this type indicates that a property of a GameObject or Component has changed. This happens for example when Undo.Re...

ChangeGameObjectOrComponentPropertiesEventArgs.scene

The Scene that contains the GameObject associated with the change. If a Component is changed, this is the GameObject to which t...

ChangeGameObjectParentEventArgs

A change of this type indicates that the parent of a GameObject has changed. This happens when Undo.SetTransformParent or Scene...

ChangeSceneEventArgs

A change of this type indicates that an open scene has been changed (dirtied) without any more specific information available. ...

Color32

Representation of RGBA colors in 32 bit format.

ColorField.colorContainerUssClassName

USS class name of color container elements in elements of this type.

ColorField.colorUssClassName

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

ColorGamut.DisplayP3

Display-P3 color gamut.

ColorGamut.DolbyHDR

DolbyHDR high dynamic range color gamut.

ColorGamut.HDR10

HDR10 high dynamic range color gamut.

ColorGamut.P3D65G22

P3 D65 Gamma 2.2 color gamut.

ColorGamut.sRGB

sRGB color gamut.

ColorPickerHDRConfig.maxBrightness

Maximum allowed color component value when using the ColorPicker.

ColorPickerHDRConfig.minBrightness

Minimum allowed color component value when using the ColorPicker.

ColorUsageAttribute

Attribute used to configure the usage of the ColorField and Color Picker for a color.

ColorUsageAttribute.showAlpha

If false then the alpha bar is hidden in the ColorField and the alpha value is not shown in the Color Picker.

EditorGUI.ChangeCheckScope.changed

True if GUI.changed was set to true, otherwise false.

Gradient.colorSpace

Indicates the color space that the gradient color keys are using.

Material.SetColor

Sets a color value.

ParticleSystem.ColorBySpeedModule.color

The gradient that controls the particle colors.

ParticleSystem.colorOverLifetime

Script interface for the ColorOverLifetimeModule of a Particle System.

ParticleSystem.ColorOverLifetimeModule.color

The gradient that controls the particle colors.

ParticleSystemGradientMode.RandomColor

Define a list of colors in the ParticleSystem.MinMaxGradient, to be chosen from at random.

ParticleSystemVertexStream.ColorPackedAsTwoFloats

The color of each particle, packed in a special format to allow decoding on GPUs that do not support bit-packing operations.

Provider.ChangeSetStatus

Retrieves a list of assets belonging to a changeset.

AtlasSettings.colorSpace

Desired color space of the atlas.

BlendOp.ColorBurn

Color burn (Advanced OpenGL blending).

BlendOp.ColorDodge

Color dodge (Advanced OpenGL blending).

ChangeChildrenOrderEventArgs

A change of this type indicates that a GameObject's children have been reordered. This happens when Undo.RegisterChildrenOrderU...

ChangeEvent.previousValue

The value before the change occured.

ChangeRootOrderEventArgs

A change of this type indicates that a GameObject placed at the scene root has been reordered. This happens when Undo.SetSiblin...

Color32.a

Alpha component of the color.

Color32.b

Blue component of the color.

Color32.Color

Color32 can be implicitly converted to and from Color.

Color32.Color32

Color32 can be implicitly converted to and from Color.

Color32.g

Green component of the color.

Color32.r

Red component of the color.

Color32.this[int]

Access the red (r), green (g), blue (b), and alpha (a) color components using [0], [1], [2], [3] respectively.

Color32.ToString

Returns a formatted string for this color.

ColorField

Makes a field for selecting a color. For more information, refer to UXML element ColorField.

ColorField.hdr

If true, treats the color as an HDR value. If false, treats the color as a standard LDR value.

ColorField.mixedValueColorUssClassName

USS class name of color elements in elements of this type when showing mixed values.

ColorField.showAlpha

If true, allows the user to set an alpha value for the color. If false, hides the alpha component.

ColorField.showEyeDropper

If true, the color picker will show the eyedropper control. If false, the color picker won't show the eyedropper control.

ColorGamut

Represents a color gamut.

ColorGamut.Rec2020

Rec. 2020 color gamut.

ColorGamut.Rec709

Rec. 709 color gamut.

ColorGamutUtility.GetColorPrimaries

Returns the color primaries mapped to the color space used by the given gamut.

ColorPickerHDRConfig.maxExposureValue

Maximum exposure value allowed in the Color Picker.

ColorPickerHDRConfig.minExposureValue

Minimum exposure value allowed in the Color Picker.

ColorPrimaries

Represents a color space based on its set of red, green, and blue color primaries.

ColorPrimaries.P3

P3 color space.

ColorPrimaries.Rec2020

Rec. 2020 color space.

ColorPrimaries.Rec709

Rec. 709 color space.

ColorSpace

Color space for player settings.

ColorSpace.Gamma

Gamma color space.

ColorSpace.Linear

Linear color space.

ColorSpace.Uninitialized

Uninitialized color space.

ColorUsageAttribute.ColorUsageAttribute

Attribute for Color fields. Used for configuring the GUI for the color.

ColorUsageAttribute.hdr

If set to true the Color is treated as a HDR color.

ColorUsageAttribute.maxBrightness

Maximum allowed HDR color component value when using the HDR Color Picker.

ColorUsageAttribute.maxExposureValue

Maximum exposure value allowed in the HDR Color Picker.

ColorUsageAttribute.minBrightness

Minimum allowed HDR color component value when using the Color Picker.

ColorUsageAttribute.minExposureValue

Minimum exposure value allowed in the HDR Color Picker.

ColorUtility

A collection of common color functions.

ColorUtility.ToHtmlStringRGB

Returns the color as a hexadecimal string in the format RRGGBB.

ColorUtility.ToHtmlStringRGBA

Returns the color as a hexadecimal string in the format RRGGBBAA.

ColorWriteMask

Specifies which color components will get written into the target framebuffer.

CommonUsages.colorCameraAcceleration

The acceleration of the color camera on this device.

CommonUsages.colorCameraAngularAcceleration

The angular acceleration of the color camera on this device, formatted as euler angles.

CommonUsages.colorCameraAngularVelocity

The angular velocity of the color camera on this device, formatted as euler angles.

CommonUsages.colorCameraPosition

The position of the color camera on this device.

CommonUsages.colorCameraRotation

The rotation of the color camera on this device.

CommonUsages.colorCameraVelocity

The velocity of the color camera on this device.

ConvertToPrefabInstanceSettings.changeRootNameToAssetName

Change the name of the root GameObject to match the name of the Prefab Asset used when converting.

Display.colorBuffer

Color RenderBuffer.

DLSSTextureTable.colorInput

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

DLSSTextureTable.colorOutput

The output color buffer to write the upsampling result for DLSSContext. This must be large enough to fit in the output rect spe...

DynamicAtlasFilters.ColorSpace

Excludes textures whose color space does not match the color space of the atlas.

EditorGUI.ColorField

Makes a field for selecting a Color.

EditorStyles.colorField

Style used for headings for Color fields.

EditorWindow.OnProjectChange

Handler for message that is sent whenever the state of the project changes.

FSR2TextureTable.colorInput

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

FSR2TextureTable.colorOutput

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

Gradient.colorKeys

All color keys defined in the gradient.

GradientField.colorSpace

The color space currently used by the field.

GradientUsageAttribute.colorSpace

The color space the Gradient uses.

Light.colorTemperature

The color temperature of the light. Correlated Color Temperature (abbreviated as CCT) is multiplied with the color fil...

LineRenderer.colorGradient

Set the color gradient describing the color of the line at various points along its length.

MaterialEditor.ColorProperty

Draw a property field for a color shader property.

MaterialProperty.colorValue

Color value of the property.

Mesh.colors32

Vertex colors of the Mesh.

MeshInfo.ChangeState

The change state (e.g., Added, Removed) of the tracked mesh.

ModelImporter.useSRGBMaterialColor

When disabled, imported material albedo colors are converted to gamma space. This property should be disabled when using linear...

PanelSettings.colorClearValue

The color used to clear the color buffer.

ParticleSystem.colorBySpeed

Script interface for the ColorByLifetimeModule of a Particle System.

ParticleSystem.ColorBySpeedModule.range

Apply the color gradient between these minimum and maximum speeds.

ParticleSystem.MinMaxGradient.colorMax

Set a constant color for the upper bound.

ParticleSystem.MinMaxGradient.colorMin

Set a constant color for the lower bound.

PhysicsVisualizationSettings.colorVariance

Used to disinguish neighboring Colliders.

PlayerSettings.colorSpace

Set the rendering color space for the current project.

PrefabReplacingSettings.changeRootNameToAssetName

Change the name of the root GameObject to match the name of the Prefab Asset used when replacing the Prefab Asset of a Prefab i...

ProfilerCategoryColor

Profiler category colors enum.

Random.ColorHSV

Generates a random color from HSV and alpha ranges.

RenderTargetBinding.colorLoadActions

Load actions for color buffers.

RenderTargetBinding.colorRenderTargets

Color buffers to use as render targets.

RenderTargetBinding.colorStoreActions

Store actions for color buffers.

RenderTargetBlendState.colorBlendOperation

Operation used for blending the color (RGB) channel.

RenderTargetSetup.colorLoad

Load Actions for Color Buffers. It will override any actions set on RenderBuffers themselves.

RenderTargetSetup.colorStore

Store Actions for Color Buffers. It will override any actions set on RenderBuffers themselves.

RenderTexture.colorBuffer

Color buffer of the render texture (Read Only).

RTClearFlags.ColorDepth

Clear both the color and the depth buffer. This is equivalent to combining RTClearFlags.Color and RTClearFlags.Depth.

RTClearFlags.ColorStencil

Clear both the color and the stencil buffer. This is equivalent to combining RTClearFlags.Color and RTClearFlags.Stencil.

SerializedProperty.colorValue

Value of a color property.

SubPassDescriptor.colorOutputs

Array of attachment indices to be used as the color render targets in this sub pass. These are specificed as indices into the a...

TrailRenderer.colorGradient

Set the color gradient describing the color of the trail at various points along its length.

WebCamKind.ColorAndDepth

Camera which supports synchronized color and depth data (currently these are only dual back and true depth cameras on latest iO...

AnimationMode.animatedPropertyColor

The color used to show that a property is currently being animated.

AnimationMode.candidatePropertyColor

The color used to show that an animated property has been modified.

ApplicationMemoryUsageChange

Contains information about a change in the application's memory usage.

ArcHandle.angleHandleColor

Returns or specifies the color of the angle control handle.

ArcHandle.fillColor

Returns or specifies the color of the arc shape.

ArcHandle.radiusHandleColor

Returns or specifies the color of the radius control handle.

ArcHandle.wireframeColor

Returns or specifies the color of the curved line along the outside of the arc.

AttachmentDescriptor.clearColor

The currently assigned clear color for this attachment. Default is black.

BlendOp.HSLColor

HSL color (Advanced OpenGL blending).

Camera.backgroundColor

The color with which the screen will be cleared.

Camera.RenderRequestMode.BaseColor

The render request outputs the materials albedo / base color.

Camera.RenderRequestMode.DiffuseColor

The render request outputs the materials diffuse color.

Camera.RenderRequestMode.SpecularColor

The render request returns the materials specular color buffer.

CameraClearFlags.SolidColor

Clear with a background color.

CameraEditor.Settings.DrawBackgroundColor

Draws the default [[CameraEditor] background color widget.

CanvasRenderer.GetColor

Get the current color of the renderer.

CanvasRenderer.SetColor

Set the color of the renderer. Will be multiplied with the UIVertex color and the Canvas color.

ChangeAssetObjectPropertiesEventArgs.guid

The GUID of the changed asset.

ChangeCheckScope

Check if any control was changed inside a block of code.

ChangeEvent

Sends an event when a value in a field changes.

ChangeGameObjectParentEventArgs.instanceId

The instance ID of the GameObject whose parent changed. Note that this is not the instance ID of the Transform component.

ChangeGameObjectStructureEventArgs.instanceId

The instance ID of the GameObject that has been changed.

ChangeGameObjectStructureEventArgs.scene

The Scene containing the GameObject that has been changed.

ChangeGameObjectStructureHierarchyEventArgs.instanceId

The instance ID of the GameObject that has been changed.

ChangeGameObjectStructureHierarchyEventArgs.scene

The scene containing the GameObject that has been changed.

ChangeRootOrderEventArgs.scene

The Scene containing the GameObject whose root order index was changed.

ChangeSceneEventArgs.scene

The Scene that was changed.

ChangeSet.defaultID

The ID of the default changeset.

ChangeSet.id

Version control specific ID of a changeset.

ChangeSets

A list of the ChangeSet class.

Color32.Lerp

Linearly interpolates between colors a and b by t.

Color32.LerpUnclamped

Linearly interpolates between colors a and b by t.

ColorBySpeedModule

Script interface for the ColorBySpeedModule of a Particle System.

ColorGamutUtility

Utility class to query properties of a ColorGamut.

ColorGamutUtility.GetTransferFunction

Returns the transfer function that the given gamut uses on the current platform.

ColorOverLifetimeModule

Script interface for the ColorOverLifetimeModule of a Particle System.

CommandBuffer.SetGlobalColor

Add a set global shader color property command.

CustomRenderTexture.initializationColor

The color that Unity uses to initialize a Custom Render Texture. Unity ignores this parameter if an initializationMaterial is set.

CustomRenderTextureInitializationSource.TextureAndColor

Custom Render Texture is initialized by a Texture multiplied by a Color.

DetailPrototype.dryColor

Color when the DetailPrototypes are dry.

DetailPrototype.healthyColor

Color when the DetailPrototypes are healthy.

DirectionalLight.indirectColor

The indirect light color.

DiscLight.indirectColor

The indirect light color.

Edge.defaultColor

Default edge color.

Edge.ghostColor

The color of the ghost edge, which is the edge that appears snapped to a nearby port while an edge is being created.

Edge.selectedColor

Color of edge while selected.

EdgeControl.fromCapColor

The color of the cap color at the from end of the edge.

EdgeControl.inputColor

Color on the edge's input.

EdgeControl.outputColor

Color on the edge's output.

EdgeControl.toCapColor

The color of the cap color at the to end of the edge.

ExitReason.PackageStateChange

Mirrors android:public static final int REASON_PACKAGE_STATE_CHANGE.

ExitReason.PermissionChange

Mirrors android:public static final int REASON_PERMISSION_CHANGE.

ForceMode.VelocityChange

Add an instant velocity change to the rigidbody, ignoring its mass.

GlyphLoadFlags.LOAD_COLOR

Load glyph metrics and render using color bitmaps.

GlyphRenderMode.COLOR_HINTED

Renders a color bitmap image representation of the glyph with hinting.

GraphElement.elementTypeColor

The color used for the MiniMap view.

GridBrushBase.ChangeZPosition

Changes the Z position of the GridBrushBase.

GUI.backgroundColor

Global tinting color for all background elements rendered by the GUI.

GUI.contentColor

Tinting color for all text rendered by the GUI.

GUISettings.cursorColor

The color of the cursor in text fields.

GUISettings.selectionColor

The color of the selection rect in text fields.

GUIStyleState.textColor

The text color used by GUI elements in this state.

Handles.centerColor

Color to use for handles that represent the center of something.

Handles.DrawingScope.originalColor

The value of Handles.color at the time this DrawingScope was created.

Handles.elementColor

The default color of objects in an Edit Mode.

Handles.elementPreselectionColor

Color to use to highlight an unselected object currently under the mouse pointer in a custom Edit Mode.

Handles.elementSelectionColor

The color of selected objects in a Edit Mode.

Handles.preselectionColor

Color to use to highlight an unselected handle currently under the mouse pointer.

Handles.secondaryColor

Soft color to use for for general things.

Handles.selectedColor

Color to use for the currently active handle.

Handles.UIColliderHandleColor

Color to use for the Unity UI's padding visualization.

Handles.xAxisColor

Color to use for handles that manipulates the X coordinate of something.

Handles.yAxisColor

Color to use for handles that manipulates the Y coordinate of something.

Handles.zAxisColor

Color to use for handles that manipulates the Z coordinate of something.

HDROutputSettings.RequestHDRModeChange

Use this function to request a change in the HDR Output Mode and in the value of HDROutputSettings.active.

HierarchyNodeTypeHandlerBase.ChangesPending

Callback that determines if pending changes from a registered node type handler need to be applied to the hierarchy. When the h...

Image.tintColor

Tinting color for this Image.

IResolvedStyle.backgroundColor

Background color to paint in the element's box.

IResolvedStyle.borderBottomColor

Color of the element's bottom border.

IResolvedStyle.borderLeftColor

Color of the element's left border.

IResolvedStyle.borderRightColor

Color of the element's right border.

IResolvedStyle.borderTopColor

Color of the element's top border.

IResolvedStyle.unityBackgroundImageTintColor

Tinting color for the element's backgroundImage.

IResolvedStyle.unityTextOutlineColor

Outline color of the text.

IStyle.backgroundColor

Background color to paint in the element's box.

IStyle.borderBottomColor

Color of the element's bottom border.

IStyle.borderLeftColor

Color of the element's left border.

IStyle.borderRightColor

Color of the element's right border.

IStyle.borderTopColor

Color of the element's top border.

IStyle.unityBackgroundImageTintColor

Tinting color for the element's backgroundImage.

IStyle.unityTextOutlineColor

Outline color of the text.

ITextSelection.cursorColor

Color of the cursor.

ITextSelection.selectionColor

Background color of selected text.

ITilemap.GetColor

Gets the color of a Tile given the XYZ coordinates of a cell in the Tilemap.

JointAngularLimitHandle.xHandleColor

Returns or specifies the color to use for the handle limiting motion around the x-axis. Defaults to Handles.xAxisColor.

JointAngularLimitHandle.yHandleColor

Returns or specifies the color to use for the handle limiting motion around the y-axis. Defaults to Handles.yAxisColor.

JointAngularLimitHandle.zHandleColor

Returns or specifies the color to use for the handle limiting motion around the z-axis. Defaults to Handles.zAxisColor.

LightDataGI.indirectColor

The indirect color of the light.

LightEditor.Settings.DrawColor

Draws the default LightEditor color widget.

LightmapData.lightmapColor

Lightmap storing color of incoming light.

LinearColor

Contains normalized linear color values for red, green, blue in the range of 0 to 1, and an additional intensity value.

LinearColor.Black

Returns a black color.

LinearColor.blue

The blue color value in the range of 0.0 to 1.0.

LinearColor.Convert

Converts a Light's color value to a normalized linear color value, automatically handling gamma conversion if necessary.

LinearColor.green

The green color value in the range of 0.0 to 1.0.

LinearColor.red

The red color value in the range of 0.0 to 1.0.

LineRenderer.endColor

Set the color at the end of the line.

LineRenderer.startColor

Set the color at the start of the line.

Material.GetColor

Get a named color value.

Material.HasColor

Checks if the ShaderLab file assigned to the Material has a Color property with the given name.

MaterialEditor.TexturePropertyWithHDRColor

Method for showing a texture property control with a HDR color field and its color brightness float field.

MaterialPropertyBlock.GetColor

Get a color from the property block.

MaterialPropertyBlock.HasColor

Checks if MaterialPropertyBlock has the Color property with the given name or name ID. To set the property, use SetColor.

MaterialPropertyBlock.SetColor

Set a color property.

Mesh.colors

Vertex colors of the Mesh.

PackageInfo.changelogUrl

The custom URL for the changelog for the package.

Painter2D.fillColor

The color used for fill paths when using Fill.

Painter2D.strokeColor

The color of draw paths when using Stroke.

PanelSettings.clearColor

Determines whether the color buffer is cleared before the panel is rendered.

ParticleSystem.ColorBySpeedModule.enabled

Specifies whether the ColorBySpeedModule is enabled or disabled.

ParticleSystem.ColorOverLifetimeModule.enabled

Specifies whether the ColorOverLifetimeModule is enabled or disabled.

ParticleSystem.CustomDataModule.GetColor

Get a ParticleSystem.MinMaxGradient, that is being used to generate custom HDR color data.

ParticleSystem.CustomDataModule.SetColor

Set a ParticleSystem.MinMaxGradient, in order to generate custom HDR color data.

ParticleSystem.EmitParams.ResetStartColor

Revert the initial color back to the value specified in the Inspector.

ParticleSystem.EmitParams.startColor

Override the initial color of particles this system emits.

ParticleSystem.LightsModule.useParticleColor

Toggle whether the particle lights multiply their color by the particle color.

ParticleSystem.MainModule.startColor

The initial color of particles when the Particle System first spawns them.

ParticleSystem.Particle.GetCurrentColor

Calculate the current color of the particle by applying the relevant curves to its startColor property.

ParticleSystem.Particle.startColor

The initial color of the particle. The current color of the particle is calculated procedurally based on this value and the act...

ParticleSystem.startColor

The initial color of particles when emitted.

ParticleSystem.TrailModule.colorOverLifetime

The gradient that controls the trail colors during the lifetime of the attached particle.

ParticleSystem.TrailModule.colorOverTrail

The gradient that controls the trail colors over the length of the trail.

ParticleSystem.TrailModule.inheritParticleColor

Toggle whether the trail inherits the particle color as its starting color.

ParticleSystemSubEmitterProperties.InheritColor

When spawning new particles, multiply the start color by the color of the parent particles.

PhysicsVisualizationSettings.contactImpulseColor

ContactPoint.impulse arrow color.

PhysicsVisualizationSettings.kinematicColor

Color for kinematic Rigidbodies.

PhysicsVisualizationSettings.queryColor

Color that the Physics Debugger uses for query visualization.

PhysicsVisualizationSettings.rigidbodyColor

Color for Rigidbodies, primarily active ones.

PhysicsVisualizationSettings.sleepingBodyColor

Color for Rigidbodies that are controlled by the physics simulator, but are not currently being simulated.

PhysicsVisualizationSettings.staticColor

Color for Colliders that do not have a Rigidbody component.

PhysicsVisualizationSettings.triggerColor

Color for Colliders that are Triggers.

PlayerSettings.SplashScreen.backgroundColor

Sets the background color of the splash screen when no background image is used. The default background color is dark blue RGB(...

PlayerSettings.WSA.splashScreenBackgroundColor

The Override background color for the Unity splash screen.

PlayerSettings.WSA.tileBackgroundColor

The background color to use the application's tiles.

PlayModeStateChange

Enumeration specifying a change in the Editor's play mode state.Additional resources: PauseState, EditorApplication.playModeSta...

PointLight.indirectColor

The indirect light color.

Port.disabledPortColor

The color of the port when disabled.

Port.portColor

The color of the port.

PrimitiveBoundsHandle.handleColor

Returns or specifies the color of the control handles.

PrimitiveBoundsHandle.wireframeColor

Returns or specifies the color of the wireframe shape.

ProfilerCategoryColor.Animation

Animation category markers color.

ProfilerCategoryColor.Audio

Audio category markers color.

ProfilerCategoryColor.AudioJob

Audio Jobs category markers color.

ProfilerCategoryColor.AudioUpdateJob

Audio Update Jobs category markers color.

ProfilerCategoryColor.Build

Build System category markers color.

ProfilerCategoryColor.BurstJobs

Burst Jobs category markers color.

ProfilerCategoryColor.GC

Garbage Collection category markers color.

ProfilerCategoryColor.Input

Input category markers color.

ProfilerCategoryColor.Internal

Internal category markers color.

ProfilerCategoryColor.Lighting

Lighting and Global Illumination category markers color.

ProfilerCategoryColor.Memory

Memory Allocation category markers color.

ProfilerCategoryColor.Other

Multiple miscellaneous categories markers color.

ProfilerCategoryColor.Physics

Physics category markers color.

ProfilerCategoryColor.Render

Render category markers color.

ProfilerCategoryColor.Scripts

Scripts category markers color.

ProfilerCategoryColor.UI

User Interface category markers color.

ProfilerCategoryColor.VSync

Rendering Vertical Sync category markers color.

Provider.ChangeSetDescription

Given a changeset only containing the changeset ID, this will start a task for quering the description of the changeset.

Provider.ChangeSetMove

Move an Asset or a list of Assets from their current changeset to a new changeset.

RectangleLight.indirectColor

The indirect light color.

ReflectionProbe.backgroundColor

The color with which the texture of reflection probe will be cleared.

ReflectionProbeClearFlags.SolidColor

Clear with a background color.

RenderSettings.ambientEquatorColor

Ambient lighting coming from the sides.

RenderSettings.ambientGroundColor

Ambient lighting coming from below.

RenderSettings.ambientSkyColor

Ambient lighting coming from above.

RenderSettings.fogColor

The color of the fog.

RenderSettings.subtractiveShadowColor

The color used for the sun shadows in the Subtractive lightmode.

SecondaryTileData.backgroundColor

Defines background color for secondary tile.

Shader.GetGlobalColor

Gets a global color property for all shaders previously set using SetGlobalColor.

Shader.SetGlobalColor

Sets a global color property for all shaders.

ShaderPropertyFlags.MainColor

Signifies that value of this property contains the main color of the Material.

SpeedTreeImporter.mainColor

Gets and sets a default main color.

SpeedTreeImporter.specColor

Gets and sets a default specular color.

SpotLight.indirectColor

The indirect light color.

SpotLightBoxShape.indirectColor

The indirect light color.

SpotLightPyramidShape.indirectColor

The indirect light color.

StickyNoteChange

Enum that specifies the type of change to the [StickyNote].

StyleColor

Style value that can be either a Color or a StyleKeyword.

StyleColor.StyleColor

Creates from either a Color or StyleKeyword.

StyleColor.value

The Color value.

StyleValues.backgroundColor

Background color to paint in the element's box.

StyleValues.borderColor

Color of the border to paint inside the element's box.

StyleValues.unityBackgroundImageTintColor

Tinting color for the element's backgroundImage.

TextInputBaseField.cursorColor

Color of the cursor.

TextInputBaseField.selectionColor

Background color of selected text.

TileFlags.LockColor

TileBase locks any color set by brushes or the user.

Tilemap.GetColor

Gets the Color of a Tile given the XYZ coordinates of a cell in the Tilemap.

Tilemap.GetEditorPreviewColor

Gets the Color of an editor preview Tile given the XYZ coordinates of a cell in the Tilemap.

Tilemap.SetColor

Sets the color of a Tile given the XYZ coordinates of a cell in the Tilemap.

Tilemap.SetEditorPreviewColor

Sets the color of an editor preview Tile given the XYZ coordinates of a cell in the Tilemap.

TrailRenderer.endColor

Set the color at the end of the trail.

TrailRenderer.startColor

Set the color at the start of the trail.

TreeInstance.lightmapColor

Lightmap color calculated for this instance.

VisibleLight.finalColor

Light color multiplied by intensity.

DownloadedTextureParams.linearColorSpace

Check or change the flag for linear color space in flags variable.

Mesh.SetColors

Set the per-vertex colors of the Mesh.

ObjectChangeKind.ChangeAssetObjectProperties

A change of this type indicates that a property of an asset object in memory has changed. This happens for example when Undo.Re...

BuildAssetBundleOptions.IgnoreTypeTreeChanges

Ignore the type tree changes when doing the incremental build check.

Graphics.activeColorGamut

Returns the currently active color gamut.

Material.SetColorArray

Sets a color array property.

Mesh.GetColors

Gets the vertex colors of the Mesh.

Mesh.MeshData.GetColors

Populates an array with the vertex colors from the MeshData.

ObjectChangeKind.ChangeGameObjectOrComponentProperties

A change of this type indicates that a property of a GameObject or Component has changed. This happens for example when Undo.Re...

ObjectChangeKind.ChangeGameObjectParent

A change of this type indicates that the parent of a GameObject has changed. This happens when Undo.SetTransformParent or Scene...

ObjectChangeKind.ChangeGameObjectStructure

A change of this type indicates that the structure of a GameObject has changed. This happens when a component is added to or re...

ObjectChangeKind.ChangeGameObjectStructureHierarchy

A change of this type indicates that the structure of a GameObject has changed and any GameObject in the hierarchy below it mig...

ObjectChangeKind.ChangeScene

A change of this type indicates that an open scene has been changed (dirtied) without any more specific information available. ...

VisionUtility.GetColorBlindSafePalette

Gets a palette of colors that should be distinguishable for normal vision, deuteranopia, protanopia, and tritanopia.

AndroidColorModeWideColorGamut

Options to indicate whether the screen can display wide range of color gamut or not.

Application.focusChanged

Defines the delegate to use to register for events in which the focus gained or lost.

AudioConfigurationChangeHandler

A delegate called whenever the global audio settings are changed, either by AudioSettings.Reset or by an external device change...

AudioSettings.OnAudioConfigurationChanged

Unity calls this delegate whenever the global audio settings change.

BuiltinShaderDefine.UNITY_COLORSPACE_GAMMA

UNITY_COLORSPACE_GAMMA is set when compiling shaders for Gamma Color Space.

Canvas.vertexColorAlwaysGammaSpace

Should the Canvas vertex color always be in gamma space before passing to the UI shaders in linear color space work flow.

DataModeChangeEventArgs.changedThroughUI

Whether the change was initiated by the DataMode switcher UI at the top-right of the EditorWindow.

Editor.hasUnsavedChanges

This property specifies whether the Editor prompts the user to save or discard unsaved changes before the Inspector gets rebuilt.

Editor.saveChangesMessage

The message that displays to the user if they are prompted to save.

EditorApplication.isPlayingOrWillChangePlaymode

Editor application state which is true only when the Editor is currently in or about to enter Play mode. (Read Only)

EditorApplication.projectWindowChanged

Callback raised whenever the state of the Project window changes.

FoveatedRenderingCaps.ModeChangeOnlyBeforeRenderTargetSet

The platform requires that the mode change (enable/disable) to be done before changing render target. If this flag is not set t...

GraphicsSettings.lightsUseColorTemperature

Whether to use a Light's color temperature when calculating the final color of that Light.

IProfilerFrameTimeViewSampleSelectionController.selectionChanged

Calls the methods in its invocation list when the selection in this Profiler module changes. The first parameter contains the P...

IShortcutManager.shortcutBindingChanged

Raised when shortcut overrides are changed on the active profile.

Material.GetColorArray

Get a named color array.

ObjectChangeEvents

Exposes events that allow you to track undoable changes to objects in the editor.

ObjectChangeKind.ChangeChildrenOrder

A change of this type indicates that a child has been reordered in the hierarchy under the same parent. This happens when Undo....

ObjectChangeKind.ChangeRootOrder

A change of this type indicates that a GameObject placed at the scene root has been reordered in the hierarchy. This happens wh...

ParticleSystem.ShapeModule.useMeshColors

Modulate the particle colors with the vertex colors, or the Material color if no vertex colors exist.

PhysicsVisualizationSettings.useVariedContactColors

Whether varied colors are used for PhysicsDebugWindow contact visualization.

ProfilerWindow.SelectedFrameIndexChanged

Calls the methods in its invocation list when the Profiler window’s selected frame index changes.

QualitySettings.activeColorSpace

Active color space (Read Only).

QualitySettings.desiredColorSpace

Desired color space (Read Only).

RecreatePipelineOnChangeAttribute

This attribute is used on field of a IRenderPipelineGraphicsSettings to ensure pipeline would be recreated if the value is chan...

RenderPipelineManager.activeRenderPipelineTypeChanged

Delegate that you can use to invoke custom code when Unity changes the active render pipeline, and the new RenderPipeline has a...

TerrainChangedFlags.FlushEverythingImmediately

Indicates that a change was made to the terrain that was so significant that the internal rendering data need to be flushed and...

TerrainChangedFlags.Heightmap

Indicates a change to the heightmap data.

TerrainChangedFlags.Holes

Indicates a change to the Terrain holes data.

TilemapCollider2D.maximumTileChangeCount

Maximum number of Tile Changes accumulated before doing a full collider rebuild instead of an incremental rebuild.

Transform.hasChanged

Has the transform changed since the last time the flag was set to 'false'?

AndroidColorModeHdr.No

Mirrors the Android property value COLOR_MODE_HDR_NO.

AndroidColorModeHdr.Undefined

Mirrors the Android property value COLOR_MODE_HDR_UNDEFINED

AndroidColorModeHdr.Yes

Mirrors the Android property value COLOR_MODE_HDR_YES

AndroidColorModeWideColorGamut.No

Mirrors the Android property value COLOR_MODE_WIDE_COLOR_GAMUT_NO.

AndroidColorModeWideColorGamut.Undefined

Mirrors the Android property value COLOR_MODE_WIDE_COLOR_GAMUT_UNDEFINED.

AndroidColorModeWideColorGamut.Yes

Mirrors the Android property value COLOR_MODE_WIDE_COLOR_GAMUT_YES.

ArcHandle.SetColorWithoutRadiusHandle

Sets angleHandleColor, wireframeColor, and fillColor to the same value, where fillColor will have the specified alpha value. ra...

AudioCurveAndColorEvaluator

Curve evaluation function that allows simultaneous evaluation of the curve y-value and a color of the curve at that point.

AudioMinMaxCurveAndColorEvaluator

Curve evaluation function that allows simultaneous evaluation of the min- and max-curves. The returned minValue and maxValue va...

BaseVerticalCollectionView.itemsSourceChanged

Raised when the data source of a vertical collection view is assigned a new reference or new type.

BindingUpdateTrigger.OnSourceChanged

Only when a change is detected in the source or Binding.MarkDirty has been called.

CoppaDrawer.stateChangeButtonFired

An event that fires when any button causes a state change within the COPPA compliance UI.

DataModeChangeEventArgs.nextDataMode

DataMode to which the EditorWindow should change.

DownloadedTextureFlags.LinearColorSpace

Indicates that a texture using linear color space must be created.

EditorApplication.pauseStateChanged

Event that is raised whenever the Editor's pause state changes.

EditorApplication.playModeStateChanged

Event that is raised whenever the Editor's play mode state changes.

EditorGUI.BeginChangeCheck

Starts a new code block to check for GUI changes.

EditorGUI.EndChangeCheck

Ends a code block and checks for any GUI changes.

FocusChangeDirection

Base class for defining in which direction the focus moves in a focus ring.

GradientColorKey

Color key used by Gradient.

Graphics.activeColorBuffer

Currently active color buffer (Read Only).

GraphicsFormatUtility.GetColorComponentCount

Returns the number of color components of the format.

GraphViewChanged

Delegate used to indicate a change in GraphView usualy done by a Manipulator.

HDROutputSettings.HDRModeChangeRequested

Describes whether the user has requested to change the HDR Output Mode. It is true if this is the case, and false otherwise.

HierarchyNodeTypeHandlerBase.IntegrateChanges

Callback that determines if changes from an update need to be integrated into the hierarchy. IntegrateChanges is called after C...

IDataModeController.TryChangeDataMode

Requests a DataMode change for the EditorWindow.

IDebugPanelChangeReceiver.OnVisualElementChange

Receives notifications for every change that occurs on the panel's visual elements. This method is exclusively available in dev...

IFocusRing.GetFocusChangeDirection

Get the direction of the focus change for the given event. For example, when the Tab key is pressed, focus should be given to t...

INotifyValueChangedExtensions.RegisterValueChangedCallback

Registers this callback to receive ChangeEvent_1 when the value is changed.

INotifyValueChangedExtensions.UnregisterValueChangedCallback

Unregisters this callback from receiving ChangeEvent_1 when the value is changed.

IPanelChangedEvent

Interface for panel change events.

IShortcutManager.activeProfileChanged

Raised when the ID of the active profile is changed.

Light.useColorTemperature

Set to true to use the color temperature.

LineRenderer.SetColors

Set the line color at the start and at the end.

MaterialEditor.RegisterPropertyChangeUndo

Call this when you change a material property. It will add an undo for the action.

Mathf.CorrelatedColorTemperatureToRGB

Convert a color temperature in Kelvin to RGB color.

MultiColumnListView.columnSortingChanged

If a column is clicked to change sorting, this event is raised to allow users to sort the list view items. For a default implem...

MultiColumnTreeView.columnSortingChanged

If a column is clicked to change sorting, this event is raised to allow users to sort the tree view items. For a default implem...

ObjectChangeEvents.changesPublished

Event that is raised once per frame if any undoable changes have been recorded.

ObjectChangeKind.CreateAssetObject

A change of this type indicates that an asset object has been created. This happens for example when Undo.RegisterCreatedObject...

ObjectChangeKind.CreateGameObjectHierarchy

A change of this type indicates that a GameObject has been created, possibly with additional objects below it in the hierarchy....

ObjectChangeKind.DestroyAssetObject

A change of this type indicates that an asset object has been destroyed. This happens for example when Undo.DestroyObjectImmedi...

ObjectChangeKind.DestroyGameObjectHierarchy

A change of this type indicates that a GameObject and the entire hierarchy below it has been destroyed. This happens for exampl...

ObjectChangeKind.UpdatePrefabInstances

A change of this type indicates that prefab instances in an open scene have been updated due to a change to the source prefab.

PanelChangedEventBase

Abstract base class for events notifying of a panel change.

PanelSettings.SetPanelChangeReceiver

Sets a custom IPanelChangeReceiver in the panelChangeReceiver setter to receive every change event. This method is available on...

ParticleSystem.ShapeModule.textureColorAffectsParticles

When enabled, the system applies the RGB channels of the Texture to the particle color when the particle spawns.

ParticleSystemJobData.startColors

The initial color of each particle.

ProjectBindDrawer.stateChangeButtonFired

An event that fires when any button within the Project Bind UI causes a state change.

RenderTargetBlendState.destinationColorBlendMode

Blend factor used for the color (RGB) channel of the destination.

RenderTargetBlendState.sourceColorBlendMode

Blend factor used for the color (RGB) channel of the source.

RenderTextureCreationFlags.NoResolvedColorSurface

When this flag is set, the engine will not automatically resolve the color surface.

SerializedObjectChangeEvent.changedObject

The SerializedObject whose value changed.

SerializedPropertyChangeEvent.changedProperty

The SerializedProperty whose value changed.

StickyNoteChangeEvent.change

The type of change that occured.

StickyNoteChangeEvent.GetPooled

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

TerrainChangedFlags.DelayedHeightmapUpdate

Indicates a change to the heightmap data without computing LOD.

TerrainChangedFlags.DelayedHolesUpdate

Indicates a change to the Terrain holes data, which doesn't include LOD calculations and tree/vegetation updates.

TerrainChangedFlags.HeightmapResolution

Indicates a change to the heightmap resolution.

TerrainChangedFlags.RemoveDirtyDetailsImmediately

Indicates a change to the detail data.

TerrainChangedFlags.TreeInstances

Indicates a change to the tree data.

TileChangeData

Represents the position and Tile information to change in a Tilemap.

TileChangeData.position

The position to change Tile properties at.

UxmlColorAttributeDescription

Describes a UXML attribute representing a Color as a string.

VisualElementFocusChangeDirection

Define focus change directions for the VisualElementFocusRing.

VisualElementFocusRing.GetFocusChangeDirection

Get the direction of the focus change for the given event. For example, when the Tab key is pressed, focus should be given to t...

LightmapBakeType.Mixed

Mixed lights allow a mix of real-time and baked lighting, based on the Mixed Lighting Mode used. These lights cannot move, but ...

AssetDatabase.GlobalArtifactDependencyVersion

Changes during Refresh if anything has changed that can invalidate any artifact.

LightmapBakeType.Realtime

Real-time lights cast run time light and shadows. They can change position, orientation, color, brightness, and many other prop...

RenderTextureReadWrite

Color space conversion mode of a RenderTexture.

UsageHints

Offers a set of options that describe the intended usage patterns of a VisualElement. These options serve as guidance for optim...

AssetDatabase.GlobalArtifactProcessedVersion

Changes whenever a new artifact is added to the artifact database.

AttachmentDescriptor.ConfigureClear

When the RenderPass starts, clear this attachment into the color or depth/stencil values given (depending on the format of this...

AudioSource.SetScheduledStartTime

Changes the time at which a sound that has already been scheduled to play will start.

RenderBuffer

Color or depth buffer part of a RenderTexture.

RenderTextureFormat.ARGB2101010

Color render texture format. 10 bits for colors, 2 bits for alpha.

AnimationUtility.SetKeyBroken

Change the specified keyframe broken tangent flag.

AnimationUtility.SetKeyLeftTangentMode

Change the specified keyframe tangent mode.

AnimationUtility.SetKeyRightTangentMode

Change the specified keyframe tangent mode.

BatchRendererGroup.SetBatchBuffer

Change the GraphicsBuffer associated with the given batch.

GradientMode

Color interpolation mode used by Gradient.

MeshUtility.SetMeshCompression

Change the mesh compression setting for a mesh.

MultiColumnHeader.SetSortDirection

Change sort direction for a given column.

ParticleSystem.CollisionModule.lifetimeLossMultiplier

Change the lifetime loss multiplier.

ParticleSystem.EmissionModule.rateOverDistanceMultiplier

Change the rate over distance multiplier.

ParticleSystem.EmissionModule.rateOverTimeMultiplier

Change the rate over time multiplier.

ParticleSystem.LimitVelocityOverLifetimeModule.limitXMultiplier

Change the limit multiplier on the x-axis.

ParticleSystem.LimitVelocityOverLifetimeModule.limitYMultiplier

Change the limit multiplier on the y-axis.

ParticleSystem.LimitVelocityOverLifetimeModule.limitZMultiplier

Change the limit multiplier on the z-axis.

RenderTextureFormat.ARGB1555

Color render texture format, 1 bit for Alpha channel, 5 bits for Red, Green and Blue channels.

RenderTextureFormat.ARGB32

Color render texture format, 8 bits per channel.

RenderTextureFormat.ARGB4444

Color render texture format, 4 bit per channel.

RenderTextureFormat.ARGBFloat

Color render texture format, 32 bit floating point per channel.

RenderTextureFormat.ARGBHalf

Color render texture format, 16 bit floating point per channel.

RenderTextureFormat.BGR101010_XR

Color render texture format, 10 bit per channel, extended range.

RenderTextureFormat.BGRA10101010_XR

Color render texture format, 10 bit per channel, extended range.

RenderTextureFormat.BGRA32

Color render texture format, 8 bits per channel.

RenderTextureFormat.RGB111110Float

Color render texture format. R and G channels are 11 bit floating point, B channel is 10 bit floating point.

RenderTextureFormat.RGB565

Color render texture format.

Scope.SetScopePositionOnly

Change the position of the scope but does not move its elements.

TerrainData.wavingGrassTint

Color of the waving grass that the terrain has.

TextureFormat.ARGB32

Color with alpha texture format, 8-bits per channel.

TextureFormat.BGRA32

Color with alpha texture format, 8-bits per channel.

TextureFormat.RGBA4444

Color and alpha texture format, 4 bit per channel.

TextureImporterSettings.singleChannelComponent

Color or Alpha component Single Channel Textures uses.

ThreadedBatchContext.SetBatchBuffer

Change the GraphicsBuffer associated with the given batch. Thread-safe alias for BatchRendererGroup.SetBatchBuffer.

CreateAssetObjectEventArgs

A change of this type indicates that an asset object has been created. This happens for example when Undo.RegisterCreatedObject...

CreateGameObjectHierarchyEventArgs

A change of this type indicates that a GameObject has been created, possibly with additional objects below it in the hierarchy....

DestroyAssetObjectEventArgs

A change of this type indicates that an asset object has been destroyed. This happens for example when Undo.DestroyObjectImmedi...

DestroyGameObjectHierarchyEventArgs

A change of this type indicates that a GameObject and the entire hierarchy below it has been destroyed. This happens for exampl...

UpdatePrefabInstancesEventArgs

A change of this type indicates that prefab instances in an open scene have been updated due to a change to the source prefab.

Vertex.tint

A color value for the vertex.

PlayerSettings.WSA.tileForegroundText

The color style to use for the title text within the application's tile.

RenderTexture.graphicsFormat

The color format of the render texture. You can set the color format to None to achieve depth-only rendering.

RenderTextureDescriptor.graphicsFormat

The color format for the RenderTexture. You can set this format to None to achieve depth-only rendering.

RenderTextureFormat.RG32

Two color (RG) render texture format, 16 bits per channel, fixed point, unsigned normalized.

RenderTextureFormat.RGFloat

Two color (RG) render texture format, 32 bit floating point per channel.

RenderTextureFormat.RGHalf

Two color (RG) render texture format, 16 bit floating point per channel.

TextureFormat.RGBAFloat

RGB color and alpha texture format, 32-bit floats per channel.

TextureFormat.RGBAHalf

RGB color and alpha texture format, 16 bit floating point per channel.

TextureFormat.RGFloat

Two color (RG) texture format, 32 bit floating point per channel.

TextureFormat.RGHalf

Two color (RG) texture format, 16 bit floating point per channel.

Cubemap.Apply

Copies changes you've made in a CPU texture to the GPU.

CubemapArray.Apply

Copies changes you've made in a CPU texture to the GPU.

RenderTextureFormat.ARGB64

Four color render texture format, 16 bits per channel, fixed point, unsigned normalized.

Scroller.ScrollPageDown

Will change the value according to the current slider pageSize.

Scroller.ScrollPageUp

Will change the value according to the current slider pageSize.

Texture2D.Apply

Copies changes you've made in a CPU texture to the GPU.

Texture2DArray.Apply

Copies changes you've made in a CPU texture to the GPU.

Texture3D.Apply

Copies changes you've made in a CPU texture to the GPU.

Cubemap.SetPixels

Sets the pixel colors of an entire mipmap level of a face.

CubemapArray.SetPixels

Sets the pixel colors of an entire mipmap level of a face of a slice.

Texture2D.SetPixels

Sets the pixel colors of an entire mipmap level.

Texture2DArray.SetPixels

Sets the pixel colors of an entire mipmap level of a slice.

Texture3D.SetPixels

Sets the pixel colors of an entire mipmap level.

TextureFormat.RGB48_SIGNED

Three color (RGB) texture format, 16-bits signed integer per channel.

AudioSampleRateSetting.PreserveSampleRate

Do not change the sample rate of the imported audio file. The sample rate will be preserved for the imported AudioClip.

Cubemap.SetPixel

Sets the pixel color at coordinates (x,y).

RenderTextureReadWrite.Default

Default color space conversion based on project settings.

Texture2D.SetPixel

Sets the pixel color at coordinates (x,y).

Texture3D.SetPixel

Sets the pixel color at coordinates (x, y, z).

AssetDatabase.RegisterCustomDependency

Allows you to register a custom dependency that Assets can be dependent on. If you register a custom dependency, and specify th...

BaseBoolField.SetValueWithoutNotify

Sets the value of the BaseBoolField, but does not notify the rest of the hierarchy of the change.

DrawCameraMode.ShadowMasks

The camera is set to display colored ShadowMasks, coloring light gizmo with the same color.

GL.sRGBWrite

Controls whether Linear-to-sRGB color conversion is performed while rendering.

GradientMode.PerceptualBlend

Linearly interpolate between the gradient keys, using a perceptual color space for colors.

IExternalCodeEditor.SyncIfNeeded

When you change Assets in Unity, this method for the current chosen instance of IExternalCodeEditor parses the new and changed ...

RenderTextureFormat.Default

Default color render texture format: will be chosen accordingly to Frame Buffer format and Platform.

TextureImporter.swizzleA

Specifies the source for the texture's alpha color channel data.

TextureImporter.swizzleB

Specifies the source for the texture's blue color channel data.

TextureImporter.swizzleG

Specifies the source for the texture's green color channel data.

TextureImporter.swizzleR

Specifies the source for the texture's red color channel data.

TextureImporterSettings.swizzleA

Specifies the source for the texture's alpha color channel data.

TextureImporterSettings.swizzleB

Specifies the source for the texture's blue color channel data.

TextureImporterSettings.swizzleG

Specifies the source for the texture's green color channel data.

TextureImporterSettings.swizzleR

Specifies the source for the texture's red color channel data.

Undo.RecordObject

Records any changes done on the object after the RecordObject function.

AlternatingRowBackground.All

Alternate background colors for all rows, regardless of whether they have content. The background color continues to alternate ...

AlternatingRowBackground.ContentOnly

Alternate background colors only for rows that have content. The background color does not alternate for empty lines.

BindingLogLevel

Options to change the log level for warnings that occur during the update of data bindings.

Cloth.ClearTransformMotion

Clear the pending transform changes from affecting the cloth simulation.

CubemapArray.GetPixels32

Gets the pixel color data for a mipmap level of a face of a slice as Color32 structs.

CubemapArray.SetPixels32

Sets the pixel colors of an entire mipmap level of a face of a slice.

DownloadedTextureParams.mipmapChain

Check or change the flag for mipmaps in flags variable.

DownloadedTextureParams.readable

Check or change the flag for readability in flags variable.

DrawCameraMode.RenderPaths

The camera is set to draw color coded render paths.

DynamicGI.updateThreshold

Determines the percentage change in lighting intensity that triggers Unity to recalculate the real-time lightmap.

Gradient

Represents a Gradient used for animating colors.

Gradient.Evaluate

Calculate color at a given time.

Gradient.mode

Controls how the gradient colors are interpolated.

Gradient.SetKeys

Setup Gradient with an array of color keys and alpha keys.

GradientMode.Fixed

Use a constant color between the keys.

GradientUsageAttribute

Controls how the Gradient inspector editor treats the color values.

GraphicsSettings.lightsUseLinearIntensity

If this is true, Light intensity is multiplied against linear color values. If it is false, gamma color values are used.

GraphicsStateCollection.GraphicsState.attachments

Array of color attachments used in this rendering configuration.

Mathf.GammaToLinearSpace

Converts the given value from gamma (sRGB) to linear color space.

Mathf.LinearToGammaSpace

Converts the given value from linear to gamma (sRGB) color space.

Mesh.MarkModified

Notify Renderer components of mesh geometry change.

NavMeshWorld.AddDependency

Tells the NavMesh world to halt any changes until the specified job is completed.

ObjectIdRequest.destination

RenderTexture to store the rendering result of the request. The colors in this RenderTexture can be decoded to determine the ob...

PanelSettings.forceGammaRendering

Forces the UI shader to output colors in the gamma color space.

ParticleSystem.MinMaxGradient.ParticleSystem.MinMaxGradient

A single constant color for the entire gradient.

ParticleSystem.ShapeModule.texture

Specifies a Texture to tint the particle's start colors.

Physics.autoSyncTransforms

Whether or not to automatically sync transform changes with the physics system whenever a Transform component changes.

Physics.SyncTransforms

Apply Transform changes to the physics engine.

Physics2D.autoSyncTransforms

Set whether to automatically sync changes to the Transform component with the physics engine.

PointerMoveEvent

This event is sent when a pointer changes state.

RenderTargetBlendState.writeMask

Specifies which color components will get written into the target framebuffer.

SceneView.SupportsStageHandling

Override this method to control whether the Scene view should change when you switch from one stage to another stage.

ScriptableWizard.OnWizardUpdate

This is called when the wizard is opened or whenever the user changes something in the wizard.

SparseTexture.UpdateTile

Update sparse texture tile with color values.

TerrainLayer.specular

Specular color.

Texture2D.GetPixels32

Gets the pixel color data for a mipmap level as Color32 structs.

Texture2D.SetPixels32

Sets the pixel colors of an entire mipmap level.

Texture2DArray.GetPixels32

Gets the pixel color data for a mipmap level of a slice as Color32 structs.

Texture2DArray.SetPixels32

Sets the pixel colors of an entire mipmap level of a slice.

Texture3D.GetPixels32

Gets the pixel color data for a mipmap level as Color32 structs.

Texture3D.SetPixels32

Sets the pixel colors of an entire mipmap level.

TextureFormat.RGB565

A 16 bit color texture format.

TextureImporter.sRGBTexture

Whether this texture stores data in sRGB (also called gamma) color space.

TextureImporterSettings.sRGBTexture

Whether this texture stores data in sRGB (also called gamma) color space.

TreeView.DefaultGUI.FoldoutLabel

Draws a foldout label that have correct text color when selected and/or focused.

Undo

Lets you register undo operations on specific objects you are about to perform changes on.

VideoClip.sRGB

Whether the imported clip contains sRGB color data (Read Only).

VideoClipImporter.sRGBClip

Whether the imported clip contains sRGB color data.

VisualEffect.SetVector4

Sets the value of a named Vector4 or Color property.

VisualElement.MarkDirtyRepaint

Triggers a repaint of the VisualElement on the next frame. This method is called internally when a change occurs that requires ...

WebCamTexture.GetPixels32

Gets the pixel color data for a mipmap level as Color32 structs.

WSAApplicationForegroundText

Values for the color style of the title text that appears within the Universal Windows Platform application tiles.

XRInputSubsystem.trackingOriginUpdated

An event that takes the delegate instance that the XRInputSubsystem calls when it changes the origin it reports devices at.

AbstractProgressBar.value

Sets the progress value. If the value has changed, dispatches an ChangeEvent_1 of type float.

AccessibilityNode.frameGetter

Optional delegate that can be set to calculate the frame for the node instead of setting a flat value. If the frame of the node...

AccessibilityRole.StaticText

The accessibility node behaves like static text that can't change.

AndroidAssetPackStatus.Pending

Indicates that the Android asset pack status should soon change.

AndroidInput.touchCountSecondary

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

AssetDatabase.ForceReserializeAssets

Forcibly load and re-serialize the given assets, flushing any outstanding data changes to disk.

AttachmentDescriptor

A declaration of a single color or depth rendering surface to be attached into a RenderPass.

AudioCurveRendering.DrawCurve

Renders a thin curve determined by the curve evaluation function. The solid color of the curve is set by the curveColor argument.

AudioMixer.SetFloat

Sets the value of the exposed parameter specified. When a parameter is exposed, it is not controlled by mixer snapshots. You ca...

BackgroundModesOptions.NetworkAuthentication

The app can authenticate and change networks in the background.

BaseField.SetValueWithoutNotify

Allow to set a value without being notified of the change, if any.

BasePopupField.SetValueWithoutNotify

Allow changing value without triggering any change event.

BaseSlider.fill

Enables fill to set the color and shape of a slider.

BaseTreeView.SetSelectionByIdWithoutNotify

Sets a collection of selected items by id, without triggering a selection change callback.

BaseVerticalCollectionView.CreateViewController

Creates the view controller for this view. Override this method in inheritors to change the controller type.

BaseVerticalCollectionView.SetSelectionWithoutNotify

Sets a collection of selected items without triggering a selection change callback.

Binding.isDirty

When set to true, the binding instance updates during the next update cycle. When set to false, the binding instance updates on...

BindingSourceSelectionMode

Option to change the data source assignation when using Data Binding in collection views.

BuiltinRenderTextureType.GBuffer0

Deferred shading G-buffer #0 (typically diffuse color).

CanvasRenderer.AddUIVertexStream

Take the Vertex stream and split it corrisponding arrays (positions, colors, uv0s, uv1s, normals and tangents).

CanvasRenderer.cullTransparentMesh

Indicates whether geometry emitted by this renderer can be ignored when the vertex color alpha is close to zero for every verte...

CanvasRenderer.hasMoved

True if any change has occured that would invalidate the positions of generated geometry.

CollectionVirtualizationMethod

Options to change the virtualization method used by the collection view to display its content.

Cubemap.GetPixel

Gets the pixel color at coordinates (x, y).

Cubemap.GetPixels

Gets the pixel color data for a mipmap level of a face as Color structs.

CubemapArray.GetPixels

Gets the pixel color data for a mipmap level of a face of a slice as Color structs.

CullingGroupEvent.hasBecomeInvisible

Did this sphere change from being visible to being invisible in the most recent culling pass?

CullingGroupEvent.hasBecomeVisible

Did this sphere change from being invisible to being visible in the most recent culling pass?

CustomRenderTexture.initializationMaterial

The Material that Unity uses to initialize a Custom Render Texture. Initialization texture and color are ignored if you have se...

CustomRenderTexture.initializationSource

Determine if Unity initializes the Custom Render Texture with a Texture and a Color or a Material.

CustomRenderTexture.initializationTexture

The Texture that Unity uses to initialize a Custom Render Texture, multiplied by the initialization color. Unity ignores this p...

D3DHDRDisplayBitDepth

The type for the number of bits to be used when an HDR display is active in each color channel of swap chain buffers. The bit c...

D3DHDRDisplayBitDepth.D3DHDRDisplayBitDepth16

Unity will use R16G16B16A16 buffer format and Rec709 primaries with linear color (no encoding).

DataBinding.UpdateSource

Callback called to allow derived classes to update the data source with the resolved value when a change from the UI is detected.

DetailPrototype.noiseSpread

Controls the spatial frequency of the noise pattern used to vary the scale and color of the detail objects.

DictationHypothesisDelegate

Callback indicating a hypothesis change event. You should register with DictationHypothesis event.

Display.requiresSrgbBlitToBackbuffer

True when doing a blit to the back buffer requires manual color space conversion.

DLSSCommandExecutionData

Represents the state of a DLSSContext. If you call Device.ExecuteDLSS, Unity sends the values in this struct to the runtime. Af...

DLSSCommandExecutionData.preExposure

Specifies a pre exposure multiplier for the input color texture.

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...

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 ...

DrawCameraMode.DeferredDiffuse

Draw diffuse color of Deferred Shading G-buffer.

DrawCameraMode.DeferredSpecular

Draw specular color of Deferred Shading G-buffer.

DrawCameraMode.Systems

Draw objects with different color for each GI system.

DrawingScope

Disposable helper struct for automatically setting and reverting Handles.color and/or Handles.matrix.

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.

Editor.GetPreviewTitle

Override this method if you want to change the label of the Preview area.

EditorAnalytics.RegisterEventWithLimit

This API is used for registering an Editor Analytics event. Note: This API is for internal use only and is likely change in the...

EditorAnalytics.SendEventWithLimit

This API is used to send an Editor Analytics event. Note: This API is for internal use only and is likely change in the future....

EditorAnalytics.SetEventWithLimitEndPoint

Use this API to set the event end point URL. Note: This API is for internal use only and is likely change in the future. Do not...

EditorAnalytics.SetEventWithLimitPriority

Use the API to set the event property. Note: This API is for internal use only and is likely change in the future. Do not use i...

EditorGUI.DrawRect

Draws a filled rectangle of color at the specified position and size within the current editor window.

EditorGUI.IntSlider

Makes a slider the user can drag to change an integer value between a min and a max.

EditorGUI.Slider

Makes a slider the user can drag to change a value between a min and a max.

EditorGUILayout.IntSlider

Make a slider the user can drag to change an integer value between a min and a max.

EditorGUILayout.Slider

Make a slider the user can drag to change a value between a min and a max.

EditorToolbarDropdownToggle.SetValueWithoutNotify

Allow to set a value without being notified of the change, if any.

EditorToolbarToggle.SetValueWithoutNotify

Allow to set a value without being notified of the change, if any.

EditorUtility.GetDirtyCount

Returns an integer that indicates the number of times the specified object's serialized properties have changed.

EventBase.target

The target visual element that received this event. Unlike currentTarget, this target does not change when the event is sent to...

FfxFsr2InitializationFlags.EnableAutoExposure

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

FfxFsr2InitializationFlags.EnableHighDynamicRange

Flag indicating if the color provided is using a high-dynamic range.

FieldMouseDragger

Provides dragging on a visual element to change a value field.

FocusEventBase.direction

Direction of the focus change.

Foldout.SetValueWithoutNotify

Sets the value of the Foldout's Toggle sub-element, but does not notify the rest of the hierarchy of the change.

FSR2CommandExecutionData

Represents the state of a FSR2Context. If you call Device.ExecuteFSR2, Unity sends the values in this struct to the runtime. Af...

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 ...

GradientField.hdr

If true, treats the color as an HDR value. If false, treats the color as a standard LDR value.

GraphicsDeviceDebugView.ngxVersion

The current version id of the official internal NV NGX library. This version can change if you swap the DLLs for DLSS.

GraphicsFormat.DepthAuto

Obsolete. Use GraphicsFormat.None as a color format instead to indicate depth-only rendering. Use DefaultFormat to get the defa...

GraphicsFormat.ShadowAuto

Obsolete. Use GraphicsFormat.None as a color format instead to indicate depth-only rendering and ShadowSamplingMode.CompareDept...

GraphicsFormat.VideoAuto

Obsolete. Use GraphicsFormat.YUV2 as a color format instead. Use DefaultFormat to get the default video buffer format.

GraphViewBlackboardWindow.OnGraphViewChanging

Callback invoked when the GraphView is about to change.

GraphViewMinimapWindow.OnGraphViewChanging

Callback invoked when the GraphView is about to change.

GraphViewToolWindow.OnGraphViewChanging

Callback invoked when the GraphView is about to change.

GUI.HorizontalSlider

A horizontal slider the user can drag to change a value between a min and a max.

GUI.VerticalSlider

A vertical slider the user can drag to change a value between a min and a max.

GUILayout.HorizontalSlider

A horizontal slider the user can drag to change a value between a min and a max.

GUILayout.VerticalSlider

A vertical slider the user can drag to change a value between a min and a max.

Handles.DrawingScope.Dispose

Automatically reverts Handles.color and Handles.matrix to their values prior to entering the scope, when the scope is exited. Y...

Handles.DrawingScope.Handles.DrawingScope

Create a new DrawingScope and set Handles.color and/or Handles.matrix to the specified values.

HDRDisplayBitDepth

Options for the number of bits for HDR output in each color channel of swap chain buffers. Applicable when an HDR display is ac...

HDRDisplayBitDepth.BitDepth16

Unity uses the R16G16B16A16 buffer format and Rec709 primaries with linear color (no encoding).

HDRDisplaySupportFlags.RuntimeSwitchable

Denotes that the GPU and driver can change whether the output is performed in HDR or SDR ranges at runtime when connected to a ...

IFocusEvent.direction

Direction of the focus change.

Input.touchCount

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

InputEvent.previousData

The text before the change occured.

InspectorNameAttribute

Use this attribute on enum value declarations to change the display name shown in the Inspector.

IPointerEvent.deltaTime

Gets the amount of time that has elapsed since the last recorded change in pointer values, in seconds.

IProjectEditorDrawer

Common interface for any UI containers that change the state of the project with regards to services.

ITextEdition

Interface to access a TextElement edition capabilities This interface is not meant to be implemented explicitly as its declarat...

ITextSelection

Interface to access a TextElement selection and cursor information This interface is not meant to be implemented explicitly as ...

Light.intensity

The Intensity of a light is multiplied with the Light color.

LightmapBakeType.Baked

Baked lights cannot move or change in any way during run time. All lighting for static objects gets baked into lightmaps. Light...

LightmapperUtils.ExtractIndirect

Extracts the indirect color from a light.

LightProbeProxyVolume.qualityMode

Determines how many Spherical Harmonics bands will be evaluated to compute the ambient color.

LightProbeProxyVolume.QualityMode.Low

This option will use only two SH coefficients bands: L0 and L1. The coefficients are sampled from the Light Probe Proxy Volume ...

LineTextureMode.Static

Trails do not change the texture coordinates of existing points when they add or remove points.

ListViewReorderMode

Options to change the drag-and-drop mode for items in the ListView.

MaterialEditor.FixupEmissiveFlag

Returns a properly set global illlumination flag based on the passed in flag and the given color.

MaterialEditor.GetFlexibleRectBetweenFieldAndRightEdge

Utility method for GUI layouting ShaderGUI. Used e.g for the rect after a left aligned Color field.

MeshUpdateFlags.DontNotifyMeshUsers

Indicates that Unity should not notify Renderer components about a possible Mesh bounds change, when you modify Mesh data.

ModelImporter.importLights

Controls import of lights. Note that because light are defined differently in DCC tools, some light types or properties may not...

MonoBehaviour.OnValidate

Editor-only function that Unity calls when the script is loaded or a value changes in the Inspector.

MultiColumnListView.headerContextMenuPopulateEvent

If a column is right-clicked to show context menu options, this event is raised to allow users to change the available options.

MultiColumnTreeView.headerContextMenuPopulateEvent

If a column is right-clicked to show context menu options, this event is raised to allow users to change the available options.

NativeFixedLengthAttribute

Indicates that a native container has a size that will never change.

ObjectIdRequest.result

A result field that is filled when the render request has been submitted and completed, containing the ObjectIdResult._idToObje...

ObjectIdResult

The results of an ObjectIdRequest, stored in ObjectIdRequest._result, containing the ObjectIdResult.idToObjectMapping that is n...

ObjectPreview.GetPreviewTitle

Override this method if you want to change the label of the Preview area.

OptimalDLSSSettingsData

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

ParticleSystem.LifetimeByEmitterSpeedModule.curveMultiplier

Use this property to change the curve multiplier.

ParticleSystemGradientMode.Gradient

Use a single color gradient for the ParticleSystem.MinMaxGradient.

ParticleSystemGradientMode.TwoGradients

Use a random value between 2 color gradients for the ParticleSystem.MinMaxGradient.

ParticleSystemTrailTextureMode.Static

Trails do not change the texture coordinates of existing points when they add or remove points.

ParticleSystemVertexStream.VaryingRandomXY

Two random numbers for each particle, which change during their lifetime.

ParticleSystemVertexStream.VaryingRandomXYZ

Three random numbers for each particle, which change during their lifetime.

ParticleSystemVertexStream.VaryingRandomXYZW

Four random numbers for each particle, which change during their lifetime.

ParticleSystemVertexStreams.Random

4 random numbers. The first 3 are deterministic and assigned once when each particle is born, but the 4th value will change dur...

PlayableDirector.time

The component's current time. This value is incremented according to the PlayableDirector.timeUpdateMode when it is playing. Yo...

PlayerSettings.D3DHDRBitDepth

The number of bits in each color channel for swap chain buffers. (Direct3D 11 and Direct3D 12 mode).

PlayerSettings.hdrBitDepth

The number of bits in each color channel for swap chain buffers.

PlayerSettings.scriptingRuntimeVersion

The scripting runtime version setting. Change this to set the version the Editor uses and restart the Editor to apply the change.

PlayerSettings.SplashScreen.overlayOpacity

To increase the contrast between the background and logos, you apply an overlay color modifier. Use the overlay opacity to adju...

PointerEventBase.deltaTime

Gets the amount of time that has elapsed since the last recorded change in pointer values, in seconds.

PointerStationaryEvent

This event is sent when a pointer does not change for a set amount of time, determined by the operating system.

PopupField.index

The currently selected index in the popup menu. Setting the index will update the value field and send a property change notifi...

PresetSelectorReceiver

Implement this class to control the selection change when selecting a Preset in the PresetSelector.

ProfilerTimeSampleSelection.ProfilerTimeSampleSelection

Constructs a selection object that can be passed to IProfilerFrameTimeViewSampleSelectionController.SetSelection to change the ...

ProfilerUnsafeUtility.GetCategoryDescription

Retrieves Profiler category information such as name or color.

Provider.Incoming

Starts a task that queries the version control server for incoming changes.

ReflectionProbeTimeSlicingMode.IndividualFaces

Instructs Unity to spread the rendering of each face over several frames. Using this option, updating the cubemap will take 14 ...

RenderPipelineEditorUtility.TrySetRenderingLayerName

Give a possibility to change a Rendering Layer name.

RenderPipelineGraphicsSettingsExtensions.SetValueAndNotify

Sets the value of a given property. If the new value is different from the previous one, the method raises a notification of th...

RenderSettings.ambientLight

Flat ambient lighting color.

RenderTargetBinding

Describes a render target with one or more color buffers, a depth/stencil buffer and the associated load/store-actions that are...

RenderTextureCreationFlags.SRGB

When this flag is set, reads and writes to this texture are converted to SRGB color space. See RenderTexture.sRGB for more deta...

RenderTextureFormat.DefaultHDR

Default HDR color render texture format: will be chosen accordingly to Frame Buffer format and Platform.

RenderTextureMemoryless.MSAA

Render texture color pixels are memoryless when RenderTexture.antiAliasing is set to 2, 4 or 8.

RenderTextureReadWrite.Linear

Render texture contains linear (non-color) data; don't perform color conversions on it.

RenderTextureReadWrite.sRGB

Render texture contains sRGB (color) data, perform Linear<->sRGB conversions on it.

RequestScriptCompilationOptions.None

The default behavior. Unity will only recompile scripts that have changed, or that need recompiling due to changes in settings ...

Rigidbody.freezeRotation

Controls whether physics will change the rotation of the object.

Rigidbody.linearVelocity

The linear velocity vector of the rigidbody. It represents the rate of change of Rigidbody position.

Rigidbody2D.freezeRotation

Controls whether physics will change the rotation of the object.

Rigidbody2D.linearVelocity

The linear velocity of the Rigidbody2D represents the rate of change over time of the Rigidbody2D position in world-units.

RTClearFlags.All

Clear all color render targets, the depth buffer, and the stencil buffer. This is equivalent to combining RTClearFlags.Color, R...

RuntimeAnimatorController

The runtime representation of the AnimatorController. Use this representation to change the Animator Controller during runtime.

SceneView

Use this class to manage SceneView settings, change the SceneView camera properties, subscribe to events, call SceneView method...

SceneView.validateTrueMetals

Whether the albedo is black for materials with an average specular color above 0.45.

Screen.fullScreenMode

Set this property to one of the values in FullScreenMode to change the display mode of your application.

SearchField.downOrUpArrowKeyPressed

This event is dispatched when the focused search field detects that the down or up key is pressed and can be used to change key...

SearchFieldBase.SetValueWithoutNotify

Sets the value for the toolbar search field without sending a change event.

ShaderPropertyFlags.Gamma

Signifies that values of this property are in gamma space. If the active color space is linear, Unity converts the values to li...

ShaderRequirements.FramebufferFetch

Indicates that framebuffer fetch support is required. This is the ability to have fragment shader color arguments with in/out m...

ShaderUtil.GetCurrentCustomEditor

Gets the current custom editor for the shader you pass in.Depending on the render pipeline asset assigned in your Graphics Sett...

SpeedTreeImporter.hueVariation

Gets and sets a default hue variation color and amount (in alpha).

SyncTile

A Struct for containing changes to a Tile when it has been changed on a Tilemap.

Terrain.Flush

Flushes any change done in the terrain so it takes effect.

Terrain.legacySpecular

The specular color of the terrain.

TerrainData.SetTreeInstance

Sets the tree instance with new parameters at the specified index. However, you cannot change TreeInstance.prototypeIndex and T...

Texture.graphicsFormat

Returns the GraphicsFormat format or color format of a Texture object.

Texture.isDataSRGB

Returns true if the texture pixel data is in sRGB color space (Read Only).

Texture2D.GetPixel

Gets the pixel color at coordinates (x, y).

Texture2D.GetPixelBilinear

Gets the filtered pixel color at the normalized coordinates (u, v).

Texture2D.GetPixels

Gets the pixel color data for a mipmap level as Color structs.

Texture2DArray.GetPixels

Gets the pixel color data for a mipmap level of a slice as Color structs.

Texture3D.GetPixel

Gets the pixel color at coordinates (x, y, z).

Texture3D.GetPixelBilinear

Gets the filtered pixel color at the normalized coordinates (u, v, w).

Texture3D.GetPixels

Gets the pixel color data for a mipmap level as Color structs.

TextureFormat.ARGB4444

A 16 bits/pixel texture format. Texture stores color with an alpha channel.

TextureFormat.BC6H

HDR compressed color texture format.

TextureFormat.BC7

High quality compressed color texture format.

TextureFormat.DXT1

Compressed color texture format.

TextureFormat.DXT1Crunched

Compressed color texture format with Crunch compression for smaller storage sizes.

TextureFormat.DXT5

Compressed color with alpha channel texture format.

TextureFormat.DXT5Crunched

Compressed color with alpha channel texture format with Crunch compression for smaller storage sizes.

TextureFormat.ETC2_RGBA8Crunched

Compressed color with alpha channel texture format using Crunch compression for smaller storage sizes.

TextureFormat.ETC_RGB4Crunched

Compressed color texture format with Crunch compression for smaller storage sizes.

TextureFormat.PVRTC_RGB2

PowerVR (iOS) 2 bits/pixel compressed color texture format.

TextureFormat.PVRTC_RGB4

PowerVR (iOS) 4 bits/pixel compressed color texture format.

TextureFormat.YUY2

A format that uses the YUV color space and is often used for video encoding or playback.

TextureImporter.alphaIsTransparency

If the alpha channel of your texture represents transparency, enable this property to dilate the color channels of visible texe...

TextureImporter.fadeout

Fade out mip levels to gray color.

TextureImporterFormat.ETC2_RGBA8Crunched

ETC2_RGBA8 compressed color with alpha channel texture format using Crunch compression for smaller storage sizes.

TextureImporterSettings.alphaIsTransparency

If the alpha channel of your texture represents transparency, enable this property to dilate the color channels of visible texe...

TextureImporterSettings.fadeOut

Fade out mip levels to gray color?

TextureImporterSingleChannelComponent

Selects which Color/Alpha channel Single Channel Textures uses.

TextureImporterSwizzle

Options for where texture color channel data comes from in the TextureImporter.

TextureImporterSwizzle.A

Use the alpha color channel.

TextureImporterSwizzle.B

Use the blue color channel.

TextureImporterSwizzle.G

Use the green color channel.

TextureImporterSwizzle.One

Use white (a value of one) for the color channel.

TextureImporterSwizzle.OneMinusA

Use the inverted alpha color channel.

TextureImporterSwizzle.OneMinusB

Use the inverted blue color channel.

TextureImporterSwizzle.OneMinusG

Use the inverted green color channel.

TextureImporterSwizzle.OneMinusR

Use the inverted red color channel.

TextureImporterSwizzle.R

Use the red color channel.

TextureImporterSwizzle.Zero

Use black (a value of zero) for the color channel.

TextureImporterType.NormalMap

Select this to turn the color channels into a format suitable for real-time normal mapping.

TextValueField.StartDragging

Method called by the application when the label of the field is started to be dragged to change the value of it.

TextValueField.StopDragging

Method called by the application when the label of the field is stopped to be dragged to change the value of it.

ToggleButtonGroup.SetValueWithoutNotify

Sets a new value without triggering any change event.

ToolManager.activeContextChanging

Defines an event handler for when the active EditorToolContext will change.

Touch.deltaPosition

The position delta since last change in pixel coordinates.

Touch.deltaTime

Amount of time that has passed since the last recorded change in Touch values.

TrackingOriginModeFlags.Unbounded

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

TreeView.DefaultGUI.BoldLabel

Draws a bold label that have correct text color when selected and/or focused.

TreeView.DefaultGUI.BoldLabelRightAligned

Draws a bold right aligned label that have correct text color when selected and/or focused.

TreeView.DefaultGUI.Label

Draws a label that have correct text color when selected and/or focused.

TreeView.DefaultGUI.LabelRightAligned

Draws a right aligned label that have correct text color when selected and/or focused.

TreeView.DefaultStyles.boldLabel

Bold label with alternative text color when selected and/or focused.

TreeView.DefaultStyles.boldLabelRightAligned

Right aligned bold label with alternative text color when selected and/or focused.

TreeView.DefaultStyles.foldoutLabel

The label that is used for foldout label with alternative text color when selected and/or focused.

TreeView.DefaultStyles.label

Left aligned label with alternative text color when selected and/or focused.

TreeView.DefaultStyles.labelRightAligned

Right aligend label with alternative text color when selected and/or focused.

TreeView.DoesItemMatchSearch

Override this function to extend or change the search behavior.

VideoEncodingProfile

Use the options in this enumeration to change the encoder profile.

VideoPlayer.canSetPlaybackSpeed

Whether you can change the playback speed. (Read Only)

VideoPlayer.canSetTime

Whether you can change the current time using the VideoPlayer.time or VideoPlayer.frame properties. (Read Only)

VideoPlayer.canSetTimeSource

[DEPRECATED] Whether you can change the time source followed by the VideoPlayer. (Read Only)

VideoPlayer.canSetTimeUpdateMode

Whether you can change the time source followed by the VideoPlayer. (Read Only)

VirtualMachineInformation.heapFormatVersion

A version number that will change when the object layout inside the managed heap will change.

VisualEffect.GetVector4

Gets the value of a named Vector4 or Color property.

VisualEffect.HasVector4

Checks if the Visual Effect can override a Vector4 or Color with the name you pass in.

VisualElement.usageHints

A combination of hint values that specify high-level intended usage patterns for the VisualElement. This property can only be s...

WebCamTexture.GetPixel

Gets the pixel color at coordinates (x, y).

WebCamTexture.GetPixels

Gets the pixel color data for a mipmap level as Color structs.

WhitePoint

The reference white point of a color space.

Wrap

By default, items will all try to fit onto one line. You can change that and allow the items to wrap as needed with this property.

XRMeshSubsystem.meshDensity

Call this function to request a change in the density of the generated Meshes. Unity gives the density level as a value within ...

PreCheckoutCallback

Delegate for a user-supplied callback to be called before Version Control Checkout.

Graphics.CopyTexture

Copies pixel data from one texture to another.

Graphics.RenderMesh

Renders a mesh with given rendering parameters.

ListView

A ListView is a vertically scrollable area that links to, and displays, a list of items.

MaterialPropertyBlock

A block of material values to apply.

Texture2D.Texture2D

Create a new empty texture.

WebCamTexture.WebCamTexture

Create a WebCamTexture.

BuildOptions.BuildScriptsOnly

Only build the scripts in a Project.

GarbageCollector.GCMode

Set and get global garbage collector operation mode.

GenericMenu

GenericMenu lets you create custom context menus and dropdown menus.

Graphics.DrawMesh

Draw a mesh.

ImageConversion.LoadImage

Loads PNG, JPG or EXR image byte array into a texture.

LensFlare

Script interface for a Lens flare component.

Material.SetTexture

Sets a named texture.

Mesh.GetVertexAttributeFormat

Get format of a specific vertex data attribute on this Mesh.

PreSubmitCallback

Delegate for a user-supplied callback to be called before Version Control Submit.

Rigidbody.AddForce

Adds a force to the Rigidbody.

Screen

Provides access to display information.

SparseTexture.isCreated

Is the sparse texture actually created? (Read Only)

SpeedTreeImporter.enableHueByDefault

Gets and sets a boolean to enable hue variation effect on the imported SpeedTree model.

WWW.LoadImageIntoTexture

Replaces the contents of an existing Texture2D with an image from the downloaded data.

XRDisplaySubsystem.scaleOfAllViewports

Controls how much of the allocated display texture should be used for rendering.

XRSettings.renderViewportScale

Controls how much of the allocated eye texture should be used for rendering.

AccessibilityHierarchy

Represents the hierarchy data model that the screen reader uses for reading and navigating the UI.

AmbientMode

Ambient lighting mode.

AnimationClip.SetCurve

Assigns the curve to animate a specific property.

ArticulationBody.AddForce

Applies a force to the ArticulationBody.

AssetDatabase.GetAssetDependencyHash

Returns the hash of all the dependencies of an asset.

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.selectedBuildTarget

Returns the current build target and creates a dependency on the target platform within a scripted importer.

BlendOp

Blend operation.

BoxCollider2D.edgeRadius

Controls the radius of all edges created by the collider.

BuildOptions.PatchPackage

Patch a Development app package rather than completely rebuilding it.Supported platforms: Android.

Collider2D.GetShapeHash

Generates a simple hash value based upon the geometry of the Collider2D.

Collider2D.GetShapes

Gets all the PhysicsShape2D used by the Collider2D.

CommandBuffer.Blit

Adds a command to use a shader to copy the pixel data from a texture into a render texture.

CommandBuffer.SetFoveatedRenderingMode

Adds a command to set the mode to use for foveated rendering.

CompositeCollider2D.edgeRadius

Controls the radius of all edges created by the Collider.

Cubemap.CopyPixels

Copies pixel data from another texture on the CPU.

Cubemap.GetPixelData

Gets the raw data from a texture.

Cubemap.SetPixelData

Sets the raw data of an entire mipmap level of a face directly in CPU memory.

CubemapArray.CopyPixels

Copies pixel data from another texture on the CPU.

CubemapArray.GetPixelData

Gets the raw data from a texture.

CubemapArray.SetPixelData

Sets the raw data of an entire mipmap level of a face directly in CPU memory.

Device.wantsSoftwareDimming

Indicates whether the screen may be dimmed lower than the hardware is normally capable of by emulating it in software.

DrawCameraMode.TextureStreaming

The camera is set to run in texture streaming debug mode.

EdgeCollider2D.edgeRadius

Controls the radius of all edges created by the collider.

Editor

Derive from this base class to create a custom inspector or editor for your custom object.

EditorGUILayout.ObjectField

Make a field to receive any object type.

EditorStyles.whiteBoldLabel

Style for white bold label.

EditorStyles.whiteLabel

Style for white label.

EditorStyles.whiteLargeLabel

Style for white large label.

EditorStyles.whiteMiniLabel

Style for white mini label.

EditorUtility.FocusProjectWindow

Brings the project window to the front and focuses it.

EditorUtility.SetDirty

Marks target object as dirty.

GeometryUtility.CalculateBounds

Calculates the bounding box from the given array of positions and the transformation matrix.

Graphics.Blit

Uses a shader to copy the pixel data from a texture into a render target.

Graphics.SetRenderTarget

Sets current render target.

GraphicsTexture

Represents the view on a single texture resource that is uploaded to the graphics device.

Handles.DrawLine

Draws a line from p1 to p2.

Handles.DrawWireArc

Draws a circular arc in 3D space.

Handles.DrawWireDisc

Draws the outline of a flat disc in 3D space.

Input

Interface into the Legacy Input system.

Input.GetAxis

Returns the value of the virtual axis identified by axisName.

IProfilerFrameTimeViewSampleSelectionController.focusedThreadIndex

The index of the the thread selected to be displayed in the Profiler module.

ISerializationCallbackReceiver.OnBeforeSerialize

Implement this callback to transform data into serializable data types immediately before an object is serialized.

LightProbes.SetPositionsSelf

Sets the positions of the baked light probes stored in this LightProbes object.

Material.GetVector

Get a named vector value.

Material.Lerp

Interpolate properties between two materials.

Material.SetVector

Sets a named vector value.

MaterialPropertyDrawer.Apply

Apply extra initial values to the material.

Mesh.vertices

Returns a copy of the vertex positions or assigns a new vertex positions array.

MinMaxGradient

Script interface for a Min-Max Gradient.

MonoBehaviour.OnPostRender

Event function that Unity calls after a Camera renders the scene.

ParticleSystem.ShapeModule.textureBilinearFiltering

When enabled, the system takes four neighboring samples from the Texture then combines them to give the final particle value.

Physics.defaultSolverIterations

The defaultSolverIterations determines how accurately Rigidbody joints and collision contacts are resolved. (default 6). Must b...

Physics.defaultSolverVelocityIterations

The defaultSolverVelocityIterations affects how accurately the Rigidbody joints and collision contacts are resolved. (default 1...

PlayableBehaviour.PrepareFrame

This function is called during the PrepareFrame phase of the PlayableGraph.

PointEffector2D.distanceScale

The scale applied to the calculated distance between source and target.

PointerEventBase

Base class for all pointer-related events.

PrefabUtility.ApplyAddedGameObjects

Applies the added GameObjects to the Prefab Asset at the given asset path.

QualitySettings.globalTextureMipmapLimit

Indicates how many of the highest-resolution mips of each texture Unity does not upload at the given quality level. To set more...

QualitySettings.SetQualityLevel

Sets a new graphics quality level.

QualitySettings.streamingMipmapsRenderersPerFrame

The number of renderer instances that are processed each frame when calculating which texture mipmap levels should be streamed.

QualitySettings.vSyncCount

Represents the number of vertical syncs that should pass between each frame.

RectTransform.SetSizeWithCurrentAnchors

Makes the RectTransform calculated rect be a given size on the specified axis.

RenderSettings.ambientMode

Ambient lighting mode.

Rigidbody

Control of an object's position through physics simulation.

Rigidbody.AddTorque

Adds a torque to the rigidbody.

Rigidbody2D.AddTorque

Apply a torque at the rigidbody's centre of mass.

Scene.name

Returns the name of the Scene that is currently active in the game or app.

ScriptableRenderContext.HasInvokeOnRenderObjectCallbacks

Check if any objects in the scene have OnRenderObject callbacks registered.

SerializedObject

SerializedObject and SerializedProperty are classes for editing serialized fields on Unity objects in a completely generic way....

SpriteDataAccessExtensions.GetVertexAttribute

Retrieves a strided accessor to the internal vertex attributes.

SupportedRenderingFeatures

Describes the rendering features supported by a given render pipeline.

TerrainData.DirtyHeightmapRegion

Marks the specified part of the heightmap as dirty.

TerrainData.DirtyTextureRegion

Marks the specified part of the Terrain texture as dirty.

TerrainData.treePrototypes

The list of tree prototypes available in the inspector.

TextMesh.richText

Enable HTML-style tags for Text Formatting Markup.

Texture.graphicsTexture

GraphicsTexture that represents the texture resource uploaded to the graphics device (Read Only).

Texture2D.CopyPixels

Copies pixel data from another texture on the CPU.

Texture2D.GetPixelData

Gets the raw data from a texture.

Texture2D.GetRawTextureData

Gets the raw data from a texture, as an array that points to memory.

Texture2D.SetPixelData

Sets the raw data of an entire mipmap level directly in CPU memory.

Texture2DArray.CopyPixels

Copies pixel data from another texture on the CPU.

Texture2DArray.GetPixelData

Gets the raw data from a texture.

Texture2DArray.SetPixelData

Sets the raw data of an entire mipmap level directly in CPU memory.

Texture2DArray.Texture2DArray

Create a new texture array.

Texture3D.CopyPixels

Copies pixel data from another texture on the CPU.

Texture3D.GetPixelData

Gets the raw data from a texture.

Texture3D.SetPixelData

Sets the raw data of an entire mipmap level directly in CPU memory.

Transform.GetSiblingIndex

Gets the sibling index.

Transform.SetSiblingIndex

Sets the sibling index.

TreeView.BuildRows

Override this method to take control of how the rows are generated.

Undo.RegisterCompleteObjectUndo

Stores a copy of the object states on the undo stack.

Undo.RegisterFullObjectHierarchyUndo

Copy the states of a hierarchy of objects onto the undo stack.

UnityWebRequest

Provides methods to communicate with web servers.

UsageHints.MaskContainer

Optimizes rendering of a VisualElement that has multiple descendants with nested masks.

WSAUWPBuildType

Determines the output build type when building to Universal Windows Platform.

XRDisplaySubsystem.scaleOfAllRenderTargets

Controls the size of the textures submitted to the display as a multiplier of the display's default resolution.

ADBannerView.position

The position of the banner view.

AmbientMode.Flat

Flat ambient lighting.

AmbientMode.Skybox

Skybox-based or custom ambient lighting.

AnalyticsSettings.initializeOnStartup

Controls whether Unity initializes Analytics immediately on startup.

Animation

The animation component is used to play back animations.

AnimationLayerMixerPlayable.SetLayerMaskFromAvatarMask

Sets the mask for the current layer.

AnimationMode

AnimationMode is used by the AnimationWindow to store properties modified by the AnimationClip playback.

AnimationMode.IsPropertyAnimated

Checks whether the specified property is in Animation mode and is being animated.

AnimationMode.StartAnimationMode

Starts the Animation mode.

AnimationState.weight

The weight of animation.

AnimationUtility.SetAdditiveReferencePose

Sets the additive reference pose from referenceClip at time for animation clip clip.

AnimationWindow.animationClip

The animation clip selected in the Animation window.

Animator.Rebind

Rebind all the animated properties and mesh data with the Animator.

Animator.SetBool

Sets the value of the given boolean parameter.

Animator.SetInteger

Sets the value of the given integer parameter.

Animator.SetTrigger

Sets the value of the given trigger parameter.

AnimatorControllerPlayable.SetBool

Sets the value of the given boolean parameter.

AnimatorControllerPlayable.SetInteger

Sets the value of the given integer parameter.

AnimatorControllerPlayable.SetTrigger

Sets the value of the given trigger parameter.

AnimatorOverrideController

Interface to control Animator Override Controller.

AnimatorTransitionInfo.duration

Duration of the transition.

Application.LoadLevel

Note: This is now obsolete. Use SceneManager.LoadScene instead.

ArcHandle

A class for a compound handle to edit an angle and a radius in the Scene view.

ArticulationBody.TeleportRoot

Teleport the root body of the articulation to a new pose.

AssetBundle.LoadFromStream

Synchronously loads an AssetBundle from a managed Stream.

AssetBundle.LoadFromStreamAsync

Asynchronously loads an AssetBundle from a managed Stream.

AssetDatabase.SetMainObject

Specifies which object in the asset file should become the main object after the next import.

AssetImportContext.DependsOnArtifact

Setup artifact dependency to an asset.

AssetImportContext.GetArtifactFilePath

Returns the path of the Artifact file that was created by another importer, and adds a dependency to that file.

AssetImportContext.GetOutputArtifactFilePath

Returns the path where to write a new Artifact File with the given fileName.

AssetImporterEditor

Default editor for all asset importer settings.

AssetImporterEditor.needsApplyRevert

Whether the ApplyRevertGUI method is required to draw in the Inspector.

AssetImporterEditor.OnInspectorGUI

Override this method to create your own Inpsector GUI for a ScriptedImporter.

AssetPostprocessor

AssetPostprocessor lets you hook into the import pipeline and run scripts prior or after importing assets.

AssetPostprocessor.GetVersion

Returns the version of the asset postprocessor.

AssetPostprocessor.OnPostprocessGameObjectWithUserProperties

Gets called for each GameObject that had at least one user property attached to it in the imported file.

AssetPostprocessor.OnPostprocessMeshHierarchy

This function is called when a new transform hierarchy has finished importing.

AssetPostprocessor.OnPostprocessTexture

Add this function to a subclass to get a notification when a texture2D has completed importing just before Unity compresses it.

AssetPostprocessor.OnPostprocessTexture2DArray

Add this function to a subclass to get a notification when a texture2DArray has completed importing just before Unity compresse...

AssetPostprocessor.OnPostprocessTexture3D

Add this function to a subclass to get a notification when a texture3D has completed importing just before Unity compresses it.

AssetPostprocessor.OnPreprocessTexture

Add this function to a subclass to get a notification just before the texture importer is run.

AsyncReadManager.ReadDeferred

Queues a set of read operations for a file once the specified Jobs have completed.

AudioClip.loadInBackground

Enable this property to load the AudioClip asynchronously in the background instead of on the main thread. Set this property in...

AudioClip.preloadAudioData

Enable this property in the Inspector to preload audio data from the audio clip when loading the clip Asset (Read Only).

AudioClip.SetData

Fills an audio clip with sample data from an array or Span. Overwrites existing data if necessary.

AudioConfiguration

Specifies the current properties or desired properties to be set for the audio system.

AudioImporterSampleSettings

This structure contains a collection of settings used to define how an AudioClip should be imported.

AudioReverbPreset.User

User defined preset.

AudioReverbZone

Reverb Zones are used when you want to create location based ambient effects in the Scene.

AudioSampleProvider.channelCount

The number of audio channels per sample frame.

AudioSampleProvider.sampleRate

The expected playback rate for the sample frames produced by this class.

AudioSource.priority

Sets the priority of the AudioSource.

BaseBoolField.ToggleValue

Inverts the BaseBoolField.value property.

BaseListView.showFoldoutHeader

This property controls whether the list view displays a header, in the form of a foldout that can be expanded or collapsed.

BaseVerticalCollectionView.itemAlternativeBackgroundUssClassName

The USS class name for odd rows in the BaseVerticalCollectionView.

BaseVerticalCollectionView.Rebuild

Clears the collection view, recreates all visible visual elements, and rebinds all items.

BillboardAsset

BillboardAsset describes how a billboard is rendered.

BlendMode

Blend mode for controlling the blending.

BoxCollider2D.autoTiling

Determines whether the BoxCollider2D's shape is automatically updated based on a SpriteRenderer's tiling properties.

BuiltinRenderTextureType.GBuffer1

Deferred shading G-buffer #1 (typically specular + roughness).

Button.Button

Constructs a Button.

Camera.layerCullDistances

Per-layer culling distances.

Camera.onPreCull

Delegate that you can use to execute custom code before a Camera culls the scene.

Camera.onPreRender

Delegate that you can use to execute custom code before a Camera renders the scene.

Camera.projectionMatrix

Set a custom projection matrix.

Camera.RenderRequestMode.Emission

The render request outputs the materials emission value.

Camera.worldToCameraMatrix

Matrix that transforms from world to camera space.

CameraProjectionCache

Project points from world to screen space.

Canvas.additionalShaderChannels

Get or set the mask of additional shader channels to be used when creating the Canvas mesh.

Cloth.stiffnessFrequency

Sets the stiffness frequency parameter.

Collider.sharedMaterial

The shared physics material of this collider.

Columns.ReorderDisplay

Reorders the display of a column at the specified source index, to the destination index.

CommandBuffer.CopyTexture

Adds a command to copy pixel data from one texture to another.

CommandBuffer.SetComputeTextureParam

Adds a command to set a texture parameter on a ComputeShader.

CommandBuffer.SetGlobalDepthBias

Adds a command to set the global depth bias.

CommandBuffer.SetRenderTarget

Add a set active render target command.

ComputeShader.SetTexture

Set a texture parameter.

ConstantForce

A force applied constantly.

CrashReport

Holds data for a single application crash event and provides access to all gathered crash reports.

CullMode

Determines which faces Unity culls.

Cursor.lockState

Determines whether the hardware pointer is locked to the center of the view, constrained to the window, or not constrained at all.

Cursor.SetCursor

Sets a custom cursor to use as your cursor.

DialogOptOutDecisionType.ForThisMachine

The decision to opt out of seeing a dialog box for all time on the user's current machine.

DidReloadScripts

Add this attribute to a method to get a notification after scripts have been reloaded.

Display.requiresBlitToBackbuffer

True when the back buffer requires an intermediate texture to render.

Display.SetParams

Windows platforms only. Sets rendering size and position on screen.

DLSSContext.executeData

The mutable state of the current DLSS object.

DownloadHandlerAssetBundle.DownloadHandlerAssetBundle

Standard constructor for non-cached asset bundles.

DrawCameraMode.ShadowCascades

The camera is set to draw directional light shadow map cascades.

DynamicGI.SetEnvironmentData

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

Easing

A collection of easing curves to be used with ValueAnimations.

EditorApplication.isPaused

Whether the Editor is paused.

EditorApplication.MarkSceneDirty

Explicitly mark the current opened Scene as modified.

EditorApplication.SaveScene

Save the open Scene.

EditorGraphicsSettings.SetTierSettings

Set the TierSettings for a given build target and graphics tier.

EditorGUI.DelayedIntField

Makes a delayed text field for entering integers.

EditorGUI.DrawTextureAlpha

Draws the alpha channel of a texture within a rectangle.

EditorGUIUtility.SetIconForObject

Sets a custom icon to associate with a GameObject or MonoScript. The custom icon is displayed in the Scene view and the Inspector.

EditorSettings.asyncShaderCompilation

Enable asynchronous Shader compilation in Game and Scene view.

EditorUserBuildSettings.iOSXcodeBuildConfig

The scheme Xcode uses to run this project.

EditorUserBuildSettings.macOSXcodeBuildConfig

The scheme Xcode uses to run this project.

EditorUserBuildSettings.SwitchActiveBuildTargetAsync

Select a new build target to be active during the next Editor update.

EditorUtility.ClearDirty

Clear target's dirty flag.

EditorUtility.DisplayDialog

This method displays a modal dialog.

EditorUtility.GetDialogOptOutDecision

This method displays a modal dialog that lets the user opt-out of being shown the current dialog box again.

EditorWindow.ShowAsDropDown

Shows a window with dropdown behaviour and styling.

FSR2Context.executeData

The mutable state of the current FSR2 object.

GameObjectRecorder

Records the changing properties of a GameObject as the Scene runs and saves the information into an AnimationClip.

GarbageCollector

API to control the garbage collector on the Mono and IL2CPP scripting backends.

GL.Begin

Begin drawing 3D primitives.

GradientField.value

The Gradient currently being exposed by the field.

GradientMode.Blend

Linearly interpolate between the gradient keys.

Graphics.RenderMeshIndirect

Renders multiple instances of a mesh using GPU instancing and rendering command arguments from commandBuffer.

GraphicsFormat

Use this format to create either Textures or RenderTextures from scripts.

GraphicsFormatUtility.GetGraphicsFormat

Translates RenderTextureFormat or TextureFormat into GraphicsFormat.

GraphicsTexture.active

Currently active graphics texture.

GUI.DrawTexture

Draw a texture within a rectangle.

GUI.DrawTextureWithTexCoords

Draw a texture within a rectangle with the given texture coordinates.

GUI.skin

The global skin to use.

GUI.Window

Make a popup window.

GUIStyle

Styling information for GUI elements.

GUIUtility.ExitGUI

Puts the GUI in a state that will prevent all subsequent immediate mode GUI functions from evaluating for the remainder of the ...

Handheld.PlayFullScreenMovie

Plays a full-screen movie.

Handheld.SetActivityIndicatorStyle

Sets the desired activity indicator style.

Handles.DrawOutline

Draws an outline around the specified GameObjects in the Scene View.

Handles.DrawTexture3DSDF

Draws a 3D texture using Signed Distance Field rendering mode in 3D space.

HandleUtility.RegisterRenderPickingCallback

Registers a callback to invoke when Unity renders for picking.

HDROutputSettings.active

Describes whether HDR output is currently active on the display. It is true if this is the case, and @@false@ otherwise.

ImageConversion.EncodeArrayToPNG

Encodes this array into PNG format.

ImageConversion.EncodeNativeArrayToPNG

Encodes this native array into PNG format.

ImageConversion.EncodeToPNG

Encodes this texture into PNG format.

IndirectDrawArgs

Defines the data layout for non-indexed indirect render calls.

IndirectDrawIndexedArgs

Defines the data layout for indexed indirect render calls.

Input.GetButtonDown

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

InputExtraction.GetShadowmaskChannelsFromLightIndices

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

Joint.enablePreprocessing

Toggle preprocessing for this joint.

Joint.massScale

The scale to apply to the inverse mass and inertia tensor of the body prior to solving the constraints.

JointAngularLimitHandle.fillAlpha

Returns or specifies the opacity to use when rendering fill shapes for the range of motion for each axis. Defaults to 0.1.

JointAngularLimitHandle.wireframeAlpha

Returns or specifies the opacity to use for the curved lines along the outside of the arcs of motion. Defaults to 1.0.

Light.layerShadowCullDistances

Per-light, per-layer shadow culling distances. Directional lights only.

LightBakingOutput

Struct describing the result of a Global Illumination bake for a given light.

LightingDataAsset.SetLights

Overwrites the Lights referenced by a LightingDataAsset.

LightingSettings.albedoBoost

The intensity of surface albedo throughout the Scene when considered in lighting calculations. This value influences the energy...

LightingSettings.exportTrainingData

Whether the Progressive Lightmapper exports machine learning training data to the Project folder when it performs the bake. ( E...

LightProbes.GetSharedLightProbesForScene

Gets the shared LightProbes object for a specific scene.

LightsModule

Access the ParticleSystem Lights Module.

LightUnit.Lumen

The unit of luminous flux.

LineRenderer.textureMode

Choose whether the U coordinate of the line texture is tiled or stretched.

Material.ApplyPropertyOverride

Applies an override associated with a Material Variant to a target.

Material.ComputeCRC

Computes a CRC hash value from the content of the material.

Material.IsPropertyLocked

Checks whether a property is locked by this material.

Material.IsPropertyLockedByAncestor

Checks whether a property is locked by any of ancestor of this material.

Material.SetPropertyLock

Sets the lock state of a property for this material.

MaterialEditor.BeginAnimatedCheck

Creates a Property wrapper, useful for making regular GUI controls work with MaterialProperty.

MaterialProperty.targets

Material objects being edited by this property (Read Only).

MaterialProperty.type

Type of the property (Read Only).

MaterialPropertyBlock.GetVector

Get a vector from the property block.

MaterialPropertyBlock.SetTexture

Set a texture property.

MaterialPropertyBlock.SetVector

Set a vector property.

Mathf.MoveTowards

Moves a value current towards target.

MemorySnapshot

MemorySnapshot is a profiling tool to help diagnose memory usage.

Mesh

A class that allows you to create or modify meshes.

Mesh.bounds

The bounding volume of the Mesh.

Mesh.isReadable

Returns true if the Mesh is read/write enabled, or false if it is not.

Mesh.MeshData.GetVertexAttributeFormat

Gets the format of a given vertex attribute in the MeshData.

Mesh.normals

The normals of the Mesh.

Mesh.Optimize

Optimizes the Mesh data to improve rendering performance.

Mesh.OptimizeIndexBuffers

Optimizes the geometry of the Mesh to improve rendering performance.

Mesh.OptimizeReorderVertexBuffer

Optimizes the vertices of the Mesh to improve rendering performance.

Mesh.RecalculateNormals

Recalculates the normals of the Mesh from the triangles and vertices.

Mesh.SetIndexBufferParams

Sets the index buffer size and format.

Mesh.tangents

The tangents of the Mesh.

MeshUtility.Optimize

Optimizes the Mesh data to improve rendering performance.

MonoBehaviour.OnPreCull

Event function that Unity calls before a Camera culls the scene.

MonoBehaviour.OnPreRender

Event function that Unity calls before a Camera renders the scene.

MonoBehaviour.OnRenderObject

OnRenderObject is called after camera has rendered the Scene.

MultiColumnHeaderState.Column.autoResize

Option to allow the column to resize automatically when resizing the entire MultiColumnHeader.

NativeArray.Reinterpret

Reinterpret a Unity.Collections.NativeArray_1 with a different data type (type punning).

NavMesh.IsLinkActive

Determines whether the instance of the link can be used to calculate paths, and if NavMesh agents can move over it.

NavMeshAgent.isPathStale

Is the current path stale. (Read Only)

NavMeshBuilder.UpdateNavMeshData

Incrementally updates the NavMeshData based on the sources.

NavMeshBuilder.UpdateNavMeshDataAsync

Asynchronously and incrementally updates the NavMeshData based on the sources.

NavMeshBuildMarkup.overrideIgnore

Set this to true in order to enable the ignoreFromBuild property.

NavMeshQuery

Object used for doing navigation operations in a NavMeshWorld.

NavMeshQuery.GetEdgesAndNeighbors

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

Object.FindObjectsOfType

Gets a list of all loaded objects of Type type.

ObjectIdRequest

ObjectId request that can be used to determine the object corresponding to each pixel. Can be submitted using either Camera.Sub...

ObjectPreview.DrawPreview

This is the first entry point for Preview Drawing.

Packer.atlasNames

Array of Sprite atlas names found in the current atlas cache.

PanelSettings.targetTexture

Specifies a Render Texture to render the panel's UI on.

ParticleSystem

Script interface for the Built-in Particle System. Unity's powerful and versatile particle system implementation.

ParticleSystem.CollisionModule.bounceMultiplier

A multiplier for ParticleSystem.CollisionModule._bounce.

ParticleSystem.ExternalForcesModule.multiplier

Multiplies the magnitude of external forces affecting the particles.

ParticleSystem.lights

Script interface for the LightsModule of a Particle System.

ParticleSystem.MainModule.startDelayMultiplier

A multiplier for ParticleSystem.MainModule._startDelay in seconds.

ParticleSystem.MainModule.startLifetimeMultiplier

A multiplier for ParticleSystem.MainModule._startLifetime.

ParticleSystem.MainModule.startRotationMultiplier

A multiplier for ParticleSystem.MainModule._startRotation.

ParticleSystem.MainModule.startRotationXMultiplier

The initial rotation multiplier of particles around the x-axis when the Particle System first spawns them.

ParticleSystem.MainModule.startRotationYMultiplier

The initial rotation multiplier of particles around the y-axis when the Particle System first spawns them..

ParticleSystem.MainModule.startRotationZMultiplier

The initial rotation multiplier of particles around the z-axis when the Particle System first spawns them.

ParticleSystem.MainModule.startSizeMultiplier

A multiplier for the initial size of particles when the Particle System first spawns them.

ParticleSystem.MainModule.startSizeXMultiplier

A multiplier for ParticleSystem.MainModule._startSizeX.

ParticleSystem.MainModule.startSizeYMultiplier

A multiplier for ParticleSystem.MainModule._startSizeY.

ParticleSystem.MainModule.startSizeZMultiplier

A multiplier for ParticleSystem.MainModule._startSizeZ.

ParticleSystem.MainModule.startSpeedMultiplier

A multiplier for ParticleSystem.MainModule._startSpeed.

ParticleSystem.Particle.randomSeed

The random seed of the particle.

ParticleSystem.RotationBySpeedModule.xMultiplier

Speed multiplier along the x-axis.

ParticleSystem.RotationBySpeedModule.yMultiplier

Speed multiplier along the y-axis.

ParticleSystem.RotationBySpeedModule.zMultiplier

Speed multiplier along the z-axis.

ParticleSystem.RotationOverLifetimeModule.xMultiplier

Rotation multiplier around the x-axis.

ParticleSystem.RotationOverLifetimeModule.yMultiplier

Rotation multiplier around the y-axis.

ParticleSystem.RotationOverLifetimeModule.zMultiplier

Rotation multiplier around the z-axis.

ParticleSystem.ShapeModule.arcSpeedMultiplier

A multiplier of the arc speed of the particle emission shape.

ParticleSystem.ShapeModule.meshSpawnSpeedMultiplier

A multiplier of the Mesh spawn speed.

ParticleSystem.ShapeModule.radiusSpeedMultiplier

A multiplier of the radius speed of the particle emission shape.

ParticleSystem.SizeBySpeedModule.sizeMultiplier

A multiplier for ParticleSystem.SizeBySpeedModule._size.

ParticleSystem.SizeBySpeedModule.xMultiplier

Size multiplier along the x-axis.

ParticleSystem.SizeBySpeedModule.yMultiplier

Size multiplier along the y-axis.

ParticleSystem.SizeOverLifetimeModule.sizeMultiplier

A multiplier for ParticleSystem.SizeOverLifetimeModule._size.

ParticleSystem.SizeOverLifetimeModule.xMultiplier

Size multiplier along the x-axis.

ParticleSystem.SizeOverLifetimeModule.yMultiplier

Size multiplier along the y-axis.

ParticleSystem.SizeOverLifetimeModule.zMultiplier

Size multiplier along the z-axis.

ParticleSystem.TrailModule.lifetimeMultiplier

A multiplier for ParticleSystem.TrailModule._lifetime.

ParticleSystem.TrailModule.textureMode

Choose whether the U coordinate of the trail Texture is tiled or stretched.

ParticleSystem.TrailModule.widthOverTrailMultiplier

A multiplier for ParticleSystem.TrailModule._widthOverTrail.

ParticleSystem.VelocityOverLifetimeModule.radialMultiplier

A multiplier for ParticleSystem.VelocityOverLifetimeModule._radial.

ParticleSystem.VelocityOverLifetimeModule.speedModifierMultiplier

A multiplier for ParticleSystem.VelocityOverLifetimeModule._speedModifier.

ParticleSystem.VelocityOverLifetimeModule.xMultiplier

A multiplier for ParticleSystem.VelocityOverLifetimeModule._x

ParticleSystem.VelocityOverLifetimeModule.yMultiplier

A multiplier for ParticleSystem.VelocityOverLifetimeModule._y.

ParticleSystem.VelocityOverLifetimeModule.zMultiplier

A multiplier for ParticleSystem.VelocityOverLifetimeModule._z.

ParticleSystemGradientMode

The particle gradient mode.

ParticleSystemRenderer.alignment

Control the direction that particles face.

Physics2D.gravity

Acceleration due to gravity.

PhysicsShapeGroup2D.GetShape

Gets the PhysicsShape2D stored at the specified shapeIndex.

PhysicsShapeGroup2D.GetShapeData

Gets a copy of both the shapes and vertices in the PhysicsShapeGroup2D.

PhysicsShapeGroup2D.GetShapeVertices

Gets a copy of the shape vertices in the PhysicsShapeGroup2D.

Playable

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

PlayableDirector.RebuildGraph

Discards the existing PlayableGraph and creates a new instance.

PlayerLoop.GetCurrentPlayerLoop

Returns the current update order of all engine systems in Unity.

PlayerLoop.GetDefaultPlayerLoop

Returns the default update order of all engine systems in Unity.

PlayerSettings.applicationIdentifier

The application identifier for the currently selected build target.

PlayerSettings.d3d11FullscreenMode

Define how to handle fullscreen mode in Windows standalones (Direct3D 11 mode).

PlayerSettings.d3d9FullscreenMode

Define how to handle fullscreen mode in Windows standalones (Direct3D 9 mode).

PlayerSettings.GetGraphicsAPIs

Get graphics APIs to be used on a build platform.

PlayerSettings.GetUseDefaultGraphicsAPIs

Is a build platform using automatic graphics API choice?

PlayerSettings.gpuSkinning

Marked for deprecation in the future. Use PlayerSettings.meshDeformation instead.

PlayerSettings.macFullscreenMode

Define how to handle fullscreen mode in macOS standalones.

PlayerSettings.SetGraphicsAPIs

Sets the graphics APIs used on a build platform.

PlayerSettings.SetUseDefaultGraphicsAPIs

Should a build platform use automatic graphics API choice.

PlayerSettings.vulkanUseSWCommandBuffers

Use software command buffers for building rendering commands on Vulkan.

PolygonCollider2D.autoTiling

Determines whether the PolygonCollider2D's shape is automatically updated based on a SpriteRenderer's tiling properties.

PrefabUtility.ApplyAddedComponent

Applies the added component to the Prefab Asset at the given asset path.

PrefabUtility.ApplyAddedGameObject

Applies the added GameObject to the Prefab Asset at the given asset path.

PrefabUtility.ApplyObjectOverride

Applies all overridden properties on a Prefab instance component or GameObject to the Prefab Asset at the given asset path.

PrefabUtility.ApplyPropertyOverride

Applies a single overridden property on a Prefab instance to the Prefab Asset at the given asset path.

PrefabUtility.ApplyRemovedComponent

Removes the component from the Prefab Asset which has the component on it.

PrefabUtility.ApplyRemovedGameObject

Removes the GameObject from the source Prefab Asset.

Preset.IsEditorTargetAPreset

Returns true if the given target is a temporary UnityEngine.Object instance created from inside a PresetEditor.

PrimitiveBoundsHandle

Base class for a compound handle to edit a bounding volume in the Scene view.

Profiler.areaCount

The number of Profiler Areas that you can profile.

Profiler.EmitSessionMetaData

Write metadata associated with the whole Profiler session capture.

Profiler.SetTempAllocatorRequestedSize

Sets the size of the temp allocator.

ProfilerCategoryInfo

Category information descriptor structure.

ProfilerRecorder.LastValue

Gets the last value collected by the ProfilerRecorder.

ProfilerWindow.selectedFrameIndex

The zero-based index of the frame currently selected in the Profiler Window.

PropertyDatabase

The PropertyDatabase is a system that can store, in a thread-safe manner, properties of different kinds into a single file that...

PropertyDatabase.Flush

Triggers a manual update of the backing file.

Provider.GetActiveConfigFields

Returns the configuration fields for the currently active version control plugin.

QualitySettings

This represents the script interface for Quality Settings.

QualitySettings.skinWeights

The maximum number of bones per vertex that are taken into account during skinning, for all meshes in the project.

Quaternion.Angle

Returns the angle in degrees between two rotations a and b. The resulting angle ranges from 0 to 180.

QueryListBlockAttribute.id

Filter id of the block.

RaycastHit.lightmapCoord

The uv lightmap coordinate at the impact point.

RayTracingShader.SetShaderPass

Selects which Shader Pass to use when executing ray/geometry intersection shaders.

Recorder.elapsedNanoseconds

Accumulated time of Begin/End pairs for the previous frame in nanoseconds. (Read Only)

Rect.height

The height of the rectangle, measured from the Y position.

Rect.width

The width of the rectangle, measured from the X position.

Rect.xMax

The maximum X coordinate of the rectangle.

Rect.yMax

The maximum Y coordinate of the rectangle.

Renderer.forceRenderingOff

Allows turning off rendering for a specific component.

Renderer.material

Returns the first instantiated Material assigned to the renderer.

Renderer.materials

Returns all the instantiated materials of this object.

Renderer.sharedMaterial

The shared material of this object.

Renderer.sharedMaterials

All the shared materials of this object.

RenderSettings.skybox

The global skybox to use.

RenderTexture.active

Currently active render texture.

RenderTexture.GetNativeDepthBufferPtr

Retrieve a native (underlying graphics API) pointer to the depth buffer resource.

RenderTexture.GetTemporary

Allocate a temporary render texture.

RenderTexture.sRGB

Does this render texture use sRGB read/write conversions? (Read Only).

RenderTextureSubElement.Default

The Default element of a RenderTexture.

RenderTextureSubElement.Stencil

The stencil element of a RenderTexture.

Rigidbody.interpolation

Interpolation provides a way to manage the appearance of jitter in the movement of your Rigidbody GameObjects at run time.

Rigidbody.position

The position of the rigidbody.

Rigidbody2D.MovePosition

Moves the rigidbody to position.

Rigidbody2D.MoveRotation

Rotates the Rigidbody to angle (given in degrees).

Rigidbody2D.Slide

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

Rigidbody2D.SlideMovement.maxIterations

Controls the maximum number of iterations to perform when determining how a Rigidbody2D will slide.

RigidbodyInterpolation

Rigidbody interpolation mode.

SceneView.CameraSettings.accelerationEnabled

Enables Camera movement acceleration in the SceneView. This makes the Camera accelerate for the duration of movement.

SceneView.SceneViewState.showSkybox

Whether the skybox rendering is enabled in this SceneView.

SceneView.SceneViewState.skyboxEnabled

Whether the skybox renders in this SceneView.

Screen.SetMSAASamples

Sets the given number of MSAA samples for the screen buffer.

ScriptableRenderContext

Defines state and drawing commands that custom render pipelines use.

ScriptableRenderContext.PrepareRendererListsAsync

Starts to process the provided RendererLists in the background.

SerializedObject.SetIsDifferentCacheDirty

Update hasMultipleDifferentValues cache on the next /Update()/ call.

SerializedProperty

SerializedProperty and SerializedObject are classes for editing properties on objects in a completely generic way that automati...

SerializeField

Force Unity to serialize a private field.

Shader.GetPropertyDefaultVectorValue

Returns the default Vector4 value of the shader property at the specified index.

Shader.maximumChunksOverride

Sets the limit on the number of shader variant chunks Unity loads and keeps in memory.

Shader.SetGlobalTexture

Sets a global texture property for all shaders.

ShaderPrecisionModel

Options for the shader precision model.

SkinnedMeshRenderer.quality

The maximum number of bones per vertex that are taken into account during skinning.

SparseTexture

Class for handling Sparse Textures.

SpeedTreeImporter.castShadowsByDefault

Gets and sets a boolean to toggle whether the imported SpeedTree casts shadows.

SpeedTreeImporter.enableBumpByDefault

Gets and sets a boolean to enable normal mapping on the imported SpeedTree model.

SpeedTreeImporter.enableSubsurfaceByDefault

Gets and sets a boolean to enable the subsurface scattering effect for the SpeedTree asset (affects only SpeedTree v8 assets).

SpeedTreeImporter.receiveShadowsByDefault

Gets and sets a boolean to enable whether the SpeedTree asset receives shadows from other objects in your scene.

SpeedTreeImporter.selectedWindQuality

Gets and sets an integer corresponding to the SpeedTreeWind enum values. The value is clamped by SpeedTreeImporter.bestWindQual...

SpeedTreeImporter.useLightProbesByDefault

Gets and sets a boolean to enable light probe lighting for the imported SpeedTree model.

SphericalHarmonicsL2

Spherical harmonics up to the second order (3 bands, 9 coefficients).

SphericalHarmonicsL2.this[int,int]

Access individual SH coefficients.

Sprite.texture

Get the reference to the used Texture. If packed this will point to the atlas, if not packed will point to the source Sprite.

StaticBatchingUtility.Combine

Combines all children GameObjects of the staticBatchRoot for static batching.

Streaming.GetTextureStackSize

Gets the width and height of a Virtual Texture Stack, in pixels.

TerrainData.RefreshPrototypes

Reloads all the values of the available prototypes (ie, detail mesh assets) in the TerrainData Object.

Texture.imageContentsHash

The hash value of the Texture.

Texture.streamingTextureLoadingCount

Number of streaming Textures with mipmaps currently loading.

Texture.streamingTexturePendingLoadCount

Number of streaming Textures with outstanding mipmaps to be loaded.

Texture2D.grayTexture

Gets a small Texture with all gray pixels.

Texture2D.ignoreMipmapLimit

This property causes a texture to ignore all texture mipmap limit settings.

Texture2D.linearGrayTexture

Gets a small Texture with all gray pixels.

Texture2D.PackTextures

Packs multiple Textures into a texture atlas.

Texture2D.ReadPixels

Reads pixels from the current render target and writes them to a texture.

Texture2D.Resize

Resizes the texture.

Texture2DArray.ignoreMipmapLimit

This property causes a texture to ignore all texture mipmap limit settings.

TextureFormat.Alpha8

Alpha-only texture format, 8 bit integer.

TextureFormat.BC4

Compressed one channel (R) texture format.

TextureFormat.BC5

Compressed two-channel (RG) texture format.

Tilemap.SetTiles

Sets an array of Tiles at the given XYZ coordinates of the corresponding cells in the Tilemap.

Toggle

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

ToolManager.RefreshAvailableTools

Call RefreshAvailableTools to rebuild the contents of the Scene View Tools Overlay.

Tools.handleRectRotation

The rotation of the rect tool handle in world space.

Touch.rawPosition

The first position of the touch contact in screen space pixel coordinates.

TouchScreenKeyboard.done

Specifies if input process was finished. (Read Only)

TrailRenderer.textureMode

Choose whether the U coordinate of the trail texture is tiled or stretched.

Transform.DetachChildren

Unparents all children.

TreeView.BuildRoot

Abstract method that is required to be implemented. By default this method should create the full tree of TreeViewItems and ret...

TreeView.CreateChildListForCollapsedParent

Creates a dummy TreeViewItem list. Useful when overriding BuildRows to prevent building a full tree of items.

TreeView.state

The state of the TreeView (expanded state, selection, scroll etc.)

Undo.CollapseUndoOperations

Collapses all undo operations down to group index together into one step.

UnityWebRequest.Send

Begin communicating with the remote server.

UnityWebRequest.SendWebRequest

Begin communicating with the remote server.

UnityWebRequestAssetBundle.GetAssetBundle

Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET.

UnityWebRequestTexture.GetTexture

Create a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data.

UxmlAttributeConverter

Converts a UxmlAttribute type to and from a string.

Vector2.Normalize

Makes this vector have a magnitude of 1.

Vector3.Normalize

Makes this vector have a magnitude of 1.

Vector4.Normalize

Makes this vector have a magnitude of 1.

VersionControlObject

The abstract base class for representing a version control system.

VertexAttribute

Possible attribute types that describe a vertex in a Mesh.

VertexAttributeDescriptor

Information about a single VertexAttribute of a Mesh vertex.

Video3DLayout

Types of 3D content layout within a video.

VideoAudioOutputMode.AudioSource

Send the embedded audio into a specified AudioSource.

VideoClip.audioTrackCount

Gets the number of audio tracks that are embedded in the video clip. (Read Only).

VideoClip.GetAudioSampleRate

Get the audio track sampling rate in hertz (Hz).

VideoClipImporter.frameRate

Frame rate of the clip.

VideoPlayer.source

The source that the VideoPlayer uses for playback.

VideoResizeMode

How the video clip's images will be resized during transcoding.

VideoTimeReference.InternalTime

The internal reference clock the Video.VideoPlayer observes to detect and correct drift.

VisualElement.resolvedStyle

The final rendered style values of a visual element, as it's rendered in the current frame.(Read Only)

WebCamTexture.deviceName

Set this to specify the name of the device to use.

WrapMode

Determines how time is treated outside of the keyframed range of an AnimationClip or AnimationCurve.

WWW.LoadFromCacheOrDownload

Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will auto...

WWW.texture

Returns a Texture2D generated from the downloaded data (Read Only).

WWWForm.data

(Read Only) The raw data to pass as the POST request body when sending the form.

XRDevice.deviceLoaded

Subscribe a delegate to this event to get notified when an XRDevice is successfully loaded.

XRMeshSubsystem.TryGetMeshInfos

Gets information about every Mesh the system currently tracks.

XRSettings.loadedDeviceName

Type of XR device that is currently loaded.


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