Unity - Scripting API: UnityEngine.CoreModule (original) (raw)

AddComponentMenu

The AddComponentMenu attribute allows you to place a script anywhere in the "Component" menu, instead of just the "Component->Scripts" menu.

AlwaysLinkAssemblyAttribute

Ensure an assembly is always processed during managed code stripping.

AnimationCurve

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.

Application

Provides access to application runtime data.

Application

Provides essential methods related to Window Store application.

Application

Access to platform-specific application runtime data.

ArchiveFileInterface

Provides methods for managing Unity archive files.

Arguments

DedicatedServer.Arguments provides accessors for common CLI options

AssemblyIsEditorAssembly

Assembly level attribute. Any classes in an assembly with this attribute will be considered to be Editor Classes.

Assert

The Assert class contains assertion methods for setting invariants in the code.

AssertionException

An exception that is thrown when an assertion fails.

AsyncGPUReadback

Allows the asynchronous read back of GPU resources.

AsyncInstantiateOperation

Asynchronous instantiate operation on UnityEngine.Object type.

AsyncInstantiateOperation

Provides a generic method to instantiate operations asynchronously on a UnityEngine.Object.

AsyncOperation

Asynchronous operation coroutine.

AsyncReadManager

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.

AsyncReadManagerMetrics

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.

Awaitable

Custom Unity type that can be awaited and used as an async return type in the C# asynchronous programming model.

Awaitable

Custom Unity type that can be awaited and used as an async return type in the C# asynchronous programming model.

AwaitableCompletionSource

Objects allowing to control completion of an Awaitable object from user code.

AwaitableCompletionSource

Objects allowing to control completion of an Awaitable object from user code.

BatchRendererGroup

A BatchRendererGroup is an object that lets you perform customizable high performance rendering.

BeforeRenderOrderAttribute

Use this BeforeRenderOrderAttribute when you need to specify a custom callback order for Application.onBeforeRender.

Behaviour

Behaviours are Components that can be enabled or disabled.

BillboardAsset

BillboardAsset describes how a billboard is rendered.

BillboardRenderer

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.

BurstDiscardAttribute

Use this attribute to exclude a method or property from being compiled to native code by the Burst compiler.

Caching

The Caching class lets you manage cached AssetBundles, downloaded using UnityWebRequestAssetBundle.GetAssetBundle.

Camera

A Camera is a device through which the player views the world.

CategoryInfoAttribute

Provide a information to order and categorize at category level.

CollectionPool<T0,T1>

A Collection such as List, HashSet, Dictionary etc can be pooled and reused by using a CollectionPool.

ColorGamutUtility

Utility class to query properties of a ColorGamut.

ColorUsageAttribute

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

ColorUtility

A collection of common color functions.

CommandBuffer

List of graphics commands to execute.

CommandBufferExtensions

Static class providing extension methods for CommandBuffer.

Component

Base class for everything attached to a GameObject.

ComputeBuffer

GPU data buffer, mostly for use with compute shaders.

ComputeShader

Compute Shader asset.

ContextMenu

Use the ContextMenu attribute to add commands to the context menu of the Inspector window.

ContextMenuItemAttribute

Use this attribute to add a context menu to a field that calls a named method.

Coroutine

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.

Coverage

Describes the interface for the code coverage data exposed by mono.

CrashReport

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

CrashReporting

Provides information specific to crash reporting on Windows platform.

CreateAssetMenuAttribute

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.

Crypto

Class representing cryptography algorithms.

Cubemap

Class for handling cube maps, Use this to create or modify existing cube map assets.

CubemapArray

Class for handling Cubemap arrays.

CullingGroup

Describes a set of bounding spheres that should have their visibility and distances maintained.

Cursor

Cursor API for setting the cursor (mouse pointer).

Cursor

Cursor API for Windows Store Apps.

CustomRenderTexture

Custom Render Textures are an extension to Render Textures that allow you to render directly to the Texture using a Shader.

CustomRenderTextureManager

Custom Render Texture Manager.

CustomSampler

Custom CPU Profiler label used for profiling arbitrary code blocks.

CustomYieldInstruction

Base class for custom yield instructions to suspend coroutines.

DataUtility

Helper utilities for accessing Sprite data.

DeallocateOnJobCompletionAttribute

Automatically deallocates a native container when a job is finished.

Debug

Class containing methods to ease debugging while developing a game.

DefaultExecutionOrder

Specifies the script execution order for a MonoBehaviour-derived class relative to other MonoBehaviour-derived types.

DelayedAttribute

Attribute used to make a float, int, or string variable in a script be delayed.

Device

Interface into tvOS specific functionality.

Device

Interface into iOS specific functionality.

DictationRecognizer

DictationRecognizer listens to speech input and attempts to determine what phrase was uttered.

DictionaryPool<T0,T1>

A version of CollectionPool<T0,T1> for Dictionaries.

Directory

Exposes static methods for directory operations.

DisallowMultipleComponent

Prevents MonoBehaviour of same type (or subtype) to be added more than once to a GameObject.

DiscreteTimeTimeExtensions

Extension methods for the DiscreteTime.

Display

Provides access to a display / screen for rendering operations.

DisposeSentinel

Contains methods that automatically detect memory leaks.

DynamicGI

Allows to control the dynamic Global Illumination.

ElementInfoAttribute

Provide a information to order and categorize at element level (in a category).

EnumButtonsAttribute

Attribute to enable editing an enum with a ToggleButtonGroup.

ExcludeFromCoverageAttribute

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.

ExcludeFromPresetAttribute

Add this attribute to a class to prevent creating a Preset from the instances of the class.

ExecuteAlways

Causes a MonoBehaviour-derived class to execute in Edit mode and prefab editing mode in addition to at runtime.

ExecuteInEditMode

Causes a MonoBehaviour-derived class to execute in Edit mode in addition to at runtime.

ExpressionEvaluator

Evaluates simple math expressions; supports int / float and operators: + - * / % ^ ( ).

ExternalGPUProfiler

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.

File

Provides static methods for file operations.

Flare

A flare asset. Read more about flares in the components reference.

FlareLayer

FlareLayer component.

FloatComparer

A float comparer used by Assert performing approximate comparison.

FormerlySerializedAsAttribute

Use this attribute to rename a field without losing its serialized value.

FrameCapture

Interface to control XCode Frame Capture.

FrameDebugger

Controls the Frame Debugger from a script.

FrameTimingManager

The FrameTimingManager provides frame-level CPU and GPU time measurements.

GameObject

Base class for all objects that can exist in a scene. Add components to a GameObject to control its appearance and behavior.

GarbageCollector

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

GenericPool

Provides a static implementation of ObjectPool.

GeometryUtility

Utility class for common geometric functions.

Gizmos

Gizmos are used to give visual debugging or setup aids in the Scene view.

GL

Low-level graphics library.

Gradient

Represents a Gradient used for animating colors.

GradientUsageAttribute

Controls how the Gradient inspector editor treats the color values.

GrammarRecognizer

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.

Graphics

Raw interface to Unity's drawing functions.

GraphicsBuffer

GPU graphics data buffer, for working with geometry or compute shader data.

GraphicsFormatUtility

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.

GraphicsSettings

Script interface for Graphics Settings.

GraphicsStateCollection

Collection of shader variants and associated graphics states.

GraphicsTexture

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

Handheld

Interface into functionality unique to handheld devices.

HashSetPool

A version of CollectionPool<T0,T1> for HashSets.

HashUnsafeUtilities

Utilities to compute hashes with unsafe code.

HashUtilities

Utilities to compute hashes.

HDROutputSettings

Provides access to HDR display settings and information.

HeaderAttribute

Use this PropertyAttribute to add a header above some fields in the Inspector.

HelpURLAttribute

Provide a custom documentation URL for a class.

HideInCallstackAttribute

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.

HideInInspector

Flags a variable to not appear in the Inspector.

IconAttribute

Attribute to specify an icon for a MonoBehaviour or ScriptableObject.

IgnoredByDeepProfilerAttribute

IgnoredByDeepProfilerAttribute prevents Unity Profiler from capturing method calls.

IJobExtensions

Contains extension methods for jobs implementing the IJob interface.

IJobForExtensions

Contains extension methods for jobs implementing the IJobFor interface.

IJobParallelForExtensions

Contains extension methods for jobs implementing the IJobParallelFor interface.

IJobParallelForTransformExtensions

Contains extension methods for IJobParallelForTransform.

ImageEffectAfterScale

Any Image Effect with this attribute will be rendered after Dynamic Resolution stage.

ImageEffectAllowedInSceneView

Any Image Effect with this attribute can be rendered into the Scene view camera.

ImageEffectOpaque

Any Image Effect with this attribute will be rendered after opaque geometry but before transparent geometry.

ImageEffectTransformsToLDR

When using HDR rendering it can sometime be desirable to switch to LDR rendering during ImageEffect rendering.

ImageEffectUsesCommandBuffer

Use this attribute when image effects are implemented using Command Buffers.

Input

Provides static methods for Windows specific input manipulation.

InspectorNameAttribute

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

InspectorOrderAttribute

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.

InvalidImportException

Exception raised by the Resource Loader on SRP's.

JobHandleUnsafeUtility

Contains unsafe utility methods for JobHandle instances.

JobProducerTypeAttribute

Indicates that a job interface's Execute method can be Burst compiled.

JobsUtility

Provides methods for creating, running, and debugging jobs.

KeywordRecognizer

KeywordRecognizer listens to speech input and attempts to match uttered phrases to a list of registered keywords.

Launcher

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.

LensFlare

Script interface for a Lens flare component.

LicenseInformation

This class provides information regarding application's trial status and allows initiating application purchase.

Light

Script interface for light components.

Light2DBase

Provides a base class for 2D lights.

LightingSettings

An object containing settings for precomputing lighting data, that Unity can serialize as a Lighting Settings Asset.

LightmapData

Data of a lightmap.

LightmapperUtils

Utility class for converting Unity Lights to light types recognized by the baking backends.

Lightmapping

Interface to the light baking backends.

LightmapSettings

Stores lightmaps of the Scene.

LightProbeGroup

Specifies where and how to bake a list of light probes.

LightProbeProxyVolume

The Light Probe Proxy Volume component offers the possibility to use higher resolution lighting for large non-static GameObjects.

LightProbes

Stores light probe data for all currently loaded Scenes.

LineRenderer

The line renderer is used to draw free-floating lines in 3D space.

LineUtility

A collection of common line functions.

LinkedPool

A linked list version of IObjectPool.

ListPool

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

LODGroup lets you group multiple Renderers into LOD levels.

Logger

Initializes a new instance of the Logger.

MachineLearningContext

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.

ManagedReferenceUtility

Utility functions related to SerializeReference manipulation and access.

Material

The material class.

MaterialPropertyBlock

A block of material values to apply.

MemoryProfiler

The memory profiler API provides functionality for taking memory snapshots or adding metadata to them.

MemorySnapshotMetadata

Container for memory snapshot metadata.

Mesh

A class that allows you to create or modify meshes.

MeshFilter

A class to access the Mesh of the mesh filter.

MeshRenderer

Renders the mesh from the MeshFilter component on the same GameObject.

MessageEventArgs

Arguments passed to Action callbacks registered in PlayerConnection.

MinAttribute

Attribute used to make a float or int variable in a script be restricted to a specific minimum value.

MonoBehaviour

MonoBehaviour is a base class that many Unity scripts derive from.

MultilineAttribute

Attribute to make a string be edited with a multi-line textfield.

NativeArrayUnsafeUtility

Contains unsafe methods for working with NativeArray instances.

NativeContainerAttribute

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.

NativeFixedLengthAttribute

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

NativeLeakDetection

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.

NativeSetThreadIndexAttribute

Inject a worker thread index into an int on the job struct.

NativeSliceUnsafeUtility

Contains unsafe methods for working with NativeSlice instances.

NonReorderableAttribute

Disables reordering of an array or list in the Inspector window.

Notification

Default implementation for Playable notifications.

Object

Base class for all objects Unity can reference.

ObjectIdRequest

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.

ObjectIdResult

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.

ObjectPool

A stack based IObjectPool.

OcclusionArea

OcclusionArea is an area in which occlusion culling is performed.

OcclusionPortal

The portal for dynamically changing occlusion at runtime.

OnDemandRendering

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).

OnDemandResources

On Demand Resources API.

OnDemandResourcesRequest

Represents a request for On Demand Resources (ODR). It's an AsyncOperation and can be yielded in a coroutine.

PhotoCapture

Captures a photo from the web camera and stores it in memory or on disk.

PhotoCaptureFrame

Contains information captured from the web camera.

PhraseRecognitionSystem

Phrase recognition system is responsible for managing phrase recognizers and dispatching recognition events to them.

PhraseRecognizer

A common base class for both keyword recognizer and grammar recognizer.

Ping

Ping any given IP address (given in dot notation).

PIX

Provides an interface to control GPU frame capture in Microsoft's PIX software.

PixelPerfectRendering

A collection of APIs that facilitate pixel perfect rendering of sprite-based renderers.

PlayableAsset

A base class for assets that can be used to instantiate a Playable at runtime.

PlayableBehaviour

PlayableBehaviour is the base class from which every custom playable script derives.

PlayableExtensions

Extensions for all the types that implements IPlayable.

PlayableOutputExtensions

Extensions for all the types that implements IPlayableOutput.

PlayerConnection

Used for handling the network connection from the Player to the Editor.

PlayerLoop

The class representing the player loop in Unity.

PlayerPrefs

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.

PlayerPrefsException

An exception thrown by the PlayerPrefs class in a web player build.

PreferBinarySerialization

Prefer ScriptableObject derived type to use binary serialization regardless of project's asset serialization mode.

PreserveAttribute

PreserveAttribute prevents byte code stripping from removing a class, method, field, or property.

Profiler

Controls the Profiler from script.

ProfilerUnsafeUtility

Utility class which provides access to low level Profiler API.

Projector

A script interface for a projector component.

PropertyAttribute

Base class to derive custom property attributes from. Use this to create custom attributes for script variables.

QualitySettings

This represents the script interface for Quality Settings.

Random

Easily generate random data for games.

RangeAttribute

Attribute used to make a float or int variable in a script be restricted to a specific range.

RationalTimeExtensions

Extension method operations for RationalTime.

RayTracingAccelerationStructure

A data structure used to represent the geometry in the Scene for GPU ray tracing.

RayTracingShader

A shader for GPU ray tracing.

ReadOnlyAttribute

Marks a member of a struct used in a job as read-only.

Recorder

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.

RectOffset

Offsets for rectangles, borders, etc.

RectTransform

Position, size, anchor and pivot information for a rectangle.

ReflectionProbe

The reflection probe is used to capture the surroundings into a texture which is passed to the shaders and used for reflections.

Remote

A class for Apple TV remote input configuration.

Renderer

General functionality for all renderers.

RendererExtensions

Extension methods to the Renderer class, used only for the UpdateGIMaterials method used by the Global Illumination System.

RenderPipeline

Defines a series of commands and settings that describes how Unity renders a frame.

RenderPipelineAsset

An asset that produces a specific IRenderPipeline.

RenderPipelineAsset

An asset that produces a specific IRenderPipeline.

RenderPipelineGlobalSettings

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

RenderPipelineManager

Render Pipeline manager.

RenderSettings

Experimental render settings features.

RenderSettings

The Render Settings contain values for a range of visual elements in your Scene, like fog and ambient light.

RenderSettings

Experimental render settings features.

RenderTexture

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.

RequireComponent

The RequireComponent attribute automatically adds required components as dependencies.

RequireDerivedAttribute

When the type is marked, all types derived from that type will also be marked.

RequiredInterfaceAttribute

When a type is marked, all interface implementations of the specified types will be marked.

RequiredMemberAttribute

When a type is marked, all of its members with [RequiredMember] are marked.

RequireImplementorsAttribute

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.

ResourcePathAttribute

This attribute is used to describe what path to the asset should be used.

ResourcePathsAttribute

Attribute specifying information about the paths where these resources are located.

ResourcePathsBaseAttribute

This abstract attribute is used to describe what path to the asset should be used.

ResourceRequest

Asynchronous load request from the Resources bundle.

Resources

The Resources class allows you to find and access Objects including assets.

ResourcesAPI

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.

Sampler

Provides control over a CPU Profiler label.

ScalableBufferManager

Scales render textures to support dynamic resolution if the target platform/graphics API supports it.

SceneManager

Manage scenes in the Player and in Play mode in the Editor.

SceneManagerAPI

Provides a mechanism to override specific SceneManager methods.

SceneUtility

Scene and Build Settings related utilities.

Screen

Provides access to display information.

Screen

Access platform-specific display information.

ScriptableObject

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.

ScriptPlayableBinding

A PlayableBinding that contains information representing a ScriptingPlayableOutput.

SearchContextAttribute

This attribute can be attached to a component object field in order to have the ObjectField use the advanced Object Picker.

Security

Webplayer security related class. Not supported from 5.4.0 onwards.

SelectionBaseAttribute

Add this attribute to a script class to mark its GameObject as a selection base object for Scene View picking.

SerializeField

Force Unity to serialize a private field.

SerializeReference

A scripting attribute that instructs Unity to serialize a field as a reference instead of as a value.

Shader

Shader scripts used for all rendering.

ShaderVariantCollection

ShaderVariantCollection records which shader variants are actually used in each shader.

ShaderWarmup

Prewarms shaders in a way that is supported by all graphics APIs.

ShadingRateImage

Encapsulate the informations and capabilities related to variable rate shading images.

ShadingRateInfo

Encapsulate the informations and capabilities related to variable rate shading.Additional resources: Variable Rate Shading.

SkinnedMeshRenderer

The Skinned Mesh filter.

Skybox

A script interface for the skybox component.

SleepTimeout

Constants for special values of Screen.sleepTimeout.

Snapping

Snap values to rounded increments.

SortingGroup

Adding a SortingGroup component to a GameObject will ensure that all Renderers within the GameObject's descendants will be sorted and rendered together.

SpaceAttribute

Use this PropertyAttribute to add some spacing in the Inspector.

SparseTexture

Class for handling Sparse Textures.

SplashScreen

Provides an interface to the Unity splash screen.

Sprite

Represents a Sprite object for use in 2D gameplay.

SpriteAtlas

Sprite Atlas is an asset created within Unity. It is part of the built-in sprite packing solution.

SpriteAtlasManager

Manages SpriteAtlas during runtime.

SpriteDataAccessExtensions

A list of methods designed for reading and writing to the rich internal data of a Sprite.

SpriteRenderer

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

StaticBatchingUtility can prepare your objects to take advantage of Unity's static batching.

SupportedOnRenderPipelineAttribute

Set which render pipelines make a class active.

SupportedRenderingFeatures

Describes the rendering features supported by a given render pipeline.

SystemInfo

Access system and hardware information.

SystemInfo

Access platform-specific system and hardware information.

TextAreaAttribute

Attribute to make a string be edited with a height-flexible and scrollable text area.

TextAsset

Represents a raw text or binary file asset.

Texture

Base class for Texture handling.

Texture2D

Class that represents textures in C# code.

Texture2DArray

Class for handling 2D texture arrays.

Texture3D

Class for handling 3D Textures, Use this to create 3D texture assets.

TextureMipmapLimitGroups

Script interface for texture mipmap limit groups.

TexturePlayableBinding

A PlayableBinding that contains information representing a TexturePlayableOutput.

Tile

Represents tile on Windows start screen

Time

Provides an interface to get time information from Unity.

Toast

Represents a toast notification in Windows Store Apps.

TooltipAttribute

Specify a tooltip for a field in the Inspector window.

TouchScreenKeyboard

Interface for on-screen keyboards. Only native iPhone, Android, and Windows Store Apps are supported.

TrailRenderer

The trail renderer is used to make trails behind objects in the Scene as they move about.

Transform

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.

UnityEvent

A zero-argument event callback that persists with the Scene and allows the registration of runtime and persistent listeners.

UnityEvent<T0,T1,T2,T3>

Four argument version of UnityEvent.

UnityEvent<T0,T1,T2>

Three argument version of UnityEvent.

UnityEvent<T0,T1>

Two argument version of UnityEvent.

UnityEvent

One argument version of UnityEvent.

UnityEventBase

Abstract base class for UnityEvents.

UnsafeGenericPool

Provides a static implementation of ObjectPool.

UnsafeUtility

Provides a collection of low-level, unsafe utility methods for memory operations in Unity.

Utils

A utility class that you can use for diagnostic purposes.

VideoCapture

Records a video from the web camera directly to disk.

VirtualFileSystem

Class that provides access to some of the Unity low level virtual file system APIs.

VulkanDeviceFilterLists

Set of parameters used to define an Android device or group of Android devices.

WaitForEndOfFrame

Waits until the end of the frame after Unity has rendered every Camera and GUI, just before displaying the frame on screen.

WaitForFixedUpdate

Waits until next fixed frame rate update function. Additional resources: MonoBehaviour.FixedUpdate.

WaitForSeconds

Suspends the coroutine execution for the given amount of seconds using scaled time.

WaitForSecondsRealtime

Suspends the coroutine execution for the given amount of seconds using unscaled time.

WaitUntil

Suspends the coroutine execution until the supplied delegate evaluates to true.

WaitWhile

Suspends the coroutine execution until the supplied delegate evaluates to false.

Watermark

Provides an interface to the system that draws the Unity trial version and development build watermarks in screen space.

WebCam

Contains general information about the current state of the web camera.

WriteAccessRequiredAttribute

Specify which struct method and property requires write access to be invoked.

WriteOnlyAttribute

Marks a member of a struct used in a job as write-only.

YieldInstruction

Base class for all yield instructions.