Some color of the element has changed (background-color, border-color, etc.)
The color to set the Tile to.
Applies a global tint to the GUI. The tint affects backgrounds and text colors.
A linear value of an sRGB color.
Solid red. RGBA is (1, 0, 0, 1).
The color of the light.
Vertex color.
Representation of RGBA colors.
Colors can be implicitly converted to and from Vector4.
Linearly interpolates between colors a and b by t.
Linearly interpolates between colors a and b by t.
Multiplies two colors together. Each component is multiplied separately.
Adds two colors together. Each component is added separately.
Colors can be implicitly converted to and from Vector4.
Sets current vertex color.
The color of the Profiler category, as a Color32.
Represents a color property.
Color compression enabled.
Color of the albedo swatch that is shown in the physically based rendering validator user interface.
Alpha component of the color (0 is transparent, 1 is opaque).
Blue component of the color.
Solid black. RGBA is (0, 0, 0, 1).
Solid blue. RGBA is (0, 0, 1, 1).
Completely transparent. RGBA is (0, 0, 0, 0).
Constructs a new Color with given r,g,b,a components.
Cyan. RGBA is (0, 1, 1, 1).
Green component of the color.
A version of the color that has had the gamma curve applied.
Gray. RGBA is (0.5, 0.5, 0.5, 1).
The grayscale value of the color. (Read Only)
Solid green. RGBA is (0, 1, 0, 1).
English spelling for gray. RGBA is the same (0.5, 0.5, 0.5, 1).
Creates an RGB colour from HSV input.
Magenta. RGBA is (1, 0, 1, 1).
Returns the maximum color component value: Max(r,g,b).
Subtracts color b from color a. Each component is subtracted separately.
Divides color a by the float b. Each color component is scaled separately.
Red component of the color.
Calculates the hue, saturation and value of an RGB input color.
Access the r, g, b,a components using [0], [1], [2], [3] respectively.
Returns a formatted string of this color.
Solid white. RGBA is (1, 1, 1, 1).
Yellow. RGBA is (1, 0.92, 0.016, 1), but the color is nice to look at!
The direct light color.
The direct light color.
Sets the Color of the gizmos that are drawn next.
Renders a color bitmap image representation of the glyph no hinting.
Sets the color of handles. Color is a persistent state and affects any handles drawn after it is set. Use Handles.DrawingScope ...
Color to use when drawing the text of an element.
Color to use when drawing the text of an element.
The color of the flare.
The color of the light.
Exposed SerializedProperty for the inspected Light.
Draws a color box, and handles comparison for sorting.
The main color of the Material.
Color property.
Set a constant color.
Generate data using ParticleSystem.MinMaxGradient.
Use a single color for the ParticleSystem.MinMaxGradient.
The color of each particle.
The color of each particle.
The color of the placemat.
The direct light color.
Gets Profiler category color.
Profiler category color.
Indicates that a Color is stored in the record.
The direct light color.
Color Buffers to set.
Render texture color pixels are memoryless when RenderTexture.antiAliasing is set to 1.
Color element of a RenderTexture.
Clear all color render targets.
Indicates that the search value is a UnityEngine.Color value.
The property holds a Vector4 value representing a color.
Color Property.
The direct light color.
The direct light color.
The direct light color.
Shows the color set for the bone in the Editor.
Rendering color for the Sprite graphic.
Rendering color for the SpriteShape.
Color to use when drawing the text of an element.
The base color for the text generation.
The color used to render the text.
The color of the shadow.
Color of the Tile.
Color of the Tile.
The color of the Tilemap layer.
Color of this instance.
Vertex color.
The Camera's color buffer.
Optimizes rendering of a VisualElement for frequent color changes, such as a built-in style color being animated.
The color used to show that an animated property automatically records changes in the animation clip.
A change of this type indicates that a property of an asset object in memory has changed. This happens for example when Undo.Re...
A change of this type indicates that the structure of a GameObject has changed. This happens when a component is added to or re...
A change of this type indicates that the structure of a GameObject has changed and any GameObject in the hierarchy below it mig...
Used as input to ColorField to configure the HDR color ranges in the ColorPicker.
Attempts to convert a html color string.
Make a field for selecting a Color.
Gets the Color of selected outline.
Mirrors the Android property colorMode based on the COLOR_MODE_HDR_MASK value.
Mirrors the Android property colorMode based on the COLOR_MODE_WIDE_COLOR_GAMUT_MASK value.
A change of this type indicates that a property of a GameObject or Component has changed. This happens for example when Undo.Re...
The Scene that contains the GameObject associated with the change. If a Component is changed, this is the GameObject to which t...
A change of this type indicates that the parent of a GameObject has changed. This happens when Undo.SetTransformParent or Scene...
A change of this type indicates that an open scene has been changed (dirtied) without any more specific information available. ...
Representation of RGBA colors in 32 bit format.
USS class name of color container elements in elements of this type.
USS class name of color elements in elements of this type.
Display-P3 color gamut.
DolbyHDR high dynamic range color gamut.
HDR10 high dynamic range color gamut.
P3 D65 Gamma 2.2 color gamut.
sRGB color gamut.
Maximum allowed color component value when using the ColorPicker.
Minimum allowed color component value when using the ColorPicker.
Attribute used to configure the usage of the ColorField and Color Picker for a color.
If false then the alpha bar is hidden in the ColorField and the alpha value is not shown in the Color Picker.
True if GUI.changed was set to true, otherwise false.
Indicates the color space that the gradient color keys are using.
Sets a color value.
The gradient that controls the particle colors.
Script interface for the ColorOverLifetimeModule of a Particle System.
The gradient that controls the particle colors.
Define a list of colors in the ParticleSystem.MinMaxGradient, to be chosen from at random.
The color of each particle, packed in a special format to allow decoding on GPUs that do not support bit-packing operations.
Retrieves a list of assets belonging to a changeset.
Desired color space of the atlas.
Color burn (Advanced OpenGL blending).
Color dodge (Advanced OpenGL blending).
A change of this type indicates that a GameObject's children have been reordered. This happens when Undo.RegisterChildrenOrderU...
The value before the change occured.
A change of this type indicates that a GameObject placed at the scene root has been reordered. This happens when Undo.SetSiblin...
Alpha component of the color.
Blue component of the color.
Color32 can be implicitly converted to and from Color.
Color32 can be implicitly converted to and from Color.
Green component of the color.
Red component of the color.
Access the red (r), green (g), blue (b), and alpha (a) color components using [0], [1], [2], [3] respectively.
Returns a formatted string for this color.
Makes a field for selecting a color. For more information, refer to UXML element ColorField.
If true, treats the color as an HDR value. If false, treats the color as a standard LDR value.
USS class name of color elements in elements of this type when showing mixed values.
If true, allows the user to set an alpha value for the color. If false, hides the alpha component.
If true, the color picker will show the eyedropper control. If false, the color picker won't show the eyedropper control.
Represents a color gamut.
Rec. 2020 color gamut.
Rec. 709 color gamut.
Returns the color primaries mapped to the color space used by the given gamut.
Maximum exposure value allowed in the Color Picker.
Minimum exposure value allowed in the Color Picker.
Represents a color space based on its set of red, green, and blue color primaries.
P3 color space.
Rec. 2020 color space.
Rec. 709 color space.
Color space for player settings.
Gamma color space.
Linear color space.
Uninitialized color space.
Attribute for Color fields. Used for configuring the GUI for the color.
If set to true the Color is treated as a HDR color.
Maximum allowed HDR color component value when using the HDR Color Picker.
Maximum exposure value allowed in the HDR Color Picker.
Minimum allowed HDR color component value when using the Color Picker.
Minimum exposure value allowed in the HDR Color Picker.
A collection of common color functions.
Returns the color as a hexadecimal string in the format RRGGBB.
Returns the color as a hexadecimal string in the format RRGGBBAA.
Specifies which color components will get written into the target framebuffer.
The acceleration of the color camera on this device.
The angular acceleration of the color camera on this device, formatted as euler angles.
The angular velocity of the color camera on this device, formatted as euler angles.
The position of the color camera on this device.
The rotation of the color camera on this device.
The velocity of the color camera on this device.
Change the name of the root GameObject to match the name of the Prefab Asset used when converting.
Color RenderBuffer.
The input color buffer to upsample for DLSSContext. This texture is mandatory and you must set it to a non-null value.
The output color buffer to write the upsampling result for DLSSContext. This must be large enough to fit in the output rect spe...
Excludes textures whose color space does not match the color space of the atlas.
Makes a field for selecting a Color.
Style used for headings for Color fields.
Handler for message that is sent whenever the state of the project changes.
The input color buffer to upsample for FSR2Context. This texture is mandatory and you must set it to a non-null value.
The input color buffer to upsample for FSR2Context. This texture is mandatory and you must set it to a non-null value.
All color keys defined in the gradient.
The color space currently used by the field.
The color space the Gradient uses.
The color temperature of the light. Correlated Color Temperature (abbreviated as CCT) is multiplied with the color fil...
Set the color gradient describing the color of the line at various points along its length.
Draw a property field for a color shader property.
Color value of the property.
Vertex colors of the Mesh.
The change state (e.g., Added, Removed) of the tracked mesh.
When disabled, imported material albedo colors are converted to gamma space. This property should be disabled when using linear...
The color used to clear the color buffer.
Script interface for the ColorByLifetimeModule of a Particle System.
Apply the color gradient between these minimum and maximum speeds.
Set a constant color for the upper bound.
Set a constant color for the lower bound.
Used to disinguish neighboring Colliders.
Set the rendering color space for the current project.
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...
Profiler category colors enum.
Generates a random color from HSV and alpha ranges.
Load actions for color buffers.
Color buffers to use as render targets.
Store actions for color buffers.
Operation used for blending the color (RGB) channel.
Load Actions for Color Buffers. It will override any actions set on RenderBuffers themselves.
Store Actions for Color Buffers. It will override any actions set on RenderBuffers themselves.
Color buffer of the render texture (Read Only).
Clear both the color and the depth buffer. This is equivalent to combining RTClearFlags.Color and RTClearFlags.Depth.
Clear both the color and the stencil buffer. This is equivalent to combining RTClearFlags.Color and RTClearFlags.Stencil.
Value of a color property.
Array of attachment indices to be used as the color render targets in this sub pass. These are specificed as indices into the a...
Set the color gradient describing the color of the trail at various points along its length.
Camera which supports synchronized color and depth data (currently these are only dual back and true depth cameras on latest iO...
The color used to show that a property is currently being animated.
The color used to show that an animated property has been modified.
Contains information about a change in the application's memory usage.
Returns or specifies the color of the angle control handle.
Returns or specifies the color of the arc shape.
Returns or specifies the color of the radius control handle.
Returns or specifies the color of the curved line along the outside of the arc.
The currently assigned clear color for this attachment. Default is black.
HSL color (Advanced OpenGL blending).
The color with which the screen will be cleared.
The render request outputs the materials albedo / base color.
The render request outputs the materials diffuse color.
The render request returns the materials specular color buffer.
Clear with a background color.
Draws the default [[CameraEditor] background color widget.
Get the current color of the renderer.
Set the color of the renderer. Will be multiplied with the UIVertex color and the Canvas color.
The GUID of the changed asset.
Check if any control was changed inside a block of code.
Sends an event when a value in a field changes.
The instance ID of the GameObject whose parent changed. Note that this is not the instance ID of the Transform component.
The instance ID of the GameObject that has been changed.
The Scene containing the GameObject that has been changed.
The instance ID of the GameObject that has been changed.
The scene containing the GameObject that has been changed.
The Scene containing the GameObject whose root order index was changed.
The Scene that was changed.
The ID of the default changeset.
Version control specific ID of a changeset.
A list of the ChangeSet class.
Linearly interpolates between colors a and b by t.
Linearly interpolates between colors a and b by t.
Script interface for the ColorBySpeedModule of a Particle System.
Utility class to query properties of a ColorGamut.
Returns the transfer function that the given gamut uses on the current platform.
Script interface for the ColorOverLifetimeModule of a Particle System.
Add a set global shader color property command.
The color that Unity uses to initialize a Custom Render Texture. Unity ignores this parameter if an initializationMaterial is set.
Custom Render Texture is initialized by a Texture multiplied by a Color.
Color when the DetailPrototypes are dry.
Color when the DetailPrototypes are healthy.
The indirect light color.
The indirect light color.
Default edge color.
The color of the ghost edge, which is the edge that appears snapped to a nearby port while an edge is being created.
Color of edge while selected.
Edge's color.
The color of the cap color at the from end of the edge.
Color on the edge's input.
Color on the edge's output.
The color of the cap color at the to end of the edge.
Mirrors android:public static final int REASON_PACKAGE_STATE_CHANGE.
Mirrors android:public static final int REASON_PERMISSION_CHANGE.
Add an instant velocity change to the rigidbody, ignoring its mass.
Load glyph metrics and render using color bitmaps.
Renders a color bitmap image representation of the glyph with hinting.
The color used for the MiniMap view.
Changes the Z position of the GridBrushBase.
Global tinting color for all background elements rendered by the GUI.
Tinting color for all text rendered by the GUI.
The color of the cursor in text fields.
The color of the selection rect in text fields.
The text color used by GUI elements in this state.
Color to use for handles that represent the center of something.
The value of Handles.color at the time this DrawingScope was created.
The default color of objects in an Edit Mode.
Color to use to highlight an unselected object currently under the mouse pointer in a custom Edit Mode.
The color of selected objects in a Edit Mode.
Color to use to highlight an unselected handle currently under the mouse pointer.
Soft color to use for for general things.
Color to use for the currently active handle.
Color to use for the Unity UI's padding visualization.
Color to use for handles that manipulates the X coordinate of something.
Color to use for handles that manipulates the Y coordinate of something.
Color to use for handles that manipulates the Z coordinate of something.
Use this function to request a change in the HDR Output Mode and in the value of HDROutputSettings.active.
Callback that determines if pending changes from a registered node type handler need to be applied to the hierarchy. When the h...
Tinting color for this Image.
Background color to paint in the element's box.
Color of the element's bottom border.
Color of the element's left border.
Color of the element's right border.
Color of the element's top border.
Tinting color for the element's backgroundImage.
Outline color of the text.
Background color to paint in the element's box.
Color of the element's bottom border.
Color of the element's left border.
Color of the element's right border.
Color of the element's top border.
Tinting color for the element's backgroundImage.
Outline color of the text.
Color of the cursor.
Background color of selected text.
Gets the color of a Tile given the XYZ coordinates of a cell in the Tilemap.
Returns or specifies the color to use for the handle limiting motion around the x-axis. Defaults to Handles.xAxisColor.
Returns or specifies the color to use for the handle limiting motion around the y-axis. Defaults to Handles.yAxisColor.
Returns or specifies the color to use for the handle limiting motion around the z-axis. Defaults to Handles.zAxisColor.
The indirect color of the light.
Draws the default LightEditor color widget.
Lightmap storing color of incoming light.
Contains normalized linear color values for red, green, blue in the range of 0 to 1, and an additional intensity value.
Returns a black color.
The blue color value in the range of 0.0 to 1.0.
Converts a Light's color value to a normalized linear color value, automatically handling gamma conversion if necessary.
The green color value in the range of 0.0 to 1.0.
The red color value in the range of 0.0 to 1.0.
Set the color at the end of the line.
Set the color at the start of the line.
Get a named color value.
Checks if the ShaderLab file assigned to the Material has a Color property with the given name.
Method for showing a texture property control with a HDR color field and its color brightness float field.
Get a color from the property block.
Checks if MaterialPropertyBlock has the Color property with the given name or name ID. To set the property, use SetColor.
Set a color property.
Vertex colors of the Mesh.
The custom URL for the changelog for the package.
The color used for fill paths when using Fill.
The color of draw paths when using Stroke.
Determines whether the color buffer is cleared before the panel is rendered.
Specifies whether the ColorBySpeedModule is enabled or disabled.
Specifies whether the ColorOverLifetimeModule is enabled or disabled.
Get a ParticleSystem.MinMaxGradient, that is being used to generate custom HDR color data.
Set a ParticleSystem.MinMaxGradient, in order to generate custom HDR color data.
Revert the initial color back to the value specified in the Inspector.
Override the initial color of particles this system emits.
Toggle whether the particle lights multiply their color by the particle color.
The initial color of particles when the Particle System first spawns them.
Calculate the current color of the particle by applying the relevant curves to its startColor property.
The initial color of the particle. The current color of the particle is calculated procedurally based on this value and the act...
The initial color of particles when emitted.
The gradient that controls the trail colors during the lifetime of the attached particle.
The gradient that controls the trail colors over the length of the trail.
Toggle whether the trail inherits the particle color as its starting color.
When spawning new particles, multiply the start color by the color of the parent particles.
Color for Articulation Bodies.
Contact arrow color.
ContactPoint.impulse arrow color.
Contact point separation color.
Color for kinematic Rigidbodies.
Color that the Physics Debugger uses for query visualization.
Color for Rigidbodies, primarily active ones.
Color for Rigidbodies that are controlled by the physics simulator, but are not currently being simulated.
Color for Colliders that do not have a Rigidbody component.
Color for Colliders that are Triggers.
Sets the background color of the splash screen when no background image is used. The default background color is dark blue RGB(...
The Override background color for the Unity splash screen.
The background color to use the application's tiles.
Enumeration specifying a change in the Editor's play mode state.Additional resources: PauseState, EditorApplication.playModeSta...
The indirect light color.
The color of the port when disabled.
The color of the port.
Returns or specifies the color of the control handles.
Returns or specifies the color of the wireframe shape.
Animation category markers color.
Audio category markers color.
Audio Jobs category markers color.
Audio Update Jobs category markers color.
Build System category markers color.
Burst Jobs category markers color.
Garbage Collection category markers color.
Input category markers color.
Internal category markers color.
Lighting and Global Illumination category markers color.
Memory Allocation category markers color.
Multiple miscellaneous categories markers color.
Physics category markers color.
Render category markers color.
Scripts category markers color.
User Interface category markers color.
Rendering Vertical Sync category markers color.
Given a changeset only containing the changeset ID, this will start a task for quering the description of the changeset.
Move an Asset or a list of Assets from their current changeset to a new changeset.
The indirect light color.
The color with which the texture of reflection probe will be cleared.
Clear with a background color.
Ambient lighting coming from the sides.
Ambient lighting coming from below.
Ambient lighting coming from above.
The color of the fog.
The color used for the sun shadows in the Subtractive lightmode.
Defines background color for secondary tile.
Gets a global color property for all shaders previously set using SetGlobalColor.
Sets a global color property for all shaders.
Signifies that value of this property contains the main color of the Material.
Gets and sets a default main color.
Gets and sets a default specular color.
The indirect light color.
The indirect light color.
The indirect light color.
Enum that specifies the type of change to the [StickyNote].
Style value that can be either a Color or a StyleKeyword.
Creates from either a Color or StyleKeyword.
The Color value.
Background color to paint in the element's box.
Color of the border to paint inside the element's box.
Tinting color for the element's backgroundImage.
Color of the cursor.
Background color of selected text.
TileBase locks any color set by brushes or the user.
Gets the Color of a Tile given the XYZ coordinates of a cell in the Tilemap.
Gets the Color of an editor preview Tile given the XYZ coordinates of a cell in the Tilemap.
Sets the color of a Tile given the XYZ coordinates of a cell in the Tilemap.
Sets the color of an editor preview Tile given the XYZ coordinates of a cell in the Tilemap.
Set the color at the end of the trail.
Set the color at the start of the trail.
Lightmap color calculated for this instance.
Light color multiplied by intensity.
Check or change the flag for linear color space in flags variable.
Set the per-vertex colors of the Mesh.
A change of this type indicates that a property of an asset object in memory has changed. This happens for example when Undo.Re...
Ignore the type tree changes when doing the incremental build check.
Returns the currently active color gamut.
Sets a color array property.
Gets the vertex colors of the Mesh.
Populates an array with the vertex colors from the MeshData.
A change of this type indicates that a property of a GameObject or Component has changed. This happens for example when Undo.Re...
A change of this type indicates that the parent of a GameObject has changed. This happens when Undo.SetTransformParent or Scene...
A change of this type indicates that the structure of a GameObject has changed. This happens when a component is added to or re...
A change of this type indicates that the structure of a GameObject has changed and any GameObject in the hierarchy below it mig...
A change of this type indicates that an open scene has been changed (dirtied) without any more specific information available. ...
Gets a palette of colors that should be distinguishable for normal vision, deuteranopia, protanopia, and tritanopia.
Options to indicate whether the screen can display wide range of color gamut or not.
Defines the delegate to use to register for events in which the focus gained or lost.
A delegate called whenever the global audio settings are changed, either by AudioSettings.Reset or by an external device change...
Unity calls this delegate whenever the global audio settings change.
UNITY_COLORSPACE_GAMMA is set when compiling shaders for Gamma Color Space.
Should the Canvas vertex color always be in gamma space before passing to the UI shaders in linear color space work flow.
Whether the change was initiated by the DataMode switcher UI at the top-right of the EditorWindow.
This property specifies whether the Editor prompts the user to save or discard unsaved changes before the Inspector gets rebuilt.
The message that displays to the user if they are prompted to save.
Editor application state which is true only when the Editor is currently in or about to enter Play mode. (Read Only)
Callback raised whenever the state of the Project window changes.
The platform requires that the mode change (enable/disable) to be done before changing render target. If this flag is not set t...
Whether to use a Light's color temperature when calculating the final color of that Light.
Calls the methods in its invocation list when the selection in this Profiler module changes. The first parameter contains the P...
Raised when shortcut overrides are changed on the active profile.
Get a named color array.
Exposes events that allow you to track undoable changes to objects in the editor.
A change of this type indicates that a child has been reordered in the hierarchy under the same parent. This happens when Undo....
A change of this type indicates that a GameObject placed at the scene root has been reordered in the hierarchy. This happens wh...
Modulate the particle colors with the vertex colors, or the Material color if no vertex colors exist.
Whether varied colors are used for PhysicsDebugWindow contact visualization.
Calls the methods in its invocation list when the Profiler window’s selected frame index changes.
Active color space (Read Only).
Desired color space (Read Only).
This attribute is used on field of a IRenderPipelineGraphicsSettings to ensure pipeline would be recreated if the value is chan...
Delegate that you can use to invoke custom code when Unity changes the active render pipeline, and the new RenderPipeline has a...
Indicates that a change was made to the terrain that was so significant that the internal rendering data need to be flushed and...
Indicates a change to the heightmap data.
Indicates a change to the Terrain holes data.
Maximum number of Tile Changes accumulated before doing a full collider rebuild instead of an incremental rebuild.
Has the transform changed since the last time the flag was set to 'false'?
Mirrors the Android property value COLOR_MODE_HDR_NO.
Mirrors the Android property value COLOR_MODE_HDR_UNDEFINED
Mirrors the Android property value COLOR_MODE_HDR_YES
Mirrors the Android property value COLOR_MODE_WIDE_COLOR_GAMUT_NO.
Mirrors the Android property value COLOR_MODE_WIDE_COLOR_GAMUT_UNDEFINED.
Mirrors the Android property value COLOR_MODE_WIDE_COLOR_GAMUT_YES.
Sets angleHandleColor, wireframeColor, and fillColor to the same value, where fillColor will have the specified alpha value. ra...
Curve evaluation function that allows simultaneous evaluation of the curve y-value and a color of the curve at that point.
Curve evaluation function that allows simultaneous evaluation of the min- and max-curves. The returned minValue and maxValue va...
Raised when the data source of a vertical collection view is assigned a new reference or new type.
Only when a change is detected in the source or Binding.MarkDirty has been called.
An event that fires when any button causes a state change within the COPPA compliance UI.
DataMode to which the EditorWindow should change.
Indicates that a texture using linear color space must be created.
Event that is raised whenever the Editor's pause state changes.
Event that is raised whenever the Editor's play mode state changes.
Starts a new code block to check for GUI changes.
Ends a code block and checks for any GUI changes.
Draw a color swatch.
Base class for defining in which direction the focus moves in a focus ring.
Color key used by Gradient.
Color of key.
Gradient color key.
Currently active color buffer (Read Only).
Returns the number of color components of the format.
Delegate used to indicate a change in GraphView usualy done by a Manipulator.
Describes whether the user has requested to change the HDR Output Mode. It is true if this is the case, and false otherwise.
Callback that determines if changes from an update need to be integrated into the hierarchy. IntegrateChanges is called after C...
Requests a DataMode change for the EditorWindow.
Receives notifications for every change that occurs on the panel's visual elements. This method is exclusively available in dev...
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...
Registers this callback to receive ChangeEvent_1 when the value is changed.
Unregisters this callback from receiving ChangeEvent_1 when the value is changed.
Interface for panel change events.
Raised when the ID of the active profile is changed.
Set to true to use the color temperature.
Set the line color at the start and at the end.
Call this when you change a material property. It will add an undo for the action.
Convert a color temperature in Kelvin to RGB color.
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...
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...
Event that is raised once per frame if any undoable changes have been recorded.
A change of this type indicates that an asset object has been created. This happens for example when Undo.RegisterCreatedObject...
A change of this type indicates that a GameObject has been created, possibly with additional objects below it in the hierarchy....
A change of this type indicates that an asset object has been destroyed. This happens for example when Undo.DestroyObjectImmedi...
A change of this type indicates that a GameObject and the entire hierarchy below it has been destroyed. This happens for exampl...
A change of this type indicates that prefab instances in an open scene have been updated due to a change to the source prefab.
Abstract base class for events notifying of a panel change.
Sets a custom IPanelChangeReceiver in the panelChangeReceiver setter to receive every change event. This method is available on...
When enabled, the system applies the RGB channels of the Texture to the particle color when the particle spawns.
The initial color of each particle.
An event that fires when any button within the Project Bind UI causes a state change.
Blend factor used for the color (RGB) channel of the destination.
Blend factor used for the color (RGB) channel of the source.
When this flag is set, the engine will not automatically resolve the color surface.
The SerializedObject whose value changed.
The SerializedProperty whose value changed.
The type of change that occured.
Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. E...
Indicates a change to the heightmap data without computing LOD.
Indicates a change to the Terrain holes data, which doesn't include LOD calculations and tree/vegetation updates.
Indicates a change to the heightmap resolution.
Indicates a change to the detail data.
Indicates a change to the tree data.
Represents the position and Tile information to change in a Tilemap.
The position to change Tile properties at.
Describes a UXML attribute representing a Color as a string.
Define focus change directions for the VisualElementFocusRing.
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...
Mixed lights allow a mix of real-time and baked lighting, based on the Mixed Lighting Mode used. These lights cannot move, but ...
Changes during Refresh if anything has changed that can invalidate any artifact.
Real-time lights cast run time light and shadows. They can change position, orientation, color, brightness, and many other prop...
Color space conversion mode of a RenderTexture.
Offers a set of options that describe the intended usage patterns of a VisualElement. These options serve as guidance for optim...
Changes whenever a new artifact is added to the artifact database.
When the RenderPass starts, clear this attachment into the color or depth/stencil values given (depending on the format of this...
Changes the time at which a sound that has already been scheduled to play will start.
Color or depth buffer part of a RenderTexture.
Color render texture format. 10 bits for colors, 2 bits for alpha.
Change the specified keyframe broken tangent flag.
Change the specified keyframe tangent mode.
Change the specified keyframe tangent mode.
Change the GraphicsBuffer associated with the given batch.
Color interpolation mode used by Gradient.
Change the mesh compression setting for a mesh.
Change sort direction for a given column.
Change the dampen multiplier.
Change the lifetime loss multiplier.
Change the rate multiplier.
Change the rate over distance multiplier.
Change the rate over time multiplier.
Change the curve multiplier.
Change the limit multiplier.
Change the limit multiplier on the x-axis.
Change the limit multiplier on the y-axis.
Change the limit multiplier on the z-axis.
Change the gravity multiplier.
Color render texture format, 1 bit for Alpha channel, 5 bits for Red, Green and Blue channels.
Color render texture format, 8 bits per channel.
Color render texture format, 4 bit per channel.
Color render texture format, 32 bit floating point per channel.
Color render texture format, 16 bit floating point per channel.
Color render texture format, 10 bit per channel, extended range.
Color render texture format, 10 bit per channel, extended range.
Color render texture format, 8 bits per channel.
Color render texture format. R and G channels are 11 bit floating point, B channel is 10 bit floating point.
Color render texture format.
Change the position of the scope but does not move its elements.
Color of the waving grass that the terrain has.
Color with alpha texture format, 8-bits per channel.
Color with alpha texture format, 8-bits per channel.
Color and alpha texture format, 4 bit per channel.
Color or Alpha component Single Channel Textures uses.
Change the GraphicsBuffer associated with the given batch. Thread-safe alias for BatchRendererGroup.SetBatchBuffer.
A change of this type indicates that an asset object has been created. This happens for example when Undo.RegisterCreatedObject...
A change of this type indicates that a GameObject has been created, possibly with additional objects below it in the hierarchy....
A change of this type indicates that an asset object has been destroyed. This happens for example when Undo.DestroyObjectImmedi...
A change of this type indicates that a GameObject and the entire hierarchy below it has been destroyed. This happens for exampl...
A change of this type indicates that prefab instances in an open scene have been updated due to a change to the source prefab.
A color value for the vertex.
The color style to use for the title text within the application's tile.
The color format of the render texture. You can set the color format to None to achieve depth-only rendering.
The color format for the RenderTexture. You can set this format to None to achieve depth-only rendering.
Two color (RG) render texture format, 16 bits per channel, fixed point, unsigned normalized.
Two color (RG) render texture format, 32 bit floating point per channel.
Two color (RG) render texture format, 16 bit floating point per channel.
RGB color and alpha texture format, 32-bit floats per channel.
RGB color and alpha texture format, 16 bit floating point per channel.
Two color (RG) texture format, 32 bit floating point per channel.
Two color (RG) texture format, 16 bit floating point per channel.
Copies changes you've made in a CPU texture to the GPU.
Copies changes you've made in a CPU texture to the GPU.
Four color render texture format, 16 bits per channel, fixed point, unsigned normalized.
Will change the value according to the current slider pageSize.
Will change the value according to the current slider pageSize.
Copies changes you've made in a CPU texture to the GPU.
Copies changes you've made in a CPU texture to the GPU.
Copies changes you've made in a CPU texture to the GPU.
Sets the pixel colors of an entire mipmap level of a face.
Sets the pixel colors of an entire mipmap level of a face of a slice.
Sets the pixel colors of an entire mipmap level.
Sets the pixel colors of an entire mipmap level of a slice.
Sets the pixel colors of an entire mipmap level.
Three color (RGB) texture format, 16-bits signed integer per channel.
Do not change the sample rate of the imported audio file. The sample rate will be preserved for the imported AudioClip.
Sets the pixel color at coordinates (x,y).
Default color space conversion based on project settings.
Sets the pixel color at coordinates (x,y).
Sets the pixel color at coordinates (x, y, z).
Allows you to register a custom dependency that Assets can be dependent on. If you register a custom dependency, and specify th...
Sets the value of the BaseBoolField, but does not notify the rest of the hierarchy of the change.
The camera is set to display colored ShadowMasks, coloring light gizmo with the same color.
Controls whether Linear-to-sRGB color conversion is performed while rendering.
Linearly interpolate between the gradient keys, using a perceptual color space for colors.
When you change Assets in Unity, this method for the current chosen instance of IExternalCodeEditor parses the new and changed ...
Default color render texture format: will be chosen accordingly to Frame Buffer format and Platform.
Specifies the source for the texture's alpha color channel data.
Specifies the source for the texture's blue color channel data.
Specifies the source for the texture's green color channel data.
Specifies the source for the texture's red color channel data.
Specifies the source for the texture's alpha color channel data.
Specifies the source for the texture's blue color channel data.
Specifies the source for the texture's green color channel data.
Specifies the source for the texture's red color channel data.
Records any changes done on the object after the RecordObject function.
Alternate background colors for all rows, regardless of whether they have content. The background color continues to alternate ...
Alternate background colors only for rows that have content. The background color does not alternate for empty lines.
Options to change the log level for warnings that occur during the update of data bindings.
Clear the pending transform changes from affecting the cloth simulation.
Gets the pixel color data for a mipmap level of a face of a slice as Color32 structs.
Sets the pixel colors of an entire mipmap level of a face of a slice.
Check or change the flag for mipmaps in flags variable.
Check or change the flag for readability in flags variable.
The camera is set to draw color coded render paths.
Determines the percentage change in lighting intensity that triggers Unity to recalculate the real-time lightmap.
Represents a Gradient used for animating colors.
Calculate color at a given time.
Controls how the gradient colors are interpolated.
Setup Gradient with an array of color keys and alpha keys.
Use a constant color between the keys.
Controls how the Gradient inspector editor treats the color values.
If this is true, Light intensity is multiplied against linear color values. If it is false, gamma color values are used.
Array of color attachments used in this rendering configuration.
Converts the given value from gamma (sRGB) to linear color space.
Converts the given value from linear to gamma (sRGB) color space.
Notify Renderer components of mesh geometry change.
Tells the NavMesh world to halt any changes until the specified job is completed.
RenderTexture to store the rendering result of the request. The colors in this RenderTexture can be decoded to determine the ob...
Forces the UI shader to output colors in the gamma color space.
A single constant color for the entire gradient.
Specifies a Texture to tint the particle's start colors.
Whether or not to automatically sync transform changes with the physics system whenever a Transform component changes.
Apply Transform changes to the physics engine.
Set whether to automatically sync changes to the Transform component with the physics engine.
This event is sent when a pointer changes state.
Specifies which color components will get written into the target framebuffer.
Override this method to control whether the Scene view should change when you switch from one stage to another stage.
This is called when the wizard is opened or whenever the user changes something in the wizard.
Update sparse texture tile with color values.
Specular color.
Gets the pixel color data for a mipmap level as Color32 structs.
Sets the pixel colors of an entire mipmap level.
Gets the pixel color data for a mipmap level of a slice as Color32 structs.
Sets the pixel colors of an entire mipmap level of a slice.
Gets the pixel color data for a mipmap level as Color32 structs.
Sets the pixel colors of an entire mipmap level.
A 16 bit color texture format.
Whether this texture stores data in sRGB (also called gamma) color space.
Whether this texture stores data in sRGB (also called gamma) color space.
Draws a foldout label that have correct text color when selected and/or focused.
Lets you register undo operations on specific objects you are about to perform changes on.
Whether the imported clip contains sRGB color data (Read Only).
Whether the imported clip contains sRGB color data.
Sets the value of a named Vector4 or Color property.
Triggers a repaint of the VisualElement on the next frame. This method is called internally when a change occurs that requires ...
Gets the pixel color data for a mipmap level as Color32 structs.
Values for the color style of the title text that appears within the Universal Windows Platform application tiles.
An event that takes the delegate instance that the XRInputSubsystem calls when it changes the origin it reports devices at.
Sets the progress value. If the value has changed, dispatches an ChangeEvent_1 of type float.
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...
The accessibility node behaves like static text that can't change.
Indicates that the Android asset pack status should soon change.
Number of secondary touches. Guaranteed not to change throughout the frame. (Read Only).
Forcibly load and re-serialize the given assets, flushing any outstanding data changes to disk.
A declaration of a single color or depth rendering surface to be attached into a RenderPass.
Renders a thin curve determined by the curve evaluation function. The solid color of the curve is set by the curveColor argument.
Sets the value of the exposed parameter specified. When a parameter is exposed, it is not controlled by mixer snapshots. You ca...
The app can authenticate and change networks in the background.
Allow to set a value without being notified of the change, if any.
Allow changing value without triggering any change event.
Enables fill to set the color and shape of a slider.
Sets a collection of selected items by id, without triggering a selection change callback.
Creates the view controller for this view. Override this method in inheritors to change the controller type.
Sets a collection of selected items without triggering a selection change callback.
When set to true, the binding instance updates during the next update cycle. When set to false, the binding instance updates on...
Option to change the data source assignation when using Data Binding in collection views.
Deferred shading G-buffer #0 (typically diffuse color).
Take the Vertex stream and split it corrisponding arrays (positions, colors, uv0s, uv1s, normals and tangents).
Indicates whether geometry emitted by this renderer can be ignored when the vertex color alpha is close to zero for every verte...
True if any change has occured that would invalidate the positions of generated geometry.
Options to change the virtualization method used by the collection view to display its content.
Gets the pixel color at coordinates (x, y).
Gets the pixel color data for a mipmap level of a face as Color structs.
Gets the pixel color data for a mipmap level of a face of a slice as Color structs.
Did this sphere change from being visible to being invisible in the most recent culling pass?
Did this sphere change from being invisible to being visible in the most recent culling pass?
The Material that Unity uses to initialize a Custom Render Texture. Initialization texture and color are ignored if you have se...
Determine if Unity initializes the Custom Render Texture with a Texture and a Color or a Material.
The Texture that Unity uses to initialize a Custom Render Texture, multiplied by the initialization color. Unity ignores this p...
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...
Unity will use R16G16B16A16 buffer format and Rec709 primaries with linear color (no encoding).
Callback called to allow derived classes to update the data source with the resolved value when a change from the UI is detected.
Controls the spatial frequency of the noise pattern used to vary the scale and color of the detail objects.
Callback indicating a hypothesis change event. You should register with DictationHypothesis event.
True when doing a blit to the back buffer requires manual color space conversion.
Represents the state of a DLSSContext. If you call Device.ExecuteDLSS, Unity sends the values in this struct to the runtime. Af...
Specifies a pre exposure multiplier for the input color texture.
Indicates whether the input buffer uses high dynamic range. If set, the input buffer is raw luminance, if not set, the input bu...
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 ...
Draw diffuse color of Deferred Shading G-buffer.
Draw specular color of Deferred Shading G-buffer.
Draw objects with different color for each GI system.
Disposable helper struct for automatically setting and reverting Handles.color and/or Handles.matrix.
Allows to set an emissive color for a given renderer quickly, without the need to render the emissive input for the entire system.
Override this method if you want to change the label of the Preview area.
This API is used for registering an Editor Analytics event. Note: This API is for internal use only and is likely change in the...
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....
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...
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...
Draws a filled rectangle of color at the specified position and size within the current editor window.
Makes a slider the user can drag to change an integer value between a min and a max.
Makes a slider the user can drag to change a value between a min and a max.
Make a slider the user can drag to change an integer value between a min and a max.
Make a slider the user can drag to change a value between a min and a max.
Allow to set a value without being notified of the change, if any.
Allow to set a value without being notified of the change, if any.
Returns an integer that indicates the number of times the specified object's serialized properties have changed.
The target visual element that received this event. Unlike currentTarget, this target does not change when the event is sent to...
Flag indicating if automatic exposure should be applied to the input color data.
Flag indicating if the color provided is using a high-dynamic range.
Provides dragging on a visual element to change a value field.
Direction of the focus change.
Sets the value of the Foldout's Toggle sub-element, but does not notify the rest of the hierarchy of the change.
Represents the state of a FSR2Context. If you call Device.ExecuteFSR2, Unity sends the values in this struct to the runtime. Af...
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 ...
If true, treats the color as an HDR value. If false, treats the color as a standard LDR value.
The current version id of the official internal NV NGX library. This version can change if you swap the DLLs for DLSS.
Obsolete. Use GraphicsFormat.None as a color format instead to indicate depth-only rendering. Use DefaultFormat to get the defa...
Obsolete. Use GraphicsFormat.None as a color format instead to indicate depth-only rendering and ShadowSamplingMode.CompareDept...
Obsolete. Use GraphicsFormat.YUV2 as a color format instead. Use DefaultFormat to get the default video buffer format.
Callback invoked when the GraphView is about to change.
Callback invoked when the GraphView is about to change.
Callback invoked when the GraphView is about to change.
A horizontal slider the user can drag to change a value between a min and a max.
A vertical slider the user can drag to change a value between a min and a max.
A horizontal slider the user can drag to change a value between a min and a max.
A vertical slider the user can drag to change a value between a min and a max.
Automatically reverts Handles.color and Handles.matrix to their values prior to entering the scope, when the scope is exited. Y...
Create a new DrawingScope and set Handles.color and/or Handles.matrix to the specified values.
Options for the number of bits for HDR output in each color channel of swap chain buffers. Applicable when an HDR display is ac...
Unity uses the R16G16B16A16 buffer format and Rec709 primaries with linear color (no encoding).
Denotes that the GPU and driver can change whether the output is performed in HDR or SDR ranges at runtime when connected to a ...
Direction of the focus change.
Number of touches. Guaranteed not to change throughout the frame. (Read Only)
The text before the change occured.
Use this attribute on enum value declarations to change the display name shown in the Inspector.
Gets the amount of time that has elapsed since the last recorded change in pointer values, in seconds.
Common interface for any UI containers that change the state of the project with regards to services.
Interface to access a TextElement edition capabilities This interface is not meant to be implemented explicitly as its declarat...
Interface to access a TextElement selection and cursor information This interface is not meant to be implemented explicitly as ...
The Intensity of a light is multiplied with the Light color.
Baked lights cannot move or change in any way during run time. All lighting for static objects gets baked into lightmaps. Light...
Extracts the indirect color from a light.
Determines how many Spherical Harmonics bands will be evaluated to compute the ambient color.
This option will use only two SH coefficients bands: L0 and L1. The coefficients are sampled from the Light Probe Proxy Volume ...
Trails do not change the texture coordinates of existing points when they add or remove points.
Options to change the drag-and-drop mode for items in the ListView.
Returns a properly set global illlumination flag based on the passed in flag and the given color.
Utility method for GUI layouting ShaderGUI. Used e.g for the rect after a left aligned Color field.
Indicates that Unity should not notify Renderer components about a possible Mesh bounds change, when you modify Mesh data.
Controls import of lights. Note that because light are defined differently in DCC tools, some light types or properties may not...
Editor-only function that Unity calls when the script is loaded or a value changes in the Inspector.
If a column is right-clicked to show context menu options, this event is raised to allow users to change the available options.
If a column is right-clicked to show context menu options, this event is raised to allow users to change the available options.
Indicates that a native container has a size that will never change.
A result field that is filled when the render request has been submitted and completed, containing the ObjectIdResult._idToObje...
The results of an ObjectIdRequest, stored in ObjectIdRequest._result, containing the ObjectIdResult.idToObjectMapping that is n...
Override this method if you want to change the label of the Preview area.
Represents the performance settings that DLSS recommends based on the system's graphics card and the size of the input and outp...
Use this property to change the curve multiplier.
Use a single color gradient for the ParticleSystem.MinMaxGradient.
Use a random value between 2 color gradients for the ParticleSystem.MinMaxGradient.
Trails do not change the texture coordinates of existing points when they add or remove points.
Two random numbers for each particle, which change during their lifetime.
Three random numbers for each particle, which change during their lifetime.
Four random numbers for each particle, which change during their lifetime.
4 random numbers. The first 3 are deterministic and assigned once when each particle is born, but the 4th value will change dur...
The component's current time. This value is incremented according to the PlayableDirector.timeUpdateMode when it is playing. Yo...
The number of bits in each color channel for swap chain buffers. (Direct3D 11 and Direct3D 12 mode).
The number of bits in each color channel for swap chain buffers.
The scripting runtime version setting. Change this to set the version the Editor uses and restart the Editor to apply the change.
To increase the contrast between the background and logos, you apply an overlay color modifier. Use the overlay opacity to adju...
Gets the amount of time that has elapsed since the last recorded change in pointer values, in seconds.
This event is sent when a pointer does not change for a set amount of time, determined by the operating system.
The currently selected index in the popup menu. Setting the index will update the value field and send a property change notifi...
Implement this class to control the selection change when selecting a Preset in the PresetSelector.
Constructs a selection object that can be passed to IProfilerFrameTimeViewSampleSelectionController.SetSelection to change the ...
Retrieves Profiler category information such as name or color.
Starts a task that queries the version control server for incoming changes.
Instructs Unity to spread the rendering of each face over several frames. Using this option, updating the cubemap will take 14 ...
Give a possibility to change a Rendering Layer name.
Sets the value of a given property. If the new value is different from the previous one, the method raises a notification of th...
Flat ambient lighting color.
Describes a render target with one or more color buffers, a depth/stencil buffer and the associated load/store-actions that are...
When this flag is set, reads and writes to this texture are converted to SRGB color space. See RenderTexture.sRGB for more deta...
Default HDR color render texture format: will be chosen accordingly to Frame Buffer format and Platform.
Render texture color pixels are memoryless when RenderTexture.antiAliasing is set to 2, 4 or 8.
Render texture contains linear (non-color) data; don't perform color conversions on it.
Render texture contains sRGB (color) data, perform Linear<->sRGB conversions on it.
The default behavior. Unity will only recompile scripts that have changed, or that need recompiling due to changes in settings ...
Controls whether physics will change the rotation of the object.
The linear velocity vector of the rigidbody. It represents the rate of change of Rigidbody position.
Controls whether physics will change the rotation of the object.
The linear velocity of the Rigidbody2D represents the rate of change over time of the Rigidbody2D position in world-units.
Clear all color render targets, the depth buffer, and the stencil buffer. This is equivalent to combining RTClearFlags.Color, R...
The runtime representation of the AnimatorController. Use this representation to change the Animator Controller during runtime.
Use this class to manage SceneView settings, change the SceneView camera properties, subscribe to events, call SceneView method...
Whether the albedo is black for materials with an average specular color above 0.45.
Set this property to one of the values in FullScreenMode to change the display mode of your application.
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...
Sets the value for the toolbar search field without sending a change event.
Signifies that values of this property are in gamma space. If the active color space is linear, Unity converts the values to li...
Indicates that framebuffer fetch support is required. This is the ability to have fragment shader color arguments with in/out m...
Gets the current custom editor for the shader you pass in.Depending on the render pipeline asset assigned in your Graphics Sett...
Gets and sets a default hue variation color and amount (in alpha).
A Struct for containing changes to a Tile when it has been changed on a Tilemap.
Flushes any change done in the terrain so it takes effect.
The specular color of the terrain.
Sets the tree instance with new parameters at the specified index. However, you cannot change TreeInstance.prototypeIndex and T...
Returns the GraphicsFormat format or color format of a Texture object.
Returns true if the texture pixel data is in sRGB color space (Read Only).
Gets the pixel color at coordinates (x, y).
Gets the filtered pixel color at the normalized coordinates (u, v).
Gets the pixel color data for a mipmap level as Color structs.
Gets the pixel color data for a mipmap level of a slice as Color structs.
Gets the pixel color at coordinates (x, y, z).
Gets the filtered pixel color at the normalized coordinates (u, v, w).
Gets the pixel color data for a mipmap level as Color structs.
A 16 bits/pixel texture format. Texture stores color with an alpha channel.
HDR compressed color texture format.
High quality compressed color texture format.
Compressed color texture format.
Compressed color texture format with Crunch compression for smaller storage sizes.
Compressed color with alpha channel texture format.
Compressed color with alpha channel texture format with Crunch compression for smaller storage sizes.
Compressed color with alpha channel texture format using Crunch compression for smaller storage sizes.
Compressed color texture format with Crunch compression for smaller storage sizes.
PowerVR (iOS) 2 bits/pixel compressed color texture format.
PowerVR (iOS) 4 bits/pixel compressed color texture format.
A format that uses the YUV color space and is often used for video encoding or playback.
If the alpha channel of your texture represents transparency, enable this property to dilate the color channels of visible texe...
Fade out mip levels to gray color.
ETC2_RGBA8 compressed color with alpha channel texture format using Crunch compression for smaller storage sizes.
If the alpha channel of your texture represents transparency, enable this property to dilate the color channels of visible texe...
Fade out mip levels to gray color?
Selects which Color/Alpha channel Single Channel Textures uses.
Use the red Color channel.
Options for where texture color channel data comes from in the TextureImporter.
Use the alpha color channel.
Use the blue color channel.
Use the green color channel.
Use white (a value of one) for the color channel.
Use the inverted alpha color channel.
Use the inverted blue color channel.
Use the inverted green color channel.
Use the inverted red color channel.
Use the red color channel.
Use black (a value of zero) for the color channel.
Select this to turn the color channels into a format suitable for real-time normal mapping.
Method called by the application when the label of the field is started to be dragged to change the value of it.
Method called by the application when the label of the field is stopped to be dragged to change the value of it.
Sets a new value without triggering any change event.
Defines an event handler for when the active EditorToolContext will change.
The position delta since last change in pixel coordinates.
Amount of time that has passed since the last recorded change in Touch values.
XRInputSubsystem tracks all InputDevices in relation to a world anchor. This world anchor can change at any time, and is chosen...
Draws a bold label that have correct text color when selected and/or focused.
Draws a bold right aligned label that have correct text color when selected and/or focused.
Draws a label that have correct text color when selected and/or focused.
Draws a right aligned label that have correct text color when selected and/or focused.
Bold label with alternative text color when selected and/or focused.
Right aligned bold label with alternative text color when selected and/or focused.
The label that is used for foldout label with alternative text color when selected and/or focused.
Left aligned label with alternative text color when selected and/or focused.
Right aligend label with alternative text color when selected and/or focused.
Override this function to extend or change the search behavior.
Use the options in this enumeration to change the encoder profile.
Whether you can change the playback speed. (Read Only)
Whether you can change the current time using the VideoPlayer.time or VideoPlayer.frame properties. (Read Only)
[DEPRECATED] Whether you can change the time source followed by the VideoPlayer. (Read Only)
Whether you can change the time source followed by the VideoPlayer. (Read Only)
A version number that will change when the object layout inside the managed heap will change.
Gets the value of a named Vector4 or Color property.
Checks if the Visual Effect can override a Vector4 or Color with the name you pass in.
A combination of hint values that specify high-level intended usage patterns for the VisualElement. This property can only be s...
Gets the pixel color at coordinates (x, y).
Gets the pixel color data for a mipmap level as Color structs.
The reference white point of a color space.
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.
Call this function to request a change in the density of the generated Meshes. Unity gives the density level as a value within ...
Delegate for a user-supplied callback to be called before Version Control Checkout.
Copies pixel data from one texture to another.
Renders a mesh with given rendering parameters.
A ListView is a vertically scrollable area that links to, and displays, a list of items.
A block of material values to apply.
Create a new empty texture.
Create a WebCamTexture.
Only build the scripts in a Project.
Set and get global garbage collector operation mode.
GenericMenu lets you create custom context menus and dropdown menus.
Draw a mesh.
Loads PNG, JPG or EXR image byte array into a texture.
Script interface for a Lens flare component.
Sets a named texture.
Get format of a specific vertex data attribute on this Mesh.
Delegate for a user-supplied callback to be called before Version Control Submit.
Adds a force to the Rigidbody.
Provides access to display information.
Is the sparse texture actually created? (Read Only)
Gets and sets a boolean to enable hue variation effect on the imported SpeedTree model.
Replaces the contents of an existing Texture2D with an image from the downloaded data.
Controls how much of the allocated display texture should be used for rendering.
Controls how much of the allocated eye texture should be used for rendering.
Represents the hierarchy data model that the screen reader uses for reading and navigating the UI.
Ambient lighting mode.
Assigns the curve to animate a specific property.
Applies a force to the ArticulationBody.
Returns the hash of all the dependencies of an asset.
Places the Asset Database into a state that temporarily prevents automatic import, allowing you to group several asset imports ...
Places the Asset Database into a state that temporarily prevents automatic import, allowing you to group several asset imports ...
Returns the current build target and creates a dependency on the target platform within a scripted importer.
Blend operation.
Controls the radius of all edges created by the collider.
Patch a Development app package rather than completely rebuilding it.Supported platforms: Android.
Generates a simple hash value based upon the geometry of the Collider2D.
Gets all the PhysicsShape2D used by the Collider2D.
Adds a command to use a shader to copy the pixel data from a texture into a render texture.
Adds a command to set the mode to use for foveated rendering.
Controls the radius of all edges created by the Collider.
Copies pixel data from another texture on the CPU.
Gets the raw data from a texture.
Sets the raw data of an entire mipmap level of a face directly in CPU memory.
Copies pixel data from another texture on the CPU.
Gets the raw data from a texture.
Sets the raw data of an entire mipmap level of a face directly in CPU memory.
Indicates whether the screen may be dimmed lower than the hardware is normally capable of by emulating it in software.
The camera is set to run in texture streaming debug mode.
Controls the radius of all edges created by the collider.
Derive from this base class to create a custom inspector or editor for your custom object.
Make a field to receive any object type.
Style for white bold label.
Style for white label.
Style for white large label.
Style for white mini label.
Brings the project window to the front and focuses it.
Marks target object as dirty.
Calculates the bounding box from the given array of positions and the transformation matrix.
Uses a shader to copy the pixel data from a texture into a render target.
Sets current render target.
Represents the view on a single texture resource that is uploaded to the graphics device.
Draws a line from p1 to p2.
Draws a circular arc in 3D space.
Draws the outline of a flat disc in 3D space.
Interface into the Legacy Input system.
Returns the value of the virtual axis identified by axisName.
The index of the the thread selected to be displayed in the Profiler module.
Implement this callback to transform data into serializable data types immediately before an object is serialized.
Sets the positions of the baked light probes stored in this LightProbes object.
Get a named vector value.
Interpolate properties between two materials.
Sets a named vector value.
Apply extra initial values to the material.
Returns a copy of the vertex positions or assigns a new vertex positions array.
Script interface for a Min-Max Gradient.
Event function that Unity calls after a Camera renders the scene.
When enabled, the system takes four neighboring samples from the Texture then combines them to give the final particle value.
The defaultSolverIterations determines how accurately Rigidbody joints and collision contacts are resolved. (default 6). Must b...
The defaultSolverVelocityIterations affects how accurately the Rigidbody joints and collision contacts are resolved. (default 1...
Synchronizes.
This function is called during the PrepareFrame phase of the PlayableGraph.
The scale applied to the calculated distance between source and target.
Base class for all pointer-related events.
Applies the added GameObjects to the Prefab Asset at the given asset path.
Indicates how many of the highest-resolution mips of each texture Unity does not upload at the given quality level. To set more...
Sets a new graphics quality level.
The number of renderer instances that are processed each frame when calculating which texture mipmap levels should be streamed.
Represents the number of vertical syncs that should pass between each frame.
Makes the RectTransform calculated rect be a given size on the specified axis.
Ambient lighting mode.
Control of an object's position through physics simulation.
Adds a torque to the rigidbody.
Apply a torque at the rigidbody's centre of mass.
Returns the name of the Scene that is currently active in the game or app.
Check if any objects in the scene have OnRenderObject callbacks registered.
SerializedObject and SerializedProperty are classes for editing serialized fields on Unity objects in a completely generic way....
Retrieves a strided accessor to the internal vertex attributes.
Describes the rendering features supported by a given render pipeline.
Marks the specified part of the heightmap as dirty.
Marks the specified part of the Terrain texture as dirty.
The list of tree prototypes available in the inspector.
Enable HTML-style tags for Text Formatting Markup.
GraphicsTexture that represents the texture resource uploaded to the graphics device (Read Only).
Copies pixel data from another texture on the CPU.
Gets the raw data from a texture.
Gets the raw data from a texture, as an array that points to memory.
Sets the raw data of an entire mipmap level directly in CPU memory.
Copies pixel data from another texture on the CPU.
Gets the raw data from a texture.
Sets the raw data of an entire mipmap level directly in CPU memory.
Create a new texture array.
Copies pixel data from another texture on the CPU.
Gets the raw data from a texture.
Sets the raw data of an entire mipmap level directly in CPU memory.
Gets the sibling index.
Sets the sibling index.
Override this method to take control of how the rows are generated.
Stores a copy of the object states on the undo stack.
Copy the states of a hierarchy of objects onto the undo stack.
Provides methods to communicate with web servers.
Optimizes rendering of a VisualElement that has multiple descendants with nested masks.
Determines the output build type when building to Universal Windows Platform.
Controls the size of the textures submitted to the display as a multiplier of the display's default resolution.
The position of the banner view.
Flat ambient lighting.
Skybox-based or custom ambient lighting.
Controls whether Unity initializes Analytics immediately on startup.
The animation component is used to play back animations.
Sets the mask for the current layer.
AnimationMode is used by the AnimationWindow to store properties modified by the AnimationClip playback.
Checks whether the specified property is in Animation mode and is being animated.
Starts the Animation mode.
The weight of animation.
Sets the additive reference pose from referenceClip at time for animation clip clip.
The animation clip selected in the Animation window.
Rebind all the animated properties and mesh data with the Animator.
Sets the value of the given boolean parameter.
Sets the value of the given integer parameter.
Sets the value of the given trigger parameter.
Sets the value of the given boolean parameter.
Sets the value of the given integer parameter.
Sets the value of the given trigger parameter.
Interface to control Animator Override Controller.
Duration of the transition.
Note: This is now obsolete. Use SceneManager.LoadScene instead.
A class for a compound handle to edit an angle and a radius in the Scene view.
Teleport the root body of the articulation to a new pose.
Synchronously loads an AssetBundle from a managed Stream.
Asynchronously loads an AssetBundle from a managed Stream.
Specifies which object in the asset file should become the main object after the next import.
Setup artifact dependency to an asset.
Returns the path of the Artifact file that was created by another importer, and adds a dependency to that file.
Returns the path where to write a new Artifact File with the given fileName.
Default editor for all asset importer settings.
Whether the ApplyRevertGUI method is required to draw in the Inspector.
Override this method to create your own Inpsector GUI for a ScriptedImporter.
AssetPostprocessor lets you hook into the import pipeline and run scripts prior or after importing assets.
Returns the version of the asset postprocessor.
Gets called for each GameObject that had at least one user property attached to it in the imported file.
This function is called when a new transform hierarchy has finished importing.
Add this function to a subclass to get a notification when a texture2D has completed importing just before Unity compresses it.
Add this function to a subclass to get a notification when a texture2DArray has completed importing just before Unity compresse...
Add this function to a subclass to get a notification when a texture3D has completed importing just before Unity compresses it.
Add this function to a subclass to get a notification just before the texture importer is run.
Queues a set of read operations for a file once the specified Jobs have completed.
Enable this property to load the AudioClip asynchronously in the background instead of on the main thread. Set this property in...
Enable this property in the Inspector to preload audio data from the audio clip when loading the clip Asset (Read Only).
Fills an audio clip with sample data from an array or Span. Overwrites existing data if necessary.
Specifies the current properties or desired properties to be set for the audio system.
This structure contains a collection of settings used to define how an AudioClip should be imported.
User defined preset.
Reverb Zones are used when you want to create location based ambient effects in the Scene.
The number of audio channels per sample frame.
The expected playback rate for the sample frames produced by this class.
Sets the priority of the AudioSource.
Inverts the BaseBoolField.value property.
This property controls whether the list view displays a header, in the form of a foldout that can be expanded or collapsed.
The USS class name for odd rows in the BaseVerticalCollectionView.
Clears the collection view, recreates all visible visual elements, and rebinds all items.
BillboardAsset describes how a billboard is rendered.
Blend mode for controlling the blending.
Determines whether the BoxCollider2D's shape is automatically updated based on a SpriteRenderer's tiling properties.
Deferred shading G-buffer #1 (typically specular + roughness).
Constructs a Button.
Per-layer culling distances.
Delegate that you can use to execute custom code before a Camera culls the scene.
Delegate that you can use to execute custom code before a Camera renders the scene.
Set a custom projection matrix.
The render request outputs the materials emission value.
Matrix that transforms from world to camera space.
Project points from world to screen space.
Get or set the mask of additional shader channels to be used when creating the Canvas mesh.
Sets the stiffness frequency parameter.
The shared physics material of this collider.
Reorders the display of a column at the specified source index, to the destination index.
Adds a command to copy pixel data from one texture to another.
Adds a command to set a texture parameter on a ComputeShader.
Adds a command to set the global depth bias.
Add a set active render target command.
Set a texture parameter.
A force applied constantly.
Holds data for a single application crash event and provides access to all gathered crash reports.
Determines which faces Unity culls.
Determines whether the hardware pointer is locked to the center of the view, constrained to the window, or not constrained at all.
Sets a custom cursor to use as your cursor.
Exclusive mode.
Exclusive mode.
The decision to opt out of seeing a dialog box for all time on the user's current machine.
Add this attribute to a method to get a notification after scripts have been reloaded.
True when the back buffer requires an intermediate texture to render.
Windows platforms only. Sets rendering size and position on screen.
The mutable state of the current DLSS object.
Standard constructor for non-cached asset bundles.
The camera is set to draw directional light shadow map cascades.
Allows overriding the distant environment lighting for Enlighten Realtime Global Illumination, without changing the Skybox Mate...
A collection of easing curves to be used with ValueAnimations.
Whether the Editor is paused.
Explicitly mark the current opened Scene as modified.
Save the open Scene.
Set the TierSettings for a given build target and graphics tier.
Makes a delayed text field for entering integers.
Draws the alpha channel of a texture within a rectangle.
Sets a custom icon to associate with a GameObject or MonoScript. The custom icon is displayed in the Scene view and the Inspector.
Enable asynchronous Shader compilation in Game and Scene view.
The scheme Xcode uses to run this project.
The scheme Xcode uses to run this project.
Select a new build target to be active during the next Editor update.
Clear target's dirty flag.
This method displays a modal dialog.
This method displays a modal dialog that lets the user opt-out of being shown the current dialog box again.
Shows a window with dropdown behaviour and styling.
The mutable state of the current FSR2 object.
Records the changing properties of a GameObject as the Scene runs and saves the information into an AnimationClip.
API to control the garbage collector on the Mono and IL2CPP scripting backends.
Begin drawing 3D primitives.
The Gradient currently being exposed by the field.
Linearly interpolate between the gradient keys.
Renders multiple instances of a mesh using GPU instancing and rendering command arguments from commandBuffer.
Use this format to create either Textures or RenderTextures from scripts.
Translates RenderTextureFormat or TextureFormat into GraphicsFormat.
Currently active graphics texture.
Draw a texture within a rectangle.
Draw a texture within a rectangle with the given texture coordinates.
The global skin to use.
Make a popup window.
Styling information for GUI elements.
Puts the GUI in a state that will prevent all subsequent immediate mode GUI functions from evaluating for the remainder of the ...
Plays a full-screen movie.
Sets the desired activity indicator style.
Draws an outline around the specified GameObjects in the Scene View.
Draws a 3D texture using Signed Distance Field rendering mode in 3D space.
Registers a callback to invoke when Unity renders for picking.
Describes whether HDR output is currently active on the display. It is true if this is the case, and @@false@ otherwise.
Encodes this array into PNG format.
Encodes this native array into PNG format.
Encodes this texture into PNG format.
Defines the data layout for non-indexed indirect render calls.
Defines the data layout for indexed indirect render calls.
Returns true during the frame the user pressed down the virtual button identified by buttonName.
Get's the associated baked shadowmask channels of the mixed lights with the specified indices. Use this together with LightTran...
Toggle preprocessing for this joint.
The scale to apply to the inverse mass and inertia tensor of the body prior to solving the constraints.
Returns or specifies the opacity to use when rendering fill shapes for the range of motion for each axis. Defaults to 0.1.
Returns or specifies the opacity to use for the curved lines along the outside of the arcs of motion. Defaults to 1.0.
Per-light, per-layer shadow culling distances. Directional lights only.
Struct describing the result of a Global Illumination bake for a given light.
Overwrites the Lights referenced by a LightingDataAsset.
The intensity of surface albedo throughout the Scene when considered in lighting calculations. This value influences the energy...
Whether the Progressive Lightmapper exports machine learning training data to the Project folder when it performs the bake. ( E...
Gets the shared LightProbes object for a specific scene.
Access the ParticleSystem Lights Module.
The unit of luminous flux.
Choose whether the U coordinate of the line texture is tiled or stretched.
Applies an override associated with a Material Variant to a target.
Computes a CRC hash value from the content of the material.
Checks whether a property is locked by this material.
Checks whether a property is locked by any of ancestor of this material.
Sets the lock state of a property for this material.
Creates a Property wrapper, useful for making regular GUI controls work with MaterialProperty.
Material objects being edited by this property (Read Only).
Type of the property (Read Only).
Get a vector from the property block.
Set a texture property.
Set a vector property.
Moves a value current towards target.
MemorySnapshot is a profiling tool to help diagnose memory usage.
A class that allows you to create or modify meshes.
The bounding volume of the Mesh.
Returns true if the Mesh is read/write enabled, or false if it is not.
Gets the format of a given vertex attribute in the MeshData.
The normals of the Mesh.
Optimizes the Mesh data to improve rendering performance.
Optimizes the geometry of the Mesh to improve rendering performance.
Optimizes the vertices of the Mesh to improve rendering performance.
Recalculates the normals of the Mesh from the triangles and vertices.
Sets the index buffer size and format.
The tangents of the Mesh.
Optimizes the Mesh data to improve rendering performance.
Event function that Unity calls before a Camera culls the scene.
Event function that Unity calls before a Camera renders the scene.
OnRenderObject is called after camera has rendered the Scene.
Option to allow the column to resize automatically when resizing the entire MultiColumnHeader.
Reinterpret a Unity.Collections.NativeArray_1 with a different data type (type punning).
Determines whether the instance of the link can be used to calculate paths, and if NavMesh agents can move over it.
Is the current path stale. (Read Only)
Incrementally updates the NavMeshData based on the sources.
Asynchronously and incrementally updates the NavMeshData based on the sources.
Set this to true in order to enable the ignoreFromBuild property.
Object used for doing navigation operations in a NavMeshWorld.
Retrieves the vertices of a given node and the identifiers of all the navigation nodes to which it connects.
Gets a list of all loaded objects of Type type.
ObjectId request that can be used to determine the object corresponding to each pixel. Can be submitted using either Camera.Sub...
This is the first entry point for Preview Drawing.
Array of Sprite atlas names found in the current atlas cache.
Specifies a Render Texture to render the panel's UI on.
Script interface for the Built-in Particle System. Unity's powerful and versatile particle system implementation.
A multiplier for ParticleSystem.CollisionModule._bounce.
Multiplies the magnitude of external forces affecting the particles.
Defines the x-axis multiplier.
Defines the y-axis multiplier.
Defines the z-axis multiplier.
Script interface for the LightsModule of a Particle System.
Intensity multiplier.
Range multiplier.
Specifies the drag multiplier.
A multiplier for ParticleSystem.MainModule._startDelay in seconds.
A multiplier for ParticleSystem.MainModule._startLifetime.
A multiplier for ParticleSystem.MainModule._startRotation.
The initial rotation multiplier of particles around the x-axis when the Particle System first spawns them.
The initial rotation multiplier of particles around the y-axis when the Particle System first spawns them..
The initial rotation multiplier of particles around the z-axis when the Particle System first spawns them.
A multiplier for the initial size of particles when the Particle System first spawns them.
A multiplier for ParticleSystem.MainModule._startSizeX.
A multiplier for ParticleSystem.MainModule._startSizeY.
A multiplier for ParticleSystem.MainModule._startSizeZ.
A multiplier for ParticleSystem.MainModule._startSpeed.
Remap multiplier.
x-axis remap multiplier.
y-axis remap multiplier.
z-axis remap multiplier.
Scroll speed multiplier.
Strength multiplier.
x-axis strength multiplier.
y-axis strength multiplier.
z-axis strength multiplier.
The random seed of the particle.
Speed multiplier along the x-axis.
Speed multiplier along the y-axis.
Speed multiplier along the z-axis.
Rotation multiplier around the x-axis.
Rotation multiplier around the y-axis.
Rotation multiplier around the z-axis.
A multiplier of the arc speed of the particle emission shape.
A multiplier of the Mesh spawn speed.
A multiplier of the radius speed of the particle emission shape.
A multiplier for ParticleSystem.SizeBySpeedModule._size.
Size multiplier along the x-axis.
Size multiplier along the y-axis.
A multiplier for ParticleSystem.SizeOverLifetimeModule._size.
Size multiplier along the x-axis.
Size multiplier along the y-axis.
Size multiplier along the z-axis.
The frame over time mutiplier.
The starting frame multiplier.
A multiplier for ParticleSystem.TrailModule._lifetime.
Choose whether the U coordinate of the trail Texture is tiled or stretched.
A multiplier for ParticleSystem.TrailModule._widthOverTrail.
A multiplier for _orbitalOffsetX.
A multiplier for _orbitalOffsetY.
A multiplier for _orbitalOffsetY.
Speed multiplier along the x-axis.
Speed multiplier along the y-axis.
Speed multiplier along the z-axis.
A multiplier for ParticleSystem.VelocityOverLifetimeModule._radial.
A multiplier for ParticleSystem.VelocityOverLifetimeModule._speedModifier.
A multiplier for ParticleSystem.VelocityOverLifetimeModule._x
A multiplier for ParticleSystem.VelocityOverLifetimeModule._y.
A multiplier for ParticleSystem.VelocityOverLifetimeModule._z.
The particle gradient mode.
Control the direction that particles face.
Acceleration due to gravity.
Gets the PhysicsShape2D stored at the specified shapeIndex.
Gets a copy of both the shapes and vertices in the PhysicsShapeGroup2D.
Gets a copy of the shape vertices in the PhysicsShapeGroup2D.
Playables are customizable runtime objects that can be connected together and are contained in a PlayableGraph to create comple...
Discards the existing PlayableGraph and creates a new instance.
Returns the current update order of all engine systems in Unity.
Returns the default update order of all engine systems in Unity.
The application identifier for the currently selected build target.
Define how to handle fullscreen mode in Windows standalones (Direct3D 11 mode).
Define how to handle fullscreen mode in Windows standalones (Direct3D 9 mode).
Get graphics APIs to be used on a build platform.
Is a build platform using automatic graphics API choice?
Marked for deprecation in the future. Use PlayerSettings.meshDeformation instead.
Define how to handle fullscreen mode in macOS standalones.
Sets the graphics APIs used on a build platform.
Should a build platform use automatic graphics API choice.
Use software command buffers for building rendering commands on Vulkan.
Determines whether the PolygonCollider2D's shape is automatically updated based on a SpriteRenderer's tiling properties.
Applies the added component to the Prefab Asset at the given asset path.
Applies the added GameObject to the Prefab Asset at the given asset path.
Applies all overridden properties on a Prefab instance component or GameObject to the Prefab Asset at the given asset path.
Applies a single overridden property on a Prefab instance to the Prefab Asset at the given asset path.
Removes the component from the Prefab Asset which has the component on it.
Removes the GameObject from the source Prefab Asset.
Returns true if the given target is a temporary UnityEngine.Object instance created from inside a PresetEditor.
Base class for a compound handle to edit a bounding volume in the Scene view.
The number of Profiler Areas that you can profile.
Write metadata associated with the whole Profiler session capture.
Sets the size of the temp allocator.
Category information descriptor structure.
Gets the last value collected by the ProfilerRecorder.
The zero-based index of the frame currently selected in the Profiler Window.
The PropertyDatabase is a system that can store, in a thread-safe manner, properties of different kinds into a single file that...
Triggers a manual update of the backing file.
Returns the configuration fields for the currently active version control plugin.
This represents the script interface for Quality Settings.
The maximum number of bones per vertex that are taken into account during skinning, for all meshes in the project.
Returns the angle in degrees between two rotations a and b. The resulting angle ranges from 0 to 180.
Filter id of the block.
The uv lightmap coordinate at the impact point.
Selects which Shader Pass to use when executing ray/geometry intersection shaders.
Accumulated time of Begin/End pairs for the previous frame in nanoseconds. (Read Only)
The height of the rectangle, measured from the Y position.
The width of the rectangle, measured from the X position.
The maximum X coordinate of the rectangle.
The maximum Y coordinate of the rectangle.
Allows turning off rendering for a specific component.
Returns the first instantiated Material assigned to the renderer.
Returns all the instantiated materials of this object.
The shared material of this object.
All the shared materials of this object.
The global skybox to use.
Currently active render texture.
Retrieve a native (underlying graphics API) pointer to the depth buffer resource.
Allocate a temporary render texture.
Does this render texture use sRGB read/write conversions? (Read Only).
The Default element of a RenderTexture.
The stencil element of a RenderTexture.
Interpolation provides a way to manage the appearance of jitter in the movement of your Rigidbody GameObjects at run time.
The position of the rigidbody.
Moves the rigidbody to position.
Rotates the Rigidbody to angle (given in degrees).
Slide the Rigidbody2D using the specified velocity integrated over deltaTime using the configuration specified by slideMovement.
Controls the maximum number of iterations to perform when determining how a Rigidbody2D will slide.
Rigidbody interpolation mode.
Enables Camera movement acceleration in the SceneView. This makes the Camera accelerate for the duration of movement.
Whether the skybox rendering is enabled in this SceneView.
Whether the skybox renders in this SceneView.
Sets the given number of MSAA samples for the screen buffer.
Defines state and drawing commands that custom render pipelines use.
Starts to process the provided RendererLists in the background.
Update hasMultipleDifferentValues cache on the next /Update()/ call.
SerializedProperty and SerializedObject are classes for editing properties on objects in a completely generic way that automati...
Force Unity to serialize a private field.
Returns the default Vector4 value of the shader property at the specified index.
Sets the limit on the number of shader variant chunks Unity loads and keeps in memory.
Sets a global texture property for all shaders.
Options for the shader precision model.
The maximum number of bones per vertex that are taken into account during skinning.
Class for handling Sparse Textures.
Gets and sets a boolean to toggle whether the imported SpeedTree casts shadows.
Gets and sets a boolean to enable normal mapping on the imported SpeedTree model.
Gets and sets a boolean to enable the subsurface scattering effect for the SpeedTree asset (affects only SpeedTree v8 assets).
Gets and sets a boolean to enable whether the SpeedTree asset receives shadows from other objects in your scene.
Gets and sets an integer corresponding to the SpeedTreeWind enum values. The value is clamped by SpeedTreeImporter.bestWindQual...
Gets and sets a boolean to enable light probe lighting for the imported SpeedTree model.
Spherical harmonics up to the second order (3 bands, 9 coefficients).
Access individual SH coefficients.
Get the reference to the used Texture. If packed this will point to the atlas, if not packed will point to the source Sprite.
Combines all children GameObjects of the staticBatchRoot for static batching.
Gets the width and height of a Virtual Texture Stack, in pixels.
Reloads all the values of the available prototypes (ie, detail mesh assets) in the TerrainData Object.
The hash value of the Texture.
Number of streaming Textures with mipmaps currently loading.
Number of streaming Textures with outstanding mipmaps to be loaded.
Gets a small Texture with all gray pixels.
This property causes a texture to ignore all texture mipmap limit settings.
Gets a small Texture with all gray pixels.
Packs multiple Textures into a texture atlas.
Reads pixels from the current render target and writes them to a texture.
Resizes the texture.
This property causes a texture to ignore all texture mipmap limit settings.
Alpha-only texture format, 8 bit integer.
Compressed one channel (R) texture format.
Compressed two-channel (RG) texture format.
Sets an array of Tiles at the given XYZ coordinates of the corresponding cells in the Tilemap.
A Toggle is a clickable element that represents a boolean value.
Call RefreshAvailableTools to rebuild the contents of the Scene View Tools Overlay.
The rotation of the rect tool handle in world space.
The first position of the touch contact in screen space pixel coordinates.
Specifies if input process was finished. (Read Only)
Choose whether the U coordinate of the trail texture is tiled or stretched.
Unparents all children.
Abstract method that is required to be implemented. By default this method should create the full tree of TreeViewItems and ret...
Creates a dummy TreeViewItem list. Useful when overriding BuildRows to prevent building a full tree of items.
The state of the TreeView (expanded state, selection, scroll etc.)
Collapses all undo operations down to group index together into one step.
Begin communicating with the remote server.
Begin communicating with the remote server.
Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET.
Create a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data.
Converts a UxmlAttribute type to and from a string.
Makes this vector have a magnitude of 1.
Makes this vector have a magnitude of 1.
Makes this vector have a magnitude of 1.
The abstract base class for representing a version control system.
Possible attribute types that describe a vertex in a Mesh.
Information about a single VertexAttribute of a Mesh vertex.
Types of 3D content layout within a video.
Send the embedded audio into a specified AudioSource.
Gets the number of audio tracks that are embedded in the video clip. (Read Only).
Get the audio track sampling rate in hertz (Hz).
Frame rate of the clip.
The source that the VideoPlayer uses for playback.
How the video clip's images will be resized during transcoding.
The internal reference clock the Video.VideoPlayer observes to detect and correct drift.
The final rendered style values of a visual element, as it's rendered in the current frame.(Read Only)
Set this to specify the name of the device to use.
Determines how time is treated outside of the keyframed range of an AnimationClip or AnimationCurve.
Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will auto...
Returns a Texture2D generated from the downloaded data (Read Only).
(Read Only) The raw data to pass as the POST request body when sending the form.
Subscribe a delegate to this event to get notified when an XRDevice is successfully loaded.
Gets information about every Mesh the system currently tracks.
Type of XR device that is currently loaded.
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