Unity - Scripting API: UnityEngine.CoreModule (original) (raw)
The AddComponentMenu attribute allows you to place a script anywhere in the "Component" menu, instead of just the "Component->Scripts" menu.
Ensure an assembly is always processed during managed code stripping.
Represents the variation of a value over time. AnimationCurves are typically used to animate the value of Component properties in AnimationClip, but you can use them to dynamically drive any float value.
Provides access to application runtime data.
Provides essential methods related to Window Store application.
Access to platform-specific application runtime data.
Provides methods for managing Unity archive files.
DedicatedServer.Arguments provides accessors for common CLI options
Assembly level attribute. Any classes in an assembly with this attribute will be considered to be Editor Classes.
The Assert class contains assertion methods for setting invariants in the code.
An exception that is thrown when an assertion fails.
Allows the asynchronous read back of GPU resources.
Asynchronous instantiate operation on UnityEngine.Object type.
Provides a generic method to instantiate operations asynchronously on a UnityEngine.Object.
Asynchronous operation coroutine.
With the AsyncReadManager, you can perform asynchronous I/O operations through Unity's virtual file system. You can perform these operations on any thread or job.
Manages the recording and retrieval of metrics from the AsyncReadManager.
AsyncReadManagerMetricsFilters
Defines a filter for selecting specific categories of data when summarizing AsyncReadManager metrics.
AsyncReadManagerSummaryMetrics
A summary of the metrics collected for AsyncReadManager read operations.
Custom Unity type that can be awaited and used as an async return type in the C# asynchronous programming model.
Custom Unity type that can be awaited and used as an async return type in the C# asynchronous programming model.
Objects allowing to control completion of an Awaitable object from user code.
Objects allowing to control completion of an Awaitable object from user code.
A BatchRendererGroup is an object that lets you perform customizable high performance rendering.
Use this BeforeRenderOrderAttribute when you need to specify a custom callback order for Application.onBeforeRender.
Behaviours are Components that can be enabled or disabled.
BillboardAsset describes how a billboard is rendered.
Renders a billboard from a BillboardAsset.
BurstAuthorizedExternalMethodAttribute
The BurstAuthorizedExternalMethod attribute lets you mark a function as being authorized for Burst to call from within a static constructor.
Use this attribute to exclude a method or property from being compiled to native code by the Burst compiler.
The Caching class lets you manage cached AssetBundles, downloaded using UnityWebRequestAssetBundle.GetAssetBundle.
A Camera is a device through which the player views the world.
Provide a information to order and categorize at category level.
A Collection such as List, HashSet, Dictionary etc can be pooled and reused by using a CollectionPool.
Utility class to query properties of a ColorGamut.
Attribute used to configure the usage of the ColorField and Color Picker for a color.
A collection of common color functions.
List of graphics commands to execute.
Static class providing extension methods for CommandBuffer.
Base class for everything attached to a GameObject.
GPU data buffer, mostly for use with compute shaders.
Compute Shader asset.
Use the ContextMenu attribute to add commands to the context menu of the Inspector window.
Use this attribute to add a context menu to a field that calls a named method.
MonoBehaviour.StartCoroutine returns a Coroutine. Instances of this class are only used to reference these coroutines, and do not hold any exposed properties or functions.
Describes the interface for the code coverage data exposed by mono.
Holds data for a single application crash event and provides access to all gathered crash reports.
Provides information specific to crash reporting on Windows platform.
Mark a ScriptableObject-derived type to be automatically listed in the Assets/Create submenu, so that instances of the type can be easily created and stored in the project as ".asset" files.
Class representing cryptography algorithms.
Class for handling cube maps, Use this to create or modify existing cube map assets.
Class for handling Cubemap arrays.
Describes a set of bounding spheres that should have their visibility and distances maintained.
Cursor API for setting the cursor (mouse pointer).
Cursor API for Windows Store Apps.
Custom Render Textures are an extension to Render Textures that allow you to render directly to the Texture using a Shader.
Custom Render Texture Manager.
Custom CPU Profiler label used for profiling arbitrary code blocks.
Base class for custom yield instructions to suspend coroutines.
Helper utilities for accessing Sprite data.
DeallocateOnJobCompletionAttribute
Automatically deallocates a native container when a job is finished.
Class containing methods to ease debugging while developing a game.
Specifies the script execution order for a MonoBehaviour-derived class relative to other MonoBehaviour-derived types.
Attribute used to make a float, int, or string variable in a script be delayed.
Interface into tvOS specific functionality.
Interface into iOS specific functionality.
DictationRecognizer listens to speech input and attempts to determine what phrase was uttered.
A version of CollectionPool<T0,T1> for Dictionaries.
Exposes static methods for directory operations.
Prevents MonoBehaviour of same type (or subtype) to be added more than once to a GameObject.
Extension methods for the DiscreteTime.
Provides access to a display / screen for rendering operations.
Contains methods that automatically detect memory leaks.
Allows to control the dynamic Global Illumination.
Provide a information to order and categorize at element level (in a category).
Attribute to enable editing an enum with a ToggleButtonGroup.
Allows you to exclude an Assembly, Class, Constructor, Method or Struct from Coverage.
ExcludeFromObjectFactoryAttribute
Add this attribute to a class to prevent the class and its inherited classes from being created with ObjectFactory methods.
Add this attribute to a class to prevent creating a Preset from the instances of the class.
Causes a MonoBehaviour-derived class to execute in Edit mode and prefab editing mode in addition to at runtime.
Causes a MonoBehaviour-derived class to execute in Edit mode in addition to at runtime.
Evaluates simple math expressions; supports int / float and operators: + - * / % ^ ( ).
The ExternalGPUProfiler API allows developers to programatically take GPU frame captures in conjunction with supported external GPU profilers. GPU frame captures can be used to both analyze performance and debug graphics related issues.
Provides static methods for file operations.
A flare asset. Read more about flares in the components reference.
FlareLayer component.
A float comparer used by Assert performing approximate comparison.
Use this attribute to rename a field without losing its serialized value.
Interface to control XCode Frame Capture.
Controls the Frame Debugger from a script.
The FrameTimingManager provides frame-level CPU and GPU time measurements.
Base class for all objects that can exist in a scene. Add components to a GameObject to control its appearance and behavior.
API to control the garbage collector on the Mono and IL2CPP scripting backends.
Provides a static implementation of ObjectPool.
Utility class for common geometric functions.
Gizmos are used to give visual debugging or setup aids in the Scene view.
Low-level graphics library.
Represents a Gradient used for animating colors.
Controls how the Gradient inspector editor treats the color values.
The GrammarRecognizer is a complement to the KeywordRecognizer. In many cases developers will find the KeywordRecognizer fills all their development needs. However, in some cases, more complex grammars will be better expressed in the form of an xml file on disk. The GrammarRecognizer uses Extensible Markup Language (XML) elements and attributes, as specified in the World Wide Web Consortium (W3C) Speech Recognition Grammar Specification (SRGS) Version 1.0. These XML elements and attributes represent the rule structures that define the words or phrases (commands) recognized by speech recognition engines.
Raw interface to Unity's drawing functions.
GPU graphics data buffer, for working with geometry or compute shader data.
This utility class contains helper functions that enable you to query properties of a TextureFormat, RenderTextureFormat, or GraphicsFormat. This class also includes format conversion and size calculation functions.
Script interface for Graphics Settings.
Collection of shader variants and associated graphics states.
Represents the view on a single texture resource that is uploaded to the graphics device.
Interface into functionality unique to handheld devices.
A version of CollectionPool<T0,T1> for HashSets.
Utilities to compute hashes with unsafe code.
Utilities to compute hashes.
Provides access to HDR display settings and information.
Use this PropertyAttribute to add a header above some fields in the Inspector.
Provide a custom documentation URL for a class.
Marks the methods you want to hide from the Console window callstack. When you hide these methods they are removed from the detail area of the selected message in the Console window.
Flags a variable to not appear in the Inspector.
Attribute to specify an icon for a MonoBehaviour or ScriptableObject.
IgnoredByDeepProfilerAttribute
IgnoredByDeepProfilerAttribute prevents Unity Profiler from capturing method calls.
Contains extension methods for jobs implementing the IJob interface.
Contains extension methods for jobs implementing the IJobFor interface.
Contains extension methods for jobs implementing the IJobParallelFor interface.
IJobParallelForTransformExtensions
Contains extension methods for IJobParallelForTransform.
Any Image Effect with this attribute will be rendered after Dynamic Resolution stage.
Any Image Effect with this attribute can be rendered into the Scene view camera.
Any Image Effect with this attribute will be rendered after opaque geometry but before transparent geometry.
When using HDR rendering it can sometime be desirable to switch to LDR rendering during ImageEffect rendering.
Use this attribute when image effects are implemented using Command Buffers.
Provides static methods for Windows specific input manipulation.
Use this attribute on enum value declarations to change the display name shown in the Inspector.
Shows sorted enum values in the Inspector enum UI dropdowns i.e. EditorGUI.EnumPopup, PropertyField etc. This attribute can be applied to enum types only.
Exception raised by the Resource Loader on SRP's.
Contains unsafe utility methods for JobHandle instances.
Indicates that a job interface's Execute method can be Burst compiled.
Provides methods for creating, running, and debugging jobs.
KeywordRecognizer listens to speech input and attempts to match uttered phrases to a list of registered keywords.
Class which is capable of launching user's default app for file type or a protocol. See also PlayerSettings where you can specify file or URI associations.
Script interface for a Lens flare component.
This class provides information regarding application's trial status and allows initiating application purchase.
Script interface for light components.
Provides a base class for 2D lights.
An object containing settings for precomputing lighting data, that Unity can serialize as a Lighting Settings Asset.
Data of a lightmap.
Utility class for converting Unity Lights to light types recognized by the baking backends.
Interface to the light baking backends.
Stores lightmaps of the Scene.
Specifies where and how to bake a list of light probes.
The Light Probe Proxy Volume component offers the possibility to use higher resolution lighting for large non-static GameObjects.
Stores light probe data for all currently loaded Scenes.
The line renderer is used to draw free-floating lines in 3D space.
A collection of common line functions.
A linked list version of IObjectPool.
A version of CollectionPool<T0,T1> for Lists.
LoadStoreActionDebugModeSettings
Whether to show undefined areas of the display that might cause rendering problems in your built application.
LODGroup lets you group multiple Renderers into LOD levels.
Initializes a new instance of the Logger.
Represents a machine learning context used for lifetime control and pooling of the compiled MachineLearningOperator.
MachineLearningOperatorDispatcher
Static dispatcher class for executing machine learning operators.
MachineLearningOperatorFactory
Static factory class for creating machine learning operators.
Utility functions related to SerializeReference manipulation and access.
The material class.
A block of material values to apply.
The memory profiler API provides functionality for taking memory snapshots or adding metadata to them.
Container for memory snapshot metadata.
A class that allows you to create or modify meshes.
A class to access the Mesh of the mesh filter.
Renders the mesh from the MeshFilter component on the same GameObject.
Arguments passed to Action callbacks registered in PlayerConnection.
Attribute used to make a float or int variable in a script be restricted to a specific minimum value.
MonoBehaviour is a base class that many Unity scripts derive from.
Attribute to make a string be edited with a multi-line textfield.
Contains unsafe methods for working with NativeArray instances.
Allows you to create your own custom native container.
NativeContainerIsAtomicWriteOnlyAttribute
Indicates that the native container only allows writing, and can only be written to in safe, parallel contexts.
NativeContainerIsReadOnlyAttribute
Marks a native container type as read only.
NativeContainerSupportsDeallocateOnJobCompletionAttribute
Indicates that a NativeContainer can be automatically deallocated when a job is complete.
NativeContainerSupportsDeferredConvertListToArray
Indicates that the native container type can be passed to the Schedule method of an IJobParallelForDefer job.
NativeContainerSupportsMinMaxWriteRestrictionAttribute
Indicates that a native container type can restrict its writable ranges to be between a min and a max index.
NativeDisableContainerSafetyRestrictionAttribute
Explicitly disable the safety system for a NativeContainer.
NativeDisableParallelForRestrictionAttribute
Indicates that multiple jobs can safely access the same NativeContainer at the same time.
NativeDisableUnsafePtrRestrictionAttribute
Enable the use of unsafe pointers in jobs.
Indicates that a native container has a size that will never change.
Contains settings for native leak detection.
NativeSetClassTypeToNullOnScheduleAttribute
Sets the managed reference to a class to null on a copy of the job struct that is passed to a job.
Inject a worker thread index into an int on the job struct.
Contains unsafe methods for working with NativeSlice instances.
Disables reordering of an array or list in the Inspector window.
Default implementation for Playable notifications.
Base class for all objects Unity can reference.
ObjectId request that can be used to determine the object corresponding to each pixel. Can be submitted using either Camera.SubmitRenderRequest or RenderPipeline.SubmitRenderRequest, and the results can be used either on the CPU in C# or the GPU in a shader.
The results of an ObjectIdRequest, stored in ObjectIdRequest._result, containing the ObjectIdResult.idToObjectMapping that is needed to interpret the color-encoded object IDs that are rendered in the ObjectIdRequest._destination RenderTexture.
A stack based IObjectPool.
OcclusionArea is an area in which occlusion culling is performed.
The portal for dynamically changing occlusion at runtime.
Use the OnDemandRendering class to control and query information about your application's rendering speed independent from all other subsystems (such as physics, input, or animation).
On Demand Resources API.
Represents a request for On Demand Resources (ODR). It's an AsyncOperation and can be yielded in a coroutine.
Captures a photo from the web camera and stores it in memory or on disk.
Contains information captured from the web camera.
Phrase recognition system is responsible for managing phrase recognizers and dispatching recognition events to them.
A common base class for both keyword recognizer and grammar recognizer.
Ping any given IP address (given in dot notation).
Provides an interface to control GPU frame capture in Microsoft's PIX software.
A collection of APIs that facilitate pixel perfect rendering of sprite-based renderers.
A base class for assets that can be used to instantiate a Playable at runtime.
PlayableBehaviour is the base class from which every custom playable script derives.
Extensions for all the types that implements IPlayable.
Extensions for all the types that implements IPlayableOutput.
Used for handling the network connection from the Player to the Editor.
The class representing the player loop in Unity.
PlayerPrefs is a class that stores Player preferences between game sessions. It can store string, float and integer values into the user’s platform registry.
An exception thrown by the PlayerPrefs class in a web player build.
Prefer ScriptableObject derived type to use binary serialization regardless of project's asset serialization mode.
PreserveAttribute prevents byte code stripping from removing a class, method, field, or property.
Controls the Profiler from script.
Utility class which provides access to low level Profiler API.
A script interface for a projector component.
Base class to derive custom property attributes from. Use this to create custom attributes for script variables.
This represents the script interface for Quality Settings.
Easily generate random data for games.
Attribute used to make a float or int variable in a script be restricted to a specific range.
Extension method operations for RationalTime.
RayTracingAccelerationStructure
A data structure used to represent the geometry in the Scene for GPU ray tracing.
A shader for GPU ray tracing.
Marks a member of a struct used in a job as read-only.
Records profiling data produced by a specific Sampler.
RecreatePipelineOnChangeAttribute
This attribute is used on field of a IRenderPipelineGraphicsSettings to ensure pipeline would be recreated if the value is changed.
Offsets for rectangles, borders, etc.
Position, size, anchor and pivot information for a rectangle.
The reflection probe is used to capture the surroundings into a texture which is passed to the shaders and used for reflections.
A class for Apple TV remote input configuration.
General functionality for all renderers.
Extension methods to the Renderer class, used only for the UpdateGIMaterials method used by the Global Illumination System.
Defines a series of commands and settings that describes how Unity renders a frame.
An asset that produces a specific IRenderPipeline.
An asset that produces a specific IRenderPipeline.
A ScriptableObject to associate with a RenderPipeline and store project-wide settings for that Pipeline.
RenderPipelineGraphicsSettingsCollection
Container class for a list of IRenderPipelineGraphicsSettings objects.
RenderPipelineGraphicsSettingsExtensions
Class that contains extensions for
Render Pipeline manager.
Experimental render settings features.
The Render Settings contain values for a range of visual elements in your Scene, like fog and ambient light.
Experimental render settings features.
Render textures are textures that can be rendered to.
RequireAttributeUsagesAttribute
Only allowed on attribute types. If the attribute type is marked, then so too will all CustomAttributes of that type.
The RequireComponent attribute automatically adds required components as dependencies.
When the type is marked, all types derived from that type will also be marked.
When a type is marked, all interface implementations of the specified types will be marked.
When a type is marked, all of its members with [RequiredMember] are marked.
When the interface type is marked, all types implementing that interface will be marked.
ResourceFormattedPathsAttribute
Attribute specifying information about the paths where these resources are located.
This attribute is used to describe what path to the asset should be used.
Attribute specifying information about the paths where these resources are located.
This abstract attribute is used to describe what path to the asset should be used.
Asynchronous load request from the Resources bundle.
The Resources class allows you to find and access Objects including assets.
Derive from this base class to provide alternative implementations to the C# behavior of specific Resources methods.
RuntimeInitializeOnLoadMethodAttribute
Use this attribute to get a callback when the runtime is starting up and loading the first scene.
Provides control over a CPU Profiler label.
Scales render textures to support dynamic resolution if the target platform/graphics API supports it.
Manage scenes in the Player and in Play mode in the Editor.
Provides a mechanism to override specific SceneManager methods.
Scene and Build Settings related utilities.
Provides access to display information.
Access platform-specific display information.
A class you can derive from if you want to create objects that live independently of GameObjects.
ScriptableRuntimeReflectionSystem
Empty implementation of IScriptableRuntimeReflectionSystem.
ScriptableRuntimeReflectionSystemSettings
Global settings for the scriptable runtime reflection system.
A PlayableBinding that contains information representing a ScriptingPlayableOutput.
This attribute can be attached to a component object field in order to have the ObjectField use the advanced Object Picker.
Webplayer security related class. Not supported from 5.4.0 onwards.
Add this attribute to a script class to mark its GameObject as a selection base object for Scene View picking.
Force Unity to serialize a private field.
A scripting attribute that instructs Unity to serialize a field as a reference instead of as a value.
Shader scripts used for all rendering.
ShaderVariantCollection records which shader variants are actually used in each shader.
Prewarms shaders in a way that is supported by all graphics APIs.
Encapsulate the informations and capabilities related to variable rate shading images.
Encapsulate the informations and capabilities related to variable rate shading.Additional resources: Variable Rate Shading.
The Skinned Mesh filter.
A script interface for the skybox component.
Constants for special values of Screen.sleepTimeout.
Snap values to rounded increments.
Adding a SortingGroup component to a GameObject will ensure that all Renderers within the GameObject's descendants will be sorted and rendered together.
Use this PropertyAttribute to add some spacing in the Inspector.
Class for handling Sparse Textures.
Provides an interface to the Unity splash screen.
Represents a Sprite object for use in 2D gameplay.
Sprite Atlas is an asset created within Unity. It is part of the built-in sprite packing solution.
Manages SpriteAtlas during runtime.
A list of methods designed for reading and writing to the rich internal data of a Sprite.
A component that renders a Sprite.If a GameObject has a SpriteRenderer component, the component renders the assigned Sprite asset on the screen using the position, rotation and scale from the Transform component.You can use this to draw characters, items, backgrounds, and other visual elements in a 2D game.
SpriteRendererDataAccessExtensions
A list of methods that allow the caller to override what the SpriteRenderer renders.
StaticBatchingUtility can prepare your objects to take advantage of Unity's static batching.
SupportedOnRenderPipelineAttribute
Set which render pipelines make a class active.
Describes the rendering features supported by a given render pipeline.
Access system and hardware information.
Access platform-specific system and hardware information.
Attribute to make a string be edited with a height-flexible and scrollable text area.
Represents a raw text or binary file asset.
Base class for Texture handling.
Class that represents textures in C# code.
Class for handling 2D texture arrays.
Class for handling 3D Textures, Use this to create 3D texture assets.
Script interface for texture mipmap limit groups.
A PlayableBinding that contains information representing a TexturePlayableOutput.
Represents tile on Windows start screen
Provides an interface to get time information from Unity.
Represents a toast notification in Windows Store Apps.
Specify a tooltip for a field in the Inspector window.
Interface for on-screen keyboards. Only native iPhone, Android, and Windows Store Apps are supported.
The trail renderer is used to make trails behind objects in the Scene as they move about.
Position, rotation and scale of an object.
UnityAPICompatibilityVersionAttribute
Declares an assembly to be compatible (API wise) with a specific Unity API. Used by internal tools to avoid processing the assembly in order to decide whether assemblies may be using old Unity API.
A zero-argument event callback that persists with the Scene and allows the registration of runtime and persistent listeners.
Four argument version of UnityEvent.
Three argument version of UnityEvent.
Two argument version of UnityEvent.
One argument version of UnityEvent.
Abstract base class for UnityEvents.
Provides a static implementation of ObjectPool.
Provides a collection of low-level, unsafe utility methods for memory operations in Unity.
A utility class that you can use for diagnostic purposes.
Records a video from the web camera directly to disk.
Class that provides access to some of the Unity low level virtual file system APIs.
Set of parameters used to define an Android device or group of Android devices.
Waits until the end of the frame after Unity has rendered every Camera and GUI, just before displaying the frame on screen.
Waits until next fixed frame rate update function. Additional resources: MonoBehaviour.FixedUpdate.
Suspends the coroutine execution for the given amount of seconds using scaled time.
Suspends the coroutine execution for the given amount of seconds using unscaled time.
Suspends the coroutine execution until the supplied delegate evaluates to true.
Suspends the coroutine execution until the supplied delegate evaluates to false.
Provides an interface to the system that draws the Unity trial version and development build watermarks in screen space.
Contains general information about the current state of the web camera.
Specify which struct method and property requires write access to be invoked.
Marks a member of a struct used in a job as write-only.
Base class for all yield instructions.