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Unity - Scripting API: UnityEngine.CoreModule

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<T0> 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<T0> 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<T0> 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<T0> Provides a static implementation of ObjectPool<T0>. 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<T0> 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<T0> A linked list version of IObjectPool<T0>. ListPool<T0> 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<T0> A stack based IObjectPool<T0>. 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<T0> 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<T0> One argument version of UnityEvent. UnityEventBase Abstract base class for UnityEvents. UnsafeGenericPool<T0> Provides a static implementation of ObjectPool<T0>. 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.

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