The Core module implements basic classes required for Unity to function.
This module cannot be disabled.
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. |
AndroidInput | AndroidInput provides support for off-screen touch input, such as a touchpad. |
AndroidJavaClass | AndroidJavaClass is the Unity representation of a generic instance of java.lang.Class. |
AndroidJavaObject | AndroidJavaObject is the Unity representation of a generic instance of java.lang.Object. |
AndroidJavaProxy | This class can be used to implement any java interface. Any java vm method invocation matching the interface on the proxy object will automatically be passed to the c# implementation. |
AndroidJNI | 'Raw' JNI interface to Android Dalvik (Java) VM from Mono (CS/JS).Note: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note. |
AndroidJNIHelper | Helper interface for JNI interaction; signature creation and method lookups.Note: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note. |
AnimationCurve | Store a collection of Keyframes that can be evaluated over time. |
Application | Access to application run-time data. |
Application | Provides essential methods related to Window Store application. |
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 on a failure. Assert.raiseExceptions needs to be set to true. |
AsyncGPUReadback | Allows the asynchronous read back of GPU resources. |
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. |
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. |
BurstDiscardAttribute | The BurstDiscard attribute lets you remove 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. |
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. |
Compass | Interface into compass functionality. |
Component | Base class for everything attached to GameObjects. |
ComputeBuffer | GPU data buffer, mostly for use with compute shaders. |
ComputeShader | Compute Shader asset. |
ContextMenu | The ContextMenu attribute allows you to add commands to the context menu. |
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. |
CrashReport | Holds data for a single application crash event and provides access to all gathered crash reports. |
CrashReporting | Exposes useful information related to crash reporting on Windows platforms. |
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, enabling you to render directly to the Texture using a Shader. |
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 | DeallocateOnJobCompletionAttribute. |
Debug | Class containing methods to ease debugging while developing a game. |
DelayedAttribute | Attribute used to make a float, int, or string variable in a script be delayed. |
Device | Interface into iOS specific functionality. |
Device | Interface into tvOS specific functionality. |
DictationRecognizer | DictationRecognizer listens to speech input and attempts to determine what phrase was uttered. |
Directory | Exposes static methods for directory operations. |
DisallowMultipleComponent | Prevents MonoBehaviour of same type (or subtype) to be added more than once to a GameObject. |
Display | Provides access to a display / screen for rendering operations. |
DisposeSentinel | DisposeSentinel is used to automatically detect memory leaks. |
DynamicGI | Allows to control the dynamic Global Illumination. |
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 | Makes instances of a script always execute, both as part of Play Mode and when editing. |
ExecuteInEditMode | Makes all instances of a script execute in Edit Mode. |
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. |
FrameTimingManager | The FrameTimingManager allows the user to capture and access FrameTiming data for multple frames. |
GameObject | Base class for all entities in Unity Scenes. |
GarbageCollector | Experimental API to control the garbage collector on the Mono and IL2CPP scripting backends. |
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 | Gradient used for animating colors. |
GradientUsageAttribute | Attribute used to configure the usage of the GradientField and Gradient Editor for a gradient. |
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. |
GraphicsSettings | Script interface for Graphics Settings. |
GUIElement | Base class for images & text strings displayed in a GUI. |
Gyroscope | Interface into the Gyroscope. |
Handheld | Interface into functionality unique to handheld devices. |
HashUnsafeUtilities | Utilities to compute hashes with unsafe code. |
HashUtilities | Utilities to compute hashes. |
HeaderAttribute | Use this PropertyAttribute to add a header above some fields in the Inspector. |
HelpURLAttribute | Provide a custom documentation URL for a class. |
HideInInspector | Makes a variable not show up in the inspector but be serialized. |
IJobExtensions | Extension methods for Jobs using the IJob interface. |
IJobParallelForExtensions | Extension methods for Jobs using the IJobParallelFor. |
IJobParallelForTransformExtensions | 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. |
Input | Interface into the Input system. |
JobHandleUnsafeUtility | JobHandle Unsafe Utilities. |
JobProducerTypeAttribute | All job interface types must be marked with the JobProducerType. This is used to compile the Execute method by the Burst ASM inspector. |
JobsUtility | Static class containing functionality to create, run and debug 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. |
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 | Light Probe Group. |
LightProbeProxyVolume | The Light Probe Proxy Volume component offers the possibility to use higher resolution lighting for large non-static GameObjects. |
LightProbes | Stores light probes for the Scene. |
LineRenderer | The line renderer is used to draw free-floating lines in 3D space. |
LineUtility | A collection of common line functions. |
LocalNotification | iOS.LocalNotification is a wrapper around the UILocalNotification class found in the Apple UIKit framework and is only available on iPhone/iPad/iPod Touch. |
LocationService | Interface into location functionality. |
LODGroup | LODGroup lets you group multiple Renderers into LOD levels. |
Logger | Initializes a new instance of the Logger. |
Material | The material class. |
MaterialPropertyBlock | A block of material values to apply. |
MemoryProfiler | Memory profiling API container class. |
Mesh | A class that allows creating or modifying meshes from scripts. |
MeshFilter | A class to access the Mesh of the mesh filter. |
MeshRenderer | Renders meshes inserted by the MeshFilter or TextMesh. |
MessageEventArgs | Arguments passed to Action callbacks registered in PlayerConnection. |
MetaData | Container for memory snapshot meta data. |
MinAttribute | Attribute used to make a float or int variable in a script be restricted to a specific minimum value. |
MonoBehaviour | MonoBehaviour is the base class from which every Unity script derives. |
MultilineAttribute | Attribute to make a string be edited with a multi-line textfield. |
NativeArrayUnsafeUtility | NativeArray Unsafe Utility. |
NativeContainerAttribute | Allows you to create your own custom native container. |
NativeContainerIsAtomicWriteOnlyAttribute | NativeContainerIsAtomicWriteOnlyAttribute. |
NativeContainerIsReadOnlyAttribute | NativeContainerIsReadOnlyAttribute. |
NativeContainerSupportsDeallocateOnJobCompletionAttribute | NativeContainerSupportsDeallocateOnJobCompletionAttribute. |
NativeContainerSupportsDeferredConvertListToArray | NativeContainerSupportsDeferredConvertListToArray. |
NativeContainerSupportsMinMaxWriteRestrictionAttribute | NativeContainerSupportsMinMaxWriteRestrictionAttribute. |
NativeDisableContainerSafetyRestrictionAttribute | By default native containers are tracked by the safety system to avoid race conditions. The safety system encapsulates the best practices and catches many race condition bugs from the start. |
NativeDisableParallelForRestrictionAttribute | NativeDisableParallelForRestrictionAttribute. |
NativeDisableUnsafePtrRestrictionAttribute | By default unsafe Pointers are not allowed to be used in a job since it is not possible for the Job Debugger to gurantee race condition free behaviour. This attribute lets you explicitly disable the restriction on a job. |
NativeFixedLengthAttribute | The container has from start a size that will never change. |
NativeLeakDetection | Static class for native leak detection settings. |
NativeSetClassTypeToNullOnScheduleAttribute | When this attribute is applied to a field in a job struct, the managed reference to the class will be set to null on the copy of the job struct that is passed to the job. |
NativeSetThreadIndexAttribute | This attribute can inject a worker thread index into an int on the job struct. This is usually used in the implementation of atomic containers. The index is guaranteed to be unique to any other job that might be running in parallel. |
NativeSliceUnsafeUtility | NativeSlice unsafe utility class. |
Notification | Default implementation for Playable notifications. |
NotificationServices | NotificationServices is only available on iPhone/iPad/iPod Touch. |
Object | Base class for all objects Unity can reference. |
OcclusionArea | OcclusionArea is an area in which occlusion culling is performed. |
OcclusionPortal | The portal for dynamically changing occlusion at runtime. |
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. |
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). |
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 | Stores and accesses player preferences between game sessions. |
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. |
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 | Script interface for Quality Settings. |
Random | Class for generating random data. |
RangeAttribute | Attribute used to make a float or int variable in a script be restricted to a specific range. |
ReadOnlyAttribute | The ReadOnly attribute lets you mark a member of a struct used in a job as read-only. |
Recorder | Records profiling data produced by a specific Sampler. |
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. |
RemoteNotification | RemoteNotification is only available on iPhone/iPad/iPod Touch. |
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. |
RenderPass | Object encapsulating the duration of a single renderpass that contains one or more subpasses.The RenderPass object provides a new way to switch rendertargets in the context of a Scriptable Rendering Pipeline. As opposed to the SetRenderTargets function, the RenderPass object specifies a clear beginning and an end for the rendering, alongside explicit load/store actions on the rendering surfaces.The RenderPass object also allows running multiple subpasses within the same renderpass, where the pixel shaders have a read access to the current pixel value within the renderpass. This allows for efficient implementation of various rendering methods on tile-based GPUs, such as deferred rendering.RenderPasses are natively implemented on Metal (iOS) and Vulkan, but the API is fully functional on all rendering backends via emulation (using legacy SetRenderTargets calls and reading the current pixel values via texel fetches).A quick example on how to use the RenderPass API within the Scriptable Render Pipeline to implement deferred rendering:The RenderPass mechanism has the following limitations: - All attachments must have the same resolution and MSAA sample count - The rendering results of previous subpasses are only available within the same screen-space pixel coordinate via the UNITY_READ_FRAMEBUFFER_INPUT(x) macro in the shader; the attachments cannot be bound as textures or otherwise accessed until the renderpass has ended - iOS Metal does not allow reading from the Z-Buffer, so an additional render target is needed to work around that - The maximum amount of attachments allowed per RenderPass is currently 8 + depth, but note that various GPUs may have stricter limits. |
RenderPassAttachment | A declaration of a single color or depth rendering surface to be attached into a RenderPass. |
RenderPipeline | Defines a series of commands and settings that describes how Unity renders a frame. |
RenderPipelineAsset | An asset that produces a specific IRenderPipeline. |
RenderPipelineManager | Render Pipeline manager. |
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. |
ReplayKit | ReplayKit is only available on certain iPhone, iPad and iPod Touch devices running iOS 9.0 or later. |
RequireComponent | The RequireComponent attribute automatically adds required components as dependencies. |
ResourceRequest | Asynchronous load request from the Resources bundle. |
Resources | The Resources class allows you to find and access Objects including assets. |
RuntimeInitializeOnLoadMethodAttribute | Allow a runtime class method to be initialized when a game is loaded at runtime without action from the user. |
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 | Scene management at run-time. |
SceneUtility | Scene and Build Settings related utilities. |
Screen | Access to display information. |
ScriptableObject | A class you can derive from if you want to create objects that don't need to be attached to game objects. |
ScriptableRuntimeReflectionSystem | Empty implementation of IScriptableRuntimeReflectionSystem. |
ScriptableRuntimeReflectionSystemSettings | Global settings for the scriptable runtime reflection system. |
ScriptPlayableBinding | A PlayableBinding that contains information representing a ScriptingPlayableOutput. |
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. |
Shader | Shader scripts used for all rendering. |
ShaderKeyword | Identifier of a specific code path in a shader. |
ShaderVariantCollection | ShaderVariantCollection records which shader variants are actually used in each shader. |
SkinnedMeshRenderer | The Skinned Mesh filter. |
Skybox | A script interface for the skybox component. |
SleepTimeout | Constants for special values of Screen.sleepTimeout. |
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 | Renders a Sprite for 2D graphics. |
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. |
SupportedRenderingFeatures | Describes the rendering features supported by a given render pipeline. |
SystemInfo | Access system and hardware information. |
TextAreaAttribute | Attribute to make a string be edited with a height-flexible and scrollable text area. |
TextAsset | Text file assets. |
Texture | Base class for texture handling. Contains functionality that is common to both Texture2D and RenderTexture classes. |
Texture2D | Class for texture handling. |
Texture2DArray | Class for handling 2D texture arrays. |
Texture3D | Class for handling 3D Textures, Use this to create 3D texture assets. |
TexturePlayableBinding | A PlayableBinding that contains information representing a TexturePlayableOutput. |
Tile | Represents tile on Windows start screen |
Time | The 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 into the native iPhone, Android, Windows Phone and Windows Store Apps on-screen keyboards - it is not available on other platforms. |
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 persistent callback that can be saved with the Scene. |
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. |
UnsafeUtility | Unsafe utility class. |
Utils | A utility class that you can use for diagnostic purposes. |
WaitForEndOfFrame | Waits until the end of the frame after all cameras and GUI is rendered, just before displaying the frame on screen. |
WaitForFixedUpdate | Waits until next fixed frame rate update function. See Also: 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. |
WriteAccessRequiredAttribute | Used in conjunction with the ReadOnlyAttribute, WriteAccessRequiredAttribute lets you specify which struct method and property require write access to be invoked. |
WriteOnlyAttribute | The WriteOnly attribute lets you mark a member of a struct used in a job as write-only. |
YieldInstruction | Base class for all yield instructions. |
AccelerationEvent | Structure describing acceleration status of the device. |
AsyncGPUReadbackRequest | Represents an asynchronous request for a GPU resource. |
AtomicSafetyHandle | AtomicSafetyHandle is used by the job system to provide validation and full safety. |
BatchQueryJob<T0,T1> | Struct used to implement batch query jobs. |
BatchQueryJobStruct<T0> | Struct used to schedule batch query jobs. |
BlendState | Values for the blend state. |
BoneWeight | Skinning bone weights of a vertex in the mesh. |
BoundingSphere | Describes a single bounding sphere for use by a CullingGroup. |
Bounds | Represents an axis aligned bounding box. |
BoundsInt | Represents an axis aligned bounding box with all values as integers. |
Cache | Data structure for cache. Please refer to See Also:Caching.AddCache for more information. |
CachedAssetBundle | Data structure for downloading AssetBundles to a customized cache path. See Also:UnityWebRequestAssetBundle.GetAssetBundle for more information. |
CameraPlayable | An implementation of IPlayable that produces a Camera texture. |
CameraProperties | Camera related properties in CullingParameters. |
Color | Representation of RGBA colors. |
Color32 | Representation of RGBA colors in 32 bit format. |
CombineInstance | Struct used to describe meshes to be combined using Mesh.CombineMeshes. |
CoreCameraValues | Core Camera related properties in CullingParameters. |
CreateSceneParameters | This struct collects all the CreateScene parameters in to a single place. |
CullingGroupEvent | Provides information about the current and previous states of one sphere in a CullingGroup. |
CullResults | Culling results (visible objects, lights, reflection probes). |
CustomRenderTextureUpdateZone | Structure describing an Update Zone. |
DepthState | Values for the depth state. |
DirectionalLight | A helper structure used to initialize a LightDataGI structure as a directional light. |
DiscLight | A helper structure used to initialize a LightDataGI structure as a disc light. |
DrawRendererSettings | Settings for ScriptableRenderContext.DrawRenderers. |
DrawRendererSortSettings | This struct describes the methods to sort objects during rendering. |
DrawShadowsSettings | Settings for ScriptableRenderContext.DrawShadows. |
DrivenRectTransformTracker | A component can be designed to drive a RectTransform. The DrivenRectTransformTracker struct is used to specify which RectTransforms it is driving. |
EarlyUpdate | Update phase in the native player loop. |
ExposedPropertyResolver | Object that is used to resolve references to an ExposedReference field. |
ExposedReference<T0> | Creates a type whos value is resolvable at runtime. |
FilterRenderersSettings | Filter settings for ScriptableRenderContext.DrawRenderers. |
FilterResults | Describes a subset of objects to be rendered.See Also: ScriptableRenderContext.DrawRenderers. |
FixedUpdate | Update phase in the native player loop. |
FrameData | This structure contains the frame information a Playable receives in Playable.PrepareFrame. |
FrameTiming | Struct containing basic FrameTimings and accompanying relevant data. |
FrustumPlanes | This struct contains the view space coordinates of the near projection plane. |
GPUFence | Used to manage synchronisation between tasks on async compute queues and the graphics queue. |
GradientAlphaKey | Alpha key used by Gradient. |
GradientColorKey | Color key used by Gradient. |
Hash128 | Represent the hash value. |
Initialization | Update phase in the native player loop. |
JobHandle | JobHandle. |
JobRanges | Struct containing information about a range the job is allowed to work on. |
Keyframe | A single keyframe that can be injected into an animation curve. |
LayerMask | Specifies Layers to use in a Physics.Raycast. |
LightBakingOutput | Struct describing the result of a Global Illumination bake for a given light. |
LightDataGI | The interop structure to pass light information to the light baking backends. There are helper structures for Directional, Point, Spot and Rectangle lights to correctly initialize this structure. |
LinearColor | Contains normalized linear color values for red, green, blue in the range of 0 to 1, and an additional intensity value. |
LoadSceneParameters | This struct collects all the LoadScene parameters in to a single place. |
LocationInfo | Structure describing device location. |
LOD | Structure for building a LOD for passing to the SetLODs function. |
LODParameters | LODGroup culling parameters. |
MaterialEffectPlayable | An implementation of IPlayable that allows application of a Material shader to one or many texture inputs to produce a texture output. |
Mathf | A collection of common math functions. |
Matrix4x4 | A standard 4x4 transformation matrix. |
NativeArray<T0> | A NativeArray exposes a buffer of native memory to managed code, making it possible to share data between managed and native without marshalling costs. |
NativeSlice<T0> | Native Slice. |
Permission | Structure describing a permission that requires user authorization. |
PhraseRecognizedEventArgs | Provides information about a phrase recognized event. |
Plane | Representation of a plane in 3D space. |
PlatformKeywordSet | A collection of ShaderKeyword that represents a specific platform variant. |
Playable | Playables are customizable runtime objects that can be connected together and are contained in a PlayableGraph to create complex behaviours. |
PlayableBinding | Struct that holds information regarding an output of a PlayableAsset. |
PlayableGraph | Use the PlayableGraph to manage Playable creations and destructions. |
PlayableOutput | See: IPlayableOutput. |
PlayerLoopSystem | The representation of a single system being updated by the player loop in Unity. |
PointLight | A helper structure used to initialize a LightDataGI structure as a point light. |
Pose | Representation of a Position, and a Rotation in 3D Space |
PostLateUpdate | Update phase in the native player loop. |
PreLateUpdate | Update phase in the native player loop. |
PreUpdate | Update phase in the native player loop. |
ProfilerMarker | Performance marker used for profiling arbitrary code blocks. |
PropertyName | Represents a string as an int for efficient lookup and comparison. Use this for common PropertyNames.Internally stores just an int to represent the string. A PropertyName can be created from a string but can not be converted back to a string. The same string always results in the same int representing that string. Thus this is a very efficient string representation in both memory and speed when all you need is comparison.PropertyName is serializable.ToString() is only implemented for debugging purposes in the editor it returns "theName:3737" in the player it returns "Unknown:3737". |
Quaternion | Quaternions are used to represent rotations. |
RangeInt | Describes an integer range. |
RasterState | Values for the raster state. |
Ray | Representation of rays. |
Ray2D | A ray in 2D space. |
ReadCommand | Describes the offset, size, and destination buffer of a single read operation. |
ReadHandle | You can use this handle to query the status of an asynchronous read operation. Note: To avoid a memory leak, you must call Dispose. |
Rect | A 2D Rectangle defined by X and Y position, width and height. |
RectangleLight | A helper structure used to initialize a LightDataGI structure as a rectangle light. |
RectInt | A 2D Rectangle defined by x, y, width, height with integers. |
ReflectionProbeBlendInfo | ReflectionProbeBlendInfo contains information required for blending probes. |
RenderBuffer | Color or depth buffer part of a RenderTexture. |
RenderQueueRange | Describes a material render queue range. |
RenderStateBlock | A set of values used to override the render state. Note that it is not enough to set e.g. blendState, but that mask must also include RenderStateMask.Blend for the override to occur. |
RenderStateMapping | Maps a RenderType to a specific render state override. |
RenderTargetBinding | Describes a render target with one or more color buffers, a depth/stencil buffer and the associated load/store-actions that are applied when the render target is active. |
RenderTargetBlendState | Values for the blend state. |
RenderTargetIdentifier | Identifies a RenderTexture for a CommandBuffer. |
RenderTargetSetup | Fully describes setup of RenderTarget. |
RenderTextureDescriptor | This struct contains all the information required to create a RenderTexture. It can be copied, cached, and reused to easily create RenderTextures that all share the same properties. |
Resolution | Represents a display resolution. |
Scene | Run-time data structure for *.unity file. |
ScriptableCullingParameters | Parameters controlling culling process in CullResults. |
ScriptableRenderContext | Defines state and drawing commands used in a custom render pipelines. |
ScriptPlayable<T0> | A IPlayable implementation that contains a PlayableBehaviour for the PlayableGraph. PlayableBehaviour can be used to write custom Playable that implement their own PrepareFrame callback. |
ScriptPlayableOutput | A IPlayableOutput implementation that contains a script output for the a PlayableGraph. |
SecondaryTileData | Defines the default look of secondary tile. |
SemanticMeaning | Semantic meaning is a collection of semantic properties of a recognized phrase. These semantic properties can be specified in SRGS grammar files. |
ShaderKeywordSet | A collection of ShaderKeyword that represents a specific shader variant. |
ShaderPassName | Shader pass name identifier. |
ShadowSplitData | Describes the culling information for a given shadow split (e.g. directional cascade). |
SortingLayer | SortingLayer allows you to set the render order of multiple sprites easily. There is always a default SortingLayer named "Default" which all sprites are added to initially. Added more SortingLayers to easily control the order of rendering of groups of sprites. Layers can be ordered before or after the default layer. |
SphericalHarmonicsL2 | Spherical harmonics up to the second order (3 bands, 9 coefficients). |
SpotLight | A helper structure used to initialize a LightDataGI structure as a spot light. |
SpriteBone | A struct that holds a rich set of information that describes the bind pose of this Sprite. |
StencilState | Values for the stencil state. |
TextureMixerPlayable | An implementation of IPlayable that allows mixing two textures. |
TexturePlayableOutput | An IPlayableOutput implementation that will be used to manipulate textures. |
Touch | Structure describing the status of a finger touching the screen. |
TransformAccess | Position, rotation and scale of an object. |
TransformAccessArray | TransformAccessArray. |
Update | Update phase in the native player loop. |
Vector2 | Representation of 2D vectors and points. |
Vector2Int | Representation of 2D vectors and points using integers. |
Vector3 | Representation of 3D vectors and points. |
Vector3Int | Representation of 3D vectors and points using integers. |
Vector4 | Representation of four-dimensional vectors. |
VisibleLight | Holds data of a visible light. |
VisibleReflectionProbe | Holds data of a visible reflection probe. |
ActivityIndicatorStyle | ActivityIndicator Style (iOS Specific). |
Allocator | Used to specify allocation type for NativeArray. |
AmbientMode | Ambient lighting mode. |
AndroidActivityIndicatorStyle | ActivityIndicator Style (Android Specific). |
AnisotropicFiltering | Anisotropic filtering mode. |
ApplicationInstallMode | Application installation mode (Read Only). |
ApplicationSandboxType | Application sandbox type. |
AudioType | Type of the imported(native) data. |
BatteryStatus | Enumeration for SystemInfo.batteryStatus which represents the current status of the device's battery. |
BlendMode | Blend mode for controlling the blending. |
BlendOp | Blend operation. |
BlendWeights | Blend weights. |
BuiltinRenderTextureType | Built-in temporary render textures produced during camera's rendering. |
BuiltinShaderDefine | Defines set by editor when compiling shaders, depending on target platform and tier. |
BuiltinShaderMode | Built-in shader modes used by GraphicsSettings. |
BuiltinShaderType | Built-in shader types used by GraphicsSettings. |
CalendarIdentifier | Specify calendar types. |
CalendarUnit | Specify calendrical units. |
CameraClearFlags | Values for Camera.clearFlags, determining what to clear when rendering a Camera. |
CameraEvent | Defines a place in camera's rendering to attach CommandBuffer objects to. |
CameraHDRMode | The HDR mode to use for rendering. |
CameraType | Describes different types of camera. |
CaptureFlags | Flags that specify which fields to capture in a snapshot. |
ColorGamut | Represents a color gamut. |
ColorSpace | Color space for player settings. |
ColorWriteMask | Specifies which color components will get written into the target framebuffer. |
CompareFunction | Depth or stencil comparison function. |
ComputeBufferType | ComputeBuffer type. |
ComputeQueueType | Describes the desired characteristics with respect to prioritisation and load balancing of the queue that a command buffer being submitted via Graphics.ExecuteCommandBufferAsync or [[ScriptableRenderContext.ExecuteCommandBufferAsync] should be sent to. |
ConfidenceLevel | Used by KeywordRecognizer, GrammarRecognizer, DictationRecognizer. Phrases under the specified minimum level will be ignored. |
ConnectionTarget | The type of the connected target. |
CopyTextureSupport | Support for various Graphics.CopyTexture cases. |
CubemapFace | Cubemap face. |
CullMode | Backface culling mode. |
CursorLockMode | How the cursor should behave. |
CursorMode | Determines whether the mouse cursor is rendered using software rendering or, on supported platforms, hardware rendering. |
CustomRenderTextureInitializationSource | Specify the source of a Custom Render Texture initialization. |
CustomRenderTextureUpdateMode | Frequency of update or initialization of a Custom Render Texture. |
CustomRenderTextureUpdateZoneSpace | Space in which coordinates are provided for Update Zones. |
DefaultReflectionMode | Default reflection mode. |
DepthTextureMode | Depth texture generation mode for Camera. |
DeviceGeneration | iOS device generation. |
DeviceGeneration | iOS device generation. |
DeviceOrientation | Describes physical orientation of the device as determined by the OS. |
DeviceType | Enumeration for SystemInfo.deviceType, denotes a coarse grouping of kinds of devices. |
DictationCompletionCause | Represents the reason why dictation session has completed. |
DictationTopicConstraint | DictationTopicConstraint enum specifies the scenario for which a specific dictation recognizer should optimize. |
DirectorUpdateMode | Defines what time source is used to update a Director graph. |
DirectorWrapMode | Wrap mode for Playables. |
DrawRendererFlags | Flags controlling RenderLoop.DrawRenderers. |
DrawRendererSortMode | Type of sorting to use while rendering. |
DrivenTransformProperties | An enumeration of transform properties that can be driven on a RectTransform by an object. |
EnforceJobResult | EnforceJobResult. |
FalloffType | Available falloff models for baking. |
FilterMode | Filtering mode for textures. Corresponds to the settings in a texture inspector. |
FogMode | Fog mode to use. |
Folder | List of accessible folders on Windows Store Apps. |
ForcedCrashCategory | Specifies the category of crash to cause when calling ForceCrash(). |
FormatUsage | Use this format usages to figure out the capabilities of specific GraphicsFormat |
FullScreenMode | Platform agnostic fullscreen mode. Not all platforms support all modes. |
FullScreenMovieControlMode | Describes options for displaying movie playback controls. |
FullScreenMovieScalingMode | Describes scaling modes for displaying movies. |
GradientMode | Select how gradients will be evaluated. |
GraphicsDeviceType | Graphics device API type. |
GraphicsFormat | Use this format to create either Textures or RenderTextures from scripts. |
GraphicsTier | Graphics Tier. See Also: Graphics.activeTier. |
HideFlags | Bit mask that controls object destruction, saving and visibility in inspectors. |
IMECompositionMode | Controls IME input. |
IndexFormat | Format of the mesh index buffer data. |
JobType | Determines what the job is used for (ParallelFor or a single job). |
KeyCode | Key codes returned by Event.keyCode. These map directly to a physical key on the keyboard. |
LightEvent | Defines a place in light's rendering to attach CommandBuffer objects to. |
LightmapBakeType | Enum describing what part of a light contribution can be baked. |
LightmapsMode | Lightmap (and lighting) configuration mode, controls how lightmaps interact with lighting and what kind of information they store. |
LightmapsModeLegacy | Single, dual, or directional lightmaps rendering mode, used only in GIWorkflowMode.Legacy |
LightMode | The lightmode. A light can be realtime, mixed, baked or unknown. Unknown lights will be ignored by the baking backends. |
LightProbeUsage | Light probe interpolation type. |
LightRenderMode | How the Light is rendered. |
LightShadowCasterMode | Allows mixed lights to control shadow caster culling when Shadowmasks are present. |
LightShadowResolution | Shadow resolution options for a Light. |
LightShadows | Shadow casting options for a Light. |
LightType | The type of a Light. |
LightType | The light type. |
LineAlignment | Control the direction lines face, when using the LineRenderer or TrailRenderer. |
LineTextureMode | Choose how textures are applied to Lines and Trails. |
LoadSceneMode | Used when loading a Scene in a player. |
LocalPhysicsMode | Provides options for 2D and 3D local physics. |
LocationServiceStatus | Describes location service status. |
LODFadeMode | The LOD fade modes. Modes other than LODFadeMode.None will result in Unity calculating a blend factor for blending/interpolating between two neighbouring LODs and pass it to your shader. |
LogType | The type of the log message in Debug.unityLogger.Log or delegate registered with Application.RegisterLogCallback. |
MaterialGlobalIlluminationFlags | How the material interacts with lightmaps and lightprobes. |
MeshTopology | Topology of Mesh faces. |
MixedLightingMode | Enum describing what lighting mode to be used with Mixed lights. |
MotionVectorGenerationMode | The type of motion vectors that should be generated. |
NativeArrayOptions | NativeArrayOptions lets you control if memory should be cleared on allocation or left uninitialized. |
NativeLeakDetectionMode | Native leak memory leak detection mode enum. |
NetworkReachability | Describes network reachability options. |
NotificationType | Specifies local and remote notification types. |
NPOTSupport | NPOT textures support. |
OpaqueSortMode | Opaque object sorting mode of a Camera. |
OperatingSystemFamily | Enumeration for SystemInfo.operatingSystemFamily. |
PassType | Shader pass type for Unity's lighting pipeline. |
PersistentListenerMode | THe mode that a listener is operating in. |
PlayableTraversalMode | Traversal mode for Playables. |
PlayState | Status of a Playable. |
PrimitiveType | The various primitives that can be created using the GameObject.CreatePrimitive function. |
ProfilerArea | The different areas of profiling, corresponding to the charts in ProfilerWindow. |
ReadStatus | State of the read operation. |
RealtimeGICPUUsage | How much CPU usage to assign to the final lighting calculations at runtime. |
ReflectionCubemapCompression | Determines how Unity will compress baked reflection cubemap. |
ReflectionProbeClearFlags | Values for ReflectionProbe.clearFlags, determining what to clear when rendering a ReflectionProbe. |
ReflectionProbeMode | Reflection probe's update mode. |
ReflectionProbeRefreshMode | An enum describing the way a realtime reflection probe refreshes in the Player. |
ReflectionProbeSortOptions | Visible reflection probes sorting options. |
ReflectionProbeTimeSlicingMode | When a probe's ReflectionProbe.refreshMode is set to ReflectionProbeRefreshMode.EveryFrame, this enum specify whether or not Unity should update the probe's cubemap over several frames or update the whole cubemap in one frame. Updating a probe's cubemap is a costly operation. Unity needs to render the entire Scene for each face of the cubemap, as well as perform special blurring in order to get glossy reflections. The impact on frame rate can be significant. Time-slicing helps maintaning a more constant frame rate during these updates by performing the rendering over several frames. |
ReflectionProbeUsage | Reflection Probe usage. |
RenderBufferLoadAction | This enum describes what should be done on the render target when it is activated (loaded). |
RenderBufferStoreAction | This enum describes what should be done on the render target when the GPU is done rendering into it. |
RendererConfiguration | What kind of per-object data to setup during rendering. |
RenderingPath | Rendering path of a Camera. |
RenderQueue | Determine in which order objects are renderered. |
RenderStateMask | Specifies which parts of the render state that is overriden. |
RenderTextureCreationFlags | Set of flags that control the state of a newly-created RenderTexture. |
RenderTextureFormat | Format of a RenderTexture. |
RenderTextureMemoryless | Flags enumeration of the render texture memoryless modes. |
RenderTextureReadWrite | Color space conversion mode of a RenderTexture. |
RuntimeInitializeLoadType | Set RuntimeInitializeOnLoadMethod type. |
RuntimePlatform | The platform application is running. Returned by Application.platform. |
ScheduleMode | ScheduleMode options for scheduling a manage job. |
ScreenOrientation | Describes screen orientation. |
SendMessageOptions | Options for how to send a message. |
ShaderKeywordType | Type of a shader keyword, eg: built-in or user defined. |
ShadowCastingMode | How shadows are cast from this object. |
ShadowMapPass | Allows precise control over which shadow map passes to execute CommandBuffer objects attached using Light.AddCommandBuffer. |
ShadowmaskMode | The rendering mode of Shadowmask. |
ShadowProjection | Shadow projection type for Quality Settings. |
ShadowQuality | Determines which type of shadows should be used. |
ShadowResolution | Default shadow resolution. |
ShadowSamplingMode | Used by CommandBuffer.SetShadowSamplingMode. |
SkinQuality | The maximum number of bones affecting a single vertex. |
SortFlags | How to sort objects during rendering. |
Space | The coordinate space in which to operate. |
SpeechError | Represents an error in a speech recognition system. |
SpeechSystemStatus | Represents the current status of the speech recognition system or a dictation recognizer. |
SpriteAlignment | How a Sprite's graphic rectangle is aligned with its pivot point. |
SpriteDrawMode | SpriteRenderer draw mode. |
SpriteMaskInteraction | This enum controls the mode under which the sprite will interact with the masking system. |
SpriteMeshType | Defines the type of mesh generated for a sprite. |
SpritePackingMode | Sprite packing modes for the Sprite Packer. |
SpritePackingRotation | Sprite rotation modes for the Sprite Packer. |
SpriteSortPoint | Determines the position of the Sprite used for sorting the Renderer. |
SpriteTileMode | Tiling mode for SpriteRenderer.tileMode. |
StackTraceLogType | Stack trace logging options. |
StencilOp | Specifies the operation that's performed on the stencil buffer when rendering. |
StereoTargetEyeMask | Enum values for the Camera's targetEye property. |
SynchronisationStage | Broadly describes the stages of processing a draw call on the GPU. |
SystemGestureDeferMode | Bit-mask used to control the deferring of system gestures on iOS. |
SystemLanguage | The language the user's operating system is running in. Returned by Application.systemLanguage. |
TextureCompressionQuality | Compression Quality. |
TextureDimension | Texture "dimension" (type). |
TextureFormat | Format used when creating textures from scripts. |
TextureWrapMode | Wrap mode for textures. |
ThreadPriority | Priority of a thread. |
TileForegroundText | Style for foreground text on a secondary tile. |
TileTemplate | Templates for various tile styles. |
ToastTemplate | Templates for various toast styles. |
TouchPhase | Describes phase of a finger touch. |
TouchScreenKeyboardType | Enumeration of the different types of supported touchscreen keyboards. |
TouchType | Describes whether a touch is direct, indirect (or remote), or from a stylus. |
TransparencySortMode | Transparent object sorting mode of a Camera. |
UnityEventCallState | Controls the scope of UnityEvent callbacks. |
UnloadSceneOptions | Scene unloading options passed to SceneManager.UnloadScene. |
UserAuthorization | Constants to pass to Application.RequestUserAuthorization. |
VertexAttribute | A list of data channels that describe a vertex in a mesh. |
VisibleLightFlags | Flags for VisibleLight. |
VRTextureUsage | This enum describes how the RenderTexture is used as a VR eye texture. Instead of using the values of this enum manually, use the value returned by eyeTextureDesc or other VR functions returning a RenderTextureDescriptor. |
WeightedMode | Sets which weights to use when calculating curve segments. |
WindowActivationState | Specifies the set of reasons that a windowActivated event was raised. |
WrapMode | Determines how time is treated outside of the keyframed range of an AnimationClip or AnimationCurve. |
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