UnityEditor The behavior in case of unhandled .NET exception. Crash in case of unhandled .NET exception (Crash Report will be generated). Silent exit in case of unhandled .NET exception (no Crash Report generated). Editor API for the Unity Services editor feature. Normally UnityAds is enabled from the Services window, but if writing your own editor extension, this API can be used. Global boolean for enabling or disabling the advertisement feature. Controls if the advertisement system should be initialized immediately on startup. Controls if testing advertisements are used instead of production advertisements. Gets the game identifier specified for a runtime platform. The platform specific game identifier. Gets the game identifier specified for a runtime platform. The platform specific game identifier. Returns if a specific platform is enabled. Boolean for the platform. Sets the game identifier for the specified platform. Enable the specific platform. Sets the game identifier for the specified platform. Navigation mesh builder interface. Returns true if an asynchronous build is still running. (UnityEditor) Build the Navmesh. (UnityEditor) Build the Navmesh Asyncronously. (UnityEditor) Builds the combined navmesh for the contents of multiple Scenes. (UnityEditor) Array of paths to Scenes that are used for building the navmesh. Cancel Navmesh construction. (UnityEditor) See Also: NavMeshBuilder.BuildNavMeshAsync Cancels an asynchronous update of the specified NavMesh data. (UnityEngine) See Also: NavMeshBuilder.UpdateNavMeshDataAsync. The data associated with asynchronous updating. Clear all Navmeshes. (UnityEditor) Collects renderers or physics colliders, and terrains within a volume. (UnityEditor) The queried objects must overlap these bounds to be included in the results. Specifies which layers are included in the query. Which type of geometry to collect - e.g. physics colliders. Area type to assign to results, unless modified by NavMeshMarkup. List of markups which allows finer control over how objects are collected. Results are selected only from the stage to which this scene belongs. List where results are stored, the list is cleared at the beginning of the call. Collects renderers or physics colliders, and terrains within a transform hierarchy. (UnityEditor) If not null, consider only root and its children in the query; if null, includes everything loaded. Specifies which layers are included in the query. Which type of geometry to collect - e.g. physics colliders. Area type to assign to results, unless modified by NavMeshMarkup. List of markups which allows finer control over how objects are collected. Results are selected only from the stage to which this scene belongs. List where results are stored, the list is cleared at the beginning of the call. NavMesh utility functionality effective only in the Editor. Displays in the Editor the precise intermediate data used during the build process of the specified NavMesh. NavMesh object for which debug data has been deliberately collected during the build process. Bitmask that designates the types of data to show at one time. Represents the visualization state of the navigation debug graphics. A count of how many users requesting navigation debug graphics to be enabled. Editor API for the Unity Services editor feature. Normally Analytics is enabled from the Services window, but if writing your own editor extension, this API can be used. This Boolean field will cause the Analytics feature in Unity to be enabled if true, or disabled if false. Controls whether Unity initializes Analytics immediately on startup. Set to true for testing Analytics integration only within the Editor. Normally performance reporting is enabled from the Services window, but if writing your own editor extension, this API can be used. This Boolean field causes the performance reporting feature in Unity to be enabled if true, or disabled if false. Implement this interface to receive a callback after the Android Gradle project is generated. Inherited from UnityEditor.Build.IOrderedCallback. Implement this function to receive a callback after the Android Gradle project is generated and before building begins. It is not called when doing an Internal build. The path to the root of the Gradle project. Note: when exporting the project, this parameter holds the path to the folder specified for export. Android CPU architecture. All architectures. 64-bit ARM architecture. 32-bit ARM architecture. Invalid architecture. 32-bit Intel architecture. Describes the method for how content is displayed on the screen. Always render offscreen and blit to the backbuffer. Automatically determine the most appropriate method for drawing to the screen. Never render offscreen and blit to the backbuffer. Always render directly to the backbuffer. Type of Android build system. Export ADT (legacy) project. This option is obsolete and no longer supported - please use AndroidBuildSystem.Gradle export instead. Build APK using Gradle or export Gradle project. Build APK using internal build system. Build configurations for the generated project. Build configuration set to Debug for the generated project. Build configuration set to Development for the generated project. Build configuration set to Release for the generated project. This enumeration has values for different qualities to decompress ETC2 textures on Android devices that don't support the ETC2 texture format. Textures are decompressed to a suitable 16-bit format. Textures are decompressed to the TextureFormat.RGBA32 format. Textures are decompressed to the TextureFormat.RGBA32 format and downscaled to half of the original texture width and height. This enumeration has values for different qualities to decompress an ETC2 texture on Android devices that don't support the ETC2 texture format. Texture is decompressed to a suitable 16-bit format. Texture is decompressed to the TextureFormat.RGBA32 format. Texture is decompressed to the TextureFormat.RGBA32 format and downscaled to half of the original texture width and height. Use the value defined in Player build settings. Gamepad support level for Android TV. Requires a gamepad for gameplay. Game is fully operational with a D-pad, no gamepad needed. Works with a gamepad, but does not require it. How to minify the java code of your binary. Use experimental internal gradle minification. Use no minification. Use proguard minification. Preferred application install location. Let the OS decide, app doesn't have any preferences. Force installation into internal memory. Needed for things like Live Wallpapers. Prefer external, if possible. Install to internal otherwise. Supported Android SDK versions. Android 4.1, "Jelly Bean", API level 16. Android 4.2, "Jelly Bean", API level 17. Android 4.3, "Jelly Bean", API level 18. Android 4.4, "KitKat", API level 19. Android 5.0, "Lollipop", API level 21. Android 5.1, "Lollipop", API level 22. Android 6.0, "Marshmallow", API level 23. Android 7.0, "Nougat", API level 24. Android 7.1, "Nougat", API level 25. Android 8.0, "Oreo", API level 26. Android 8.1, "Oreo", API level 27. Android 9.0, "Pie", API level 28. Sets the target API level automatically, according to the latest installed SDK on your computer. Application should show ActivityIndicator when loading. Don't Show. Inversed Large. Inversed Small. Large. Small. Android splash screen scale modes. Center. Scale to fill. Scale to fit. Target Android device architecture. Intel only. ARMv7 only. All supported architectures. Lerp from 0 - 1. Retuns the float value of the tween. Constructor. Start Value. Constructor. Start Value. Constructor. Start Value. Constructor. Start Value. Returns a value between from and to depending on the current value of the bools animation. Value to lerp from. Value to lerp to. Type specific implementation of BaseAnimValue_1.GetValue. Current value. An animated float value. Constructor. Start Value. Constructor. Start Value. Type specific implementation of BaseAnimValue_1.GetValue. Current Value. An animated Quaternion value. Constructor. Start Value. Constructor. Start Value. Type specific implementation of BaseAnimValue_1.GetValue. Current Value. An animated Vector3 value. Constructor. Start Value. Constructor. Start Value. Constructor. Start Value. Type specific implementation of BaseAnimValue_1.GetValue. Current Value. Abstract base class for Animated Values. Is the value currently animating. Speed of the tween. Target to tween towards. Current value of the animation. Callback while the value is changing. Begin an animation moving from the start value to the target value. Target value. Start value. Abstract function to be overridden in derived types. Should return the current value of the animated value. Current Value. Stop the animation and assign the given value. Value to assign. An AnimationClipCurveData object contains all the information needed to identify a specific curve in an AnimationClip. The curve animates a specific property of a component material attached to a game object animated bone. The actual animation curve. The path of the game object / bone being animated. The name of the property being animated. The type of the component / material being animated. AnimationMode is used by the AnimationWindow to store properties modified by the AnimationClip playback. The color used to show that a property is currently being animated. The color used to show that an animated property has been modified. The color used to show that an animated property automatically records changes in the animation clip. Marks a property defined by an EditorCurveBinding as currently being animated. The GameObject being modified. The binding for the property being modified. Marks a property as currently being animated. Description of the animation clip curve being modified. Object property being modified. Indicates whether to retain modifications when the targeted object is an instance of a Prefab. Initialise the start of the animation clip sampling. Finish the sampling of the animation clip. Are we currently in AnimationMode? Is the specified property currently in animation mode and being animated? The object to determine if it contained the animation. The name of the animation to search for. Whether the property search is found or not. Samples an AnimationClip on the object and also records any modified properties in AnimationMode. Starts the animation mode. Stops Animation mode, reverts all properties that were animated in animation mode. Condition that is used to determine if a transition must be taken. The mode of the condition. The name of the parameter used in the condition. The AnimatorParameter's threshold value for the condition to be true. The mode of the condition. The condition is true when parameter value is equal to the threshold. The condition is true when parameter value is greater than the threshold. The condition is true when the parameter value is true. The condition is true when the parameter value is false. The condition is true when the parameter value is less than the threshold. The condition is true when the parameter value is not equal to the threshold. The Animator Controller controls animation through layers with state machines, controlled by parameters. The layers in the controller. Parameters are used to communicate between scripting and the controller. They are used to drive transitions and blendtrees for example. Adds a state machine behaviour class of type stateMachineBehaviourType to the AnimatorState for layer layerIndex. This function should be used when you are dealing with synchronized layer and would like to add a state machine behaviour on a synchronized layer. C# Users can use a generic version. Generic version. See the page for more details. Utility function to add a layer to the controller. The name of the Layer. The layer to add. Utility function to add a layer to the controller. The name of the Layer. The layer to add. Utility function that creates a new state with the motion in it. The Motion that will be in the AnimatorState. The layer where the Motion will be added. Utility function that creates a new state with the motion in it. The Motion that will be in the AnimatorState. The layer where the Motion will be added. Utility function to add a parameter to the controller. The name of the parameter. The type of the parameter. The parameter to add. Utility function to add a parameter to the controller. The name of the parameter. The type of the parameter. The parameter to add. Creates an AnimatorController at the given path. The path where the AnimatorController asset will be created. The created AnimationController or null if an error occured. Creates an AnimatorController at the given path, and automatically create an AnimatorLayer with an AnimatorStateMachine that will add a State with the AnimationClip in it. The path where the AnimatorController will be created. The default clip that will be played by the AnimatorController. Creates a BlendTree in a new AnimatorState. The name of the BlendTree. The created BlendTree. The index where the BlendTree will be created. Creates a BlendTree in a new AnimatorState. The name of the BlendTree. The created BlendTree. The index where the BlendTree will be created. This function will create a StateMachineBehaviour instance based on the class define in this script. MonoScript class to instantiate. Returns instance id of created object, returns 0 if something is not valid. Constructor. Use this function to retrieve the owner of this behaviour. The State Machine Behaviour to get context for. Returns the State Machine Behaviour edition context. Returns all StateMachineBehaviour that match type T or are derived from T. Gets the effective state machine behaviour list for the AnimatorState. Behaviours are either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to get Behaviour list that is effectively used. The AnimatorState which we want the Behaviour list. The layer that is queried. Gets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to get the Motion that is effectively used. The AnimatorState which we want the Motion. The layer that is queried. Gets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to get the Motion that is effectively used. The AnimatorState which we want the Motion. The layer that is queried. Creates a unique name for the layers. The desired name of the AnimatorLayer. Creates a unique name for the parameter. The desired name of the AnimatorParameter. Utility function to remove a layer from the controller. The index of the AnimatorLayer. Utility function to remove a parameter from the controller. The index of the AnimatorParameter. Sets the effective state machine Behaviour list for the AnimatorState. The Behaviour list is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to set the Behaviour list that is effectively used. The AnimatorState which we want to set the Behaviour list. The layer to set the Behaviour list. The Behaviour list that will be set. Sets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to set the Motion that is effectively used. The AnimatorState which we want to set the Motion. The Motion that will be set. The layer to set the Motion. Sets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to set the Motion that is effectively used. The AnimatorState which we want to set the Motion. The Motion that will be set. The layer to set the Motion. The Animation Layer contains a state machine that controls animations of a model or part of it. The AvatarMask that is used to mask the animation on the given layer. The blending mode used by the layer. It is not taken into account for the first layer. The default blending weight that the layers has. It is not taken into account for the first layer. When active, the layer will have an IK pass when evaluated. It will trigger an OnAnimatorIK callback. The name of the layer. The state machine for the layer. When active, the layer will take control of the duration of the Synced Layer. Specifies the index of the Synced Layer. Gets the override behaviour list for the state on the given layer. The state which we want to get the behaviour list. Gets the override motion for the state on the given layer. The state which we want to get the motion. Sets the override behaviour list for the state on the given layer. The state which we want to set the behaviour list. The behaviour list that will be set. Sets the override motion for the state on the given layer. The state which we want to set the motion. The motion that will be set. Specifies how the layer is blended with the previous layers. Animations are added to the previous layers. Animations overrides to the previous layers. States are the basic building blocks of a state machine. Each state contains a Motion ( AnimationClip or BlendTree) which will play while the character is in that state. When an event in the game triggers a state transition, the character will be left in a new state whose animation sequence will then take over. The Behaviour list assigned to this state. Offset at which the animation loop starts. Useful for synchronizing looped animations. Units is normalized time. The animator controller parameter that drives the cycle offset value. Define if the cycle offset value is driven by an Animator controller parameter or by the value set in the editor. Should Foot IK be respected for this state. Should the state be mirrored. The animator controller parameter that drives the mirror value. Define if the mirror value is driven by an Animator controller parameter or by the value set in the editor. The motion assigned to this state. The hashed name of the state. The default speed of the motion. The animator controller parameter that drives the speed value. Define if the speed value is driven by an Animator controller parameter or by the value set in the editor. A tag can be used to identify a state. If timeParameterActive is true, the value of this Parameter will be used instead of normalized time. If true, use value of given Parameter as normalized time. The transitions that are going out of the state. Whether or not the AnimatorStates writes back the default values for properties that are not animated by its Motion. Utility function to add an outgoing transition to the exit of the state's parent state machine. If true, the exit time will be the equivalent of 0.25 second. The Animations.AnimatorStateTransition that was added. Utility function to add an outgoing transition to the exit of the state's parent state machine. If true, the exit time will be the equivalent of 0.25 second. The Animations.AnimatorStateTransition that was added. Adds a state machine behaviour class of type stateMachineBehaviourType to the AnimatorState. C# Users can use a generic version. Generic version. See the page for more details. Utility function to add an outgoing transition to the destination state. If true, the exit time will be the equivalent of 0.25 second. The destination state. Utility function to add an outgoing transition to the destination state. If true, the exit time will be the equivalent of 0.25 second. The destination state. Utility function to add an outgoing transition to the destination state machine. If true, the exit time will be the equivalent of 0.25 second. The destination state machine. Utility function to add an outgoing transition to the destination state machine. If true, the exit time will be the equivalent of 0.25 second. The destination state machine. Utility function to add an outgoing transition. The transition to add. Utility function to remove a transition from the state. Transition to remove. A graph controlling the interaction of states. Each state references a motion. The position of the AnyState node. The list of AnyState transitions. The Behaviour list assigned to this state machine. The state that the state machine will be in when it starts. The position of the entry node. The list of entry transitions in the state machine. The position of the exit node. The position of the parent state machine node. Only valid when in a hierachic state machine. The list of sub state machines. The list of states. Utility function to add an AnyState transition to the specified state or statemachine. The destination state. The destination statemachine. Utility function to add an AnyState transition to the specified state or statemachine. The destination state. The destination statemachine. Utility function to add an incoming transition to the exit of it's parent state machine. The destination Animations.AnimatorState state. The destination Animations.AnimatorStateMachine state machine. Utility function to add an incoming transition to the exit of it's parent state machine. The destination Animations.AnimatorState state. The destination Animations.AnimatorStateMachine state machine. Utility function to add a state to the state machine. The name of the new state. The position of the state node. The AnimatorState that was created for this state. Utility function to add a state to the state machine. The name of the new state. The position of the state node. The AnimatorState that was created for this state. Utility function to add a state to the state machine. The state to add. The position of the state node. Utility function to add a state machine to the state machine. The name of the new state machine. The position of the state machine node. The newly created Animations.AnimatorStateMachine state machine. Utility function to add a state machine to the state machine. The name of the new state machine. The position of the state machine node. The newly created Animations.AnimatorStateMachine state machine. Utility function to add a state machine to the state machine. The state machine to add. The position of the state machine node. Adds a state machine behaviour class of type stateMachineBehaviourType to the AnimatorStateMachine. C# Users can use a generic version. Generic version. See the page for more details. Utility function to add an outgoing transition from the source state machine to the exit of it's parent state machine. The source state machine. Utility function to add an outgoing transition from the source state machine to the destination. The source state machine. The destination state machine. The destination state. The Animations.AnimatorTransition transition that was created. Utility function to add an outgoing transition from the source state machine to the destination. The source state machine. The destination state machine. The destination state. The Animations.AnimatorTransition transition that was created. Utility function to add an outgoing transition from the source state machine to the destination. The source state machine. The destination state machine. The destination state. The Animations.AnimatorTransition transition that was created. Gets the list of all outgoing state machine transitions from given state machine. The source state machine. Makes a unique state machine name in the context of the parent state machine. Desired name for the state machine. Makes a unique state name in the context of the parent state machine. Desired name for the state. Utility function to remove an AnyState transition from the state machine. The AnyStat transition to remove. Utility function to remove an entry transition from the state machine. The transition to remove. Utility function to remove a state from the state machine. The state to remove. Utility function to remove a state machine from its parent state machine. The state machine to remove. Utility function to remove an outgoing transition from source state machine. The transition to remove. The source state machine. Sets the list of all outgoing state machine transitions from given state machine. The source state machine. The outgoing transitions. Transitions define when and how the state machine switch from one state to another. AnimatorStateTransition always originate from an Animator State (or AnyState) and have timing parameters. Set to true to allow or disallow transition to self during AnyState transition. The duration of the transition. If AnimatorStateTransition.hasExitTime is true, exitTime represents the exact time at which the transition can take effect. This is represented in normalized time, so for example an exit time of 0.75 means that on the first frame where 75% of the animation has played, the Exit Time condition will be true. On the next frame, the condition will be false. For looped animations, transitions with exit times smaller than 1 will be evaluated every loop, so you can use this to time your transition with the proper timing in the animation, every loop. Transitions with exit times greater than one will be evaluated only once, so they can be used to exit at a specific time, after a fixed number of loops. For example, a transition with an exit time of 3.5 will be evaluated once, after three and a half loops. When active the transition will have an exit time condition. Determines whether the duration of the transition is reported in a fixed duration in seconds or as a normalized time. Which AnimatorState transitions can interrupt the Transition. The time at which the destination state will start. The Transition can be interrupted by a transition that has a higher priority. Creates a new animator state transition. Transitions define when and how the state machine switch from on state to another. AnimatorTransition always originate from a StateMachine or a StateMachine entry. They do not define timing parameters. Creates a new animator transition. Base class for animator transitions. Transitions define when and how the state machine switches from one state to another. Animations.AnimatorCondition conditions that need to be met for a transition to happen. The destination state of the transition. The destination state machine of the transition. Is the transition destination the exit of the current state machine. Mutes the transition. The transition will never occur. Mutes all other transitions in the source state. Utility function to add a condition to a transition. The Animations.AnimatorCondition mode of the condition. The threshold value of the condition. The name of the parameter. Utility function to remove a condition from the transition. The condition to remove. Blend trees are used to blend continuously animation between their childs. They can either be 1D or 2D. Parameter that is used to compute the blending weight of the childs in 1D blend trees or on the X axis of a 2D blend tree. Parameter that is used to compute the blending weight of the childs on the Y axis of a 2D blend tree. The Blending type can be either 1D or different types of 2D. A copy of the list of the blend tree child motions. Sets the maximum threshold that will be used by the ChildMotion. Only used when useAutomaticThresholds is true. Sets the minimum threshold that will be used by the ChildMotion. Only used when useAutomaticThresholds is true. When active, the children's thresholds are automatically spread between 0 and 1. Utility function to add a child motion to a blend trees. The motion to add as child. The position of the child. When using 2D blend trees. The threshold of the child. When using 1D blend trees. Utility function to add a child motion to a blend trees. The motion to add as child. The position of the child. When using 2D blend trees. The threshold of the child. When using 1D blend trees. Utility function to add a child motion to a blend trees. The motion to add as child. The position of the child. When using 2D blend trees. The threshold of the child. When using 1D blend trees. Utility function to add a child blend tree to a blend tree. The position of the child. When using 2D blend trees. The threshold of the child. When using 1D blend trees. Utility function to add a child blend tree to a blend tree. The position of the child. When using 2D blend trees. The threshold of the child. When using 1D blend trees. Utility function to remove the child of a blend tree. The index of the blend tree to remove. The type of blending algorithm that the blend tree uses. Direct control of blending weight for each node. Best used when your motions do not represent different directions. This blend type is used when your motions represent different directions, however you can have multiple motions in the same direction, for example "walk forward" and "run forward". Basic blending using a single parameter. Best used when your motions represent different directions, such as "walk forward", "walk backward", "walk left", and "walk right", or "aim up", "aim down", "aim left", and "aim right". Structure that represents a state in the context of its parent state machine. The position the the state node in the context of its parent state machine. The state. Structure that represents a state machine in the context of its parent state machine. The position the the state machine node in the context of its parent state machine. The state machine. Structure that represents a motion in the context of its parent blend tree. Normalized time offset of the child. The parameter used by the child when used in a BlendTree of type BlendTreeType.Direct. Mirror of the child. The motion itself. The position of the child. Used in 2D blend trees. The threshold of the child. Used in 1D blend trees. The relative speed of the child. Records the changing properties of a GameObject as the Scene runs and saves the information into an AnimationClip. Returns the current time of the recording. (Read Only) Returns true when the recorder is recording. (Read Only) The GameObject root of the animated hierarchy. (Read Only) Binds a GameObject's property as defined by EditorCurveBinding. The binding definition. Adds bindings for all of target's properties, and also for all the target's children if recursive is true. .root or any of its children. Binds also all the target's children properties when set to true. Adds bindings for all the properties of component. The component to bind. TODO. TODO. Adds bindings for all the properties of the first component of type T found in target, and also for all the target's children if recursive is true. .root or any of its children. Binds also the target's children transform properties when set to true. Type of the component. Adds bindings for all the properties of the first component of type T found in target, and also for all the target's children if recursive is true. .root or any of its children. Binds also the target's children transform properties when set to true. Type of the component. Create a new GameObjectRecorder. The root GameObject for the animated hierarchy. TODO. Returns an array of all the bindings added to the recorder. Array of bindings. Reset the recording. Saves the recorded animation into clip. When no frames per second is given, the default is 60 FPS. Destination clip. The frames per second for the clip. Saves the recorded animation into clip. When no frames per second is given, the default is 60 FPS. Destination clip. The frames per second for the clip. Forwards the animation by dt seconds, then record the values of the added bindings. Delta time. This class contains all the owner's information for this State Machine Behaviour. The Animations.AnimatorController that owns this state machine behaviour. The object that owns this state machine behaviour. Could be an Animations.AnimatorState or Animations.AnimatorStateMachine. The animator's layer index that owns this state machine behaviour. Which AnimatorState transitions can interrupt the Transition. The Transition can be interrupted by transitions in the destination AnimatorState. The Transition can be interrupted by transitions in the source or the destination AnimatorState. The Transition cannot be interrupted. Formely know as Atomic. The Transition can be interrupted by transitions in the source AnimatorState. The Transition can be interrupted by transitions in the source or the destination AnimatorState. Editor utility functions for modifying animation clips. Triggered when an animation curve inside an animation clip has been modified. Calculates path from root transform to target transform. Describes the type of modification that caused OnCurveWasModified to fire. Retrieves all curves from a specific animation clip. Retrieves all curves from a specific animation clip. Returns all the animatable bindings that a specific game object has. Returns the animated object that the binding is pointing to. Returns the array of Animation Clips associated with the GameObject or component. Returns the array of Animation Clips associated with the GameObject or component. Retrieves all animation events associated with the animation clip. Returns all the float curve bindings currently stored in the clip. Return the float curve that the binding is pointing to. Return the float curve that the binding is pointing to. Retrieves the current float value by sampling a curve value on a specific game object. Returns whether the animation clip is set to generate root motion curves. AnimationClip to query. Retrieve the specified keyframe broken tangent flag. Curve to query. Keyframe index. Broken flag at specified index. Retrieve the left tangent mode of the keyframe at specified index. Curve to query. Keyframe index. Tangent mode at specified index. Retrieve the right tangent mode of the keyframe at specified index. Curve to query. Keyframe index. Tangent mode at specified index. Return the object reference curve that the binding is pointing to. Returns all the object reference curve bindings currently stored in the clip. Triggered when an animation curve inside an animation clip has been modified. Set the additive reference pose from referenceClip at time for animation clip clip. The animation clip to be used. The animation clip containing the reference pose. Time that defines the reference pose in referenceClip. Sets the array of AnimationClips to be referenced in the Animation component. Replaces all animation events in the animation clip. Adds, modifies or removes an editor float curve in a given clip. The animation clip to which the curve will be added. The bindings which defines the path and the property of the curve. The curve to add. Setting this to null will remove the curve. Sets whether the animation clip generates root motion curves. AnimationClip to change. Set to true to enable generation of root motion curves. Change the specified keyframe broken tangent flag. The curve to modify. Keyframe index. Broken flag. Change the specified keyframe tangent mode. The curve to modify. Keyframe index. Tangent mode. Change the specified keyframe tangent mode. The curve to modify. Keyframe index. Tangent mode. Adds, modifies or removes an object reference curve in a given clip. Setting this to null will remove the curve. Tangent constraints on Keyframe. The tangents are automatically set to make the curve go smoothly through the key. The tangents are automatically set to make the curve go smoothly through the key. The curve retains a constant value between two keys. The tangent can be freely set by dragging the tangent handle. The tangent points towards the neighboring key. .NET API compatibility level. .NET 2.0. .NET 2.0 Subset. .NET 4.6. Micro profile, used by Mono scripting backend on iOS, tvOS, and Android if stripping level is set to "Use micro mscorlib". Profile that targets the .NET Standard 2.0. Web profile, formerly used only by Samsung TV. Helpers for builtin arrays. Appends item to the end of array. Appends items to the end of array. Compares two arrays. True if both have the same number of elements and the contents are equal. Compares two array references. True if both have the same number of elements and are the same instances. Clears the array. Determines if the array contains the item. True if item is in array, false otherwise. Find the index of the first element that satisfies the predicate. The zero-based index of the first occurrence of the element, if found; otherwise, �1. Index of first element with value value. The zero-based index of the element, if found; otherwise -1. Inserts item item at position index. Index of the last element with value value. The zero-based index of the element, if found; otherwise -1. Removes item from array. Remove element at position index. Method used for calculating a font's ascent. Ascender method. Bounding box method. Legacy bounding box method. Aspect ratio. 16:10 aspect ratio. 16:9 aspect ratio. 4:3 aspect ratio. 5:4 aspect ratio. Undefined aspect ratios. This class has event dispatchers for assembly reload events. This event is dispatched just after Unity have reloaded all assemblies. This event is dispatched just before Unity reloads all assemblies. Delegate used for assembly reload events. AssetBundle building map entry. Addressable name used to load an asset. AssetBundle name. AssetBundle variant. Asset names which belong to the given AssetBundle. An Interface for accessing assets and performing operations on assets. Callback raised whenever a package import is cancelled by the user. Callback raised whenever a package import successfully completes. Callback raised whenever a package import failed. Callback raised whenever a package import starts. Adds objectToAdd to an existing asset at path. Object to add to the existing asset. Filesystem path to the asset. Adds objectToAdd to an existing asset identified by assetObject. Get the GUID for the asset at path. Filesystem path for the asset. GUID. Removes all labels attached to an asset. Is object an asset? Is object an asset? Duplicates the asset at path and stores it at newPath. Filesystem path of the source asset. Filesystem path of the new asset to create. Creates a new asset at path. Object to use in creating the asset. Filesystem path for the new asset. Create a new folder. The name of the parent folder. The name of the new folder. The GUID of the newly created folder. Deletes the asset file at path. Filesystem path of the asset to be deleted. Exports the assets identified by assetPathNames to a unitypackage file in fileName. Exports the assets identified by assetPathNames to a unitypackage file in fileName. Exports the assets identified by assetPathNames to a unitypackage file in fileName. Exports the assets identified by assetPathNames to a unitypackage file in fileName. Creates an external Asset from an object (such as a Material) by extracting it from within an imported asset (such as an FBX file). The sub-asset to extract. The file path of the new Asset. An empty string if Unity has successfully extracted the Asset, or an error message if not. Search the asset database using the search filter string. The filter string can contain search data. See below for details about this string. The folders where the search will start. Array of matching asset. Note that GUIDs will be returned. Search the asset database using the search filter string. The filter string can contain search data. See below for details about this string. The folders where the search will start. Array of matching asset. Note that GUIDs will be returned. Forcibly load and re-serialize the given assets, flushing any outstanding data changes to disk. The paths to the assets that should be reserialized. If omitted, will reserialize all assets in the project. Specify whether you want to reserialize the assets themselves, their .meta files, or both. If omitted, defaults to both. Forcibly load and re-serialize the given assets, flushing any outstanding data changes to disk. The paths to the assets that should be reserialized. If omitted, will reserialize all assets in the project. Specify whether you want to reserialize the assets themselves, their .meta files, or both. If omitted, defaults to both. Forcibly load and re-serialize the given assets, flushing any outstanding data changes to disk. The paths to the assets that should be reserialized. If omitted, will reserialize all assets in the project. Specify whether you want to reserialize the assets themselves, their .meta files, or both. If omitted, defaults to both. Creates a new unique path for an asset. Return all the AssetBundle names in the asset database. Array of asset bundle names. Given an assetBundleName, returns the list of AssetBundles that it depends on. The name of the AssetBundle for which dependencies are required. If false, returns only AssetBundles which are direct dependencies of the input; if true, includes all indirect dependencies of the input. The names of all AssetBundles that the input depends on. Returns the hash of all the dependencies of an asset. Path to the asset. Aggregate hash. Returns the path name relative to the project folder where the asset is stored. Returns the path name relative to the project folder where the asset is stored. The instance ID of the asset. A reference to the asset. The asset path name, or null, or an empty string if the asset does not exist. Returns the path name relative to the project folder where the asset is stored. The instance ID of the asset. A reference to the asset. The asset path name, or null, or an empty string if the asset does not exist. Gets the path to the asset file associated with a text .meta file. Get the paths of the assets which have been marked with the given assetBundle name. Get the Asset paths for all Assets tagged with assetBundleName and named assetName. Retrieves an icon for the asset at the given asset path. Gets the IP address of the Cache Server currently in use by the Editor. Returns a string representation of the current Cache Server IP address. Given a pathName, returns the list of all assets that it depends on. The path to the asset for which dependencies are required. If false, return only assets which are direct dependencies of the input; if true, include all indirect dependencies of the input. Defaults to true. The paths of all assets that the input depends on. Given a pathName, returns the list of all assets that it depends on. The path to the asset for which dependencies are required. If false, return only assets which are direct dependencies of the input; if true, include all indirect dependencies of the input. Defaults to true. The paths of all assets that the input depends on. Given an array of pathNames, returns the list of all assets that the input depend on. The path to the assets for which dependencies are required. If false, return only assets which are direct dependencies of the input; if true, include all indirect dependencies of the input. Defaults to true. The paths of all assets that the input depends on. Given an array of pathNames, returns the list of all assets that the input depend on. The path to the assets for which dependencies are required. If false, return only assets which are direct dependencies of the input; if true, include all indirect dependencies of the input. Defaults to true. The paths of all assets that the input depends on. Returns the name of the AssetBundle that a given asset belongs to. The asset's path. Returns the name of the AssetBundle that a given asset belongs to. See the method description for more details. Returns the name of the AssetBundle Variant that a given asset belongs to. The asset's path. Returns the name of the AssetBundle Variant that a given asset belongs to. See the method description for more details. Returns all labels attached to a given asset. Returns the type of the main asset object at assetPath. Filesystem path of the asset to load. Given a path to a directory in the Assets folder, relative to the project folder, this method will return an array of all its subdirectories. Gets the path to the text .meta file associated with an asset. The path to the asset. The path to the .meta text file or empty string if the file does not exist. Gets the path to the text .meta file associated with an asset. The path to the asset. The path to the .meta text file or empty string if the file does not exist. Return all the unused assetBundle names in the asset database. Translate a GUID to its current asset path. Import asset at path. Import asset at path. Imports package at packagePath into the current project. Delegate to be called from AssetDatabase.ImportPackage callbacks. packageName is the name of the package that raised the callback. Delegate to be called from AssetDatabase.ImportPackage callbacks. packageName is the name of the package that raised the callback. errorMessage is the reason for the failure. Determines whether the Asset is a foreign Asset. Determines whether the Asset is a foreign Asset. Is asset a main asset in the project window? Is asset a main asset in the project window? Returns true if the main asset object at assetPath is loaded in memory. Filesystem path of the asset to load. Query whether an asset's metadata (.meta) file is open for edit in version control. Object representing the asset whose metadata status you wish to query. Returns a reason for the asset metadata not being open for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. True if the asset's metadata is considered open for edit by the selected version control system. Query whether an asset's metadata (.meta) file is open for edit in version control. Object representing the asset whose metadata status you wish to query. Returns a reason for the asset metadata not being open for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. True if the asset's metadata is considered open for edit by the selected version control system. Query whether an asset's metadata (.meta) file is open for edit in version control. Object representing the asset whose metadata status you wish to query. Returns a reason for the asset metadata not being open for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. True if the asset's metadata is considered open for edit by the selected version control system. Query whether an asset's metadata (.meta) file is open for edit in version control. Object representing the asset whose metadata status you wish to query. Returns a reason for the asset metadata not being open for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. True if the asset's metadata is considered open for edit by the selected version control system. Determines whether the Asset is a native Asset. Determines whether the Asset is a native Asset. Query whether an asset file is open for edit in version control. Object representing the asset whose status you wish to query. Path to the asset file or its .meta file on disk, relative to project folder. Returns a reason for the asset not being open for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. True if the asset is considered open for edit by the selected version control system. Query whether an asset file is open for edit in version control. Object representing the asset whose status you wish to query. Path to the asset file or its .meta file on disk, relative to project folder. Returns a reason for the asset not being open for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. True if the asset is considered open for edit by the selected version control system. Query whether an asset file is open for edit in version control. Object representing the asset whose status you wish to query. Path to the asset file or its .meta file on disk, relative to project folder. Returns a reason for the asset not being open for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. True if the asset is considered open for edit by the selected version control system. Query whether an asset file is open for edit in version control. Object representing the asset whose status you wish to query. Path to the asset file or its .meta file on disk, relative to project folder. Returns a reason for the asset not being open for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. True if the asset is considered open for edit by the selected version control system. Query whether an asset file is open for edit in version control. Object representing the asset whose status you wish to query. Path to the asset file or its .meta file on disk, relative to project folder. Returns a reason for the asset not being open for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. True if the asset is considered open for edit by the selected version control system. Query whether an asset file is open for edit in version control. Object representing the asset whose status you wish to query. Path to the asset file or its .meta file on disk, relative to project folder. Returns a reason for the asset not being open for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. True if the asset is considered open for edit by the selected version control system. Query whether an asset file is open for edit in version control. Object representing the asset whose status you wish to query. Path to the asset file or its .meta file on disk, relative to project folder. Returns a reason for the asset not being open for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. True if the asset is considered open for edit by the selected version control system. Query whether an asset file is open for edit in version control. Object representing the asset whose status you wish to query. Path to the asset file or its .meta file on disk, relative to project folder. Returns a reason for the asset not being open for edit. Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. True if the asset is considered open for edit by the selected version control system. Does the asset form part of another asset? The asset Object to query. Instance ID of the asset Object to query. Does the asset form part of another asset? The asset Object to query. Instance ID of the asset Object to query. Given a path to a folder, returns true if it exists, false otherwise. The path to the folder. Returns true if the folder exists. Returns all sub Assets at assetPath. Returns an array of all Assets at assetPath. Filesystem path to the asset. Returns the first asset object of type type at given path assetPath. Path of the asset to load. Data type of the asset. The asset matching the parameters. Returns the main asset object at assetPath. Filesystem path of the asset to load. Move an asset file (or folder) from one folder to another. The path where the asset currently resides. The path which the asset should be moved to. An empty string if the asset has been successfully moved, otherwise an error message. Moves the asset at path to the trash. Opens the asset with associated application. Opens the asset with associated application. Opens the asset with associated application. Opens the asset with associated application. Opens the asset(s) with associated application(s). Import any changed assets. Import any changed assets. Calling this function will release file handles internally cached by Unity. This allows modifying asset or meta files safely thus avoiding potential file sharing IO errors. Remove the assetBundle name from the asset database. The forceRemove flag is used to indicate if you want to remove it even it's in use. The assetBundle name you want to remove. Flag to indicate if you want to remove the assetBundle name even it's in use. Removes object from its asset (See Also: AssetDatabase.AddObjectToAsset). Remove all the unused assetBundle names in the asset database. Rename an asset file. The path where the asset currently resides. The new name which should be given to the asset. An empty string, if the asset has been successfully renamed, otherwise an error message. Writes all unsaved asset changes to disk. Replaces that list of labels on an asset. Specifies which object in the asset file should become the main object after the next import. The object to become the main object. Path to the asset file. Begin Asset importing. This lets you group several asset imports together into one larger import. Stop Asset importing. This lets you group several asset imports together into one larger import. Warning Use the overload with a long localId parameter. Using the overload with an integer localId parameter can cause an integer overflow in localId. This can happen when the object passed to the API is part of a Prefab. Get the GUID and local file id from an object instance id. InstanceID of the object to retrieve information for. The object to retrieve GUID and File Id for. The GUID of the asset. The local file identifier of this asset. True if the guid and file id were successfully found, false if not. Warning Use the overload with a long localId parameter. Using the overload with an integer localId parameter can cause an integer overflow in localId. This can happen when the object passed to the API is part of a Prefab. Get the GUID and local file id from an object instance id. InstanceID of the object to retrieve information for. The object to retrieve GUID and File Id for. The GUID of the asset. The local file identifier of this asset. True if the guid and file id were successfully found, false if not. Warning Use the overload with a long localId parameter. Using the overload with an integer localId parameter can cause an integer overflow in localId. This can happen when the object passed to the API is part of a Prefab. Get the GUID and local file id from an object instance id. InstanceID of the object to retrieve information for. The object to retrieve GUID and File Id for. The GUID of the asset. The local file identifier of this asset. True if the guid and file id were successfully found, false if not. Warning Use the overload with a long localId parameter. Using the overload with an integer localId parameter can cause an integer overflow in localId. This can happen when the object passed to the API is part of a Prefab. Get the GUID and local file id from an object instance id. InstanceID of the object to retrieve information for. The object to retrieve GUID and File Id for. The GUID of the asset. The local file identifier of this asset. True if the guid and file id were successfully found, false if not. Checks if an asset file can be moved from one folder to another. (Without actually moving the file). The path where the asset currently resides. The path which the asset should be moved to. An empty string if the asset can be moved, otherwise an error message. Writes the import settings to disk. Result of Asset delete operation Tells Unity that the asset was deleted by the callback. Unity will not try to delete the asset, but will delete the cached version and preview file. Tells the internal implementation that the callback did not delete the asset. The asset will be delete by the internal implementation. Tells Unity that the file cannot be deleted and Unity should leave it alone. Base class from which asset importers for specific asset types derive. Get or set the AssetBundle name. Get or set the AssetBundle variant. The path name of the asset for this importer. (Read Only) The value is true when no meta file is provided with the imported asset. Get or set any user data. Map a sub-asset from an imported asset (such as an FBX file) to an external Asset of the same type. The identifier of the sub-asset. The object to be mapped to the internal object. Can belong to another Prefab or Asset, but not the Asset that is being changed. Retrieves the asset importer for the asset at path. Gets a copy of the external object map used by the AssetImporter. The map between a sub-asset and an external Asset. Removes an item from the map of external objects. The identifier of the sub-asset. Returns true if an element was removed, otherwise false. Save asset importer settings if asset importer is dirty. Set the AssetBundle name and variant. AssetBundle name. AssetBundle variant. Represents a unique identifier for a sub-asset embedded in an imported Asset (such as an FBX file). The name of the Asset. The type of the Asset. Constructs a SourceAssetIdentifier. The the sub-asset embedded in the imported Asset. The type of the sub-asset embedded in the imported Asset. The name of the sub-asset embedded in the imported Asset. Constructs a SourceAssetIdentifier. The the sub-asset embedded in the imported Asset. The type of the sub-asset embedded in the imported Asset. The name of the sub-asset embedded in the imported Asset. Checks if the AssetImporter supports remapping the given asset type. The type of asset to check. Returns true if the importer supports remapping the given type. Otherwise, returns false. AssetModificationProcessor lets you hook into saving of serialized assets and scenes which are edited inside Unity. Result of Asset move Tells the internal implementation that the script moved the asset physically on disk. Tells the internal implementation that the asset was not moved physically on disk by the script. Tells the internal implementation that the script could not move the assets. AssetPostprocessor lets you hook into the import pipeline and run scripts prior or after importing assets. Reference to the asset importer. The path name of the asset being imported. The import context. Override the order in which importers are processed. Returns the version of the asset postprocessor. Logs an import error message to the console. Logs an import error message to the console. Logs an import warning to the console. Logs an import warning to the console. Utility for fetching asset previews by instance ID of assets, See AssetPreview.GetAssetPreview. Since previews are loaded asynchronously methods are provided for requesting if all previews have been fully loaded, see AssetPreview.IsLoadingAssetPreviews. Loaded previews are stored in a cache, the size of the cache can be controlled by calling [AssetPreview.SetPreviewTextureCacheSize]. Returns a preview texture for an asset. Returns a preview texture for an instanceID of an asset. Returns the thumbnail for an object (like the ones you see in the project view). Returns the thumbnail for the type. Returns the thumbnail for the object's type. Loading previews is asynchronous so it is useful to know if a specific asset preview is in the process of being loaded so client code e.g can repaint while waiting for the loading to finish. InstanceID of the assset that a preview has been requested for by: AssetPreview.GetAssetPreview(). Loading previews is asynchronous so it is useful to know if any requested previews are in the process of being loaded so client code e.g can repaint while waiting. Set the asset preview cache to a size that can hold all visible previews on the screen at once. The number of previews that can be loaded into the cache before the least used previews are being unloaded. AssetSettingsProvider is a specialization of the SettingsProvider class that converts legacy settings to Unified Settings. Legacy settings include any settings that used the Inspector to modify themselves, such as the *.asset files under the ProjectSettings folder. Under the hood, AssetSettingsProvider creates an Editor for specific Assets and builds the UI for the Settings window by wrapping the Editor.OnInspectorGUI function. Internally we use this class to wrap our existing settings. Editor providing UI to modify the settings. Create an AssetSettingsProvider from an asset path. Path of the settings in the Settings window. Uses "/" as separator. The last token becomes the settings label if none is provided. Path of the asset on disk. List of keywords to compare against what the user is searching for. When the user enters values in the search box on the Settings window, SettingsProvider.HasSearchInterest tries to match those keywords to this list. Returns an AssetSettingsProvider that will create an Editor for this particular asset. Create an AssetSettingsProvider from a settings object. Path of the settings in the Settings window. Uses "/" as separator. The last token becomes the settings label if none is provided. Settings object to display List of keywords to compare against what the user is searching for. When the user enters values in the search box on the Settings window, SettingsProvider.HasSearchInterest tries to match those keywords to this list. Returns an AssetSettingsProvider that will create an Editor for this particular asset. Create an AssetSettingsProvider from an asset resource path. Path of the settings in the Settings window. Uses "/" as separator. The last token becomes the settings label if none is provided. Path of the resource on disk. List of keywords to compare against what the user is searching for. When the user enters values in the search box on the Settings window, SettingsProvider.HasSearchInterest tries to match those keywords to this list. Returns an AssetSettingsProvider that will create an Editor for this particular asset. Creates a new AssetSettingsProvider so you can wrap legacy settings (that is, settings that previously appeared in the Inspector). Path of the settings in the Settings window. Uses "/" as separator. The last token becomes the settings label if none is provided. Functor creating an Editor able to modify the settings. List of keywords to compare against what the user is searching for. When the user enters values in the search box on the Settings window, SettingsProvider.HasSearchInterest tries to match those keywords to this list. Functor creating or getting a settings object. Creates a new AssetSettingsProvider so you can wrap legacy settings (that is, settings that previously appeared in the Inspector). Path of the settings in the Settings window. Uses "/" as separator. The last token becomes the settings label if none is provided. Functor creating an Editor able to modify the settings. List of keywords to compare against what the user is searching for. When the user enters values in the search box on the Settings window, SettingsProvider.HasSearchInterest tries to match those keywords to this list. Functor creating or getting a settings object. Overrides SettingsProvider.OnActivate for this AssetSettingsProvider. Search context in the search box on the Settings window. Root of the UIElements tree. If you add to this root, the SettingsProvider uses UIElements instead of calling SettingsProvider.OnGUI to build the UI. If you do not add to this VisualElement, then you must use the IMGUI to build the UI. Overrides SettingsProvider.OnDeactivate for this AssetSettingsProvider. Overrides SettingsProvider.OnFooterBarGUI for this AssetSettingsProvider. Overrides SettingsProvider.OnGUI for this AssetSettingsProvider. Search context for the Settings window. Used to show or hide relevant properties. Overrides SettingsProvider.OnTitleBarGUI for this AssetSettingsProvider. This draws the button bar that contains the "add to preset" and the "help" buttons. Antialiased curve rendering functionality used by audio tools in the editor. Curve evaluation function that allows simultaneous evaluation of the curve y-value and a color of the curve at that point. Normalized x-position in the range [0; 1] at which the curve should be evaluated. Color of the curve at the evaluated point. Curve evaluation function used to evaluate the curve y-value and at the specified point. Normalized x-position in the range [0; 1] at which the curve should be evaluated. Curve evaluation function that allows simultaneous evaluation of the min- and max-curves. The returned minValue and maxValue values are expected to be in the range [-1; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped. Additionally the color of the curve at this point is evaluated. Normalized x-position in the range [0; 1] at which the min- and max-curves should be evaluated. Color of the curve at the specified evaluation point. Returned value of the minimum curve. Clamped to [-1; 1]. Returned value of the maximum curve. Clamped to [-1; 1]. Renders a thin curve determined by the curve evaluation function. The solid color of the curve is set by the curveColor argument. Rectangle determining the size of the graph. Curve evaluation function. Solid fill color of the curve. The alpha-channel determines the amount of opacity. Fills the area between the curve evaluated by the AudioCurveAndColorEvaluator provided and the bottom of the rectngle with smooth gradients along the edges. Rectangle determining the size of the graph. Normalized x-position in the range [0; 1] at which the curve should be evaluated. The returned value is expected to be in the range [-1; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped. Solid fill color of the curve. The alpha-channel determines the amount of opacity. Fills the area between the curve evaluated by the AudioCurveAndColorEvaluator provided and the bottom of the rectngle with smooth gradients along the edges. Rectangle determining the size of the graph. Normalized x-position in the range [0; 1] at which the curve should be evaluated. The returned value is expected to be in the range [-1; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped. Solid fill color of the curve. The alpha-channel determines the amount of opacity. Fills the area between the two curves evaluated by the AudioMinMaxCurveAndColorEvaluator provided with smooth gradients along the edges. Rectangle determining the size of the graph. Normalized x-position in the range [0; 1] at which the min- and max-curves should be evaluated. The returned minValue and maxValue values are expected to be in the range [-1; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped. Fills the area between the curve evaluated by the AudioCurveAndColorEvaluator provided and its vertical mirror image with smooth gradients along the edges. Useful for drawing amplitude plots of audio signals. Rectangle determining the size of the graph. Normalized x-position in the range [0; 1] at which the curve should be evaluated. The returned value is expected to be in the range [0; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped. Audio importer lets you modify AudioClip import settings from editor scripts. When this flag is set, the audio clip will be treated as being ambisonic. Compression bitrate. The default sample settings for the AudioClip importer. Force audioclips to mono? Corresponding to the "Load In Background" flag in the AudioClip inspector, when this flag is set, the loading of the clip will happen delayed without blocking the main thread. Preloads audio data of the clip when the clip asset is loaded. When this flag is off, scripts have to call AudioClip.LoadAudioData() to load the data before the clip can be played. Properties like length, channels and format are available before the audio data has been loaded. Clears the sample settings override for the given platform. The platform to clear the overrides for. Returns true if any overrides were actually cleared. Returns whether a given build target has its sample settings currently overridden. The platform to query if this AudioImporter has an override for. Returns true if the platform is currently overriden in this AudioImporter. Return the current override settings for the given platform. The platform to get the override settings for. The override sample settings for the given platform. Sets the override sample settings for the given platform. The platform which will have the sample settings overridden. The override settings for the given platform. Returns true if the settings were successfully overriden. Some setting overrides are not possible for the given platform, in which case false is returned and the settings are not registered. This structure contains a collection of settings used to define how an AudioClip should be imported. This structure is used with the AudioImporter to define how the AudioClip should be imported and treated during loading within the Scene. CompressionFormat defines the compression type that the audio file is encoded to. Different compression types have different performance and audio artifact characteristics. LoadType defines how the imported AudioClip data should be loaded. Audio compression quality (0-1) Amount of compression. The value roughly corresponds to the ratio between the resulting and the source file sizes. Target sample rate to convert to when samplerateSetting is set to OverrideSampleRate. Defines how the sample rate is modified (if at all) of the importer audio file. The sample rate setting used within the AudioImporter. This defines the sample rate conversion of audio on import. Let Unity deduce the optimal sample rate for the AudioClip being imported. The audio file will be analysed and a minimal sample rate chosen while still preserving audio quality. Override the sample rate of the imported audio file with a custom value. Do not change the sample rate of the imported audio file. The sample rate will be preserved for the imported AudioClip. An exception class that represents a failed build. Constructs a BuildFailedException object. A string of text describing the error that caused the build to fail. The exception that caused the build to fail. Constructs a BuildFailedException object. A string of text describing the error that caused the build to fail. The exception that caused the build to fail. Container for holding asset loading information for an AssetBundle to be built. List of asset loading information for an AssetBundle. Friendly AssetBundle name. Default constructor for an empty AssetBundleInfo. Container for holding preload information for a given serialized Asset. Friendly name used to load the built asset. GUID for the given asset. List of objects that an asset contains in its source file. List of objects that an asset references. Default constructor for an empty AssetLoadInfo. Struct containing settings that control the compression method of content. Returns a BuildCompression struct set with the default values used for Lz4HC compression. Returns a BuildCompression struct set with the default values used for LZMA compression. Returns a BuildCompression struct set with the default values used for uncompressed. Container for holding information about where objects will be serialized in a build. Adds a mapping for a single Object to where it will be serialized out to the build. Adds mappings for a set of Objects to where they will be serialized out to the build. Adds mappings for a set of Objects to where they will be serialized out to the build. Default constructor for an empty BuildReferenceMap. Dispose the BuildReferenceMap destroying all internal state. Returns true if the objects are equal. Gets the hash for the BuildReferenceMap. Gets the hash code for the BuildReferenceMap. ISerializable method for serialization support outside of Unity's internal serialization system. Struct containing information on how to build content. Specific build options to use when building content. Platform group for which content will be built. Platform target for which content will be built. Type information to use for building content. Caching object for the Scriptable Build Pipeline. Default contructor. Dispose the BuildUsageCache destroying all internal state. Container for holding information about lighting information being used in a build. Combines the usage data from another BuildUsageTagGlobal with this BuildUsageTagGlobal. Container for holding information about how objects are being used in a build. Default constructor for an empty BuildUsageTagSet. Dispose the BuildUsageTagSet destroying all internal state. Returns true if the objects are equal. Gets the hash for the BuildReferenceMap. Gets the hash code for the BuildUsageTagSet. The hash code of the BuildUsageTagSet. ISerializable method for serialization support outside of Unity's internal serialization system. Returns an array of ObjectIdentifiers that this BuildUsageTagSet contains usage information about. Adds the Object usage information from another BuildUsageTagSet to this BuildUsageTagSet. Object usage information to be added to this BuildUsageTagSet. Enum to indicate if compression should emphasize speed or size. Content should be compressed as fast. Content should be compressed as fast as possible. Content should be compressed small. Content should be compressed as small as possible. None. Defaults to Normal. Content should be ballanced between size and speed. Enum containing the types of compression supported for built content. Chunk-based content compression. Chunk-based content compression using the high compression variant. Single stream content compression. Uncompressed content. Build options for content. Do not include type information within the built content. Build content with no additional options. Low level interface for building content for Unity. Combines resource files into a single archive and compresses them based on the passed in options. Calculates the build usage of a set of objects. Objects that will have their build usage calculated. Objects that reference the Objects being calculated. Lighting information used by the build. The BuildUsageTagSet where the calculated usage information will be stored. Optional cache object to use for improving performance with multiple calls to this api. Calculates the build usage of a set of objects. Objects that will have their build usage calculated. Objects that reference the Objects being calculated. Lighting information used by the build. The BuildUsageTagSet where the calculated usage information will be stored. Optional cache object to use for improving performance with multiple calls to this api. Returns an array of AssetBundleBuild structs that detail the current asset bundle layout set in the AssetDatabase. Returns a list of objects referenced by an object. Returns a list of objects referenced by a set of objects. Returns a list of objects directly contained inside of an asset. Gets the type of an object specified by an ObjectIdentifier. Gets the types of all the objects specified by ObjectIdentifiers. Calculates the Scene dependency information and writes a post processed Scene to disk. Optional cache object to use for improving performance with multiple calls to this api. Input path of the Scene to prepare. Settings to use for preparing the Scene. Output usage information generated from preparing the Scene. Output location where the post prepared Scene will be saved. Dependency information for the Scene. Calculates the Scene dependency information and writes a post processed Scene to disk. Optional cache object to use for improving performance with multiple calls to this api. Input path of the Scene to prepare. Settings to use for preparing the Scene. Output usage information generated from preparing the Scene. Output location where the post prepared Scene will be saved. Dependency information for the Scene. Writes Scene objects to a serialized file on disk. Writes Scene objects to a serialized file on disk. Writes Scene objects to a serialized file on disk. Writes objects to a serialized file on disk. Writes objects to a serialized file on disk. Enum description of the type of file an object comes from. Object is contained in a very old format. Currently unused. Object is contained in the imported asset meta data located in the Library folder. Object is contained in file not currently tracked by the AssetDatabase. Object is contained in a standard asset file type located in the Assets folder. Struct that identifies a specific object project wide. The file path on disk that contains this object. (Only used for objects not known by the AssetDatabase). Type of file that contains this object. The specific asset that contains this object. The index of the object inside a serialized file. Returns true if the objects are equal. Gets the hash code for the ObjectIdentifier. Returns true if the ObjectIdentifiers are the same. Returns true if the first ObjectIdentifier is greater than the second ObjectIdentifier. Returns true if the first ObjectIdentifier is less than the second ObjectIdentifier. Returns true if the ObjectIdentifiers are different. Returns a nicely formatted string for this ObjectIdentifier. Struct containing details about how an object was serialized. Serialized object header information. Raw byte data of the object if it was serialized seperately from the header. Object that was serialized. Container for holding a list of preload objects for a Scene to be built. List of Objects for a serialized Scene that need to be preloaded. Default constructor for an empty PreloadInfo. Details about a specific file written by the ContentBuildInterface.WriteSerializedFile or ContentBuildInterface.WriteSceneSerializedFile APIs. Internal name used by the loading system for a resource file. Path to the resource file on disk. Bool to determine if this resource file represents serialized Unity objects (serialized file) or binary resource data. Container for holding asset loading information for a streamed Scene AssetBundle to be built. Friendly AssetBundle name. List of Scene loading information for an AssetBundle. Default constructor for an empty SceneBundleInfo. Scene dependency information generated from the ContentBuildInterface.PrepareScene API. Lighting information used by the Scene. Path to the post processed version of the Scene. List of objects referenced by the Scene. Scene's original asset path. Container for holding preload information for a given serialized Scene in an AssetBundle. Friendly name used to load the built Scene from an asset bundle. GUID for the given Scene. Internal name used to load the built Scene from an asset bundle. Default constructor for an empty SceneLoadInfo. Container for holding object serialization order information for a build. Order in which the object will be serialized to disk. Source object to be serialzied to disk. Default constructor for an empty SerializationInfo. Struct containing information about where an object was serialized. File path on disk where the object was serialized. Byte offset for the start of the object's data. Size of the object's data. Container for holding information about a serialized file to be written. Final file name on disk of the serialized file. Internal name used by the loading system for a serialized file. List of objects and their order contained inside a serialized file. Default constructor for an empty WriteCommand. Struct containing the results from the ContentBuildPipeline.WriteSerialziedFile and ContentBuildPipeline.WriteSceneSerialziedFile APIs. Types that were included in the serialized file. Collection of files written by the ContentBuildInterface.WriteSerializedFile or ContentBuildInterface.WriteSceneSerializedFile APIs. Collection of objects written to the serialized file. Implement this interface to receive a callback after the active build platform has changed. This function is called automatically when the active build platform has changed. The build target before the change. The new active build target. Implement this interface to receive a callback to filter assemblies away from the build. Will be called after building script assemblies, but makes it possible to filter away unwanted scripts to be included. The current build options. The list of assemblies that will be included. Returns the filtered list of assemblies that are included in the build. Interface that provides control over callback order. Returns the relative callback order for callbacks. Callbacks with lower values are called before ones with higher values. Implement this interface to receive a callback just after the player scripts have been compiled. Implement this interface to receive a callback just after the player scripts have been compiled. A report containing information about the build, such as its target platform and output path. Implement this interface to receive a callback after the build is complete. Implement this function to receive a callback after the build is complete. Implement this interface to receive a callback after the build is complete. Implement this function to receive a callback after the build is complete. A BuildReport containing information about the build, such as the target platform and output path. Implement this interface to receive a callback before the build is started. Implement this function to receive a callback before the build is started. Implement this interface to receive a callback before the build is started. Implement this function to receive a callback before the build is started. A report containing information about the build, such as its target platform and output path. Implement this interface to receive a callback before a shader is compiled. Implement this interface to receive a callback before a shader snippet is compiled. Shader that is being compiled. Details about the specific shader code being compiled. List of variants to be compiled for the specific shader code. Implement this interface to receive a callback for each Scene during the build. Implement this function to receive a callback for each Scene during the build. The current Scene being processed. Implement this interface to receive a callback for each Scene during the build. Implement this function to receive a callback for each Scene during the build. The current Scene being processed. A report containing information about the current build. When this callback is invoked for Scene loading during Editor playmode, this parameter will be null. Low level interface for building scripts for Unity. Compiles user scripts into one or more assemblies. Script compilation options. Include assertions in the compiled scripts. By default, the assertions are only included in development builds. Build a development version of the scripts. Compiled the scripts without any special settings. Struct with result information returned from the PlayerBuildInterface.CompilePlayerScripts API. Collection of assemblies compiled. Type information generated by the script compilation call. Struct containing information on how to build scripts. Platform group for which scripts will be compiled. Specific compiler options to use when compiling scripts. Platform group for which scripts will be compiled. Container for holding information about script type and property data. Dispose the TypeDB destroying all internal state. Returns true if the objects are equal. Gets the hash for the BuildReferenceMap. Gets the hash code for the TypeDB. ISerializable method for serialization support outside of Unity's internal serialization system. Contains information about a single file produced by the build process. The absolute path of the file produced by the build process. The role the file plays in the build output. The total size of the file, in bytes. The BuildReport API gives you information about the Unity build process. An array of all the files output by the build process. An array of all the BuildSteps that took place during the build process. The StrippingInfo object for the build. A BuildSummary containing overall statistics and data about the build process. Describes the outcome of the build process. Indicates that the build was cancelled by the user. Indicates that the build failed. Indicates that the build completed successfully. Indicates that the outcome of the build is in an unknown state. Contains information about a single step in the build process. The nesting depth of the build step. The total duration for this build step. All log messages recorded during this build step, in the order of which they occurred. The name of this build step. Contains information about a single log message recorded during the build process. The text content of the log message. The LogType of the log message. Contains overall summary information about a build. The time the build ended. The time the build was started. The Application.buildGUID of the build. The BuildOptions used for the build, as passed to BuildPipeline.BuildPlayer. The output path for the build, as provided to BuildPipeline.BuildPlayer. The platform that the build was created for. The platform group the build was created for. The outcome of the build. The total number of errors and exceptions recorded during the build process. The total size of the build output, in bytes. The total time taken by the build process. The total number of warnings recorded during the build process. This class provides constant values for some of the common roles used by files in the build. The role of each file in the build is available in BuildFile.role. The BuildFile.role value of the file that provides config information used in Low Integrity mode on Windows. The BuildFile.role value of built AssetBundle files. The BuildFile.role value of an AssetBundle manifest file, produced during the build process, that contains information about the bundle and its dependencies. The BuildFile.role value of the file that contains configuration information for the very early stages of engine startup. The BuildFile.role value of the file that contains built-in resources for the engine. The BuildFile.role value of the file that contains Unity's built-in shaders, such as the Standard shader. The BuildFile.role value of the executable that is used to capture crashes from the player. The BuildFile.role value of files that contain information for debuggers. The BuildFile.role value of a managed library that is present in the build due to being a dependency of a CommonRoles.managedLibrary. The BuildFile.role value of the main Unity runtime when it is built as a separate library. The BuildFile.role value of an executable - the file that will actually be launched on the target device. The BuildFile.role value of the file that contains global Project Settings data for the player. The BuildFile.role value of files that provide the managed API for Unity. The BuildFile.role value of a managed assembly, containing compiled script code. The BuildFile.role value of a manifest AssetBundle, which is an AssetBundle that contains information about other AssetBundles and their dependencies. The BuildFile.role value of files that are used as configuration data by the Mono runtime. The BuildFile.role value of files that make up the Mono runtime itself. The BuildFile.role value of the file that contains the contents of the project's "Resources" folder, packed into a single file. The BuildFile.role value of a file that contains the packed content of a Scene. The BuildFile.role value of a file that contains asset objects which are shared between Scenes. Examples of asset objects are textures, models, and audio. The BuildFile.role value of files that have been copied into the build without modification from the StreamingAssets folder in the project. The BuildFile.role value of a file that contains streaming resource data. The StrippingInfo object contains information about which native code modules in the engine are still present in the build, and the reasons why they are still present. The native engine modules that were included in the build. Returns the list of dependencies or reasons that caused the given entity to be included in the build. The name of an engine module, class, or other entity present in the build. A list of modules, classes, or other entities that caused the provided entity to be included in the build. Asset Bundle building options. Append the hash to the assetBundle name. Use chunk-based LZ4 compression when creating the AssetBundle. Includes all dependencies. Forces inclusion of the entire asset. Builds an asset bundle using a hash for the id of the object stored in the asset bundle. Disables Asset Bundle LoadAsset by file name. Disables Asset Bundle LoadAsset by file name with extension. Do not include type information within the AssetBundle. Do a dry run build. Force rebuild the assetBundles. Ignore the type tree changes when doing the incremental build check. Build assetBundle without any special option. Do not allow the build to succeed if any errors are reporting during it. Don't compress the data when creating the asset bundle. Building options. Multiple options can be combined together. Used when building Xcode (iOS) or Eclipse (Android) projects. Allow script debuggers to attach to the player remotely. Run the built player. Build a compressed asset bundle that contains streamed Scenes loadable with the UnityWebRequest class. Only build the scripts in a Project. Use chunk-based LZ4 compression when building the Player. Use chunk-based LZ4 high-compression when building the Player. Sets the Player to connect to the Editor. Start the player with a connection to the profiler in the editor. Build a development version of the player. Build headless Linux standalone. Include assertions in the build. By default, the assertions are only included in development builds. Force full optimizations for script complilation in Development builds. Build will include Assemblies for testing. Perform the specified build without any special settings or extra tasks. Will force the buildGUID to all zeros. Show the built player. Do not allow the build to succeed if any errors are reporting during it. Symlink runtime libraries when generating iOS Xcode project. (Faster iteration time). Don't compress the data when creating the asset bundle. Copy UnityObject.js alongside Web Player so it wouldn't have to be downloaded from internet. Lets you programmatically build players or AssetBundles which can be loaded from the web. Is a player currently being built? Builds an asset bundle. Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset. An array of assets to write into the bundle. The filename where to write the compressed asset bundle. Automatically include dependencies or always include complete assets instead of just the exact referenced objects. The platform to build the bundle for. The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle. Builds an asset bundle. Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset. An array of assets to write into the bundle. The filename where to write the compressed asset bundle. Automatically include dependencies or always include complete assets instead of just the exact referenced objects. The platform to build the bundle for. The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle. Builds an asset bundle. Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset. An array of assets to write into the bundle. The filename where to write the compressed asset bundle. Automatically include dependencies or always include complete assets instead of just the exact referenced objects. The platform to build the bundle for. The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle. Builds an asset bundle. Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset. An array of assets to write into the bundle. The filename where to write the compressed asset bundle. Automatically include dependencies or always include complete assets instead of just the exact referenced objects. The platform to build the bundle for. The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle. Builds an asset bundle. Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset. An array of assets to write into the bundle. The filename where to write the compressed asset bundle. Automatically include dependencies or always include complete assets instead of just the exact referenced objects. The platform to build the bundle for. The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle. Builds an asset bundle. Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset. An array of assets to write into the bundle. The filename where to write the compressed asset bundle. Automatically include dependencies or always include complete assets instead of just the exact referenced objects. The platform to build the bundle for. The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle. Builds an asset bundle, with custom names for the assets. A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder. An array of strings of the same size as the number of assets. These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead. The location where the compressed asset bundle will be written to. Automatically include dependencies or always include complete assets instead of just the exact referenced objects. The platform where the asset bundle will be used. An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle().) Builds an asset bundle, with custom names for the assets. A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder. An array of strings of the same size as the number of assets. These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead. The location where the compressed asset bundle will be written to. Automatically include dependencies or always include complete assets instead of just the exact referenced objects. The platform where the asset bundle will be used. An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle().) Builds an asset bundle, with custom names for the assets. A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder. An array of strings of the same size as the number of assets. These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead. The location where the compressed asset bundle will be written to. Automatically include dependencies or always include complete assets instead of just the exact referenced objects. The platform where the asset bundle will be used. An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle().) Builds an asset bundle, with custom names for the assets. A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder. An array of strings of the same size as the number of assets. These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead. The location where the compressed asset bundle will be written to. Automatically include dependencies or always include complete assets instead of just the exact referenced objects. The platform where the asset bundle will be used. An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle().) Builds an asset bundle, with custom names for the assets. A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder. An array of strings of the same size as the number of assets. These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead. The location where the compressed asset bundle will be written to. Automatically include dependencies or always include complete assets instead of just the exact referenced objects. The platform where the asset bundle will be used. An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle().) Builds an asset bundle, with custom names for the assets. A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder. An array of strings of the same size as the number of assets. These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead. The location where the compressed asset bundle will be written to. Automatically include dependencies or always include complete assets instead of just the exact referenced objects. The platform where the asset bundle will be used. An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle().) Build all AssetBundles specified in the editor. Output path for the AssetBundles. AssetBundle building options. Chosen target build platform. The manifest listing all AssetBundles included in this build. Build AssetBundles from a building map. Output path for the AssetBundles. AssetBundle building map. AssetBundle building options. Target build platform. The manifest listing all AssetBundles included in this build. Builds a player. Provide various options to control the behavior of BuildPipeline.BuildPlayer. A BuildReport giving build process information. Builds a player. These overloads are still supported, but will be replaced. Please use BuildPlayer (BuildPlayerOptions buildPlayerOptions) instead. The Scenes to be included in the build. If empty, the currently open Scene will be built. Paths are relative to the project folder (AssetsMyLevelsMyScene.unity). The path where the application will be built. The BuildTarget to build. Additional BuildOptions, like whether to run the built player. An error message if an error occurred. Builds a player. These overloads are still supported, but will be replaced. Please use BuildPlayer (BuildPlayerOptions buildPlayerOptions) instead. The Scenes to be included in the build. If empty, the currently open Scene will be built. Paths are relative to the project folder (AssetsMyLevelsMyScene.unity). The path where the application will be built. The BuildTarget to build. Additional BuildOptions, like whether to run the built player. An error message if an error occurred. Builds one or more Scenes and all their dependencies into a compressed asset bundle. Pathnames of levels to include in the asset bundle. Pathname for the output asset bundle. Runtime platform on which the asset bundle will be used. Output parameter to receive CRC checksum of generated assetbundle. Build options. See BuildOptions for possible values. String with an error message, empty on success. Builds one or more Scenes and all their dependencies into a compressed asset bundle. Pathnames of levels to include in the asset bundle. Pathname for the output asset bundle. Runtime platform on which the asset bundle will be used. Output parameter to receive CRC checksum of generated assetbundle. Build options. See BuildOptions for possible values. String with an error message, empty on success. Builds one or more Scenes and all their dependencies into a compressed asset bundle. Pathnames of levels to include in the asset bundle. Pathname for the output asset bundle. Runtime platform on which the asset bundle will be used. Output parameter to receive CRC checksum of generated assetbundle. Build options. See BuildOptions for possible values. String with an error message, empty on success. Builds one or more Scenes and all their dependencies into a compressed asset bundle. Pathnames of levels to include in the asset bundle. Pathname for the output asset bundle. Runtime platform on which the asset bundle will be used. Output parameter to receive CRC checksum of generated assetbundle. Build options. See BuildOptions for possible values. String with an error message, empty on success. Extract the crc checksum for the given AssetBundle. Extract the hash for the given AssetBundle. Returns true if the specified build target is currently available in the Editor. build target group build target Lets you manage cross-references and dependencies between different asset bundles and player builds. Lets you manage cross-references and dependencies between different asset bundles and player builds. Provide various options to control the behavior of BuildPipeline.BuildPlayer. The path to an manifest file describing all of the asset bundles used in the build (optional). The path where the application will be built. Additional BuildOptions, like whether to run the built player. The Scenes to be included in the build. If empty, the currently open Scene will be built. Paths are relative to the project folder (AssetsMyLevelsMyScene.unity). The BuildTarget to build. The BuildTargetGroup to build. The default build settings window. Exceptions used to indicate abort or failure in the callbacks registered via BuildPlayerWindow.RegisterBuildPlayerHandler and BuildPlayerWindow.RegisterGetBuildPlayerOptionsHandler. Create a new BuildMethodException. Display this message as an error in the editor log. Create a new BuildMethodException. Display this message as an error in the editor log. Default build methods for the BuildPlayerWindow. The built-in, default handler for executing a player build. Can be used to provide default functionality in a custom build player window. The options to build with. The built-in, default handler for calculating build player options. Can be used to provide default functionality in a custom build player window. Default options. The calculated BuildPlayerOptions. Register a delegate to intercept or override the build process executed with the "Build" and "Build and Run" buttons. Registering a null value will restore default behavior, which is the equivalent of calling BuildPlayerWindow.DefaultBuildMethods.BuildPlayer. Delegate System.Action that takes a BuildPipeline.BuildPlayerOptions parameter. Register a delegate method to calculate BuildPlayerOptions that are passed to the build player handler. Registering a null value will restore default behavior, which is the equivalent of calling BuildPlayerWindow.DefaultBuildMethods.GetBuildPlayerOptions. Delegate System.Func that takes a BuildPlayerOptions parameter. The value passed into the delegate will represent default options. The return value will be passed to the default build player handler, or to a custom handler set with BuildPlayerWindow.RegisterBuildPlayerHandler. Open the build settings window. Target build platform. Build an iOS player. OBSOLETE: Use iOS. Build an iOS player. Build to Apple's tvOS platform. Build an Android .apk standalone app. Build to Nintendo 3DS platform. Build a PS4 Standalone. Build a Linux standalone. Build a Linux 64-bit standalone. Build a Linux universal standalone. Build a macOS standalone (Intel 64-bit). Build a macOS Intel 32-bit standalone. (This build target is deprecated) Build a macOS Intel 64-bit standalone. (This build target is deprecated) Build a Windows standalone. Build a Windows 64-bit standalone. Build a Nintendo Switch player. WebGL. Build a web player. (This build target is deprecated. Building for web player will no longer be supported in future versions of Unity.) Build a streamed web player. Build an Windows Store Apps player. Build a Xbox One Standalone. Build target group. Apple iOS target. OBSOLETE: Use iOS. Apple iOS target. Apple's tvOS target. Android target. Facebook target. Nintendo 3DS target. Sony Playstation 4 target. Mac/PC standalone target. Nintendo Switch target. Unknown target. WebGL. Mac/PC webplayer target. Windows Store Apps target. Microsoft Xbox One target. Base class for Attributes that require a callback index. Add this attribute to a method to get a notification after scripts have been reloaded. DidReloadScripts attribute. Order in which separate attributes will be processed. DidReloadScripts attribute. Order in which separate attributes will be processed. Callback attribute for opening an asset in Unity (e.g the callback is fired when double clicking an asset in the Project Browser). Add this attribute to a method to get a notification just after building the player. Add this attribute to a method to get a notification just after building the Scene. Unity Camera Editor. Settings for the camera editor. See ScriptableObject.OnDestroy. See ScriptableObject.OnEnable. See Editor.OnInspectorGUI. See Editor.OnSceneGUI. Contains all drawable elements of the CameraEditor. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. Exposed SerializedProperty for the inspected Camera. See SerializedObject.ApplyModifiedProperties. Draws the default [[CameraEditor] background color widget. Draws the default [[CameraEditor] clear flags widget. Draws the default [[CameraEditor] clipping planes widget. Draws the default [[CameraEditor] culling mask widget. Draws the default [[CameraEditor] depth widget. Draws the default [[CameraEditor] dynamic resolution widget. Draws the default [[CameraEditor] HDR widget. Draws the default [[CameraEditor] MSAA widget. Draws the default [[CameraEditor] muliple display widget. Draws the default [[CameraEditor] viewport widget. Draws the default [[CameraEditor] occlusion culling widget. Draws the default [[CameraEditor] projection widget. Draws the default [[CameraEditor] rendering path widget. Draws the default [[CameraEditor] target eye widget. Draws the default [[CameraEditor] target texture widget. Draws the default [[CameraEditor] VR widget. Exposed SerializedProperty for the inspected Camera. Populate the settings object with data linked to the Camera SerializedObject. See SerializedObject.Update. Utilities for cameras. Draw the frustrum gizmo of a camera. The camera to use. The aspect ratio of the game view. Calculate the frustrum aspect ratio of a camera. Camera to use. The frustrum aspect ratio of the provided camera. Calculate the points of the frustrum plane facing the viewer at a specific distance. The points array will be filled with the calculated points in the following order: left bottom, left top, right top and right bottom. Clip space to world space matrix. View position in world space. Distance from the view position of the plane. Calculated points. (A minimum size of 4 elements is required). Draw the frustrum handles for a camera. The camera to use. Check whether a viewport is valid. Viewport to check. Whether the viewport is valid. Calculate the world space position of a point in clip space. The z component will be used to get the point at the distance z from the viewer. Clip to world matrix to use. The viewer's position in world space. The position in clip space. The corresponding world space position. Calculate the frustrum corners. Corners are calculated in this order: left bottom, left top, right top, right bottom. Camera to use. The corners of the near plane. (A minimum size of 4 elements is required.) The corners of the far plane. (A minimum size of 4 elements is required.) The aspect ratio of the frustrum. Whether the frustrum was calculated. Calculate the frustrum corners from the sensor physical properties, without taking gate fitting into account. To get the actual frustum with gate fit adjustment, use CameraEditorUtils.TryGetFrustum. This method is equivalent to CameraEditorUtils.TryGetFrustum for non-physical cameras. Corners are calculated in this order: left bottom, left top, right top, right bottom. Camera to use. The corners of the near plane. (A minimum size of 4 elements is required.) The corners of the far plane. (A minimum size of 4 elements is required.) The aspect ratio of the frustrum. Whether the frustrum was calculated. Attribute used to make a custom editor support multi-object editing. Stores a curve and its name that will be used to create additionnal curves during the import process. The animation curve. The name of the animation curve. AnimationClip mask options for ModelImporterClipAnimation. Use a mask from your project to specify which transforms animation should be imported. A mask containing all the transform in the file will be created internally. No Mask. All the animation will be imported. Use this class to retrieve information about the currently selected project and the current Unity ID that is logged in. The ID of the organization that this project belongs to. (Read Only) The name of the organization that this project belongs to. (Read Only) A unique cloud project identifier. It is unique for every project (Read Only). The name of the project entry in the dashboard associated with this project (Read Only). The user ID of the currently logged-in Unity ID account (Read Only). The user name of the currently logged in Unity ID account (Read Only). Used as input to ColorField to configure the HDR color ranges in the ColorPicker. Maximum allowed color component value when using the ColorPicker. Maximum exposure value allowed in the Color Picker. Minimum allowed color component value when using the ColorPicker. Minimum exposure value allowed in the Color Picker. Minimum brightness value allowed when using the Color Picker. Maximum brightness value allowed when using the Color Picker. Minimum exposure value used in the tonemapping section of the Color Picker. Maximum exposure value used in the tonemapping section of the Color Picker. Flags for Assembly. Selects assemblies compiled for the editor. Selects assemblies compiled for the player. Class that represents an assembly compiled by Unity. Returns Assembly.assemblyReferences and Assembly.compiledAssemblyReferences combined. This returns all assemblies that are passed to the compiler when building this assembly,. Assembly references used to build this assembly. The references are also assemblies built as part of the Unity project. See Also: Assembly.compiledAssemblyReferences and Assembly.allReferences. Assembly references to pre-compiled assemblies that used to build this assembly. See Also: Assembly.assemblyReferences and Assembly.allReferences. Compiler options used to compile the assembly. The defines used to compile this assembly. Flags for the assembly. See Also: AssemblyFlags. The name of the assembly. The full output file path of this assembly. All the souce files used to compile this assembly. Constructor. Assembly name. Assembly output. Assembliy source files. Assembly defines. Assembly references. Compiled assembly references. Assembly flags. Compiles scripts outside the Assets folder into a managed assembly that can be used inside the Assets folder. Additional #define directives passed to compilation of the assembly. Additional assembly references passed to compilation of the assembly. Output path of the assembly to build. (Read Only) Event that is invoked on the main thread when the assembly build finishes. First parameter is the output assembly path. Second parameter are the compiler messages. Event that is invoked on the main thread when the assembly build starts. Parameter is the output assembly path. BuildTarget for the assembly build. BuildTargetGroup for the assembly build. Compiler options to use when building the assembly. Default defines used when compiling the assembly. Default references used when compiling the assembly. References to exclude when compiling the assembly. Flags to control the assembly build. Array of script paths used as input for assembly build. (Read Only) Current status of assembly build. (Read Only) Starts the build of the assembly. While building, the small progress icon in the lower right corner of Unity's main window will spin and EditorApplication.isCompiling will return true. Returns true if build was started. Returns false if the build was not started due to the editor currently compiling scripts in the Assets folder. AssemblyBuilder constructor. Path of the output assembly. Relative to project root. Array of script paths to be compiled into the output assembly. Relative to project root. Flags used by AssemblyBuilder to control assembly build. Defines whether the output assembly is an development build. Defines whether the output assembly is an editor assembly. None value. Default. Status of the AssemblyBuilder build. Indicates the AssemblyBuilder build has finished. Indicates the AssemblyBuilder build is compiling. Indicates the AssemblyBuilder build has not been started. An exception throw for Assembly Definition Files errors. File paths of the assembly definition files that caused the exception. Constructor. Exception message. File paths for assembly definition files. Contains information about a platform supported by the assembly definition files. BuildTarget for the AssemblyDefinitionPlatform. Display name for the platform. Name used in assembly definition files. Flags for Assembly. Indicates whether this assembly is an editor only assembly. None value. Default. Methods and properties for script compilation pipeline. An event that is invoked on the main thread when compilation of an assembly finishes. First parameter is the output assembly path. Second parameter are the compiler messages. Event that is invoked on the main thread when the assembly build starts. Parameter is the output assembly path. Get all script assemblies compiled by Unity filtered by AssembliesType. Array of script assemblies compiled by Unity. Returns the assembly definition file path from an assembly name. Returns null if there is no assembly definition file for the given assembly name. Assembly name. File path of assembly definition file. Returns the assembly definition file path for a source (script) path. Returns null if there is no assembly definition file for the given script path. Source (script) file path. File path of assembly definition file. Returns all the platforms supported by assembly definition files. See Also: AssemblyDefinitionPlatform. Platforms supported by assembly definition files. Returns the assembly name for a source (script) path. Returns null if there is no assembly name for the given script path. Source (script) path. Assembly name. Get all precompiled assembly names. Precompiled assembly names. Returns the Assembly file path from an assembly name. Returns null if there is no Precompiled Assembly name match. Assembly name. File path of precompiled assembly. Compiler Message. Line column for the message. File for the message. File line for the message. Compiler message. Message type. Compiler message type. Error message. Warning message. An exception throw for Precompiled Assembly errors. File paths for Precompiled Assemblies that caused the exception. Constructor. Exception message. File paths for Precompiled Assemblies. Compiler options passed to the script compiler. Allow 'unsafe' code when compiling scripts. Creates ScriptCompilerOptions with default values used for script compilation. Editor API for the Unity Services editor feature. Normally CrashReporting is enabled from the Services window, but if writing your own editor extension, this API can be used. This Boolean field will cause the CrashReporting feature in Unity to capture exceptions that occur in the editor while running in Play mode if true, or ignore those errors if false. This Boolean field will cause the CrashReporting feature in Unity to be enabled if true, or disabled if false. The Performance Reporting service will keep a buffer of up to the last X log messages (Debug.Log, etc) to send along with crash reports. The default is 10 log messages, the max is 50. Set this to 0 to disable capture of logs with your crash reports. Tells an Editor class which run-time type it's an editor for. If true, match this editor only if all non-fallback editors do not match. Defaults to false. Defines which object type the custom editor class can edit. Type that this editor can edit. If true, child classes of inspectedType will also show this editor. Defaults to false. Defines which object type the custom editor class can edit. Type that this editor can edit. If true, child classes of inspectedType will also show this editor. Defaults to false. Tells an Editor class which run-time type it's an editor for when the given RenderPipeline is activated. Defines which object type the custom editor class can edit. Type that this editor can edit. Type of RenderPipelineAsset that that should be active for this inspector to be used. If true, child classes of inspectedType will also show this editor. Defaults to false. Defines which object type the custom editor class can edit. Type that this editor can edit. Type of RenderPipelineAsset that that should be active for this inspector to be used. If true, child classes of inspectedType will also show this editor. Defaults to false. Adds an extra preview in the Inspector for the specified type. Tells a DefaultPreview which class it's a preview for. The type you want to create a custom preview for. Tells a custom PropertyDrawer or DecoratorDrawer which run-time Serializable class or PropertyAttribute it's a drawer for. Tells a PropertyDrawer or DecoratorDrawer class which run-time class or attribute it's a drawer for. If the drawer is for a custom Serializable class, the type should be that class. If the drawer is for script variables with a specific PropertyAttribute, the type should be that attribute. If true, the drawer will be used for any children of the specified class unless they define their own drawer. Tells a PropertyDrawer or DecoratorDrawer class which run-time class or attribute it's a drawer for. If the drawer is for a custom Serializable class, the type should be that class. If the drawer is for script variables with a specific PropertyAttribute, the type should be that attribute. If true, the drawer will be used for any children of the specified class unless they define their own drawer. Direct3D 11 fullscreen mode. Exclusive mode. Fullscreen window. Direct3D 9 fullscreen mode. Exclusive mode. Fullscreen window. Texture importer lets you modify Texture2D import settings for DDS textures from editor scripts. Is texture data readable from scripts. Base class to derive custom decorator drawers from. The PropertyAttribute for the decorator. (Read Only) Override this method to determine whether the inspector GUI for your decorator can be cached. Whether the inspector GUI for your decorator can be cached. Override this method to specify how tall the GUI for this decorator is in pixels. Override this method to make your own GUI for the decorator. See DecoratorDrawer for an example of how to use this. Rectangle on the screen to use for the decorator GUI. DefaultAsset is used for assets that do not have a specific type (yet). Default definition for the Lighting Explorer. Can be overridden completely or partially. Constructor. This returns all the default tabs for the Lighting Explorer. Default tabs for the Lighting Explorer. Returns objects with an Emissive material. Objects with an Emissive material. Returns column definitions for Emissives. Column definitions for Emissives. Returns column definitions for Lights. Column definitions for Lights. Returns column definitions for Light Probes. Column definitions for Light Probes. Returns Light Probes. Light Probes. Returns Lights. Lights. Returns column definitions for Reflection Probes. Column definitions for Reflection Probes. Returns Reflection Probes. Reflection Probes. Editor drag & drop operations. Get or set ID of currently active drag and drop control. References to Object|objects being dragged. The file names being dragged. The visual indication of the drag. Accept a drag operation. Get data associated with current drag and drop operation. Clears drag & drop data. Set data associated with current drag and drop operation. Start a drag operation. Visual indication mode for Drag & Drop operation. Copy dragged objects. Generic drag operation. Link dragged objects to target. Move dragged objects. No indication (drag should not be performed). Rejected drag operation. Drawing modes for Handles.DrawCamera. Draw objects with the albedo component only. This value has been deprecated. Please use DrawCameraMode.RealtimeAlbedo. The camera is set to display the alpha channel of the rendering. Draw objects with baked GI only. This value has been deprecated. Please use DrawCameraMode.BakedLightmap. Draw objects with the baked albedo component only. Draw objects with different colors for each baked chart (UV island). Draw objects with the baked directionality component only. Draw objects with the baked emission component only. Draw objects with baked indices only. Draw objects with the baked lightmap only. Draw objects with visible lightmap texels highlighted. Draw objects with baked texel validity only. Draw objects with overlapping lightmap texels highlighted. Draw objects with different colors for each real-time chart (UV island). Draw with different colors for each cluster. Draw diffuse color of Deferred Shading g-buffer. Draw world space normal of Deferred Shading g-buffer. Draw smoothness value of Deferred Shading g-buffer. Draw specular color of Deferred Shading g-buffer. Draw objects with directionality for real-time GI. This value has been deprecated. Please use DrawCameraMode.RealtimeDirectionality. Draw objects with the emission component only. This value has been deprecated. Please use DrawCameraMode.RealtimeEmissive. Draw objects with real-time GI only. This value has been deprecated. Please use DrawCameraMode.RealtimeIndirect. The camera is set to show in red static lights that fall back to 'static' because more than four light volumes are overlapping. Draw lit clusters. The camera is set to display the texture resolution, with a red tint indicating resolution that is too high, and a blue tint indicating texture sizes that could be higher. Draw the camera like it would be drawn in-game. This uses the clear flags of the camera. The camera is set to display Scene overdraw, with brighter colors indicating more overdraw. Draw objects with the real-time GI albedo component only. Draw objects with different colors for each real-time chart (UV island). Draw objects with the real-time GI directionality component only. Draw objects with the real-time GI emission component only. Draw objects with the real-time GI indirect light only. The camera is set to draw color coded render paths. The camera is set to draw directional light shadow map cascades. The camera is set to display colored ShadowMasks, coloring light gizmo with the same color. The camera is set to display SpriteMask and SpriteRenderer with SpriteRenderer.maskInteraction set. Draw objects with different color for each GI system. Draw the camera textured with selection wireframe and no background clearing. Draw the camera where all objects have a wireframe overlay. and no background clearing. The camera is set to run in texture streaming debug mode. A custom mode defined by the user. The camera is set to draw a physically based, albedo validated rendering. The camera is set to draw a physically based, metal or specular validated rendering. Draw the camera in wireframe and no background clearing. The DrawGizmo attribute allows you to supply a gizmo renderer for any Component. Defines when the gizmo should be invoked for drawing. Flags to denote when the gizmo should be drawn. Same as above. drawnGizmoType determines of what type the object we are drawing the gizmo of has to be. Flags to denote when the gizmo should be drawn. Type of object for which the gizmo should be drawn. Base class to derive custom Editors from. Use this to create your own custom inspectors and editors for your objects. An event raised while drawing the header of the Inspector window, after the default header items have been drawn. A SerializedObject representing the object or objects being inspected. The object being inspected. An array of all the object being inspected. On return previousEditor is an editor for targetObject or targetObjects. The function either returns if the editor is already tracking the objects, or Destroys the previous editor and creates a new one. The object the editor is tracking. The requested editor type. null for the default editor for the object. The previous editor for the object. Once CreateCachedEditor returns previousEditor is an editor for the targetObject or targetObjects. The objects the editor is tracking. On return previousEditor is an editor for targetObject or targetObjects. The function either returns if the editor is already tracking the objects, or Destroys the previous editor and creates a new one. The object the editor is tracking. The requested editor type. null for the default editor for the object. The previous editor for the object. Once CreateCachedEditor returns previousEditor is an editor for the targetObject or targetObjects. The objects the editor is tracking. Creates a cached editor using a context object. Creates a cached editor using a context object. Make a custom editor for targetObject or targetObjects. All objects must be of same exact type. Make a custom editor for targetObject or targetObjects. All objects must be of same exact type. Make a custom editor for targetObject or targetObjects. All objects must be of same exact type. Make a custom editor for targetObject or targetObjects. All objects must be of same exact type. Make a custom editor for targetObject or targetObjects with a context object. Draw the built-in inspector. Call this function to draw the header of the editor. The first entry point for Preview Drawing. The available area to draw the preview. Implement this method to show asset information on top of the asset preview. Override this method if you want to change the label of the Preview area. Override this method in subclasses if you implement OnPreviewGUI. True if this component can be Previewed in its current state. Implement this function to make a custom inspector. Implement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector. Rectangle in which to draw the preview. Background image. Implement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector. Rectangle in which to draw the preview. Background image. Override this method if you want to show custom controls in the preview header. Override this method if you want to render a static preview. The asset to operate on. An array of all Assets at assetPath. Width of the created texture. Height of the created texture. Generated texture or null. Repaint any inspectors that shows this editor. Does this edit require to be repainted constantly in its current state? Returns the visibility setting of the "open" button in the Inspector. Return true if the button should be hidden. Override this method in subclasses to return false if you don't want default margins. Editor API for the EditorAnalytics feature. Returns true when EditorAnalytics is enabled. This API is used for registering an Editor Analytics event. It is meant for internal use only and is likely to change in the future. User code should never use this API. Name of the event. Event version number. Hourly limit for this event name. Maximum number of items in this event. Vendor key name. This API is used for registering an Editor Analytics event. It is meant for internal use only and is likely to change in the future. User code should never use this API. Name of the event. Event version number. Hourly limit for this event name. Maximum number of items in this event. Vendor key name. This API is used to send an Editor Analytics event. It is meant for internal use only and is likely to change in the future. User code should never use this API. Name of the event. Additional event data. Event version number. This API is used to send an Editor Analytics event. It is meant for internal use only and is likely to change in the future. User code should never use this API. Name of the event. Additional event data. Event version number. Provides access to Editor Analytics session information. The total time, in milliseconds, that the user interacted with the Editor since the beginning of the current session. The length of the current session, in milliseconds. The total time, in milliseconds, that the Editor has been in focus during the current session. A random, unique GUID identifying the current Editor session. The total time, in milliseconds, that the Editor has been in playmode during the current session. The number of Editor sessions that have occurred since the current instance of the Unity Editor was installed. A random GUID uniquely identifying an Editor installation. Main Application class. Path to the Unity editor contents folder. (Read Only) Returns the path to the Unity editor application. (Read Only) Callback raised whenever the user contex-clicks on a property in an Inspector. The path of the Scene that the user has currently open (Will be an empty string if no Scene is currently open). (Read Only) Delegate which is called once after all inspectors update. Event that is raised when an object or group of objects in the hierarchy changes. A callback to be raised when an object in the hierarchy changes. Each time an object is (or a group of objects are) created, renamed, parented, unparented or destroyed this callback is raised. Delegate for OnGUI events for every visible list item in the HierarchyWindow. Is editor currently compiling scripts? (Read Only) Is editor currently paused? Is editor currently in play mode? Is editor either currently in play mode, or about to switch to it? (Read Only) Is editor currently connected to Unity Remote 4 client app. Is true if the currently open Scene in the editor contains unsaved modifications. Returns true if the current project was created as a temporary project. True if the Editor is currently refreshing the AssetDatabase. Delegate for changed keyboard modifier keys. Event that is raised whenever the Editor's pause state changes. Event that is raised whenever the Editor's play mode state changes. Event that is raised whenever the state of the project changes. Callback raised whenever the state of the Project window changes. Delegate for OnGUI events for every visible list item in the ProjectWindow. Unity raises this event when the editor application is quitting. Returns the scripting runtime version currently used by the Editor. Callback raised whenever the contents of a window's search box are changed. The time since the editor was started. (Read Only) Delegate for generic updates. Unity raises this event when the editor application wants to quit. Plays system beep sound. Delegate to be called from EditorApplication callbacks. Set the hierarchy sorting method as dirty. Invokes the menu item in the specified path. Exit the Unity editor application. Delegate to be called for every visible list item in the HierarchyWindow on every OnGUI event. Load the given level additively in play mode asynchronously Load the given level additively in play mode. Load the given level in play mode asynchronously. Load the given level in play mode. Prevents loading of assemblies when it is inconvenient. Explicitly mark the current opened Scene as modified. Create a new absolutely empty Scene. Create a new Scene. Open another project. The path of a project to open. Arguments to pass to command line. Opens the Scene at path. Opens the Scene at path additively. Delegate to be called for every visible list item in the ProjectWindow on every OnGUI event. Normally, a player loop update will occur in the editor when the Scene has been modified. This method allows you to queue a player loop update regardless of whether the Scene has been modified. Can be used to ensure repaint of the HierarchyWindow. Can be used to ensure repaint of the ProjectWindow. Saves all serializable assets that have not yet been written to disk (eg. Materials). Ask the user if they want to save the open Scene. Save the open Scene. The file path to save at. If empty, the current open Scene will be overwritten, or if never saved before, a save dialog is shown. If set to true, the Scene will be saved without changing the currentScene and without clearing the unsaved changes marker. True if the save succeeded, otherwise false. Save the open Scene. The file path to save at. If empty, the current open Scene will be overwritten, or if never saved before, a save dialog is shown. If set to true, the Scene will be saved without changing the currentScene and without clearing the unsaved changes marker. True if the save succeeded, otherwise false. Save the open Scene. The file path to save at. If empty, the current open Scene will be overwritten, or if never saved before, a save dialog is shown. If set to true, the Scene will be saved without changing the currentScene and without clearing the unsaved changes marker. True if the save succeeded, otherwise false. Delegate to be called from EditorApplication contextual inspector callbacks. The contextual menu which is about to be shown to the user. The property for which the contextual menu is shown. Sets the path that Unity should store the current temporary project at, when the project is closed. The path that the current temporary project should be relocated to when closing it. Perform a single frame step. Must be called after LockReloadAssemblies, to reenable loading of assemblies. This class allows you to modify the Editor for an example of how to use this class. See Also: EditorBuildSettingsScene, EditorBuildSettings.scenes. A delegate called whenever EditorBuildSettings.scenes is set. The list of Scenes that should be included in the build. This is the same list of Scenes that is shown in the window. You can modify this list to set up which Scenes should be included in the build. Store a reference to a config object by name. The object must be an asset in the project, otherwise it will not be saved when the editor is restarted or scripts are reloaded. To avoid name conflicts with other packages, it is recommended that names are qualified by a namespace, i.e. "company.package.name". The name of the object reference in string format. This string name must be unique within your project or the overwrite parameter must be set to true. Object reference to be stored. This object must be persisted and not null. Boolean parameter used to specify that you want to overwrite an entry with the same name if one already exists. Throws an exception if the object is null, not persisted, or if there is a name conflict and the overwrite parameter is set to false. Return a string array containing the names of all stored config object references. Returns an array of strings containing the names of all stored references. If there are no references, an empty array will be returned. Remove a config object reference by name. The name in string format of the config object reference to be removed. This is the name given to the object when the reference is first created. Note: This may be different than the object name as an object can be added multiple times with different names. Returns true if the reference was found and removed, otherwise false. Retrieve a config object reference by name. The name in string format of the config object reference to be fetched. The config object reference where the returned object will be stored. This must be an object of type Object. Returns true if the config object reference was found and the type matched the result parameter. Returns false if the entry is not found, the config object reference is null, or if the type requested does not match the type stored. This class is used for entries in the Scenes list, as displayed in the window. This class contains the Scene path of a Scene and an enabled flag that indicates wether the Scene is enabled in the BuildSettings window or not. You can use this class in combination with EditorBuildSettings.scenes to populate the list of Scenes included in the build via script. This is useful when creating custom editor scripts to automate your build pipeline. See EditorBuildSettings.scenes for an example script. Whether this Scene is enabled in the for an example of how to use this class. See Also: EditorBuildSettingsScene, EditorBuildSettings.scenes. The file path of the Scene as listed in the Editor for an example of how to use this class. See Also: EditorBuildSettingsScene, EditorBuildSettings.scenes. Defines how a curve is attached to an object that it controls. The transform path of the object that is animated. The name of the property to be animated. The type of the property to be animated. Creates a preconfigured binding for a curve where values should not be interpolated. The transform path to the object to animate. The type of the object to animate. The name of the property to animate on the object. Creates a preconfigured binding for a float curve. The transform path to the object to animate. The type of the object to animate. The name of the property to animate on the object. Creates a preconfigured binding for a curve that points to an Object. The transform path to the object to animate. The type of the object to animate. The name of the property to animate on the object. These work pretty much like the normal GUI functions - and also have matching implementations in EditorGUILayout. Is the platform-dependent "action" modifier key held down? (Read Only) The indent level of the field labels. Makes the following controls give the appearance of editing multiple different values. Check if any control was changed inside a block of code. Create a group of controls that can be disabled. Boolean specifying if the controls inside the group should be disabled. Create a Property wrapper, useful for making regular GUI controls work with SerializedProperty. Rectangle on the screen to use for the control, including label if applicable. Optional label in front of the slider. Use null to use the name from the SerializedProperty. Use GUIContent.none to not display a label. The SerializedProperty to use for the control. The actual label to use for the control. Makes Center and Extents field for entering a Bounds. Rectangle on the screen to use for the field. Optional label to display above the field. The value to edit. The value entered by the user. Makes Center and Extents field for entering a Bounds. Rectangle on the screen to use for the field. Optional label to display above the field. The value to edit. The value entered by the user. Makes Position and Size field for entering a BoundsInt. Rectangle on the screen to use for the field. Optional label to display above the field. The value to edit. The value entered by the user. Makes Position and Size field for entering a BoundsInt. Rectangle on the screen to use for the field. Optional label to display above the field. The value to edit. The value entered by the user. Makes Position and Size field for entering a BoundsInt. Rectangle on the screen to use for the field. Optional label to display above the field. The value to edit. The value entered by the user. Get whether a SerializedProperty's inspector GUI can be cached. The SerializedProperty in question. Whether the property's inspector GUI can be cached. Check if any control was changed inside a block of code. True if GUI.changed was set to true, otherwise false. Begins a ChangeCheckScope. Makes a field for selecting a Color. Rectangle on the screen to use for the field. Optional label to display in front of the field. The color to edit. If true, the color picker should show the eyedropper control. If false, don't show it. If true, allow the user to set an alpha value for the color. If false, hide the alpha component. If true, treat the color as an HDR value. If false, treat it as a standard LDR value. The color selected by the user. Makes a field for selecting a Color. Rectangle on the screen to use for the field. Optional label to display in front of the field. The color to edit. If true, the color picker should show the eyedropper control. If false, don't show it. If true, allow the user to set an alpha value for the color. If false, hide the alpha component. If true, treat the color as an HDR value. If false, treat it as a standard LDR value. The color selected by the user. Makes a field for selecting a Color. Rectangle on the screen to use for the field. Optional label to display in front of the field. The color to edit. If true, the color picker should show the eyedropper control. If false, don't show it. If true, allow the user to set an alpha value for the color. If false, hide the alpha component. If true, treat the color as an HDR value. If false, treat it as a standard LDR value. The color selected by the user. Makes a field for selecting a Color. Rectangle on the screen to use for the field. Optional label to display in front of the field. The color to edit. If true, the color picker should show the eyedropper control. If false, don't show it. If true, allow the user to set an alpha value for the color. If false, hide the alpha component. If true, treat the color as an HDR value. If false, treat it as a standard LDR value. The color selected by the user. Makes a field for selecting a Color. Rectangle on the screen to use for the field. Optional label to display in front of the field. The color to edit. If true, the color picker should show the eyedropper control. If false, don't show it. If true, allow the user to set an alpha value for the color. If false, hide the alpha component. If true, treat the color as an HDR value. If false, treat it as a standard LDR value. The color selected by the user. Makes a field for editing an AnimationCurve. Rectangle on the screen to use for the field. Optional label to display in front of the field. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. The curve edited by the user. Makes a field for editing an AnimationCurve. Rectangle on the screen to use for the field. Optional label to display in front of the field. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. The curve edited by the user. Makes a field for editing an AnimationCurve. Rectangle on the screen to use for the field. Optional label to display in front of the field. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. The curve edited by the user. Makes a field for editing an AnimationCurve. Rectangle on the screen to use for the field. Optional label to display in front of the field. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. The curve edited by the user. Makes a field for editing an AnimationCurve. Rectangle on the screen to use for the field. Optional label to display in front of the field. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. The curve edited by the user. Makes a field for editing an AnimationCurve. Rectangle on the screen to use for the field. Optional label to display in front of the field. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. The curve edited by the user. Makes a field for editing an AnimationCurve. Rectangle on the screen to use for the field. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label. Makes a field for editing an AnimationCurve. Rectangle on the screen to use for the field. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label. Makes a delayed text field for entering doubles. Rectangle on the screen to use for the double field. Optional label to display in front of the double field. The value to edit. Optional GUIStyle. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field. Makes a delayed text field for entering doubles. Rectangle on the screen to use for the double field. Optional label to display in front of the double field. The value to edit. Optional GUIStyle. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field. Makes a delayed text field for entering doubles. Rectangle on the screen to use for the double field. Optional label to display in front of the double field. The value to edit. Optional GUIStyle. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field. Makes a delayed text field for entering doubles. Rectangle on the screen to use for the double field. The double property to edit. Optional label to display in front of the double field. Pass GUIContent.none to hide label. Makes a delayed text field for entering floats. Rectangle on the screen to use for the float field. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. Makes a delayed text field for entering floats. Rectangle on the screen to use for the float field. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. Makes a delayed text field for entering floats. Rectangle on the screen to use for the float field. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. Makes a delayed text field for entering floats. Rectangle on the screen to use for the float field. The float property to edit. Optional label to display in front of the float field. Pass GUIContent.none to hide label. Makes a delayed text field for entering integers. Rectangle on the screen to use for the int field. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. Makes a delayed text field for entering integers. Rectangle on the screen to use for the int field. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. Makes a delayed text field for entering integers. Rectangle on the screen to use for the int field. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. Rectangle on the screen to use for the int field. The int property to edit. Optional label to display in front of the int field. Pass GUIContent.none to hide label. Makes a delayed text field. Rectangle on the screen to use for the text field. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. Makes a delayed text field. Rectangle on the screen to use for the text field. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. Makes a delayed text field. Rectangle on the screen to use for the text field. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. Makes a delayed text field. Rectangle on the screen to use for the text field. The text property to edit. Optional label to display in front of the int field. Pass GUIContent.none to hide label. Create a group of controls that can be disabled. Create a new DisabledGroupScope and begin the corresponding group. Boolean specifying if the controls inside the group should be disabled. Create a group of controls that can be disabled. Create a new DisabledScope and begin the corresponding group. Boolean specifying if the controls inside the group should be disabled. Makes a text field for entering doubles. Rectangle on the screen to use for the double field. Optional label to display in front of the double field. The value to edit. Optional GUIStyle. The value entered by the user. Makes a text field for entering doubles. Rectangle on the screen to use for the double field. Optional label to display in front of the double field. The value to edit. Optional GUIStyle. The value entered by the user. Makes a text field for entering doubles. Rectangle on the screen to use for the double field. Optional label to display in front of the double field. The value to edit. Optional GUIStyle. The value entered by the user. Draws the texture within a rectangle. Rectangle on the screen to draw the texture within. Texture to display. Material to be used when drawing the texture. How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. The mip-level to sample. If negative, the texture is sampled normally. Sets material _Mip property. Specifies which color components of image will get written. Draws the texture within a rectangle. Rectangle on the screen to draw the texture within. Texture to display. Material to be used when drawing the texture. How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. The mip-level to sample. If negative, the texture is sampled normally. Sets material _Mip property. Specifies which color components of image will get written. Draws the texture within a rectangle. Rectangle on the screen to draw the texture within. Texture to display. Material to be used when drawing the texture. How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. The mip-level to sample. If negative, the texture is sampled normally. Sets material _Mip property. Specifies which color components of image will get written. Draws the texture within a rectangle. Rectangle on the screen to draw the texture within. Texture to display. Material to be used when drawing the texture. How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. The mip-level to sample. If negative, the texture is sampled normally. Sets material _Mip property. Specifies which color components of image will get written. Draws the texture within a rectangle. Rectangle on the screen to draw the texture within. Texture to display. Material to be used when drawing the texture. How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. The mip-level to sample. If negative, the texture is sampled normally. Sets material _Mip property. Specifies which color components of image will get written. Draws the texture within a rectangle. Rectangle on the screen to draw the texture within. Texture to display. Material to be used when drawing the texture. How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. The mip-level to sample. If negative, the texture is sampled normally. Sets material _Mip property. Specifies which color components of image will get written. Draws a filled rectangle of color at the specified position and size within the current editor window. The position and size of the rectangle to draw. The color of the rectange. Draws the alpha channel of a texture within a rectangle. Rectangle on the screen to draw the texture within. Texture to display. How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. What mip-level to sample. If negative, texture will be sampled normally. It sets material _Mip property. Draws the alpha channel of a texture within a rectangle. Rectangle on the screen to draw the texture within. Texture to display. How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. What mip-level to sample. If negative, texture will be sampled normally. It sets material _Mip property. Draws the alpha channel of a texture within a rectangle. Rectangle on the screen to draw the texture within. Texture to display. How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. What mip-level to sample. If negative, texture will be sampled normally. It sets material _Mip property. Draws the alpha channel of a texture within a rectangle. Rectangle on the screen to draw the texture within. Texture to display. How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. What mip-level to sample. If negative, texture will be sampled normally. It sets material _Mip property. Makes a button that reacts to mouse down, for displaying your own dropdown content. Rectangle on the screen to use for the button. Text, image and tooltip for this button. Whether the button should be selectable by keyboard or not. Optional style to use. true when the user clicks the button. Makes a button that reacts to mouse down, for displaying your own dropdown content. Rectangle on the screen to use for the button. Text, image and tooltip for this button. Whether the button should be selectable by keyboard or not. Optional style to use. true when the user clicks the button. Draws a label with a drop shadow. Where to show the label. Text to show @style style to use. Draws a label with a drop shadow. Where to show the label. Text to show @style style to use. Draws a label with a drop shadow. Where to show the label. Text to show @style style to use. Draws a label with a drop shadow. Where to show the label. Text to show @style style to use. Ends a change check started with BeginChangeCheck (). True if GUI.changed was set to true, otherwise false. Ends a disabled group started with BeginDisabledGroup. Ends a Property wrapper started with BeginProperty. Displays a menu with an option for every value of the enum type when clicked. An option for the value 0 with name "Nothing" and an option for the value ~0 (that is, all bits set) with the name "Everything" are always displayed at the top of the menu. The names for the values 0 and ~0 can be overriden by defining these values in the enum type. Rectangle on the screen to use for the enum flags field. Optional label to display in front of the enum flags field. Enum flags value (Only supports enum values for enum types with int as the underlying type). Optional GUIStyle. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). Displays a menu with an option for every value of the enum type when clicked. An option for the value 0 with name "Nothing" and an option for the value ~0 (that is, all bits set) with the name "Everything" are always displayed at the top of the menu. The names for the values 0 and ~0 can be overriden by defining these values in the enum type. Rectangle on the screen to use for the enum flags field. Optional label to display in front of the enum flags field. Enum flags value (Only supports enum values for enum types with int as the underlying type). Optional GUIStyle. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). Displays a menu with an option for every value of the enum type when clicked. An option for the value 0 with name "Nothing" and an option for the value ~0 (that is, all bits set) with the name "Everything" are always displayed at the top of the menu. The names for the values 0 and ~0 can be overriden by defining these values in the enum type. Rectangle on the screen to use for the enum flags field. Optional label to display in front of the enum flags field. Enum flags value (Only supports enum values for enum types with int as the underlying type). Optional GUIStyle. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). Displays a menu with an option for every value of the enum type when clicked. An option for the value 0 with name "Nothing" and an option for the value ~0 (that is, all bits set) with the name "Everything" are always displayed at the top of the menu. The names for the values 0 and ~0 can be overriden by defining these values in the enum type. Rectangle on the screen to use for the enum flags field. Optional label to display in front of the enum flags field. Enum flags value (Only supports enum values for enum types with int as the underlying type). Optional GUIStyle. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). Displays a menu with an option for every value of the enum type when clicked. An option for the value 0 with name "Nothing" and an option for the value ~0 (that is, all bits set) with the name "Everything" are always displayed at the top of the menu. The names for the values 0 and ~0 can be overriden by defining these values in the enum type. Rectangle on the screen to use for the enum flags field. Optional label to display in front of the enum flags field. Enum flags value (Only supports enum values for enum types with int as the underlying type). Optional GUIStyle. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). Displays a menu with an option for every value of the enum type when clicked. An option for the value 0 with name "Nothing" and an option for the value ~0 (that is, all bits set) with the name "Everything" are always displayed at the top of the menu. The names for the values 0 and ~0 can be overriden by defining these values in the enum type. Rectangle on the screen to use for the enum flags field. Optional label to display in front of the enum flags field. Enum flags value (Only supports enum values for enum types with int as the underlying type). Optional GUIStyle. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). Displays a menu with an option for every value of the enum type when clicked. An option for the value 0 with name "Nothing" and an option for the value ~0 (that is, all bits set) with the name "Everything" are always displayed at the top of the menu. The names for the values 0 and ~0 can be overriden by defining these values in the enum type. Rectangle on the screen to use for the enum flags field. Optional label to display in front of the enum flags field. Enum flags value (Only supports enum values for enum types with int as the underlying type). Optional GUIStyle. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). This method is obsolete. Use EditorGUI.EnumFlagsField instead. Makes a field for enum based masks. Rectangle on the screen to use for this control. Caption/label for the control. Enum to use for the flags. Optional GUIStyle. A selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). This method is obsolete. Use EditorGUI.EnumFlagsField instead. Makes a field for enum based masks. Rectangle on the screen to use for this control. Caption/label for the control. Enum to use for the flags. Optional GUIStyle. A selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). This method is obsolete. Use EditorGUI.EnumFlagsField instead. Makes a field for enum based masks. Rectangle on the screen to use for this control. Caption/label for the control. Enum to use for the flags. Optional GUIStyle. A selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). This method is obsolete. Use EditorGUI.EnumFlagsField instead. Makes a field for enum based masks. Rectangle on the screen to use for this control. Caption/label for the control. Enum to use for the flags. Optional GUIStyle. A selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). This method is obsolete. Use EditorGUI.EnumFlagsField instead. Makes a field for enum based masks. Rectangle on the screen to use for this control. Caption/label for the control. Enum to use for the flags. Optional GUIStyle. A selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). This method is obsolete. Use EditorGUI.EnumFlagsField instead. Makes a field for enum based masks. Rectangle on the screen to use for this control. Caption/label for the control. Enum to use for the flags. Optional GUIStyle. A selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). This method is obsolete. Use EditorGUI.EnumFlagsField instead. Makes an enum popup selection field for a bitmask. Rectangle on the screen to use for the field. Optional label in front of the field. The enum options the field shows. Optional GUIStyle. The enum options that has been selected by the user. This method is obsolete. Use EditorGUI.EnumFlagsField instead. Makes an enum popup selection field for a bitmask. Rectangle on the screen to use for the field. Optional label in front of the field. The enum options the field shows. Optional GUIStyle. The enum options that has been selected by the user. This method is obsolete. Use EditorGUI.EnumFlagsField instead. Makes an enum popup selection field for a bitmask. Rectangle on the screen to use for the field. Optional label in front of the field. The enum options the field shows. Optional GUIStyle. The enum options that has been selected by the user. This method is obsolete. Use EditorGUI.EnumFlagsField instead. Makes an enum popup selection field for a bitmask. Rectangle on the screen to use for the field. Optional label in front of the field. The enum options the field shows. Optional GUIStyle. The enum options that has been selected by the user. Makes an enum popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The enum option the field shows. Optional GUIStyle. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. The enum option that has been selected by the user. Makes an enum popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The enum option the field shows. Optional GUIStyle. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. The enum option that has been selected by the user. Makes an enum popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The enum option the field shows. Optional GUIStyle. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. The enum option that has been selected by the user. Makes an enum popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The enum option the field shows. Optional GUIStyle. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. The enum option that has been selected by the user. Makes an enum popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The enum option the field shows. Optional GUIStyle. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. The enum option that has been selected by the user. Makes an enum popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The enum option the field shows. Optional GUIStyle. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. The enum option that has been selected by the user. Makes an enum popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The enum option the field shows. Optional GUIStyle. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. The enum option that has been selected by the user. Makes a text field for entering floats. Rectangle on the screen to use for the float field. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. The value entered by the user. Makes a text field for entering floats. Rectangle on the screen to use for the float field. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. The value entered by the user. Makes a text field for entering floats. Rectangle on the screen to use for the float field. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. The value entered by the user. Move keyboard focus to a named text field and begin editing of the content. Name set using GUI.SetNextControlName. Makes a label with a foldout arrow to the left of it. Rectangle on the screen to use for the arrow and label. The shown foldout state. The label to show. Optional GUIStyle. Should the label be a clickable part of the control? The foldout state selected by the user. If true, you should render sub-objects. Makes a label with a foldout arrow to the left of it. Rectangle on the screen to use for the arrow and label. The shown foldout state. The label to show. Optional GUIStyle. Should the label be a clickable part of the control? The foldout state selected by the user. If true, you should render sub-objects. Makes a label with a foldout arrow to the left of it. Rectangle on the screen to use for the arrow and label. The shown foldout state. The label to show. Optional GUIStyle. Should the label be a clickable part of the control? The foldout state selected by the user. If true, you should render sub-objects. Makes a label with a foldout arrow to the left of it. Rectangle on the screen to use for the arrow and label. The shown foldout state. The label to show. Optional GUIStyle. Should the label be a clickable part of the control? The foldout state selected by the user. If true, you should render sub-objects. Makes a label with a foldout arrow to the left of it. Rectangle on the screen to use for the arrow and label. The shown foldout state. The label to show. Optional GUIStyle. Should the label be a clickable part of the control? The foldout state selected by the user. If true, you should render sub-objects. Makes a label with a foldout arrow to the left of it. Rectangle on the screen to use for the arrow and label. The shown foldout state. The label to show. Optional GUIStyle. Should the label be a clickable part of the control? The foldout state selected by the user. If true, you should render sub-objects. Makes a label with a foldout arrow to the left of it. Rectangle on the screen to use for the arrow and label. The shown foldout state. The label to show. Optional GUIStyle. Should the label be a clickable part of the control? The foldout state selected by the user. If true, you should render sub-objects. Makes a label with a foldout arrow to the left of it. Rectangle on the screen to use for the arrow and label. The shown foldout state. The label to show. Optional GUIStyle. Should the label be a clickable part of the control? The foldout state selected by the user. If true, you should render sub-objects. Get the height needed for a PropertyField control. Height of the property area. Descriptive text or image. Should the returned height include the height of child properties? Get the height needed for a PropertyField control. Height of the property area. Descriptive text or image. Should the returned height include the height of child properties? Get the height needed for a PropertyField control. Height of the property area. Descriptive text or image. Should the returned height include the height of child properties? Get the height needed for a PropertyField control. Height of the property area. Descriptive text or image. Should the returned height include the height of child properties? Get the height needed for a PropertyField control. Height of the property area. Descriptive text or image. Should the returned height include the height of child properties? Makes a field for editing a Gradient. Rectangle on the screen to use for the field. Optional label to display in front of the field. The gradient to edit. Display the HDR Gradient Editor. The gradient edited by the user. Makes a field for editing a Gradient. Rectangle on the screen to use for the field. Optional label to display in front of the field. The gradient to edit. Display the HDR Gradient Editor. The gradient edited by the user. Makes a field for editing a Gradient. Rectangle on the screen to use for the field. Optional label to display in front of the field. The gradient to edit. Display the HDR Gradient Editor. The gradient edited by the user. Makes a field for editing a Gradient. Rectangle on the screen to use for the field. Optional label to display in front of the field. The gradient to edit. Display the HDR Gradient Editor. The gradient edited by the user. Makes a label for some control. Rectangle on the screen to use in total for both the label and the control. Rectangle on the screen to use for the label. Label to show for the control. The unique ID of the control. If none specified, the ID of the following control is used. Optional GUIStyle to use for the label. Makes a label for some control. Rectangle on the screen to use in total for both the label and the control. Rectangle on the screen to use for the label. Label to show for the control. The unique ID of the control. If none specified, the ID of the following control is used. Optional GUIStyle to use for the label. Makes a label for some control. Rectangle on the screen to use in total for both the label and the control. Rectangle on the screen to use for the label. Label to show for the control. The unique ID of the control. If none specified, the ID of the following control is used. Optional GUIStyle to use for the label. Makes a help box with a message to the user. Rectangle on the screen to draw the help box within. The message text. The type of message. Scope for managing the indent level of the field labels. Creates an IndentLevelScope and increases the EditorGUI indent level. The EditorGUI indent level will be increased by this amount inside the scope. Creates an IndentLevelScope and increases the EditorGUI indent level. The EditorGUI indent level will be increased by this amount inside the scope. Makes an inspector-window-like titlebar. Rectangle on the screen to use for the titlebar. The foldout state shown with the arrow. The object (for example a component) that the titlebar is for. The objects that the titlebar is for. Whether this editor should display a foldout arrow in order to toggle the display of its properties. The foldout state selected by the user. Makes an inspector-window-like titlebar. Rectangle on the screen to use for the titlebar. The foldout state shown with the arrow. The object (for example a component) that the titlebar is for. The objects that the titlebar is for. Whether this editor should display a foldout arrow in order to toggle the display of its properties. The foldout state selected by the user. Makes an inspector-window-like titlebar. Rectangle on the screen to use for the titlebar. The foldout state shown with the arrow. The object (for example a component) that the titlebar is for. The objects that the titlebar is for. Whether this editor should display a foldout arrow in order to toggle the display of its properties. The foldout state selected by the user. Makes an inspector-window-like titlebar. Rectangle on the screen to use for the titlebar. The foldout state shown with the arrow. The object (for example a component) that the titlebar is for. The objects that the titlebar is for. Whether this editor should display a foldout arrow in order to toggle the display of its properties. The foldout state selected by the user. Makes a text field for entering integers. Rectangle on the screen to use for the int field. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. The value entered by the user. Makes a text field for entering integers. Rectangle on the screen to use for the int field. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. The value entered by the user. Makes a text field for entering integers. Rectangle on the screen to use for the int field. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. The value entered by the user. Makes a text field for entering integers. Rectangle on the screen to use for the int field. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. The value entered by the user. Makes a text field for entering integers. Rectangle on the screen to use for the int field. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. The value entered by the user. Makes a text field for entering integers. Rectangle on the screen to use for the int field. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. The value entered by the user. Makes an integer popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. Optional GUIStyle. The value of the option that has been selected by the user. Makes an integer popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. Optional GUIStyle. The value of the option that has been selected by the user. Makes an integer popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. Optional GUIStyle. The value of the option that has been selected by the user. Makes an integer popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. Optional GUIStyle. The value of the option that has been selected by the user. Makes an integer popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. Optional GUIStyle. The value of the option that has been selected by the user. Makes an integer popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. Optional GUIStyle. The value of the option that has been selected by the user. Makes an integer popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. Optional GUIStyle. The value of the option that has been selected by the user. Makes an integer popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. Optional GUIStyle. The value of the option that has been selected by the user. Rectangle on the screen to use for the field. The SerializedProperty to use for the control. An array with the displayed options the user can choose from. An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. Optional label in front of the field. Rectangle on the screen to use for the field. The SerializedProperty to use for the control. An array with the displayed options the user can choose from. An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. Optional label in front of the field. Makes a slider the user can drag to change an integer value between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. The value that has been set by the user. Makes a slider the user can drag to change an integer value between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. The value that has been set by the user. Makes a slider the user can drag to change an integer value between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. The value that has been set by the user. Makes a slider the user can drag to change a value between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. Makes a slider the user can drag to change a value between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. Makes a slider the user can drag to change a value between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. Makes a label field. (Useful for showing read-only info.) Rectangle on the screen to use for the label field. Label in front of the label field. The label to show to the right. Style information (color, etc) for displaying the label. Makes a label field. (Useful for showing read-only info.) Rectangle on the screen to use for the label field. Label in front of the label field. The label to show to the right. Style information (color, etc) for displaying the label. Makes a label field. (Useful for showing read-only info.) Rectangle on the screen to use for the label field. Label in front of the label field. The label to show to the right. Style information (color, etc) for displaying the label. Makes a label field. (Useful for showing read-only info.) Rectangle on the screen to use for the label field. Label in front of the label field. The label to show to the right. Style information (color, etc) for displaying the label. Makes a label field. (Useful for showing read-only info.) Rectangle on the screen to use for the label field. Label in front of the label field. The label to show to the right. Style information (color, etc) for displaying the label. Makes a label field. (Useful for showing read-only info.) Rectangle on the screen to use for the label field. Label in front of the label field. The label to show to the right. Style information (color, etc) for displaying the label. Makes a label field. (Useful for showing read-only info.) Rectangle on the screen to use for the label field. Label in front of the label field. The label to show to the right. Style information (color, etc) for displaying the label. Makes a label field. (Useful for showing read-only info.) Rectangle on the screen to use for the label field. Label in front of the label field. The label to show to the right. Style information (color, etc) for displaying the label. Makes a layer selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The layer shown in the field. Optional GUIStyle. The layer selected by the user. Makes a layer selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The layer shown in the field. Optional GUIStyle. The layer selected by the user. Makes a layer selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The layer shown in the field. Optional GUIStyle. The layer selected by the user. Makes a layer selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The layer shown in the field. Optional GUIStyle. The layer selected by the user. Makes a layer selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The layer shown in the field. Optional GUIStyle. The layer selected by the user. Makes a layer selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The layer shown in the field. Optional GUIStyle. The layer selected by the user. Makes a text field for entering long integers. Rectangle on the screen to use for the long field. Optional label to display in front of the long field. The value to edit. Optional GUIStyle. The value entered by the user. Makes a text field for entering long integers. Rectangle on the screen to use for the long field. Optional label to display in front of the long field. The value to edit. Optional GUIStyle. The value entered by the user. Makes a text field for entering long integers. Rectangle on the screen to use for the long field. Optional label to display in front of the long field. The value to edit. Optional GUIStyle. The value entered by the user. Makes a text field for entering long integers. Rectangle on the screen to use for the long field. Optional label to display in front of the long field. The value to edit. Optional GUIStyle. The value entered by the user. Makes a text field for entering long integers. Rectangle on the screen to use for the long field. Optional label to display in front of the long field. The value to edit. Optional GUIStyle. The value entered by the user. Makes a field for masks. Rectangle on the screen to use for this control. Label for the field. The current mask to display. A string array containing the labels for each flag. Optional GUIStyle. A string array containing the labels for each flag. The value modified by the user. Makes a field for masks. Rectangle on the screen to use for this control. Label for the field. The current mask to display. A string array containing the labels for each flag. Optional GUIStyle. A string array containing the labels for each flag. The value modified by the user. Makes a field for masks. Rectangle on the screen to use for this control. Label for the field. The current mask to display. A string array containing the labels for each flag. Optional GUIStyle. A string array containing the labels for each flag. The value modified by the user. Makes a field for masks. Rectangle on the screen to use for this control. Label for the field. The current mask to display. A string array containing the labels for each flag. Optional GUIStyle. A string array containing the labels for each flag. The value modified by the user. Makes a field for masks. Rectangle on the screen to use for this control. Label for the field. The current mask to display. A string array containing the labels for each flag. Optional GUIStyle. A string array containing the labels for each flag. The value modified by the user. Makes a field for masks. Rectangle on the screen to use for this control. Label for the field. The current mask to display. A string array containing the labels for each flag. Optional GUIStyle. A string array containing the labels for each flag. The value modified by the user. Makes a special slider the user can use to specify a range between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. The lower value of the range the slider shows, passed by reference. The upper value at the range the slider shows, passed by reference. The limit at the left end of the slider. The limit at the right end of the slider. Makes a special slider the user can use to specify a range between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. The lower value of the range the slider shows, passed by reference. The upper value at the range the slider shows, passed by reference. The limit at the left end of the slider. The limit at the right end of the slider. Makes a special slider the user can use to specify a range between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. The lower value of the range the slider shows, passed by reference. The upper value at the range the slider shows, passed by reference. The limit at the left end of the slider. The limit at the right end of the slider. Makes a special slider the user can use to specify a range between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. The lower value of the range the slider shows, passed by reference. The upper value at the range the slider shows, passed by reference. The limit at the left end of the slider. The limit at the right end of the slider. Makes a multi-control with text fields for entering multiple floats in the same line. Rectangle on the screen to use for the float field. Optional label to display in front of the float field. Array with small labels to show in front of each float field. There is room for one letter per field only. Array with the values to edit. Makes a multi-control with text fields for entering multiple floats in the same line. Rectangle on the screen to use for the float field. Optional label to display in front of the float field. Array with small labels to show in front of each float field. There is room for one letter per field only. Array with the values to edit. Makes a multi-control with text fields for entering multiple integers in the same line. Rectangle on the screen to use for the integer field. Array with small labels to show in front of each int field. There is room for one letter per field only. Array with the values to edit. Makes a multi-control with several property fields in the same line. Rectangle on the screen to use for the multi-property field. The SerializedProperty of the first property to make a control for. Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. Array with small labels to show in front of each float field. There is room for one letter per field only. Makes a multi-control with several property fields in the same line. Rectangle on the screen to use for the multi-property field. The SerializedProperty of the first property to make a control for. Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. Array with small labels to show in front of each float field. There is room for one letter per field only. Makes an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. Rectangle on the screen to use for the field. Optional label in front of the field. The object the field shows. The type of the objects that can be assigned. Allow assigning Scene objects. See Description for more info. The object that has been set by the user. Makes an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. Rectangle on the screen to use for the field. Optional label in front of the field. The object the field shows. The type of the objects that can be assigned. Allow assigning Scene objects. See Description for more info. The object that has been set by the user. Makes an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. Rectangle on the screen to use for the field. Optional label in front of the field. The object the field shows. The type of the objects that can be assigned. Allow assigning Scene objects. See Description for more info. The object that has been set by the user. Makes an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. Rectangle on the screen to use for the field. Optional label in front of the field. The object the field shows. The type of the objects that can be assigned. Allow assigning Scene objects. See Description for more info. The object that has been set by the user. Makes an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. Rectangle on the screen to use for the field. Optional label in front of the field. The object the field shows. The type of the objects that can be assigned. Allow assigning Scene objects. See Description for more info. The object that has been set by the user. Makes an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. Rectangle on the screen to use for the field. Optional label in front of the field. The object the field shows. The type of the objects that can be assigned. Allow assigning Scene objects. See Description for more info. The object that has been set by the user. Makes an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. Rectangle on the screen to use for the field. The object reference property the field shows. The type of the objects that can be assigned. Optional label to display in front of the field. Pass GUIContent.none to hide the label. Makes an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. Rectangle on the screen to use for the field. The object reference property the field shows. The type of the objects that can be assigned. Optional label to display in front of the field. Pass GUIContent.none to hide the label. Makes an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. Rectangle on the screen to use for the field. The object reference property the field shows. The type of the objects that can be assigned. Optional label to display in front of the field. Pass GUIContent.none to hide the label. Makes an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. Rectangle on the screen to use for the field. The object reference property the field shows. The type of the objects that can be assigned. Optional label to display in front of the field. Pass GUIContent.none to hide the label. Makes a text field where the user can enter a password. Rectangle on the screen to use for the password field. Optional label to display in front of the password field. The password to edit. Optional GUIStyle. The password entered by the user. Makes a text field where the user can enter a password. Rectangle on the screen to use for the password field. Optional label to display in front of the password field. The password to edit. Optional GUIStyle. The password entered by the user. Makes a text field where the user can enter a password. Rectangle on the screen to use for the password field. Optional label to display in front of the password field. The password to edit. Optional GUIStyle. The password entered by the user. Makes a text field where the user can enter a password. Rectangle on the screen to use for the password field. Optional label to display in front of the password field. The password to edit. Optional GUIStyle. The password entered by the user. Makes a text field where the user can enter a password. Rectangle on the screen to use for the password field. Optional label to display in front of the password field. The password to edit. Optional GUIStyle. The password entered by the user. Makes a text field where the user can enter a password. Rectangle on the screen to use for the password field. Optional label to display in front of the password field. The password to edit. Optional GUIStyle. The password entered by the user. Makes a generic popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. The index of the option that has been selected by the user. Makes a generic popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. The index of the option that has been selected by the user. Makes a generic popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. The index of the option that has been selected by the user. Makes a generic popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. The index of the option that has been selected by the user. Makes a generic popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. The index of the option that has been selected by the user. Makes a generic popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. The index of the option that has been selected by the user. Makes a generic popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. The index of the option that has been selected by the user. Makes a generic popup selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. The index of the option that has been selected by the user. Makes a label in front of some control. Rectangle on the screen to use in total for both the label and the control. The unique ID of the control. If none specified, the ID of the following control is used. Label to show in front of the control. Style to use for the label. Rectangle on the screen to use just for the control itself. Makes a label in front of some control. Rectangle on the screen to use in total for both the label and the control. The unique ID of the control. If none specified, the ID of the following control is used. Label to show in front of the control. Style to use for the label. Rectangle on the screen to use just for the control itself. Makes a label in front of some control. Rectangle on the screen to use in total for both the label and the control. The unique ID of the control. If none specified, the ID of the following control is used. Label to show in front of the control. Style to use for the label. Rectangle on the screen to use just for the control itself. Makes a label in front of some control. Rectangle on the screen to use in total for both the label and the control. The unique ID of the control. If none specified, the ID of the following control is used. Label to show in front of the control. Style to use for the label. Rectangle on the screen to use just for the control itself. Makes a progress bar. Rectangle on the screen to use in total for both the control. Value that is shown. Use this to make a field for a SerializedProperty in the Editor. Rectangle on the screen to use for the property field. The SerializedProperty to make a field for. Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it). True if the property has children and is expanded and includeChildren was set to false; otherwise false. Use this to make a field for a SerializedProperty in the Editor. Rectangle on the screen to use for the property field. The SerializedProperty to make a field for. Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it). True if the property has children and is expanded and includeChildren was set to false; otherwise false. Create a Property wrapper, useful for making regular GUI controls work with SerializedProperty. The actual label to use for the control. Create a new PropertyScope and begin the corresponding property. Rectangle on the screen to use for the control, including label if applicable. Label in front of the slider. Use null to use the name from the SerializedProperty. Use GUIContent.none to not display a label. The SerializedProperty to use for the control. Makes an X, Y, W, and H field for entering a Rect. Rectangle on the screen to use for the field. Optional label to display above the field. The value to edit. The value entered by the user. Makes an X, Y, W, and H field for entering a Rect. Rectangle on the screen to use for the field. Optional label to display above the field. The value to edit. The value entered by the user. Makes an X, Y, W, and H field for entering a Rect. Rectangle on the screen to use for the field. Optional label to display above the field. The value to edit. The value entered by the user. Makes an X, Y, W, and H for Rect using SerializedProperty (not public). Makes an X, Y, W, and H field for entering a RectInt. Rectangle on the screen to use for the field. Optional label to display above the field. The value to edit. The value entered by the user. Makes an X, Y, W, and H field for entering a RectInt. Rectangle on the screen to use for the field. Optional label to display above the field. The value to edit. The value entered by the user. Makes an X, Y, W, and H field for entering a RectInt. Rectangle on the screen to use for the field. Optional label to display above the field. The value to edit. The value entered by the user. Makes a selectable label field. (Useful for showing read-only info that can be copy-pasted.) Rectangle on the screen to use for the label. The text to show. Optional GUIStyle. Makes a selectable label field. (Useful for showing read-only info that can be copy-pasted.) Rectangle on the screen to use for the label. The text to show. Optional GUIStyle. Makes a slider the user can drag to change a value between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. The value that has been set by the user. Makes a slider the user can drag to change a value between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. The value that has been set by the user. Makes a slider the user can drag to change a value between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. The value that has been set by the user. Makes a slider the user can drag to change a value between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. Makes a slider the user can drag to change a value between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. Makes a slider the user can drag to change a value between a min and a max. Rectangle on the screen to use for the slider. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. Makes a tag selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The tag the field shows. Optional GUIStyle. The tag selected by the user. Makes a tag selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The tag the field shows. Optional GUIStyle. The tag selected by the user. Makes a tag selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The tag the field shows. Optional GUIStyle. The tag selected by the user. Makes a tag selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The tag the field shows. Optional GUIStyle. The tag selected by the user. Makes a tag selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The tag the field shows. Optional GUIStyle. The tag selected by the user. Makes a tag selection field. Rectangle on the screen to use for the field. Optional label in front of the field. The tag the field shows. Optional GUIStyle. The tag selected by the user. Makes a text area. Rectangle on the screen to use for the text field. The text to edit. Optional GUIStyle. The text entered by the user. Makes a text area. Rectangle on the screen to use for the text field. The text to edit. Optional GUIStyle. The text entered by the user. Makes a text field. Rectangle on the screen to use for the text field. Optional label to display in front of the text field. The text to edit. Optional GUIStyle. The text entered by the user. Makes a text field. Rectangle on the screen to use for the text field. Optional label to display in front of the text field. The text to edit. Optional GUIStyle. The text entered by the user. Makes a text field. Rectangle on the screen to use for the text field. Optional label to display in front of the text field. The text to edit. Optional GUIStyle. The text entered by the user. Makes a text field. Rectangle on the screen to use for the text field. Optional label to display in front of the text field. The text to edit. Optional GUIStyle. The text entered by the user. Makes a text field. Rectangle on the screen to use for the text field. Optional label to display in front of the text field. The text to edit. Optional GUIStyle. The text entered by the user. Makes a text field. Rectangle on the screen to use for the text field. Optional label to display in front of the text field. The text to edit. Optional GUIStyle. The text entered by the user. Makes a toggle. Rectangle on the screen to use for the toggle. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. The selected state of the toggle. Makes a toggle. Rectangle on the screen to use for the toggle. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. The selected state of the toggle. Makes a toggle. Rectangle on the screen to use for the toggle. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. The selected state of the toggle. Makes a toggle. Rectangle on the screen to use for the toggle. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. The selected state of the toggle. Makes a toggle. Rectangle on the screen to use for the toggle. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. The selected state of the toggle. Makes a toggle. Rectangle on the screen to use for the toggle. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. The selected state of the toggle. Makes a toggle field where the toggle is to the left and the label immediately to the right of it. Rectangle on the screen to use for the toggle. Label to display next to the toggle. The value to edit. Optional GUIStyle to use for the label. The value set by the user. Makes a toggle field where the toggle is to the left and the label immediately to the right of it. Rectangle on the screen to use for the toggle. Label to display next to the toggle. The value to edit. Optional GUIStyle to use for the label. The value set by the user. Makes a toggle field where the toggle is to the left and the label immediately to the right of it. Rectangle on the screen to use for the toggle. Label to display next to the toggle. The value to edit. Optional GUIStyle to use for the label. The value set by the user. Makes a toggle field where the toggle is to the left and the label immediately to the right of it. Rectangle on the screen to use for the toggle. Label to display next to the toggle. The value to edit. Optional GUIStyle to use for the label. The value set by the user. Makes an X and Y field for entering a Vector2. Rectangle on the screen to use for the field. Label to display above the field. The value to edit. The value entered by the user. Makes an X and Y field for entering a Vector2. Rectangle on the screen to use for the field. Label to display above the field. The value to edit. The value entered by the user. Makes an X and Y integer field for entering a Vector2Int. Rectangle on the screen to use for the field. Label to display above the field. The value to edit. The value entered by the user. Makes an X and Y integer field for entering a Vector2Int. Rectangle on the screen to use for the field. Label to display above the field. The value to edit. The value entered by the user. Makes an X, Y, and Z field for entering a Vector3. Rectangle on the screen to use for the field. Label to display above the field. The value to edit. The value entered by the user. Makes an X, Y, and Z field for entering a Vector3. Rectangle on the screen to use for the field. Label to display above the field. The value to edit. The value entered by the user. Makes an X, Y, and Z integer field for entering a Vector3Int. Rectangle on the screen to use for the field. Label to display above the field. The value to edit. The value entered by the user. Makes an X, Y, and Z integer field for entering a Vector3Int. Rectangle on the screen to use for the field. Label to display above the field. The value to edit. The value entered by the user. Makes an X, Y, Z, and W field for entering a Vector4. Rectangle on the screen to use for the field. Label to display above the field. The value to edit. The value entered by the user. Auto laid out version of EditorGUI. Begins a group that can be be hidden/shown and the transition will be animated. A value between 0 and 1, 0 being hidden, and 1 being fully visible. If the group is visible or not. Begin a horizontal group and get its rect back. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Begin a horizontal group and get its rect back. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Begin an automatically laid out scrollview. The position to use display. Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. Begin an automatically laid out scrollview. The position to use display. Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. Begin an automatically laid out scrollview. The position to use display. Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. Begin an automatically laid out scrollview. The position to use display. Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. Begin an automatically laid out scrollview. The position to use display. Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. Begin a vertical group with a toggle to enable or disable all the controls within at once. Label to show above the toggled controls. Enabled state of the toggle group. The enabled state selected by the user. Begin a vertical group with a toggle to enable or disable all the controls within at once. Label to show above the toggled controls. Enabled state of the toggle group. The enabled state selected by the user. Begin a vertical group and get its rect back. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Begin a vertical group and get its rect back. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Begin a vertical group and get its rect back. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make Center & Extents field for entering a Bounds. Label to display above the field. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make Center & Extents field for entering a Bounds. Label to display above the field. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make Center & Extents field for entering a Bounds. Label to display above the field. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make Position & Size field for entering a BoundsInt. Make Position & Size field for entering a Bounds. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make Position & Size field for entering a BoundsInt. Make Position & Size field for entering a Bounds. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make Position & Size field for entering a BoundsInt. Make Position & Size field for entering a Bounds. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a field for selecting a Color. Optional label to display in front of the field. The color to edit. If true, the color picker should show the eyedropper control. If false, don't show it. If true, allow the user to set an alpha value for the color. If false, hide the alpha component. If true, treat the color as an HDR value. If false, treat it as a standard LDR value. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The color selected by the user. Make a field for selecting a Color. Optional label to display in front of the field. The color to edit. If true, the color picker should show the eyedropper control. If false, don't show it. If true, allow the user to set an alpha value for the color. If false, hide the alpha component. If true, treat the color as an HDR value. If false, treat it as a standard LDR value. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The color selected by the user. Make a field for selecting a Color. Optional label to display in front of the field. The color to edit. If true, the color picker should show the eyedropper control. If false, don't show it. If true, allow the user to set an alpha value for the color. If false, hide the alpha component. If true, treat the color as an HDR value. If false, treat it as a standard LDR value. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The color selected by the user. Make a field for selecting a Color. Optional label to display in front of the field. The color to edit. If true, the color picker should show the eyedropper control. If false, don't show it. If true, allow the user to set an alpha value for the color. If false, hide the alpha component. If true, treat the color as an HDR value. If false, treat it as a standard LDR value. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The color selected by the user. Make a field for selecting a Color. Optional label to display in front of the field. The color to edit. If true, the color picker should show the eyedropper control. If false, don't show it. If true, allow the user to set an alpha value for the color. If false, hide the alpha component. If true, treat the color as an HDR value. If false, treat it as a standard LDR value. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The color selected by the user. Make a field for editing an AnimationCurve. Optional label to display in front of the field. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The curve edited by the user. Make a field for editing an AnimationCurve. Optional label to display in front of the field. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The curve edited by the user. Make a field for editing an AnimationCurve. Optional label to display in front of the field. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The curve edited by the user. Make a field for editing an AnimationCurve. Optional label to display in front of the field. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The curve edited by the user. Make a field for editing an AnimationCurve. Optional label to display in front of the field. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The curve edited by the user. Make a field for editing an AnimationCurve. Optional label to display in front of the field. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The curve edited by the user. Make a field for editing an AnimationCurve. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label. Make a field for editing an AnimationCurve. The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label. Make a delayed text field for entering doubles. Optional label to display in front of the double field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field. Make a delayed text field for entering doubles. Optional label to display in front of the double field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field. Make a delayed text field for entering doubles. Optional label to display in front of the double field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field. Make a delayed text field for entering doubles. Optional label to display in front of the double field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field. Make a delayed text field for entering doubles. Optional label to display in front of the double field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field. Make a delayed text field for entering doubles. Optional label to display in front of the double field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field. Make a delayed text field for entering doubles. The double property to edit. Optional label to display in front of the double field. Pass GUIContent.none to hide label. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a delayed text field for entering doubles. The double property to edit. Optional label to display in front of the double field. Pass GUIContent.none to hide label. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a delayed text field for entering floats. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. Make a delayed text field for entering floats. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. Make a delayed text field for entering floats. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. Make a delayed text field for entering floats. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. Make a delayed text field for entering floats. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. Make a delayed text field for entering floats. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. Make a delayed text field for entering floats. The float property to edit. Optional label to display in front of the float field. Pass GUIContent.none to hide label. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a delayed text field for entering floats. The float property to edit. Optional label to display in front of the float field. Pass GUIContent.none to hide label. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a delayed text field for entering integers. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. Make a delayed text field for entering integers. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. Make a delayed text field for entering integers. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. Make a delayed text field for entering integers. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. Make a delayed text field for entering integers. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. Make a delayed text field for entering integers. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. Make a delayed text field for entering integers. The int property to edit. Optional label to display in front of the int field. Pass GUIContent.none to hide label. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a delayed text field for entering integers. The int property to edit. Optional label to display in front of the int field. Pass GUIContent.none to hide label. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a delayed text field. Optional label to display in front of the int field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. Make a delayed text field. Optional label to display in front of the int field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. Make a delayed text field. Optional label to display in front of the int field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. Make a delayed text field. Optional label to display in front of the int field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. Make a delayed text field. Optional label to display in front of the int field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. Make a delayed text field. Optional label to display in front of the int field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. Make a delayed text field. The text property to edit. Optional label to display in front of the int field. Pass GUIContent.none to hide label. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a delayed text field. The text property to edit. Optional label to display in front of the int field. Pass GUIContent.none to hide label. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a text field for entering double values. Optional label to display in front of the double field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering double values. Optional label to display in front of the double field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering double values. Optional label to display in front of the double field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering double values. Optional label to display in front of the double field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering double values. Optional label to display in front of the double field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering double values. Optional label to display in front of the double field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a button that reacts to mouse down, for displaying your own dropdown content. Text, image and tooltip for this button. Whether the button should be selectable by keyboard or not. Optional style to use. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. true when the user clicks the button. Make a button that reacts to mouse down, for displaying your own dropdown content. Text, image and tooltip for this button. Whether the button should be selectable by keyboard or not. Optional style to use. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. true when the user clicks the button. Closes a group started with BeginFadeGroup. Close a group started with BeginHorizontal. Ends a scrollview started with a call to BeginScrollView. Close a group started with BeginToggleGroup. Close a group started with BeginVertical. Displays a menu with an option for every value of the enum type when clicked. Optional label to display in front of the enum flags field. Enum flags value. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). Displays a menu with an option for every value of the enum type when clicked. Optional label to display in front of the enum flags field. Enum flags value. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). Displays a menu with an option for every value of the enum type when clicked. Optional label to display in front of the enum flags field. Enum flags value. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). Displays a menu with an option for every value of the enum type when clicked. Optional label to display in front of the enum flags field. Enum flags value. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). Displays a menu with an option for every value of the enum type when clicked. Optional label to display in front of the enum flags field. Enum flags value. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). Displays a menu with an option for every value of the enum type when clicked. Optional label to display in front of the enum flags field. Enum flags value. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). Displays a menu with an option for every value of the enum type when clicked. Optional label to display in front of the enum flags field. Enum flags value. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). Displays a menu with an option for every value of the enum type when clicked. Optional label to display in front of the enum flags field. Enum flags value. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. Make a field for enum based masks. Prefix label for this field. Enum to use for the flags. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value modified by the user. This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. Make a field for enum based masks. Prefix label for this field. Enum to use for the flags. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value modified by the user. This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. Make a field for enum based masks. Prefix label for this field. Enum to use for the flags. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value modified by the user. This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. Make a field for enum based masks. Prefix label for this field. Enum to use for the flags. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value modified by the user. This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. Make a field for enum based masks. Prefix label for this field. Enum to use for the flags. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value modified by the user. This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. Make a field for enum based masks. Prefix label for this field. Enum to use for the flags. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value modified by the user. This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. Make an enum popup selection field for a bitmask. Optional label in front of the field. The enum options the field shows. Optional GUIStyle. Optional layout options. The enum options that has been selected by the user. This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. Make an enum popup selection field for a bitmask. Optional label in front of the field. The enum options the field shows. Optional GUIStyle. Optional layout options. The enum options that has been selected by the user. This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. Make an enum popup selection field for a bitmask. Optional label in front of the field. The enum options the field shows. Optional GUIStyle. Optional layout options. The enum options that has been selected by the user. This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. Make an enum popup selection field for a bitmask. Optional label in front of the field. The enum options the field shows. Optional GUIStyle. Optional layout options. The enum options that has been selected by the user. Make an enum popup selection field. Optional label in front of the field. The enum option the field shows. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. The enum option that has been selected by the user. Make an enum popup selection field. Optional label in front of the field. The enum option the field shows. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. The enum option that has been selected by the user. Make an enum popup selection field. Optional label in front of the field. The enum option the field shows. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. The enum option that has been selected by the user. Make an enum popup selection field. Optional label in front of the field. The enum option the field shows. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. The enum option that has been selected by the user. Make an enum popup selection field. Optional label in front of the field. The enum option the field shows. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. The enum option that has been selected by the user. Make an enum popup selection field. Optional label in front of the field. The enum option the field shows. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. The enum option that has been selected by the user. Make an enum popup selection field. Optional label in front of the field. The enum option the field shows. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. The enum option that has been selected by the user. Make an enum popup selection field. Optional label in front of the field. The enum option the field shows. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. The enum option that has been selected by the user. Begins a group that can be be hidden/shown and the transition will be animated. Whether the group is visible. Create a new FadeGroupScope and begin the corresponding group. A value between 0 and 1, 0 being hidden, and 1 being fully visible. Make a text field for entering float values. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering float values. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering float values. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering float values. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering float values. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering float values. Optional label to display in front of the float field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a label with a foldout arrow to the left of it. The shown foldout state. The label to show. Optional GUIStyle. Whether to toggle the foldout state when the label is clicked. The foldout state selected by the user. If true, you should render sub-objects. Make a label with a foldout arrow to the left of it. The shown foldout state. The label to show. Optional GUIStyle. Whether to toggle the foldout state when the label is clicked. The foldout state selected by the user. If true, you should render sub-objects. Make a label with a foldout arrow to the left of it. The shown foldout state. The label to show. Optional GUIStyle. Whether to toggle the foldout state when the label is clicked. The foldout state selected by the user. If true, you should render sub-objects. Make a label with a foldout arrow to the left of it. The shown foldout state. The label to show. Optional GUIStyle. Whether to toggle the foldout state when the label is clicked. The foldout state selected by the user. If true, you should render sub-objects. Make a label with a foldout arrow to the left of it. The shown foldout state. The label to show. Optional GUIStyle. Whether to toggle the foldout state when the label is clicked. The foldout state selected by the user. If true, you should render sub-objects. Make a label with a foldout arrow to the left of it. The shown foldout state. The label to show. Optional GUIStyle. Whether to toggle the foldout state when the label is clicked. The foldout state selected by the user. If true, you should render sub-objects. Get a rect for an Editor control. Optional boolean to specify if the control has a label. Default is true. The height in pixels of the control. Default is EditorGUIUtility.singleLineHeight. Optional GUIStyle to use for the control. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Get a rect for an Editor control. Optional boolean to specify if the control has a label. Default is true. The height in pixels of the control. Default is EditorGUIUtility.singleLineHeight. Optional GUIStyle to use for the control. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Get a rect for an Editor control. Optional boolean to specify if the control has a label. Default is true. The height in pixels of the control. Default is EditorGUIUtility.singleLineHeight. Optional GUIStyle to use for the control. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Get a rect for an Editor control. Optional boolean to specify if the control has a label. Default is true. The height in pixels of the control. Default is EditorGUIUtility.singleLineHeight. Optional GUIStyle to use for the control. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a field for editing a Gradient. Optional label to display in front of the field. The gradient to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The gradient edited by the user. Make a field for editing a Gradient. Optional label to display in front of the field. The gradient to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The gradient edited by the user. Make a field for editing a Gradient. Optional label to display in front of the field. The gradient to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The gradient edited by the user. Make a field for editing a Gradient. Optional label to display in front of the field. The gradient to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The gradient edited by the user. Make a help box with a message to the user. The message text. The type of message. If true, the box will cover the whole width of the window; otherwise it will cover the controls part only. Make a help box with a message to the user. The message text. The type of message. If true, the box will cover the whole width of the window; otherwise it will cover the controls part only. Disposable helper class for managing BeginHorizontal / EndHorizontal. The rect of the horizontal group. Create a new HorizontalScope and begin the corresponding horizontal group. The style to use for background image and padding values. If left out, the background is transparent. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Create a new HorizontalScope and begin the corresponding horizontal group. The style to use for background image and padding values. If left out, the background is transparent. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make an inspector-window-like titlebar. The foldout state shown with the arrow. The object (for example a component) or objects that the titlebar is for. The foldout state selected by the user. Make an inspector-window-like titlebar. The foldout state shown with the arrow. The object (for example a component) or objects that the titlebar is for. The foldout state selected by the user. Make a text field for entering integers. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering integers. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering integers. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering integers. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering integers. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering integers. Optional label to display in front of the int field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make an integer popup selection field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value of the option that has been selected by the user. Make an integer popup selection field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value of the option that has been selected by the user. Make an integer popup selection field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value of the option that has been selected by the user. Make an integer popup selection field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value of the option that has been selected by the user. Make an integer popup selection field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value of the option that has been selected by the user. Make an integer popup selection field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value of the option that has been selected by the user. Make an integer popup selection field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value of the option that has been selected by the user. Make an integer popup selection field. Optional label in front of the field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value of the option that has been selected by the user. Make an integer popup selection field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. Optional label in front of the field. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make an integer popup selection field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. Optional label in front of the field. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make an integer popup selection field. The value of the option the field shows. An array with the displayed options the user can choose from. An array with the values for each option. Optional label in front of the field. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a slider the user can drag to change an integer value between a min and a max. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value that has been set by the user. Make a slider the user can drag to change an integer value between a min and a max. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value that has been set by the user. Make a slider the user can drag to change an integer value between a min and a max. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value that has been set by the user. Make a slider the user can drag to change an integer value between a min and a max. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a slider the user can drag to change an integer value between a min and a max. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a slider the user can drag to change an integer value between a min and a max. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a label field. (Useful for showing read-only info.) Label in front of the label field. The label to show to the right. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a label field. (Useful for showing read-only info.) Label in front of the label field. The label to show to the right. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a label field. (Useful for showing read-only info.) Label in front of the label field. The label to show to the right. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a label field. (Useful for showing read-only info.) Label in front of the label field. The label to show to the right. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a label field. (Useful for showing read-only info.) Label in front of the label field. The label to show to the right. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a label field. (Useful for showing read-only info.) Label in front of the label field. The label to show to the right. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a label field. (Useful for showing read-only info.) Label in front of the label field. The label to show to the right. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a label field. (Useful for showing read-only info.) Label in front of the label field. The label to show to the right. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a layer selection field. Optional label in front of the field. The layer shown in the field. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The layer selected by the user. Make a layer selection field. Optional label in front of the field. The layer shown in the field. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The layer selected by the user. Make a layer selection field. Optional label in front of the field. The layer shown in the field. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The layer selected by the user. Make a layer selection field. Optional label in front of the field. The layer shown in the field. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The layer selected by the user. Make a layer selection field. Optional label in front of the field. The layer shown in the field. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The layer selected by the user. Make a layer selection field. Optional label in front of the field. The layer shown in the field. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The layer selected by the user. Make a text field for entering long integers. Optional label to display in front of the long field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering long integers. Optional label to display in front of the long field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering long integers. Optional label to display in front of the long field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering long integers. Optional label to display in front of the long field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering long integers. Optional label to display in front of the long field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a text field for entering long integers. Optional label to display in front of the long field. The value to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make a field for masks. Prefix label of the field. The current mask to display. A string array containing the labels for each flag. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value modified by the user. Make a field for masks. Prefix label of the field. The current mask to display. A string array containing the labels for each flag. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value modified by the user. Make a field for masks. Prefix label of the field. The current mask to display. A string array containing the labels for each flag. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value modified by the user. Make a field for masks. Prefix label of the field. The current mask to display. A string array containing the labels for each flag. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value modified by the user. Make a field for masks. Prefix label of the field. The current mask to display. A string array containing the labels for each flag. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value modified by the user. Make a field for masks. Prefix label of the field. The current mask to display. A string array containing the labels for each flag. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value modified by the user. Make a special slider the user can use to specify a range between a min and a max. Optional label in front of the slider. The lower value of the range the slider shows, passed by reference. The upper value at the range the slider shows, passed by reference. The limit at the left end of the slider. The limit at the right end of the slider. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a special slider the user can use to specify a range between a min and a max. Optional label in front of the slider. The lower value of the range the slider shows, passed by reference. The upper value at the range the slider shows, passed by reference. The limit at the left end of the slider. The limit at the right end of the slider. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a special slider the user can use to specify a range between a min and a max. Optional label in front of the slider. The lower value of the range the slider shows, passed by reference. The upper value at the range the slider shows, passed by reference. The limit at the left end of the slider. The limit at the right end of the slider. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a field to receive any object type. Optional label in front of the field. The object the field shows. The type of the objects that can be assigned. Allow assigning Scene objects. See Description for more info. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The object that has been set by the user. Make a field to receive any object type. Optional label in front of the field. The object the field shows. The type of the objects that can be assigned. Allow assigning Scene objects. See Description for more info. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The object that has been set by the user. Make a field to receive any object type. Optional label in front of the field. The object the field shows. The type of the objects that can be assigned. Allow assigning Scene objects. See Description for more info. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The object that has been set by the user. Make a field to receive any object type. The object reference property the field shows. The type of the objects that can be assigned. Optional label in front of the field. Pass GUIContent.none to hide the label. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a field to receive any object type. The object reference property the field shows. The type of the objects that can be assigned. Optional label in front of the field. Pass GUIContent.none to hide the label. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a field to receive any object type. The object reference property the field shows. The type of the objects that can be assigned. Optional label in front of the field. Pass GUIContent.none to hide the label. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a field to receive any object type. The object reference property the field shows. The type of the objects that can be assigned. Optional label in front of the field. Pass GUIContent.none to hide the label. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a text field where the user can enter a password. Optional label to display in front of the password field. The password to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The password entered by the user. Make a text field where the user can enter a password. Optional label to display in front of the password field. The password to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The password entered by the user. Make a text field where the user can enter a password. Optional label to display in front of the password field. The password to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The password entered by the user. Make a text field where the user can enter a password. Optional label to display in front of the password field. The password to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The password entered by the user. Make a text field where the user can enter a password. Optional label to display in front of the password field. The password to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The password entered by the user. Make a text field where the user can enter a password. Optional label to display in front of the password field. The password to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The password entered by the user. Make a generic popup selection field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The index of the option that has been selected by the user. Make a generic popup selection field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The index of the option that has been selected by the user. Make a generic popup selection field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The index of the option that has been selected by the user. Make a generic popup selection field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The index of the option that has been selected by the user. Make a generic popup selection field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The index of the option that has been selected by the user. Make a generic popup selection field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The index of the option that has been selected by the user. Make a generic popup selection field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The index of the option that has been selected by the user. Make a generic popup selection field. Optional label in front of the field. The index of the option the field shows. An array with the options shown in the popup. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The index of the option that has been selected by the user. Make a label in front of some control. Label to show to the left of the control. Make a label in front of some control. Label to show to the left of the control. Make a label in front of some control. Label to show to the left of the control. Make a label in front of some control. Label to show to the left of the control. Make a label in front of some control. Label to show to the left of the control. Make a label in front of some control. Label to show to the left of the control. Make a field for SerializedProperty. The SerializedProperty to make a field for. Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it). An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. True if the property has children and is expanded and includeChildren was set to false; otherwise false. Make a field for SerializedProperty. The SerializedProperty to make a field for. Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it). An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. True if the property has children and is expanded and includeChildren was set to false; otherwise false. Make a field for SerializedProperty. The SerializedProperty to make a field for. Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it). An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. True if the property has children and is expanded and includeChildren was set to false; otherwise false. Make a field for SerializedProperty. The SerializedProperty to make a field for. Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it). An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. True if the property has children and is expanded and includeChildren was set to false; otherwise false. Make an X, Y, W & H field for entering a Rect. Label to display above the field. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make an X, Y, W & H field for entering a Rect. Label to display above the field. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make an X, Y, W & H field for entering a Rect. Label to display above the field. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make an X, Y, W & H field for entering a RectInt. Label to display above the field. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make an X, Y, W & H field for entering a RectInt. Label to display above the field. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make an X, Y, W & H field for entering a RectInt. Label to display above the field. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Disposable helper class for managing BeginScrollView / EndScrollView. Whether this ScrollView should handle scroll wheel events. (default: true). The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. Create a new ScrollViewScope and begin the corresponding ScrollView. The scroll position to use. Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself. Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself. Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. Create a new ScrollViewScope and begin the corresponding ScrollView. The scroll position to use. Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself. Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself. Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. Create a new ScrollViewScope and begin the corresponding ScrollView. The scroll position to use. Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself. Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself. Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. Create a new ScrollViewScope and begin the corresponding ScrollView. The scroll position to use. Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself. Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself. Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. Create a new ScrollViewScope and begin the corresponding ScrollView. The scroll position to use. Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself. Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself. Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.) The text to show. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.) The text to show. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a slider the user can drag to change a value between a min and a max. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value that has been set by the user. Make a slider the user can drag to change a value between a min and a max. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value that has been set by the user. Make a slider the user can drag to change a value between a min and a max. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value that has been set by the user. Make a slider the user can drag to change a value between a min and a max. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a slider the user can drag to change a value between a min and a max. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a slider the user can drag to change a value between a min and a max. Optional label in front of the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the left end of the slider. The value at the right end of the slider. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a small space between the previous control and the following. Make a tag selection field. Optional label in front of the field. The tag the field shows. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The tag selected by the user. Make a tag selection field. Optional label in front of the field. The tag the field shows. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The tag selected by the user. Make a tag selection field. Optional label in front of the field. The tag the field shows. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The tag selected by the user. Make a tag selection field. Optional label in front of the field. The tag the field shows. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The tag selected by the user. Make a tag selection field. Optional label in front of the field. The tag the field shows. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The tag selected by the user. Make a tag selection field. Optional label in front of the field. The tag the field shows. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The tag selected by the user. Make a text area. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The text entered by the user. Make a text area. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The text entered by the user. Make a text field. Optional label to display in front of the text field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The text entered by the user. Make a text field. Optional label to display in front of the text field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The text entered by the user. Make a text field. Optional label to display in front of the text field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The text entered by the user. Make a text field. Optional label to display in front of the text field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The text entered by the user. Make a text field. Optional label to display in front of the text field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The text entered by the user. Make a text field. Optional label to display in front of the text field. The text to edit. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The text entered by the user. Make a toggle. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The selected state of the toggle. Make a toggle. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The selected state of the toggle. Make a toggle. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The selected state of the toggle. Make a toggle. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The selected state of the toggle. Make a toggle. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The selected state of the toggle. Make a toggle. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The selected state of the toggle. Begin a vertical group with a toggle to enable or disable all the controls within at once. The enabled state selected by the user. Label to show above the toggled controls. Enabled state of the toggle group. Label to show above the toggled controls. Enabled state of the toggle group. Make a toggle field where the toggle is to the left and the label immediately to the right of it. Label to display next to the toggle. The value to edit. Optional GUIStyle to use for the label. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a toggle field where the toggle is to the left and the label immediately to the right of it. Label to display next to the toggle. The value to edit. Optional GUIStyle to use for the label. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a toggle field where the toggle is to the left and the label immediately to the right of it. Label to display next to the toggle. The value to edit. Optional GUIStyle to use for the label. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a toggle field where the toggle is to the left and the label immediately to the right of it. Label to display next to the toggle. The value to edit. Optional GUIStyle to use for the label. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make an X & Y field for entering a Vector2. Label to display above the field. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> The value entered by the user. Make an X & Y field for entering a Vector2. Label to display above the field. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> The value entered by the user. Make an X & Y integer field for entering a Vector2Int. Label to display above the field. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make an X & Y integer field for entering a Vector2Int. Label to display above the field. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make an X, Y & Z field for entering a Vector3. Label to display above the field. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make an X, Y & Z field for entering a Vector3. Label to display above the field. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make an X, Y & Z integer field for entering a Vector3Int. Label to display above the field. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make an X, Y & Z integer field for entering a Vector3Int. Label to display above the field. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Make an X, Y, Z & W field for entering a Vector4. Label to display above the field. The value to edit. An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value entered by the user. Disposable helper class for managing BeginVertical / EndVertical. The rect of the vertical group. Create a new VerticalScope and begin the corresponding vertical group. The style to use for background image and padding values. If left out, the background is transparent. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Create a new VerticalScope and begin the corresponding vertical group. The style to use for background image and padding values. If left out, the background is transparent. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Miscellaneous helper stuff for EditorGUI. The width of the GUI area for the current EditorWindow or other view. Is a text field currently editing text? The minimum width in pixels reserved for the fields of Editor GUI controls. Is the Editor GUI is hierarchy mode? Is the user currently using the pro skin? (Read Only) The width in pixels reserved for labels of Editor GUI controls. The scale of GUI points relative to screen pixels for the current view This value is the number of screen pixels per point of interface space. For instance, 2.0 on retina displays. Note that the value may differ from one view to the next if the views are on monitors with different UI scales. Get the height used for a single Editor control such as a one-line EditorGUI.TextField or EditorGUI.Popup. Get the height used by default for vertical spacing between controls. The system copy buffer. True if a text field currently has focused and the text in it is selected. Get a white texture. Is the Editor GUI currently in wide mode? Add a custom mouse pointer to a control. The rectangle the control should be shown within. The mouse cursor to use. ID of a target control. Add a custom mouse pointer to a control. The rectangle the control should be shown within. The mouse cursor to use. ID of a target control. Creates an event that can be sent to another window. The command to be sent. Draw a color swatch. The rectangle to draw the color swatch within. The color to draw. Draw a curve swatch. The rectangle to draw the color swatch within. The curve to draw. The curve to draw as a SerializedProperty. The color to draw the curve with. The color to draw the background with. Optional parameter to specify the range of the curve which should be included in swatch. Draw a curve swatch. The rectangle to draw the color swatch within. The curve to draw. The curve to draw as a SerializedProperty. The color to draw the curve with. The color to draw the background with. Optional parameter to specify the range of the curve which should be included in swatch. Draw swatch with a filled region between two SerializedProperty curves. Draw swatch with a filled region between two curves. Get a texture from its source filename. Get one of the built-in GUI skins, which can be the game view, inspector or Scene view skin as chosen by the parameter. Layout list of string items left to right, top to bottom in the given area. Area where to layout the items. Style for the items. Extra horizontal spacing between successive items. Extra vertical spacing between item rows. Strings to layout. List of rectangles for the passed items. Get the size that has been set using SetIconSize. The controlID of the currently showing object picker. The object currently selected in the object picker. Does a given class have per-object thumbnails? Fetch the GUIContent from the Unity builtin resources with the given name. Name of the desired icon. Tooltip for hovering over the icon. Fetch the GUIContent from the Unity builtin resources with the given name. Name of the desired icon. Tooltip for hovering over the icon. Disposable scope helper for GetIconSize / SetIconSize. Begin an IconSizeScope. Size to be used for icons rendered as GUIContent within this scope. Check if any enabled camera can render to a particular display. Display index. True if a camera will render to the display. Load a built-in resource. Load a required built-in resource. Make all EditorGUI look like regular controls. Width to use for prefixed labels. Width of text entries. Make all EditorGUI look like regular controls. Width to use for prefixed labels. Width of text entries. Make all EditorGUI look like regular controls. Width to use for prefixed labels. Width of text entries. Make all EditorGUI look like simplified outline view controls. Return a GUIContent object with the name and icon of an Object. Ping an object in the Scene like clicking it in an inspector. The object to be pinged. Ping an object in the Scene like clicking it in an inspector. The object to be pinged. Convert a position from pixel to point space. A GUI position in pixel space. A vector representing the same position in point space. Convert a Rect from pixel space to point space. A GUI rect measured in pixels. A rect representing the same area in points. Convert a Rect from point space to pixel space. A GUI rect measured in points. A rect representing the same area in pixels. Converts a position from point to pixel space. A GUI position in point space. The same position in pixel space. Send an input event into the game. Render all ingame cameras. The device coordinates to render all game cameras into. Show gizmos as well. Render all ingame cameras. The device coordinates to render all game cameras into. Show gizmos as well. Set icons rendered as part of GUIContent to be rendered at a specific size. Show the object picker from code. The object to be selected by default. Is selection of Scene objects allowed, or should it only show assets. Default search filter to apply. The id of the control to set. This is useful if you are showing more than one of these. You can get the value at a later time. Utility functions for working with JSON data and engine objects. Overwrite data in an object by reading from its JSON representation. The JSON representation of the object. The object to overwrite. Generate a JSON representation of an object. The object to convert to JSON form. If true, format the output for readability. If false, format the output for minimum size. Default is false. The object's data in JSON format. Generate a JSON representation of an object. The object to convert to JSON form. If true, format the output for readability. If false, format the output for minimum size. Default is false. The object's data in JSON format. Stores and accesses Unity editor preferences. Removes all keys and values from the preferences. Use with caution. Removes key and its corresponding value from the preferences. Returns the value corresponding to key in the preference file if it exists. Returns the value corresponding to key in the preference file if it exists. Returns the float value corresponding to key if it exists in the preference file. Name of key to read float from. Float value to return if the key is not in the storage. The float value stored in the preference file or the defaultValue id the requested float does not exist. Returns the float value corresponding to key if it exists in the preference file. Name of key to read float from. Float value to return if the key is not in the storage. The float value stored in the preference file or the defaultValue id the requested float does not exist. Returns the value corresponding to key in the preference file if it exists. Name of key to read integer from. Integer value to return if the key is not in the storage. The value stored in the preference file. Returns the value corresponding to key in the preference file if it exists. Name of key to read integer from. Integer value to return if the key is not in the storage. The value stored in the preference file. Returns the value corresponding to key in the preference file if it exists. Returns the value corresponding to key in the preference file if it exists. Returns true if key exists in the preferences file. Name of key to check for. The existence or not of the key. Sets the value of the preference identified by key. Sets the float value of the preference identified by key. Name of key to write float into. Float value to write into the storage. Sets the value of the preference identified by key as an integer. Name of key to write integer to. Value of the integer to write into the storage. Sets the value of the preference identified by key. Note that EditorPrefs does not support null strings and will store an empty string instead. The editor selected render mode for Scene View selection. The Renderer has no selection highlight or wireframe in the Editor. The Renderer has selection highlight but no wireframe in the Editor. The Renderer has wireframe but not selection highlight in the Editor. Enum that selects which skin to return from EditorGUIUtility.GetBuiltinSkin. The skin used for game views. The skin used for inspectors. The skin used for Scene views. Common GUIStyles used for EditorGUI controls. Bold font. Style for bold label. Style for label with small font which is centered and grey. Style used for headings for Color fields. Style used for headings for EditorGUI.Foldout. Style used for headings for EditorGUI.Foldout. Style used for background box for EditorGUI.HelpBox. Wrap content in a vertical group with this style to get the default margins used in the Inspector. Wrap content in a vertical group with this style to get full width margins in the Inspector. Style used for the labelled on all EditorGUI overloads that take a prefix label. Style for label with large font. Style used for headings for Layer masks. Mini Bold font. Style for mini bold label. Style used for a standalone small button. Style used for the leftmost button in a horizontal button group. Style used for the middle buttons in a horizontal group. Style used for the rightmost button in a horizontal group. Mini font. Style for label with small font. Style used for the drop-down controls. Smaller text field. Style used for field editors for numbers. Style used for headings for object fields. Style used for object fields that have a thumbnail (e.g Textures). Style used for headings for the Select button in object fields. Style used for EditorGUI.Popup, EditorGUI.EnumPopup,. Style used for a radio button. Standard font. Style used for EditorGUI.TextArea. Style used for EditorGUI.TextField. Style used for headings for EditorGUI.Toggle. Style used for headings for EditorGUILayout.BeginToggleGroup. Toolbar background from top of windows. Style for Button and Toggles in toolbars. Toolbar Dropdown. Toolbar Popup. Toolbar text field. Style for white bold label. Style for white label. Style for white large label. Style for white mini label. Style for word wrapped label. Style for word wrapped mini label. User build settings for the Editor The currently active build target. Triggered in response to SwitchActiveBuildTarget. DEFINE directives for the compiler. Enable source-level debuggers to connect. Android platform options. Set which build system to use for building the Android package. ETC2 texture decompression fallback on Android devices that don't support ETC2. Use deprecated Android SDK tools to pack application. Set to true to build an Android App Bundle (aab file) instead of an apk. The default value is false. Is build script only enabled. Compress files in package. Build data compressed with PSArc. Start the player with a connection to the profiler. Enables a development build. Enables a Linux headless build. Are array bounds actively validated? Are divide by zero's actively validated? Are null references actively validated? Export Android Project for use with Android Studio/Gradle. Force installation of package, even if error. Force full optimizations for script complilation in Development builds. Place the built player in the build folder. Scheme with which the project will be run in Xcode. Places the package on the outer edge of the disk. Build submission materials. PS4 Build Subtarget. Specifies which version of PS4 hardware to target. The currently selected build target group. The currently selected target for a standalone build. When building an Xbox One Streaming Install package (makepkg.exe) The layout generation code in Unity will assign each Scene and associated assets to individual chunks. Unity will mark Scene 0 as being part of the launch range, IE the set of chunks required to launch the game, you may include additional Scenes in this launch range if you desire, this specifies a range of Scenes (starting at 0) to be included in the launch set. Symlink runtime libraries with an iOS Xcode project. Use prebuilt JavaScript version of Unity engine. Generate and reference C# projects from your main solution. Enable an application to connect to a remote HoloLens device and stream holographic content. Sets and gets target device type for the application to run on when building to Windows Store platform. Sets and gets target UWP SDK to build Windows Store application against. Sets and gets Visual Studio version to build Windows Store application with. Xbox Build subtarget. The currently selected Xbox One Deploy Drive. The currently selected Xbox One Deploy Method. Network shared folder path e.g. MYCOMPUTER\SHAREDFOLDER\. Sets the XBox to reboot and redeploy when the deployment fails. Windows account username associated with PC share folder. Get the current location for the build. Returns value for platform specifc Editor setting. The name of the platform. The name of the setting. Is .NET Native enabled for specific build configuration. More information - https:msdn.microsoft.comen-uslibrary/dn584397(v=vs.110).aspx. Build configuration. True if .NET Native is enabled for the specific build configuration. Set a new location for the build. Set platform specifc Editor setting. The name of the platform. The name of the setting. Setting value. Enables or Disables .NET Native for specific build configuration. More information - https:msdn.microsoft.comen-uslibrary/dn584397(v=vs.110).aspx. Build configuration. Is enabled? Select a new build target to be active. Target build platform. Build target group. True if the build target was successfully switched, false otherwise (for example, if license checks fail, files are missing, or if the user has cancelled the operation via the UI). Select a new build target to be active. Target build platform. Build target group. True if the build target was successfully switched, false otherwise (for example, if license checks fail, files are missing, or if the user has cancelled the operation via the UI). Select a new build target to be active during the next Editor update. Target build platform. Build target group. True if the build target was successfully switched, false otherwise (for example, if license checks fail, files are missing, or if the user has cancelled the operation via the UI). Editor utility functions. True if there are any compilation error messages in the log. Removes progress bar. Collect all objects in the hierarchy rooted at each of the given objects. Array of objects where the search will start. Array of objects heirarchically attached to the search array. Calculates and returns a list of all assets the assets listed in roots depend on. Compress a cubemap texture. Compress a cubemap texture. Compress a texture. Compress a texture. Copy all settings of a Unity Object. Copy all settings of a Unity Object to a second Object if they differ. Copies the serializable fields from one managed object to another. The object to copy data from. The object to copy data to. Creates a game object with HideFlags and specified components. Displays or updates a progress bar that has a cancel button. Displays a modal dialog. The title of the message box. The text of the message. Label displayed on the OK dialog button. Label displayed on the Cancel dialog button. Displays a modal dialog. The title of the message box. The text of the message. Label displayed on the OK dialog button. Label displayed on the Cancel dialog button. Displays a modal dialog with three buttons. Title for dialog. Purpose for the dialog. Dialog function chosen. Close dialog with no operation. Choose alternative dialog purpose. The id of the chosen button. Displays a popup menu. Displays or updates a progress bar. Saves an AudioClip or MovieTexture to a file. Brings the project window to the front and focuses it. Returns a text for a number of bytes. Is the object enabled (0 disabled, 1 enabled, -1 has no enabled button). Translates an instance ID to a reference to an object. Determines if an object is stored on disk. Human-like sorting. Displays the "open file" dialog and returns the selected path name. Displays the "open file" dialog and returns the selected path name. Title for dialog. Default directory. File extensions in form { "Image files", "png,jpg,jpeg", "All files", "*" }. Displays the "open folder" dialog and returns the selected path name. Displays the "save file" dialog and returns the selected path name. Displays the "save file" dialog in the Assets folder of the project and returns the selected path name. Displays the "save folder" dialog and returns the selected path name. Sets this camera to allow animation of materials in the Editor. Sets the global time for this camera to use when rendering. Marks target object as dirty. (Only suitable for non-scene objects). The object to mark as dirty. Set the enabled state of the object. Set the Scene View selected display mode for this Renderer. Sets whether the selected Renderer's wireframe will be hidden when the GameObject it is attached to is selected. Unloads assets that are not used. When true delete assets even if linked in scripts. Unloads assets that are not used. When true delete assets even if linked in scripts. Updates the global shader properties to use when rendering. Time to use. -1 to disable. Derive from this class to create an editor window. Does the window automatically repaint whenever the Scene has changed? The EditorWindow which currently has keyboard focus. (Read Only) Is this window maximized? The maximum size of this window. The minimum size of this window. The EditorWindow currently under the mouse cursor. (Read Only) The desired position of the window in screen space. The title of this window. The GUIContent used for drawing the title of EditorWindows. Checks whether MouseEnterWindow and MouseLeaveWindow events are received in the GUI in this Editor window. Checks whether MouseMove events are received in the GUI in this Editor window. Mark the beginning area of all popup windows. Close the editor window. Close a window group started with EditorWindow.BeginWindows. Moves keyboard focus to another EditorWindow. Focuses the first found EditorWindow of specified type if it is open. The type of the window. Must derive from EditorWindow. Focuses the first found EditorWindow of type T if it is open. The type of the window. Must derive from EditorWindow. Returns the first EditorWindow of type t which is currently on the screen. The type of the window. Must derive from EditorWindow. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type t which is currently on the screen. The type of the window. Must derive from EditorWindow. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type t which is currently on the screen. The type of the window. Must derive from EditorWindow. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type t which is currently on the screen. The type of the window. Must derive from EditorWindow. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type T which is currently on the screen. The type of the window. Must derive from EditorWindow. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type T which is currently on the screen. The type of the window. Must derive from EditorWindow. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type T which is currently on the screen. The type of the window. Must derive from EditorWindow. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type T which is currently on the screen. The type of the window. Must derive from EditorWindow. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type T which is currently on the screen. The type of the window. Must derive from EditorWindow. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type T which is currently on the screen. The type of the window. Must derive from EditorWindow. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type T which is currently on the screen. The type of the window. Must derive from EditorWindow. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. An array of EditorWindow types that the window will attempt to dock onto. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type T which is currently on the screen. The type of the window. Must derive from EditorWindow. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. An array of EditorWindow types that the window will attempt to dock onto. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type T which is currently on the screen. The type of the window. Must derive from EditorWindow. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. An array of EditorWindow types that the window will attempt to dock onto. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type t which is currently on the screen. The type of the window. Must derive from EditorWindow. The position on the screen where a newly created window will show. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Returns the first EditorWindow of type t which is currently on the screen. The type of the window. Must derive from EditorWindow. The position on the screen where a newly created window will show. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Returns the first EditorWindow of type t which is currently on the screen. The type of the window. Must derive from EditorWindow. The position on the screen where a newly created window will show. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Returns the first EditorWindow of type t which is currently on the screen. The type of the window. Must derive from EditorWindow. The position on the screen where a newly created window will show. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type t which is currently on the screen. The type of the window. Must derive from EditorWindow. The position on the screen where a newly created window will show. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type t which is currently on the screen. The type of the window. Must derive from EditorWindow. The position on the screen where a newly created window will show. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Returns the first EditorWindow of type t which is currently on the screen. The type of the window. Must derive from EditorWindow. The position on the screen where a newly created window will show. Set this to true, to create a floating utility window, false to create a normal window. If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). Stop showing notification message. Make the window repaint. Sends an Event to a window. Show the EditorWindow window. Immediately display Show. Show the EditorWindow window. Immediately display Show. Shows a window with dropdown behaviour and styling. The button from which the position of the window will be determined (see description). The initial size of the window. Show the editor window in the auxiliary window. Show a notification message. Shows an Editor window using popup-style framing. Show the EditorWindow as a floating utility window. Editor tools for working with persistent UnityEvents. Adds a persistent, preset call to the listener. Event to modify. Function to call. Argument to use when invoking. Adds a persistent, preset call to the listener. Event to modify. Function to call. Argument to use when invoking. Adds a persistent, preset call to the listener. Event to modify. Function to call. Argument to use when invoking. Adds a persistent, preset call to the listener. Event to modify. Function to call. Argument to use when invoking. Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location. Event to modify. Function to call. Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location. Event to modify. Function to call. Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location. Event to modify. Function to call. Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location. Event to modify. Function to call. Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location. Event to modify. Function to call. Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location. Event to modify. Function to call. Adds a persistent, preset call to the listener. Event to modify. Function to call. Argument to use when invoking. Adds a persistent, preset call to the listener. Event to modify. Function to call. Modifies the event at the given index. Event to modify. Index to modify. Function to call. Argument to use when invoking. Modifies the event at the given index. Event to modify. Index to modify. Function to call. Argument to use when invoking. Modifies the event at the given index. Event to modify. Index to modify. Function to call. Argument to use when invoking. Modifies the event at the given index. Event to modify. Index to modify. Function to call. Argument to use when invoking. Modifies the event at the given index. Event to modify. Index to modify. Function to call. Modifies the event at the given index. Event to modify. Index to modify. Function to call. Modifies the event at the given index. Event to modify. Index to modify. Function to call. Modifies the event at the given index. Event to modify. Index to modify. Function to call. Modifies the event at the given index. Event to modify. Index to modify. Function to call. Modifies the event at the given index. Event to modify. Index to modify. Function to call. Argument to use when invoking. Modifies the event at the given index. Event to modify. Index to modify. Function to call. Removes the given function from the event. Event to modify. Index to remove (if specified). Function to remove (if specified). Removes the given function from the event. Event to modify. Index to remove (if specified). Function to remove (if specified). Removes the given function from the event. Event to modify. Index to remove (if specified). Function to remove (if specified). Removes the given function from the event. Event to modify. Index to remove (if specified). Function to remove (if specified). Removes the given function from the event. Event to modify. Index to remove (if specified). Function to remove (if specified). Removes the given function from the event. Event to modify. Index to remove (if specified). Function to remove (if specified). Unregisters the given listener at the specified index. Event to modify. Index to unregister. Defines the import context for scripted importers during an import event. The path of the source asset file to be imported. The main object set on the AssetImportContext. This indicates what platform the import event is targeting. Adds an object to the result of the import operation. A unique identifier associated to this object. The Unity Object to add to the asset. An optional 2D texture to use as the thumbnail for this object. Adds an object to the result of the import operation. A unique identifier associated to this object. The Unity Object to add to the asset. An optional 2D texture to use as the thumbnail for this object. Creates dependency between the asset and a source asset. The path of the source dependency. Gets the list of objects set on the AssetImportContext. The list of objects to be filled by the context. Logs an error message encountered during import. The error message. Optional Object that is targeted by the error. Logs a warning message encountered during import. The warning message. Optional Object that is targeted by the warning. Sets the main object for import. The object to be set as the main object. This object must already be added with the AddObjectToAsset method. Default editor for all asset importer settings. Should imported object be shown as a separate editor? Determines if the asset preview is handled by the AssetEditor or the Importer DrawPreview Saves any changes from the Editor's control into the asset's import settings object. Implements the 'Apply' button of the inspector. Text to display on button. Returns true if the new settings were successfully applied Implements the 'Apply' button of the inspector. Text to display on button. Returns true if the new settings were successfully applied Add's the 'Apply' and 'Revert' buttons to the editor. This function is called when the Editor script is started. Determine if the import settings have been modified. Process the 'Apply' and 'Revert' buttons. Returns true if the new settings were successfully applied. This function is called when the editor object goes out of scope. This function is called when the object is loaded. Reset the import settings to their last saved values. Implements the 'Revert' button of the inspector. Text to display on button. Implements the 'Revert' button of the inspector. Text to display on button. Abstract base class for custom Asset importers. This method must by overriden by the derived class and is called by the Asset pipeline to import files. This argument contains all the contextual information needed to process the import event and is also used by the custom importer to store the resulting Unity Asset. Override this method if your ScriptedImporter supports remapping specific asset types. The type of asset to check. Returns true if the importer supports remapping the given type. Otherwise, returns false. Class attribute used to register a custom asset importer derived from ScriptedImporter with Unity's Asset import pipeline. List of file extensions, without leading period character, that the scripted importer handles. Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while Negative values place them earlier in the import process. Importer version number that is used by the import layer to detect new version of the importer and trigger re-imports when such events occur, to apply latest changes made to the scripted imrpoter. Use the ScriptedImporter attribute to register a custom importer derived from ScriptedImporter with Unity's Asset import pipeline. It is best practice to always increment a scripted importer's version number whenever the script is changed. This forces assets imported with lower version numbers to be re-imported. If the Unity Editor setting "Auto-Update" is set to enabled, editing a script outside of the editor and saving it will trigger both a re-import of the script and all assets of the corresponding type. A number that is used by the import pipeline to detect new versions of the importer script. Changing this number will trigger a re-import of all assets matching the listed extensions. List of file extensions (without leading period character) that the scripted importer handles. Single file extension (without leading period character) that the scripted importer handles. Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while negative values place them earlier in the import process. Use the ScriptedImporter attribute to register a custom importer derived from ScriptedImporter with Unity's Asset import pipeline. It is best practice to always increment a scripted importer's version number whenever the script is changed. This forces assets imported with lower version numbers to be re-imported. If the Unity Editor setting "Auto-Update" is set to enabled, editing a script outside of the editor and saving it will trigger both a re-import of the script and all assets of the corresponding type. A number that is used by the import pipeline to detect new versions of the importer script. Changing this number will trigger a re-import of all assets matching the listed extensions. List of file extensions (without leading period character) that the scripted importer handles. Single file extension (without leading period character) that the scripted importer handles. Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while negative values place them earlier in the import process. Use the ScriptedImporter attribute to register a custom importer derived from ScriptedImporter with Unity's Asset import pipeline. It is best practice to always increment a scripted importer's version number whenever the script is changed. This forces assets imported with lower version numbers to be re-imported. If the Unity Editor setting "Auto-Update" is set to enabled, editing a script outside of the editor and saving it will trigger both a re-import of the script and all assets of the corresponding type. A number that is used by the import pipeline to detect new versions of the importer script. Changing this number will trigger a re-import of all assets matching the listed extensions. List of file extensions (without leading period character) that the scripted importer handles. Single file extension (without leading period character) that the scripted importer handles. Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while negative values place them earlier in the import process. Use the ScriptedImporter attribute to register a custom importer derived from ScriptedImporter with Unity's Asset import pipeline. It is best practice to always increment a scripted importer's version number whenever the script is changed. This forces assets imported with lower version numbers to be re-imported. If the Unity Editor setting "Auto-Update" is set to enabled, editing a script outside of the editor and saving it will trigger both a re-import of the script and all assets of the corresponding type. A number that is used by the import pipeline to detect new versions of the importer script. Changing this number will trigger a re-import of all assets matching the listed extensions. List of file extensions (without leading period character) that the scripted importer handles. Single file extension (without leading period character) that the scripted importer handles. Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while negative values place them earlier in the import process. Default editor for source assets handled by Scripted Importers. Implement this method to customize how Unity's Asset inspector is drawn for an Asset managed by a ScriptedImporter. Original texture data information. Determines if alpha channel is present in image data. Determines if image has HDR data. Height of the image data. Width of the image data. Struct that represents how Sprite asset should be generated when calling TextureGenerator.GenerateTexture. Pivot value represented by SpriteAlignment. Border value for the generated Sprite. Name for the generated Sprite. Sprite Asset creation uses this outline when it generates the Mesh for the Sprite. If this is not given, SpriteImportData.tesselationDetail will be used to determine the mesh detail. Pivot value represented in Vector2. Position and size of the Sprite in a given texture. An identifier given to a Sprite. Use this to identify which data was used to generate that Sprite. Controls mesh generation detail. This value will be ignored if SpriteImportData.ouline is provided. Structure that represents the result from calling TextureGenerator.GenerateTexture. Warnings that should be shown in Inspector after generating a Texture. TextureGenerator.GenerateTexture reports warnings when you generate a Texture. Sprites that are generated by TextureGenerator.GenerateTexture from TextureGenerationSettings.spriteSheetData. This is a Texture2D generated by TextureGenerator.GenerateTexture from TextureGenerationSettings.imageData. Thumbnail version of the generated texture. Represents how a texture should be generated from calling TextureGenerator.GenerateTexture. Path where the Asset will be placed. When set to true, AssetPostprocessor hooks will be called during texture generation. Platform settings for generating the texture. Indicates if the Sprite generated can be used for atlas packing. Texture format for the image data. Sprite Asset generation data. Tag used for Sprite packing. Settings for generating texture. The Constructor initializes to most common value based on the TetureImporterType you pass in. Texture type. Experimental utilities for generating Texture2D. Generates Texture2D and Sprite Assets based on the settings provided. Settings use for generating Texture2D and Sprite. Color buffer for generating Texture2D and Sprite. Result of the generation. Experimental lightmapping features. If enabled ignores the direct contribution from the environment lighting in baked probes. Retrieve the custom bake results. The unnormalized amount of sky visibility for the input points (in xyz). The w component is the fraction of rays that strike backfaces. True if the results were retrieved. False if there is no data available or the results array does not match the number of points in the bake. Set the custom bake inputs. The positions (xyz) of the points for which the amount of sky visibility is calculated. The w component is an offset that will be applied to the ray originating at the position. The number of samples on the upper hemisphere used to calculate the sky visibility. This class contains methods to draw IMGUI Editor UI that relates to the Player Connection. Display a drop-down button and menu for the user to choose and establish a connection to a Player. Where to draw the drop-down button. The state for the connection that is used in the EditorWindow displaying this drop-down. Use Experimental.Networking.PlayerConnection.EditorGUIUtility.GetAttachToPlayerState to get a state in OnEnable and remeber to dispose of that state in OnDisable. Define the GUIStyle the drop-down button should be drawn in. A default drop-down button will be drawn if no style is specified. This class contains methods to draw and automatically layout IMGUI Editor UI that relates to the Player Connection. Display a drop-down button and menu for the user to choose and establish a connection to a Player. The state for the connection that is used in the EditorWindow displaying this drop-down. Use Experimental.Networking.PlayerConnection.EditorGUIUtility.GetAttachToPlayerState to get a state in OnEnable and remembe to dispose of that state in OnDisable. Define the GUIStyle the drop-down button should be drawn in. A default drop-down button will be drawn if non is specified. Miscellaneous helper methods for Experimental.Networking.PlayerConnection.EditorGUI. This method generates a state tracking object for establishing and displaying an Editor to Player Connection. The EditorWindow that will use the connection. A callback that is fired whenever a user-initiated connection-attempt succeeds. The not serialized state of the connection to a Player, to be used in Experimental.Networking.PlayerConnection.EditorGUI.AttachToPlayerDropdown or Experimental.Networking.PlayerConnection.EditorGUILayout.AttachToPlayerDropdown. It knows what target is currently connected and what targets are available. Defines the required members for a ScriptableBakedReflectionSystem implementation. Number of stages of the baking process. The hash of the current baked state of the ScriptableBakedReflectionSystem. Implement this method to bake all of the loaded reflection probes. True when the probe where baked, false when baking was not completed. Cancel the running bake jobs. Clear the state of the ScriptableBakedReflectionSystem. Synchronize the baked data with the actual components and rendering settings. This method is called every Editor update until the ScriptableBakedReflectionSystem indicates that the baking is complete, with handle.SetIsDone(true). (See IScriptableBakedReflectionSystemStageNotifier.SetIsDone). Current Scene state hash. A handle to receive notifications about the status of the stages of the baking process. An implementation of this interface is provided while ticking an ScriptableBakedReflectionSystem. (See IScriptableBakedReflectionSystem.Tick). Update the baking stage progress information. The current stage in progress. The progress message to display. The progress to report (between 0 and 1). Indicates that a stage is complete. The completed stage. Indicates whether the baking is complete. Whether the baking is complete. This class contains hashes that represents the Scene state. A hash representing the state of the ambient probe. A hash representing the state of Scene objects. A hash representing the settings of the sky. Empty implementation of IScriptableBakedReflectionSystem. Number of stages of the baking process. The hash of the current baked state of the ScriptableBakedReflectionSystem. Implement this method to bake all of the loaded reflection probes. True when the probe where baked, false when baking was not completed. Cancel the running bake jobs. Clear the state of ScriptableBakedReflectionSystem. Synchronize the baked data with the actual components and rendering settings. This method is called during the Editor update until the ScriptableBakedReflectionSystem indicates that the baking is complete, with handle.SetIsDone(true). (See IScriptableBakedReflectionSystemStageNotifier.SetIsDone). Current Scene state hash. A handle to receive notifications about the status of the stages of the baking process. Global settings for the scriptable baked reflection system. The currently active ScriptableBakedReflectionSystem, see IScriptableBakedReflectionSystem. Experimental class that represents a Prefab stage. The path of the Prefab Asset that is open in this Prefab stage. The root GameObject of the loaded Prefab Asset contents. Callback that is invoked whenever the contents of a Prefab stage has been saved. Callback that's invoked whenever the contents of a Prefab stage is about to be saved. Callback that's invoked whenever a Prefab stage is about to be opened. Callback that's invoked whenever a Prefab stage has been opened. The preview Scene used for the Prefab stage. The Stage handle for the Prefab stage. Clear the dirtyness flag for the Prefab stage. Is this GameObject part of the loaded Prefab Asset contents in the Prefab stage? The GameObject to check. True if the GameObject is part of the Prefab contents. Utility methods related to Prefab stages. Get the current Prefab stage, or null if there is none. The current Prefab stage or null. Get the Prefab stage which contains the given GameObject. The GameObject to check. The containing Prefab stage. Flags that toggle which brush controls are displayed when calling [IOnInspectorGUI.ShowBrushesGUI]. Display all brush controls. Display the brush inspector for the currently selected brush. Display the brush opacity control. Display the brush selection control. Display the brush selection control, and the brush inspector for the currently selected brush. Interface that provides parameters and utility functions for the OnInspectorGUI event in the terrain paint tools. Instructs the Editor to repaint the tool UI and/or the scene view. What to repaint. Displays the default controls for the brush in the tool inspector. Pixel spacing for the brush GUI controls. Interface that provides parameters and utility functions for the OnPaint event of the terrain paint tools. Read Only. Current brush size in terrain units (equivalent size to world units). Read Only. Current brush strength. Read Only. Current selected brush texture. Read Only. The normalized position (between 0 and 1) on the active terrain. Instructs the Editor to repaint the tool UI and/or the scene view. What to repaint. Instructs the Editor to repaint the inspector UI. Interface that provides parameters and utility functions for the OnSceneGUI event of the terrain paint tools. Read only. Current brush size in terrain units (equivalent size to world units). Read only. Current brush strength. Read only. Current selected brush texture. Read only. True if the mouse is over a valid Terrain object; otherwise false. Read only. The raycast result for the current mouse position. This is valid when hitValidTerrain is true. Read only. SceneView object. Instructs the Editor to repaint the tool UI and/or the scene view. What to repaint. Flags that indicate what to repaint on the Terrain tools. Indicates to Unity to repaint the scene view. Indicates to Unity to repaint the tool UI. Base class for terrain painting tools. Retrieves the description of the custom terrain tool. Tool description. Retrieves the name of the custom terrain tool. Tool name. Called when the tool is destroyed. Called when the tool is created. Called when the tool is activated. Called when the tool becomes inactive. Custom terrain tool OnInspectorGUI callback. Active Terrain object. Interface used to communicate between Editor and Paint tools. Custom terrain tool paint callback. Active Terrain object. Interface used to communicate between Editor and Paint tools. Return true to temporarily hide tree, grass, and detail layers on the terrain. Custom terrain tool OnSceneGUI callback. Active Terrain object. Interface used to communicate between Editor and Paint tools. Terrain paint utility editor helper functions. Enum to specify whether DrawBrushPreview previews the source render texture or the destination render texture of a PaintContext. Specifies that Experimental.TerrainAPI.TerrainPaintUtilityEditor.DrawBrushPreview uses the destination render texture of the PaintContext. Specifies that Experimental.TerrainAPI.TerrainPaintUtilityEditor.DrawBrushPreview uses the source render texture of the PaintContext. Draws a Terrain brush preview mesh from a heightmap PaintContext using the provided procedural material. PaintContext describing the heightmap from which to build the preview mesh. Specifies Whether to build the mesh using the source or destination render texture in heightmapPC. The brush texture to preview. Describes the position and orientation of the brush. Material used to render the preview. Material pass to render. Returns the default brush preview material. This material supports procedural mesh generation for use with DrawBrushPreview. Default brush preview material. Helper function to display a default preview brush with no rotation or custom materials. Terrain object. Brush texture. Brush size. Data Provider interface that deals with Sprite Bone data. Returns the list of SpriteBone for the corresponding Sprite ID. Sprite ID. Sets a new set of SpriteBone for the corresponding Sprite ID. Sprite ID. Interface that defines the functionality available for classes that inherits SpriteEditorModuleBase. Indicates that if Sprite data editing should be disabled; for example when the Editor is in Play Mode. Indicates if ISpriteEditor should be interested in mouse move events. The current selected Sprite rect data. Sets current available Sprite rects. Property that defines the window's current screen position and size. The method will inform current active SpriteEditorModuleBase to apply or revert any data changes. Gets data provider that is supported by the current selected Assets's importer. Returns a VisualElement for attaching child VisualElement onto the main view of a ISpriteEditor. Root VisualElement for the main view. The method updates ISpriteEditor.selectedSpriteRect based on current mouse down event and ISpriteEditor.spriteRects available. Returns true when ISpriteEditor.selectedSpriteRect is changed. Request to repaint the current view. Indicates that there has been a change of data. In Sprite Editor Window, this enables the 'Apply' and 'Revert' button. Sets a custom texture to be used by the ISpriteEditor during setup of the editing space. The custom preview texture. The width dimension to render the preview texture. The height dimension to render the preview texture. An interface that allows Sprite Editor Window to edit Sprite data for user custom importer. The number of pixels in the sprite that correspond to one unit in world space. SpriteImportMode to indicate how Sprite data will be imported. The object that this data provider is acquiring its data from. Applying any changed data. Gets other data providers that might be supported by ISpriteEditorDataProvider.targetObject. Data provider type. Returns an array of SpriteRect representing Sprite data the provider has. Array of SpriteRect. Queries if ISpriteEditorDataProvider.targetObject supports the data provider type. Data provider type. True if supports, false otherwise. Allows the data provider to initialize any data if needed. Sets the data provider's current SpriteRect. Updated array of SpriteRect. Data Provider interface that deals with Sprite mesh data. Returns the list of mesh edges for the corresponding Sprite ID. Sprite ID. Returns the list of mesh index for the corresponding Sprite ID. Sprite ID. Returns the list of vertex datas for the corresponding Sprite ID. Sprite ID. Sets a new list of edges for the corresponding Sprite ID. Sprite ID. Sets a new list of indices for the corresponding Sprite ID. Sprite ID. Sets a new list of vertices for the corresponding Sprite ID. Sprite ID. Data provider that provides the outline data for SpriteRect. Given a GUID, returns the outline data used for tessellating the SpriteRect. GUID of the SpriteRect. Outline data for the SpriteRect. Given a GUID, returns the tessellation detail. Tessellation value should be between 0 to 1. GUID of the SpriteRect. The tessellation value. Given a GUID, sets the outline data used for tessellating the SpriteRect. GUID of the SpriteRect. Outline data for the SpriteRect. Given a GUID, sets the tessellation detail. Tessellation value should be between 0 to 1. GUID of the SpriteRect. The tessellation value. Data provider that provides the Physics outline data for SpriteRect. Given a GUID, returns the Physics outline data used for the SpriteRect. GUID of the SpriteRect. Physics outline data for the SpriteRect. Given a GUID, returns the tessellation detail. Tessellation value should be between 0 to 1. GUID of the SpriteRect. The tessellation value. Given a GUID, sets the Physics outline data used for the SpriteRect. GUID of the SpriteRect. Physics outline data for the SpriteRect. Given a GUID, sets the tessellation detail. Tessellation value should be between 0 to 1. GUID of the SpriteRect. The tessellation value. Data provider that provides texture data needed for Sprite Editor Window. Texture2D that represents the preview for ITextureDataProvider.texture. Texture2D representation of the data provider. Readable version of ITextureProvider.texture. Texture2D that is readable. The actual width and height of the texture data. Out value for width. Out value for height. Use this attribute on a class that inherits from SpriteEditorModuleBase to indicate what data provider it needs. Use the attribute to indicate the custom data provider that SpriteEditorBaseModule needs. Data provider type. Sprite extension methods that are accessible in Editor only. Gets the Sprite's GUID. The Sprite to query. GUID stored in the Sprite. Sets a Sprite's Global Unique Identifier (GUID) for easy identification later. The Sprite to set. The GUID to set for the Sprite. Base class the Sprite Editor Window custom module inherits from. The module name to display in Sprite Editor Window. The ISpriteEditor instance that instantiated the module. This is called when user clicks on the Apply or Revert button in Sprite Editor Window. True when user wants to apply the data, false when user wants to revert. Return true to trigger a reimport. Indicates if the module can be activated with the current ISpriteEditor state. Return true if the module can be activated. Implement this to draw on the Sprite Editor Window. Implement this to draw widgets in Sprite Editor Window. Implement this to create a custom toolbar. Area for drawing tool bar. This is called when the user activates the module. This is called when user switches to another module. A structure that contains meta data about vertices in a Sprite. The BoneWeight of the vertex. The position of the vertex. This is the base class for the composite fields. The container VisualElement for the field, this is null for the composite field. Gives a way to update the focus index of the child elements of the composite field. Method to change the value of the underlying data of the composite field. New value to assign to the composite field. UxmlTraits for the BaseCompositeField. Constructor. This is the base class for the popup fields. This is the text displayed to the user for the current selection of the popup. Provides VisualElement extension methods that implement data binding between INotivyValueChanged fields and SerializedObjects. Binds a SerializedObject to fields in the element hierarchy. Root VisualElement containing IBindable fields. Data object. Binds a property to a field and synchronizes their values. This method finds the property using the field's binding path. VisualElement field editing a property. Root SerializedObject containing the bindable property. Returns the serialized object that owns the bound property. Binds a property to a field and synchronizes their values. VisualElement field editing a property. The SerializedProperty to bind. Disconnects all properties bound to fields in the element's hierarchy. Root VisualElement contaning IBindable fields. A Bounds editor field. Instantiates a BoundsField using the data read from a UXML file. Constructor. UxmlTraits for the BoundsField. Constructor. Initialize BoundsField properties using values from the attribute bag. The object to initialize. The attribute bag. The creation context; unused. A BoundsInt editor field. Instantiates a BoundsIntField using the data read from a UXML file. Constructor. UxmlTraits for the BoundsIntField. Constructor. Initializes the UxmlTraits for the BoundsIntField. The VisualElement to be initialized. Bag of attributes. CreationContext, unused. Makes a field for selecting a color. If true, treats the color as an HDR value. If false, treats the color as a standard LDR value. If true, allows the user to set an alpha value for the color. If false, hides the alpha component. If true, the color picker will show the eyedropper control. If false, the color picker won't show the eyedropper control. Constructor. Set the value and, if different, notifies registers callbacks with a ChangeEvent<Color> The new value to be set. Instantiates a ColorField using the data read from a UXML file. Constructor. UxmlTraits for the ColorField. Constructor. Initialize ColorField properties using values from the attribute bag. The object to initialize. The attribute bag. The creation context; unused. Makes a field for editing an AnimationCurve. Optional rectangle that the curve is restrained within. If the range width or height is < 0 then CurveField computes an automatic range, which encompasses the whole curve. The RenderMode of CurveField. The default is RenderMode.Default. The AnimationCurve currently being exposed by the field. Constructor. Render mode of CurveFields Renders the curve with the default mode. Currently Texture. Renders the curve with an anti-aliased mesh. Renders the curve with a generated texture, like with Unity’s Immediate Mode GUI system (IMGUI). Sets the value of the curve and, if different from the previous value, notifies the OnValueChanged event callback with a ChangeEvent<AnimationCurve> The new value to be set. Instantiates a CurveField using the data read from a UXML file. Constructor. UxmlTraits for the CurveField. Constructor. Speed at which the value changes for a given input device delta. The value changes at four times the normal rate. The value changes at the normal rate. The value changes at one quarter of its normal rate. Makes a text field for entering doubles. Modify the value using a 3D delta and a speed, typically coming from an input device. A vector used to compute the value change. A multiplier for the value change. The start value. Constructor. Maximum number of characters the field can take. Constructor. Maximum number of characters the field can take. Converts the given string to a double. The string to convert. The double parsed from the string. Instantiates a DoubleField using the data read from a UXML file. Constructor. UxmlTraits for the DoubleField. Constructor. Initialize DoubleField properties using values from the attribute bag. The object to initialize. The attribute bag. The creation context; unused. Converts the given double to a string. The double to be converted to string. The double as string. Makes a dropdown for switching between enum values. Return the text value of the currently selected enum. Construct an EnumField. Initial value. Also used to detect Enum type. Initialize the EnumField with a default value. This also initializes its underlying type. Your typed enum value. Set the value and, if different, notifies registers callbacks with a ChangeEvent<Enum> The new value to be set. Instantiates an EnumField using the data read from a UXML file. Constructor. UxmlTraits for the EnumField. Constructor. Initialize EnumField properties using values from the attribute bag. The object to initialize. The attribute bag. The creation context; unused. Allows dragging on a numeric field's label to change the value. Is dragging. Start value before drag. FieldMouseDragger's constructor. The field. Set drag zone. The drag element (like the label). The rectangle that contains the drag zone. Set drag zone. The drag element (like the label). The rectangle that contains the drag zone. Makes a text field for entering a float. Modify the value using a 3D delta and a speed, typically coming from an input device. A vector used to compute the value change. A multiplier for the value change. The start value. Constructor. Maximum number of characters the field can take. Constructor. Maximum number of characters the field can take. Converts the given string to a float. The string to convert. The float parsed from the string. Instantiates a FloatField using the data read from a UXML file. Constructor. UxmlTraits for the FloatField. Constructor. Initialize FloatField properties using values from the attribute bag. The object to initialize. The attribute bag. The creation context; unused. Converts the given float to a string. The float to be converted to string. The float as string. Makes a field for editing an Gradient. The Gradient currently being exposed by the field. Constructor. Sets the value of the gradient and, if different from the previous value, notifies the OnValueChanged event callback with a ChangeEvent<Gradient> The new value to be set. Instantiates a GradientField using the data read from a UXML file. Constructor. UxmlTraits for the GradientField. Constructor. Helper object that attaches a visual element next to its target, regarless of their respective location in the visual tree hierarchy. Relative alignment between the attached element and the target. The distance between the attached element and the target. The element that is attached to the target element. An absolute offset added to the element position after placement. The target element. Attaches a visual element next to its target, regarless of their respective locations in the visual tree hierarchy. The element that will be positioned alongside the target. The target element. Relative alignment between the attached element and the target. Stop monitoring the target element and postioning the attached element. Starts monitoring target element position changes and places the attached element accordingly. GraphElement that enables user to dynamically define members of a Graph (such as fields/properties) grouped by sections (BlackboardSection). Called when user clicks on the Add button of this Blackboard. The content container of this Blackboard. Called when user has edited the text of this BlackboardField. Called when user has dragged and dropped a BlackboardField to a new location inside its BlackboardSection. Indicates whether the content of this Blackboard can be vertically scrolled by user. It is false by default. The subtitle of this Blackboard. The title of this Blackboard. Constructs a Blackboard. GraphElement that represents a field of a Graph. The highlighted state of this BlackboardField. The icon of this BlackboardField. The text of this BlackboardField. The text that displays the data type of this BlackboardField. Constructs a BlackboardField. The icon of this BlackboardField. The text of this BlackboardField. The text that displays the data type of this BlackboardField. Constructs a BlackboardField. The icon of this BlackboardField. The text of this BlackboardField. The text that displays the data type of this BlackboardField. Opens a TextField to edit the text in a BlackboardField. Collapsible GraphElement that represents a row in a BlackboardSection. Indicates whether the BlackboardRow is expanded. Constructs a BlackboardRow from a VisualElement and its associated property view. The VisualElement is usually a BlackboardField. The item that fills the content of this BlackboardRow. The property view related to the content of this BlackboardRow. GraphElement that represents a section of members in a Blackboard. The content container of this BlackboardSection. Indicates whether the header of the BlackboardSection is visible. The title of this BlackboardSection. Indicates whether this BlackboardSection accepts the current drop event. The list of selected objects. Returns true when rows are reordered by the user. Constructs a BlackboardSection. Capabilities used by Manipulators to easily determine valid actions on a GraphElement. GraphElement will be brought to the front of its layer when it is selected. GraphElement can be collapsed. GraphElement can be deleted. GraphElement can be dragged and dropped (using the Drag&Drop events). GraphElement is movable. GraphElement is resizable. GraphElement is selectable. Selects element on single click. Constructor for ClickSelector. Called on mouse down event. Called to register click event callbacks on the target element. Called to unregister event callbacks from the target element. Manipulator that allows mouse-dragging of one or more elements. If true, it does not allow the dragged element to exit the parent's edges. When elements are dragged near the edges of the Graph, panning occurs. This controls the speed for said panning. Calculate new position of the dragged element. New x position. New y position. Element width. Element height. Calculated and validated position. ContentDragger constructor. Called on mouse down event. The event. Called on mouse move event. The event. Called on mouse up event. The event. Called to register click event callbacks on the target element. Called to unregister event callbacks from the target element. Manipulator that allows zooming in GraphView. Optimization option to keep the old pixel cache while zooming and only updating it when zooming is finished (based on a timer). Max zoom level. Min zoom level. Reference zoom level. Zoom step: percentage of variation between a zoom level and the next. For example, with a value of 0.15, which represents 15%, a zoom level of 200% will become 230% when zooming in. ContentZoomer constructor. Default max zoom level. Default min zoom level. Default reference zoom level. Default zoom step. Called to register click event callbacks on the target element. Called to unregister event callbacks from the target element. Port direction (in or out). Port is an input port. Port is an output port. Base manipulator for mouse-dragging elements. If true, it does not allow the dragged element to exit the parent's edges. When elements are dragged near the edges of the Graph, panning occurs. This controls the speed for said panning. Calculate new position of the dragged element. New x position. New y position. Element width. Element height. Calculated and validated position. Dragger constructor. Called on mouse down event. The event. Called on mouse move event. The event. Called on mouse up event. The event. Called to register click event callbacks on the target element. Called to unregister event callbacks from the target element. The GraphView edge element. The edge's end position while it's being created. Default edge color. The VisualElement child of Edge that draws the lines and does the hit detection. Edge width. The color of the ghost edge, which is the edge that appears snapped to a nearby port while an edge is being created. Connected input port. Is this edge a ghost edge, which is the edge that appears snapped to a nearby port while an edge is being created. Connected output port. Color of edge while selected. Checks if point is on top of edge. Point position. True if point is on top of edge. False otherwise. Create the EdgeControl. The created EdgeControl. Edge's constructor. Repaint the edge element. Draw the edge's lines. Called when a port on the edge is changed. True if the input port was changed. False if the output port was changed. Called when the style was updated. The new style. Check if edge overlaps rectangle. The rectangle. True if edge overlaps the rectangle. The edge's points and tangents. Update the edge's EdgeControl. False if it failed to update the control. True if it succeeded. Manipulator for creating new edges. Reference to the edge drag helper. Manipulator for creating new edges. Reference to the edge drag helper. EdgeConnector's constructor. The IEdgeConnectorListener that will finalize the edges. Called on mouse down event. The event. Called on mouse move event. The event. Called on mouse up event. The event. Called to register click event callbacks on the target element. Called to unregister event callbacks from the target element. VisualElement that draws the edge lines and detects if mouse is on top of edge. Radius of the edge's end caps. Edge's control points. Whether or not to draw the From Cap. Whether or not to draw the To Cap. Edge's color. Edge's visible width. Edge's From postion. The color of the cap color at the "from" end of the edge. Color on the edge's input. Edge input port orientation (vertical/horizontal). Width that will be used for mouse hit detection. Min edge width. Color on the edge's output. Edge output port orientation (vertical/horizontal). Edge's To postion. The color of the cap color at the "to" end of the edge. Compute the edge's control points. Check if point is on top of edge. The point's position. True if the point is on top of the edge. EdgeControl's constructor. Repaint the edge. Draw the edge lines. Check if edge overlaps rectangle. The rectangle. True if the edge overlaps the rectangle. Check if the edge points have changed. Update the edge layout. Update the edge's render points. EdgeDragHelper's constructor. The port the edge is being dragged from. The edge being dragged. Handle mouse down event. The event. True if the drag has been started. False otherwise. Handle mouse move event. The event. Handle mouse up event. The event. Reset the state of the drag helper. Whether the connection was successful or not. View will not reset in this case. Edge drag helper class. The port the edge is being dragged from. The edge being dragged. True if it should reset position on pan if nothing is connected. EdgeDragHelper's constructor. The edge connector listener. Handle mouse down event. The event. True if the drag has been started. False otherwise. Handle mouse move event. The event. Handle mouse up event. The event. Reset the state of the drag helper. Whether the connection was successful or not. View will not reset in this case. Edge manipulator used to drag edges off ports and reconnect them elsewhere. EdgeManipulator's constructor. Handle key down event. The event. Handle mouse down event. The event. Handle mouse move event. The event. Handle mouse up event. The event. Called to register click event callbacks on the target element. Called to unregister event callbacks from the target element. Freehand selection tool. FreehandSelector constructor. Register callbacks on target VisualElement. Unregister callbacks on target VisualElement. Base class for main GraphView VisualElements. Graph element's capabilities. Color used for the MiniMap view. Element's layer in the graph. True if element is currently selected. The element's title. Get the element's center point. The center point. Get element position. The position and size rect. See if point is over element. The point. True if over element. Checks if the Element is automatically brought to front when selected. Returns true if the GraphElement is automatically brought to front when selected. Returns false otherwise Element is drag&droppable. True if droppable. Element is movable. True if movable. Element is resizable. True if resizable. Element is selectable. True if selectable. Element is currently selected in specific container. The container. True if selected. Called when element is selected. Called when element is unselected. Reset the element to its original layer. Select element. Container in which element is being selected. True if selection is additive, false otherwise. Set element position. New position. Deselect element. Container in which element was selected. Set of extension methods useful for Scope. Returns the scope containing the specified GraphElement. Main GraphView class. Ask whether or not the serialized data can be pasted. Main content container. Delete selection callback. All edges in the graph. Element resized callback. Callback for when GraphElements are added to the group. Callback for when GraphElements are inserted into a StackNode. Callback for when GraphElements are removed from the group. Callback for when GraphElements are removed from a StackNode. All GraphElements in the graph. Callback for when certain changes have occured in the graph. See GraphViewChange. Callback for when a group title is changed. Whether or not the selection is reframable. Max zoom level. Min zoom level. Callback for when the user requests to display the node creation window. All nodes currently in the graph. All ports currently in the graph. Reference zoom level. Current graph zoom level. Zoom step. See Experimental.UIElements.GraphView.ContentZoomer._scaleStep for details. All currently selected elements in the graph. Callback for serializing graph elements for copy/paste and other actions. Callback for unserializing graph elements and adding them to the graph. The graph's viewport. This is currently just itself. Graph's view transform. View transform changed callback. Number of elements in the graph above which the zoom manipulator will turn off pixel cache regeneration on each tick to avoid performance drops. Add new GraphElement. Should use this instead of Add() for adding GraphElements. The element to add. Adds a new layer to the GraphView. the index of the new layer. Add element to selection. Element to add to selection. Whether or not to ask the user for certain actions like deleting selection. Ask the user before doing certain actions like deleting selection. Don't ask the user before doing certain actions like deleting selection. Add menu items to the contextual menu. The event holding the menu to populate. Calculate the view transform based on zoom level and the size of the window or parent. Rectangle to fit. Parent rectangle. Border size. Calculated translation. Calculated scaling. Calculate the rectangle size and position to fit all elements in graph. This should be the view container. The calculated rectangle. Default method for checking if serialized data can be pasted. Serialized graph element. True if it can be pasted. Delegate for checking if serialized data can be pasted. Serialized graph element. Clear selection. Remove elements from the graph view. Elements to remove. Delete selected elements. Stop if no elements were selected. Continue otherwise. Delegate for deleting selection. Name of operation for undo/redo labels. Whether or not to ask the user. Default method for deleting selection. Name of operation for undo/redo labels. Whether or not to ask the user. Element resized delegate. Resized element. Focus view all elements in the graph. Should always be Stop. Focus view on the next element after the one currently selected. The predicate used to sort the list of all existing graph element. Continue if no elements in graph, Stop otherwise. Focus view on the next element after the one currently selected. The predicate used to sort the list of all existing graph element. Continue if no elements in graph, Stop otherwise. Focus view on the graph's origin. Always returns Stop. Focus view on the previous element before the one currently selected. The predicate used to sort the list of all existing graph element. Continue if no elements in graph, Stop otherwise. Focus view on the previous element before the one currently selected. The predicate used to sort the list of all existing graph element. Continue if no elements in graph, Stop otherwise. Focus view on currently selected elements. Continue if no elements selected, Stop otherwise. Type of framing. Focus view on all elements. Focus view on origin. Focus view on selection. Get all ports compatible with given port. Start port to validate against. Node adapter. List of compatible ports. Get edge by its GUID. The GUID. The first edge with given GUID. Null if none found. Get any element with a given GUID. The GUID. The first element with the given GUID. Null if none found. Get node with a given GUID. The GUID. The first node with the given GUID. Null if none found. Get port by its GUID. The GUID. The first port found with given GUID. Null if none found. Delegate used to indicate a change in GraphView usualy done by a Manipulator. The change struct. Called when persistent data, such as zoom level and selection, is ready to be retrieved and restored. Remove element from the graph. Element to remove. Remove element from selection. Element to remove from selection. Default method for serializing graph elements. Elements to serialize. Serialized data. Delegate for serializing graph elements. Elements to serialize. Setup zoom properties. Min zoom level. Max zoom level. Zoom step. Reference zoom level. Setup zoom properties. Min zoom level. Max zoom level. Zoom step. Reference zoom level. Delegate for unserializing and pasting elements. Name of operation for undo/redo labels. Serialized data. Default method for unserializing elements and pasting. Name of operation for undo/redo labels. Serialized data. Update the viewport transform. New position. New scale. Validate the view transform. View transform changed (zoom) delegate. GraphView reference. Set of changes in the graph that can be intercepted. Edges about to be created. Elements about to be removed. Elements already moved. The delta of the last move. Default GraphView background. GridBackground's constructor. Repaint the background. Recompute styles on the background. New style. Allows interactive insertion of elements in a named scope. Title of the group. Whether an element can be added to this group. The element to add. The reason that indicates why the element is not accepted. Returns false if the specified element is a scope or group. Otherwise returns true. Group constructor. Called when elements are added to this group. The added elements. Called when elements are removed from this group. The removed elements. Called when this group is renamed. The old name of the group. The new name of the group. A rectangular badge, usually attached to another visual element. Relative alignment between the badge and its target. The alignment will influence icon and tip position. Text displayed next to the badge on mouse hover. Distance between the badge and its target element. Target element to which this badge is attached. Attaches this badge to another element. The target element to attach this badge to. Relative alignement of the badge. Creates an IconBadge with the "comment" visual style. Displayed comment message. The created badge. Creates an IconBadge with the "error" visual style. Displayed error message. The created badge. Creates a basic comment badge. Creates a basic comment badge. Detaches this badge from its target. Droppable interface. Check if element is droppable. True if droppable. False otherwise. Drop target interface. Indicates if the dragged source can be dropped on the target interface. Selected elements. Returns true if the dragged source can be dropped on the target interface. Returns false otherwise. This method is automatically called when the dragged source intersects the drop target. The event. The selected elements. The drop target. The drag source. Returns event propagation. This method is automatically called when dragging ends and the drag source is not over a valid drop target. Returns event propagation. This method is automatically called when the dragged source no longer intersects the drop target. The event. The selected elements. The drop target. The drag source. Returns event propagation. "This method is automatically called when a drag is performed." The event. The selected elements. The drop target. The drag source. Returns event propagation. This method is automatically called when the drag source is updated. The event. The selected elements. The drop target. The drag source. Returns event propagation. Used by EdgeConnector manipulator to finish the actual edge creation. Its an interface the user can override and create edges in a different way. Called when a new edge is dropped on a port. Reference to the GraphView. The edge being created. Called when edge is dropped in empty space. The edge being dropped. The position in empty space the edge is dropped on. This interface describes methods to manage a search session for graph nodes. Generates data to populate the search window. Contextual data initially passed the window when first created. Returns the list of SearchTreeEntry objects displayed in the search window. Selects an entry in the search tree list. The selected entry. Contextual data to pass to the search window when it is first created. Selectable interface. See if point is on target. The point. True if on target. Check if element is selectable. True if selectable. False otherwise. Check if element is selected. Container in which the selection is tracked. True if selected. False otherwise. Check if selection overlaps rectangle. Rectangle to check. True if it overlaps. False otherwise. Select element. Container in which selection is tracked. True if selection is additive. False otherwise. Deselect element. Container in which selection is tracked. Selection interface. Get the selection. Add element to selection. Selectable element to add. Clear selection. Remove element from selection. Selectable element to remove. MiniMap. True if the map is pinned or achored (non-movable). False if you can drag and move it around. Max height. Max width. Add menu items to the mini map contextual menu. The event holding the menu to populate. MiniMap's constructor. Repaint the MiniMap. Main GraphView node class. Is node expanded. Empty container used to display custom elements. After adding elements, call RefreshExpandedState in order to toggle this container visibility. Input container used for input ports. Main container that includes all other containers. Outputs container, used for output ports. Node's title element. Title bar button container. Contains the top right buttons. Title bar container. Entire top area containing input and output containers. Add menu items to the node contextual menu. The event holding the menu to populate. Node's constructor. The orientation. Node's constructor. The orientation. Create a new port specific to this node. Port's orientation. Port's direction. Port's type. (obsolete). The new port. Create a new port specific to this node. Port's orientation. Port's direction. Port's type. (obsolete). The new port. Called when port is remove. The removed port. After adding custom elements to the extensionContainer, call this method in order for them to become visible. Refresh the layout of the ports. Set node position. New position. Toggle node's collapse state. Applies the default styling of Node. This must be explicitly called by Node subclasses that use their own uxml files. This struct represents the context when the user initiates creating a graph node. The index where the created node will be inserted. Position of the click that initiated the request to create a node, in the coordinate space of the screen. The VisualElement where the created node will be added. Graph element orientation. Horizontal orientation used for nodes and connections flowing to the left or right. Vertical orientation used for nodes and connections flowing up or down. The Pill class includes methods for creating and managing a VisualElement that resembles a capsule. The Pill class includes text, an icon, and two optional child VisualElements: one to the left of the pill, and one to the right of the pill. Returns whether the pill is highlighted. The icon of the pill. The VisualElement to the left of the pill. The VisualElement to the right of the pill. The text of the pill. Constructs a pill with its optional left and right child VisualElements. Constructs a pill with its optional left and right child VisualElements. Instantiates a Pill using the data read from a UXML file. Constructor. UxmlTraits for the Pill. Returns an empty enumerable, as pill elements do not have children. Constructor. Initialize Pill properties using values from the attribute bag. The object to initialize. The attribute bag. The creation context; unused. GraphView Port class. Specify how many edges a port can have connected. Port's collapsed state. Port's connected state. All the port's current connections. Port's direction. The color of the port when disabled. Reference to the edge connector. Is the port highlighted. Port's node. Port's orientation. Is the port cap lit or not. The color of the port. Port name. Port type. Port's source. The name of the uss class to use to style the port. Specify how many edges a port can have connected. Port can have multiple connections. Port can only have a single connection. Connect and edge to the port. The edge. Creates an edge between this port and the 'other' port. Other port to connect to. Newly created edge. Creates an edge between this port and the 'other' port. Other port to connect to. Newly created edge. Check if point is on top of port. Used for selection and hover. The point. True if the point is over the port. Factory method for creating a port. (obsolete). Orientation. Direction. Multi vs. Single. Port data type. The new port. Factory method for creating a port. (obsolete). Orientation. Direction. Multi vs. Single. Port data type. The new port. Disconnect edge from port. The edge to disconnect. Disconnect all edges from port. Get the port's center. The center point. Called when an edge is dragged. Called when an edge dragging ends. Port source. Port source constructor. Rectangle selection box manipulator. Computer the axis-aligned bound rectangle. Rectangle to bound. Transform. The axis-aligned bound. RectangleSelector's constructor. Called to register click event callbacks on the target element. Called to unregister event callbacks from the target element. Utilities for rectangle selections. RectUtils' constructor. Create rectangle that encompasses two rectangles. Rect a. Rect b. New rectangle. Creates and returns an enlarged copy of the specified rectangle. The copy is enlarged by the specified amounts. The original rectangle. The amount to inflate the rectangle towards the left. The amount to inflate the rectangle towards the top. The amount to inflate the rectangle towards the right. The amount to inflate the rectangle towards the bottom. Check if a line segment overlaps a rectangle. Rectangle to check. Line segment point 1. Line segment point 2. True if line segment overlaps rectangle. False otherwise. Resizer manipulator element. Mouse button to activate the resizer. Resizer's constructor. Minimum element size. Resizer's constructor. Minimum element size. This class allows for nodes to be grouped into a common area, or Scope. This class includes methods that automatically resize and position the Scope to encompass the group of nodes. Enables or disables the automatic resizing and positioning of the Scope. The list of GraphElements contained by the Scope. The rect containing the GraphElements encompassed by the Scope. The rect is expressed in local coordinates. Returns the header container for the Scope. Use this header container to customizer the header of the Scope. Whether the GraphElement can be added to this scope. The element to add. The reason why the specified element cannot be added to the Scope. Returns true if the specified element is accepted by the Scope. Returns false otherwise. Adds a GraphElement to the Scope. The element to add. Adds GraphElements to the Scope. The elements to add. Determines if the Scope contains the specified GraphElement. The element. Returns true if the Scope contains the specified element. Returns false otherwise. Scope constructor. Returns the geometry of the Scope. The geometry. Determines whether the specified point is within the selectable area of the Scope. The point in local coordinates. Returns true if the point is within the selectable area of the Scope. Returns false otherwise. Called when GraphElements are added to the Scope. The added elements. Called when GraphElements are removed from the Scope. The removed elements. Determines whether the specified rect overlaps the Scope. The rect. Returns true when the specified rect overlaps the Scope. Removes an element from the Scope. The element to remove. Removes elements from the Scope. The elements to remove. Removes elements from the Scope but do not send a notification. The elements to remove. Schedules the update of the size and position of the Scope based on its contents. Sets the geometry of the Scope. The new geometry. Change the position of the scope but does not move its elements. Updates the size and position of the Scope based on its contents. This class describes a search tree entry. The search window displays search tree entries in the GraphView. The text and icon of the search entry. The level of the entry in the search tree. The string used for string comparison against the user filter. A user specified object for attaching application specific data to a search tree entry. The text and icon of the item. This class describes group entries in the search tree. The search tree is displayed in the search window. The text and icon of the group entry. The level of the group entry. This subclass displays a searchable menu of available graph nodes. Opens the search window above the Graph. Structure of parameters that configure the search window. Reference to the object that provides the search results. Returns true if the window opens successfully. Returns false otherwise. This structure includes parameters for configuring the search window. Requested height of the window. Set to 0.0f to use the default height. Requested width of the window. Set to 0.0f to use the default width. The initial mouse event position that triggered opening the window, in the coordinate space of the screen. Requested height of the window. Set to 0.0f to use the default height. Requested width of the window. Set to 0.0f to use the default width. The initial mouse event position that triggered opening the window, in the coordinate space of the screen. Selection dragger manipulator. SelectionDragger's constructor. Called on mouse down event. The event. Called on mouse move event. The event. Called on mouse up event. The event. Called to register click event callbacks on the target element. Called to unregister event callbacks from the target element. Selection drag&drop manipulator. Mouse button used to activate the manipulator. Clamp element being dragged to the parent's (usually the graph) edges. When elements are dragged near the edges of the Graph, panning occurs. This controls the speed for said panning. SelectionDropper's constructor. The drop event. Called on mouse down event. The event. Called on mouse move event. The event. Called on mouse up event. The event. Called to register click event callbacks on the target element. Called to unregister event callbacks from the target element. Shortcut event delegate. Shortcut handler. ShortcutHandler's constructor. Dictionary of shortcuts and their actions. Called to register click event callbacks on the target element. Called to unregister event callbacks from the target element. Use this class to customize StackNodes and to manage dragging GraphElements over StackNodes. The content container of this StackNode. Indicates if items from this stack are currently being dragged. Use this property to customize the preview that appears when GraphElements are dragged over the StackNode. Returns true if the StackNode supports multiselection. Use this property to customize the header for this StackNode. Checks whether the specified GraphElement can be added to this StackNode. The element to add. The index where the element would be added. This index can be overwritten. The maximum value of the index. Returns true if the specified GraphElement can be added. Returns false otherwise. Adds the specified GraphElement to the StackNode. The GraphElement to add. Indicates whether this StackNode accepts the current drop event. "The selected GraphElements to be checked. Returns true if this StackNode accepts the current drop event. Returns false otherwise. StackNode constructor. This method is automatically called when a drag leave event occurs. The event. The selected elements. The drop target. The drag source. Returns event propagation. This method is automatically called when a drag exit event occurs. Returns event propagation. This method is automatically called when a drag leave event occurs. The event. The selected elements. The drop target. The drag source. Returns event propagation. This method is automatically called when a drop event occurs. The event. The selected elements. The drop target. The drag source. Returns event propagation. This method is automatically called when a drag updated event occurs. The event. The selected elements. The drop target. The drag source. Returns event propagation. Retrieves the insertion index in the StackNode if an item is dropped at the specified world position. The world position to get an index from. Returns the insertion index. Inserts the specified GraphElement at the specified index in this StackNode. The index where the specified GraphElement will be inserted. The GraphElement to insert. This method is automatically called when a contextual menu is about to appear on a StackNode separator. The event. The index of the separator on which the menu was invoked. This method is automatically called when an element of the stack is about to be dragged out of it. The GraphElement that is being dragged out of the stack. This method is automatically called when the style is updated. The new style. Removes the specified GraphElement from this StackNode. The GraphElement to remove. The TokenNode class includes methods for creating and managing a Node that resembles a capsule. The TokenNode class includes a title, an icon, one input Port, and one output Port. Returns whether the TokenNode is highlighted. The icon of the TokenNode. The input Port of the TokenNode. The output Port of the TokenNode. Constructs a TokenNode with both input and output Ports. Create a VisualElement inspector from a SerializedObject. Force the InspectorElement to generate specific types of inspectors, instead of going by the normal checks that try to find a custom inspector and if that fails generates a default inspector. InspectorElement constructor. Create a SerializedObject from given obj and automatically Bind() to it. Determine whether to use normal Inspector generation or force a specific type of inspector (ie. force the default inspector). InspectorElement constructor. Create a SerializedObject from given obj and automatically Bind() to it. Determine whether to use normal Inspector generation or force a specific type of inspector (ie. force the default inspector). InspectorElement constructor. Create a SerializedObject from given obj and automatically Bind() to it. Determine whether to use normal Inspector generation or force a specific type of inspector (ie. force the default inspector). Force the InspectorElement to generate specific types of inspectors, instead of going by the normal checks that try to find a custom inspector and if that fails generates a default inspector. Force generation of the custom inspector. If no custom inspector is found only a label will be generated, saying no inspector was found. Force generation of the default inspector, even if a custom inspector exists. Force generation of the custom IMGUI inspector. If no custom IMGUI inspector is found only a label will be generated, saying no IMGUI inspector was found. This is the default mode. It just means: check for a custom inspector and if none is found generate the default inspector. Instantiates a InspectorElement using the data read from a UXML file. Constructor. Makes a text field for entering an integer. Modify the value using a 3D delta and a speed, typically coming from an input device. A vector used to compute the value change. A multiplier for the value change. The start value. Constructor. Maximum number of characters the field can take. Constructor. Maximum number of characters the field can take. Converts the given string to an integer. The string to convert. The integer parsed from the string. Instantiates an IntegerField using the data read from a UXML file. Constructor. UxmlTraits for the IntegerField. Constructor. Initialize IntegerField properties using values from the attribute bag. The object to initialize. The attribute bag. The creation context; unused. Converts the given integer to a string. The integer to be converted to string. The integer as string. An interface for toolbar items that display drop-down menus. The drop-down menu for the element. Base interface for UIElements text value fields. The value of the field. Modify the value using a 3D delta and a speed, typically coming from an input device. A vector used to compute the value change. A multiplier for the value change. The start value. A LayerField editor. Unsuported. Unsupported. This is the index value of the Layer currently chosen in the LayerField. Instantiates a LayerField using the data read from a UXML file. Constructor. UxmlTraits for the LayerField. Constructor. Initialize the traits. VisualElement that will be created and populated. Bag of attributes where the data comes from. Creation context, unused. Make a field for layer as masks. Unsupported. Unsupported. Constructor. The mask to use for a first selection. Constructor. The mask to use for a first selection. Instantiates a LayerMaskField using the data read from a UXML file. Constructor. UxmlTraits for the LayerMaskField. Constructor. Makes a text field for entering long integers. Modify the value using a 3D delta and a speed, typically coming from an input device. A vector used to compute the value change. A multiplier for the value change. The start value. Constructor. Maximum number of characters the field can take. Constructor. Maximum number of characters the field can take. Converts the given string to a long integer. The string to convert. The long integer parsed from the string. Instantiates a LongField using the data read from a UXML file. Constructor. UxmlTraits for the LongField. Constructor. Initialize LongField properties using values from the attribute bag. The object to initialize. The attribute bag. The creation context; unused. Converts the given long integer to a string. The long integer to be converted to string. The long integer as string. Make a field for masks. Callback that provides a string representation used to populate the popup menu. Callback that provides a string representation used to display the selected value. Instantiates a MaskField using the data read from a UXML file. Constructor. UxmlTraits for the MaskField. Constructor. Initialize the UxmlTraits for MaskField. The VisualElement that will be populated. The bag from which the attributes are taken. The creation context, unused. Makes a field to receive any object type. Allows Scene objects to be assigned to the field. The type of the objects that can be assigned. Constructor. Set the value and, if different, notifies registers callbacks with a ChangeEvent<Object> The new value to be set. Instantiates an ObjectField using the data read from a UXML file. Constructor. UxmlTraits for the ObjectField. Constructor. Initialize ObjectField properties using values from the attribute bag. The object to initialize. The attribute bag. The creation context; unused. Generic popup selection field. Callback that provides a string representation used to populate the popup menu. Callback that provides a string representation used to display the selected value. The currently selected index in the popup menu. The currently selected value in the popup menu. Construct a PopupField. Construct a PopupField. A SerializedProperty wrapper VisualElement that, on Bind(), will generate the correct field elements with the correct bindingPaths. Optionally overwrite the label of the generate property field. If no label is provided the string will be taken from the SerializedProperty. PropertyField constructor. Providing a SerializedProperty in the construct just sets the bindingPath. You will still have to call Bind() on the PropertyField afterwards. Optionally overwrite the property label. PropertyField constructor. Providing a SerializedProperty in the construct just sets the bindingPath. You will still have to call Bind() on the PropertyField afterwards. Optionally overwrite the property label. PropertyField constructor. Providing a SerializedProperty in the construct just sets the bindingPath. You will still have to call Bind() on the PropertyField afterwards. Optionally overwrite the property label. Instantiates a PropertyField using the data read from a UXML file. Constructor. UxmlTraits for the PropertyField. Constructor. A Rect editor field. Instantiates a RectField using the data read from a UXML file. Constructor. UxmlTraits for the RectField. Constructor. Initialize RectField properties using values from the attribute bag. The object to initialize. The attribute bag. The creation context; unused. A RectInt editor field. Instantiates a RectIntField using the data read from a UXML file. Constructor. UxmlTraits for the RectIntField. Constructor. Initializes the UxmlTraits for the RectIntField. The VisualElement to be initialized. Bags of attributes where the values come from. Creation Context, unused. A TagField editor. Unsupported. Unsupported. Name of the selected tag. Instantiates a TagField using the data read from a UXML file. Constructor. UxmlTraits for the TagField. Constructor. Initialize the UxmlTraits for the TagField. The VisualElement that will be created and populated. The bag from which the attributes will be taken. The creation context, unused. Base class for text fields. A string containing all characters allowed by the field. The format string for the value. The value held by the field. Modify the value using a 3D delta and a speed, typically coming from an input device. A vector used to compute the value change. A multiplier for the value change. The start value. Set the value and, if different, notifies registers callbacks with a ChangeEvent. The new value to be set. Converts the given string to a value type. The string to convert. The value parsed from the string. UxmlTraits for the TextValueField. Constructor. Converts the given value to a string. The value to be converted to string. The value as a string. A toolbar for tool windows. Constructor. Instantiates a Toolbar using the data read from a UXML file. Constructor. A button for the toolbar. Constructor. The action to be called when the button is pressed. Constructor. The action to be called when the button is pressed. Instantiates a ToolbarButton using the data read from a UXML file. Constructor. UxmlTraits for the ToolbarButton. Constructor. A toolbar spacer of flexible size. Constructor. Instantiates a ToolbarFlexSpacer using the data read from a UXML file. Constructor. A drop-down menu for the toolbar. Constructor. Instantiates a ToolbarMenu using the data read from a UXML file. Constructor. UxmlTraits for the ToolbarMenu. Constructor. Base class for menu-like toolbar elements. The drop-down menu to be used by the toolbar menu element. An extension class that handles menu management for elements that are implemented with the IToolbarMenuElement interface, but are identical to DropdownMenu. Display the menu for the element. The element that is part of the menu to be displayed. A drop-down menu for the toolbar. Constructor. Instantiates a ToolbarPopup using the data read from a UXML file. Constructor. UxmlTraits for the ToolbarPopup. Constructor. The pop-up search field for the toolbar. The search field includes a menu button. The menu used by the pop-up search field element. Constructor. Instantiates a ToolbarPopupSearchField using the data read from a UXML file. Constructor. A search field for the toolbar. The object currently being exposed by the field. Constructor. Registers a callback to receive ChangeEvent events when the toolbar search field changes value. Callback to be notified. Unregisters this callback from receiving ChangeEvent<string> when value was changed by user input. The callback to unregister. This method is obsolete. Use ToolbarSearchField.value instead. The new value to be set. Sets the value for the toolbar search field without sending a change event. Instantiates a ToolbarSearchField using the data read from a UXML file. Constructor. A toolbar spacer of static size. Constructor. Instantiates a ToolbarSpacer using the data read from a UXML file. Constructor. A toggle for the toolbar. Constructor. The action to be called when the toggle is pressed. Constructor. The action to be called when the toggle is pressed. Instantiates a ToolbarToggle using the data read from a UXML file. Constructor. UxmlTraits for the ToolbarToggle. Constructor. Editor helper functions for UIElements. Creates a default CursorStyle property from the given MouseCursor. Default editor mouse cursor. A cursor style property. Attribute that can be used on an assembly to define an XML namespace prefix for a namespace. The namespace name. The namespace prefix. Constructor. The XML/C# namespace to which a prefix will be associated. The prefix to associate to the namespace. A Vector2 editor field. Constructor. Instantiates a Vector2Field using the data read from a UXML file. Constructor. UxmlTraits for the Vector2Field. Constructor. Initialize Vector2Field properties using values from the attribute bag. The object to initialize. The attribute bag. The creation context; unused. A Vector2Int editor field. Constructor. Instantiates a Vector2IntField using the data read from a UXML file. Constructor. UxmlTraits for the Vector2IntField. Constructor. Initializes the UxmlTraits for the Vector2IntField. VisualElement to initialize. Bag of attributes where to get them. Creation Context, unused. A Vector3 editor field. Constructor. Instantiates a Vector3Field using the data read from a UXML file. Constructor. UxmlTraits for the Vetor3Field. Constructor. Initialize Vector3Field properties using values from the attribute bag. The object to initialize. The attribute bag. The creation context; unused. A Vector3Int editor field. Constructor. Instantiates a Vector3IntField using the data read from a UXML file. Constructor. UxmlTraits for the Vector3IntField. Constructor. Initializes the UxmlTraits for the Vector3IntField. [[VisualElement] to initialize. Bag of attributes where to get them. Context Creation, unused. A Vector4 editor field. Constructor. Instantiates a Vector4Field using the data read from a UXML file. Constructor. UxmlTraits for the Vector4Field. Constructor. Initialize Vector4Field properties using values from the attribute bag. The object to initialize. The attribute bag. Base class to derive custom Editors from. Use this to create your own custom inspectors and editors for your objects using UIElements. Overwrite the default UIElements inspector with your own custom VisualElement. Base class to derive custom property drawers from. Use this to create custom UIElements drawers for your own Serializable classes or for script variables with custom PropertyAttributes. Overwrite default UIElements property field VisualElement with your own. Current property. Custom VisualElement property drawer. Export package option. Multiple options can be combined together using the | operator. Default mode. Will not include dependencies or subdirectories nor include Library assets unless specifically included in the asset list. In addition to the assets paths listed, all dependent assets will be included as well. The exported package will include all library assets, ie. the project settings located in the Library folder of the project. The export operation will be run asynchronously and reveal the exported package file in a file browser window after the export is finished. Will recurse through any subdirectories listed and include all assets inside them. Evaluates simple math expressions; supports int float and operators: + - * % ^ ( ). Evaluates a math expression and returns the result as a float or int. A string containing a mathematical expression (e.g. "4 + 3"). The result of the evaluation (0 for invalid expressions). Lets you do move, copy, delete operations over files or directories. Copies a file or a directory. Copies the file or directory. Deletes a file or a directory given a path. Returns a unique path in the Temp folder within your current project. Moves a file or a directory from a given path to another path. Replaces a directory. Replaces a file. Font rendering mode constants for TrueTypeFontImporter. Use hinted font rendering without anti-aliasing. This is the crispest font rendering option, and may be most readable for small font sizes. Use Anti-Aliased Font rendering with hinting. This forces character lines to run along pixel boundaries. Use the OS default font rendering mode. This mode is only available for dynamic fonts, as static fonts are generated at build time. Use Anti-Aliased Font rendering. When using dynamic fonts, this is the mode which is fastest in rendering font textures. Texture case constants for TrueTypeFontImporter. Import basic ASCII character set. Only import lower case ASCII character set. Only import upper case ASCII character set. Custom set of characters. Render characters into font texture at runtime as needed. Import a set of Unicode characters common for latin scripts. Options for AssetDatabase.ForceReserializeAssets. Specifies that AssetDatabase.ForceReserializeAssets should load, upgrade, and save the assets at the paths passed to the function, but not their accompanying .meta files. Specifies that AssetDatabase.ForceReserializeAssets should load, upgrade, and save both the assets at the paths passed to the function, and also their accompanying .meta files. Specifies that AssetDatabase.ForceReserializeAssets should load, upgrade, and save the .meta files for the assets at the paths passed to the function, but not the assets themselves. GameObject utility functions. Returns true if the passed in StaticEditorFlags are set on the GameObject specified. The GameObject to check. The flags you want to check. Whether the GameObject's static flags match the flags specified. You can use this method after parenting one GameObject to another to ensure the child GameObject has a unique name compared to its siblings in the hierarchy. The GameObject whose name you want to ensure is unique. Get the navmesh area index for the GameObject. GameObject to query. NavMesh area index. Get the navmesh area index from the area name. NavMesh area name to query. The NavMesh area index. If there is no NavMesh area with the requested name, the return value is -1. Get all the navmesh area names. Names of all the NavMesh areas. Get the navmesh layer for the GameObject. The GameObject to check. The navmesh layer for the GameObject specified. Get the navmesh layer from the layer name. The name of the navmesh layer. The layer number of the navmesh layer name specified. Get all the navmesh layer names. An array of the names of all navmesh layers. Gets the StaticEditorFlags of the GameObject specified. The GameObject whose flags you are interested in. The static editor flags of the GameObject specified. You can use this method before instantiating a new sibling, or before parenting one GameObject to another, to ensure the new child GameObject has a unique name compared to its siblings in the hierarchy. Target parent for a new GameObject. Null means root level. Requested name for a new GameObject. Unique name for a new GameObject. Set the navmesh area for the gameobject. GameObject to modify. NavMesh area index to set. Set the navmesh layer for the GameObject. The GameObject on which to set the navmesh layer. The layer number you want to set. Sets the parent and gives the child the same layer and position. The GameObject that should have a new parent set. The GameObject that the child should get as a parent and have position and layer copied from. If null, this function does nothing. Sets the static editor flags on the specified GameObject. The GameObject whose static editor flags you want to set. The flags to set on the GameObject. GenericMenu lets you create custom context menus and dropdown menus. Allow the menu to have multiple items with the same name. Add a disabled item to the menu. The GUIContent to display as a disabled menu item. Add a disabled item to the menu. The GUIContent to display as a disabled menu item. Specifies whether to show that the item is currently activated (i.e. a tick next to the item in the menu). Add an item to the menu. The GUIContent to add as a menu item. Specifies whether to show the item is currently activated (i.e. a tick next to the item in the menu). The function to call when the menu item is selected. Add an item to the menu. The GUIContent to add as a menu item. Specifies whether to show the item is currently activated (i.e. a tick next to the item in the menu). The function to call when the menu item is selected. The data to pass to the function called when the item is selected. Add a seperator item to the menu. The path to the submenu, if adding a separator to a submenu. When adding a separator to the top level of a menu, use an empty string as the path. Show the menu at the given screen rect. The position at which to show the menu. Get number of items in the menu. The number of items in the menu. Callback function, called when a menu item is selected. Callback function with user data, called when a menu item is selected. The data to pass through to the callback function. Show the menu under the mouse when right-clicked. Determines how a gizmo is drawn or picked in the Unity editor. Draw the gizmo if it is active (shown in the inspector). Draw the gizmo if it is selected or it is a child/descendent of the selected. Draw the gizmo if it is not selected. Draw the gizmo if it is not selected and also no parent/ancestor is selected. The gizmo can be picked in the editor. Draw the gizmo if it is selected. Enum used to specify the graphics jobs mode to use. Legacy graphics jobs. Native graphics jobs. Default built-in brush for painting or erasing tiles and/or gamobjects on a grid. Number of brush cells in the brush. All the brush cells the brush holds. Pivot of the brush. Size of the brush in cells. Erases tiles and GameObjects from given bounds within the selected layers. Grid to erase data from. Target of the erase operation. By default the currently selected GameObject. The bounds to erase data from. Box fills tiles and GameObjects into given bounds within the selected layers. Grid to box fill data to. Target of the box fill operation. By default the currently selected GameObject. The bounds to box fill data into. Brush Cell stores the data to be painted in a grid cell. Color to tint the tile when painting. The transform matrix of the brush cell. Tile to be placed when painting. Erases tiles and GameObjects in a given position within the selected layers. Grid used for layout. Target of the erase operation. By default the currently selected GameObject. The coordinates of the cell to erase data from. Flips the brush in the given axis. Axis to flip by. Cell Layout for flipping. Flood fills tiles and GameObjects starting from a given position within the selected layers. Grid used for layout. Target of the flood fill operation. By default the currently selected GameObject. Starting position of the flood fill. Gets the index to the GridBrush.BrushCell based on the position of the BrushCell. Position of the BrushCell. X Position of the BrushCell. Y Position of the BrushCell. Z Position of the BrushCell. X Size of Brush. Y Size of Brush. Z Size of Brush. Index to the BrushCell. Gets the index to the GridBrush.BrushCell based on the position of the BrushCell. Position of the BrushCell. X Position of the BrushCell. Y Position of the BrushCell. Z Position of the BrushCell. X Size of Brush. Y Size of Brush. Z Size of Brush. Index to the BrushCell. Gets the index to the GridBrush.BrushCell based on the position of the BrushCell. Position of the BrushCell. X Position of the BrushCell. Y Position of the BrushCell. Z Position of the BrushCell. X Size of Brush. Y Size of Brush. Z Size of Brush. Index to the BrushCell. Gets the index to the GridBrush.BrushCell based on the position of the BrushCell. Wraps each coordinate if it is larger than the size of the GridBrush. X Position of the BrushCell. Y Position of the BrushCell. Z Position of the BrushCell. Index to the BrushCell. Initializes the content of the GridBrush. Size of the GridBrush. Pivot point of the GridBrush. Initializes the content of the GridBrush. Size of the GridBrush. Pivot point of the GridBrush. MoveEnd is called when user has ended the move of the area previously selected with the selection marquee. Grid used for layout. Target of the move operation. By default the currently selected GameObject. Position where the move operation has ended. MoveEnd is called when user starts moving the area previously selected with the selection marquee. Grid used for layout. Target of the move operation. By default the currently selected GameObject. Position where the move operation has started. Paints tiles and GameObjects into a given position within the selected layers. Grid used for layout. Target of the paint operation. By default the currently selected GameObject. The coordinates of the cell to paint data to. Picks tiles from selected Tilemap|tile maps and child GameObjects, given the coordinates of the cells. Grid to pick data from. Target of the picking operation. By default the currently selected GameObject. The coordinates of the cells to paint data from. Pivot of the picking brush. Clear all data of the brush. Rotates the brush by 90 degrees in the given direction. Direction to rotate by. Cell Layout for rotating. Sets a tint color at the position in the brush. Position to set the color in the brush. Tint color to set in the brush. Sets a transform matrix at the position in the brush. This matrix is used specifically for tiles on a Tilemap and not GameObjects of the brush cell. Position to set the transform matrix in the brush. Transform matrix to set in the brush. Sets a Tile at the position in the brush. Position to set the tile in the brush. Tile to set in the brush. Updates the size, pivot and the number of layers of the brush. New size of the brush. New pivot of the brush. Editor for GridBrush. The GridBrush that is the target for this editor. Returns all valid targets that the brush can edit. Does a preview of what happens when a GridBrush.BoxFill is done with the same parameters. Grid to box fill data to. Target of box fill operation. By default the currently selected GameObject. The bounds to box fill data to. Clears any preview drawn previously by the GridBrushEditor. Does a preview of what happens when a GridBrush.FloodFill is done with the same parameters. Grid to paint data to. Target of the flood fill operation. By default the currently selected GameObject. The coordinates of the cell to flood fill data to. Callback for painting the GUI for the GridBrush in the Scene View. Grid that the brush is being used on. Target of the GridBrushBase.Tool operation. By default the currently selected GameObject. Current selected location of the brush. Current GridBrushBase.Tool selected. Whether brush is being used. Callback for drawing the Inspector GUI when there is an active GridSelection made in a Tilemap. Paints preview data into a cell of a grid given the coordinates of the cell. Grid to paint data to. Target of the paint operation. By default the currently selected GameObject. The coordinates of the cell to paint data to. Callback for registering an Undo action before the GridBrushBase does the current GridBrushBase.Tool action. Target of the GridBrushBase.Tool operation. By default the currently selected GameObject. Current GridBrushBase.Tool selected. Base class for Grid Brush Editor. Returns all valid targets that the brush can edit. Callback when the mouse cursor enters a paintable region. Callback when the mouse cursor leaves a paintable region. Callback for painting the inspector GUI for the GridBrush in the tilemap palette. Callback for painting the GUI for the GridBrush in the Scene view. Grid that the brush is being used on. Target of the GridBrushBase.Tool operation. By default the currently selected GameObject. Current selected location of the brush. Current GridBrushBase.Tool selected. Whether is brush is being used. Callback for drawing the Inspector GUI when there is an active GridSelection made in a GridLayout. Callback when a GridBrushBase.Tool is activated. Tool that is activated. Callback when a GridBrushBase.Tool is deactivated. Tool that is deactivated. Callback for registering an Undo action before the GridBrushBase does the current GridBrushBase.Tool action. Target of the GridBrushBase.Tool operation. By default the currently selected GameObject. Current GridBrushBase.Tool selected. Use this attribute to add an option to customize the sorting of Active Targets in the Active Tilemap list of the Tile Palette window. GridPalette stores settings for Palette assets when shown in the Palette window. Determines the sizing of cells for a Palette. Controls the sizing of cells for a Palette. Automatically resizes the Palette cells by the size of Sprites in the Palette. Size of Palette cells will be changed manually by the user. Stores the selection made on a GridLayout. Whether there is an active GridSelection made on a GridLayout. The Grid of the target of the active GridSelection. Callback for when the active GridSelection has changed. Callback. The cell coordinates of the active GridSelection made on the GridLayout. The GameObject of the GridLayout where the active GridSelection was made. Clears the active GridSelection. Creates a new GridSelection and sets it as the active GridSelection. The target GameObject for the GridSelection. The cell coordinates of selection made. Base class for PropertyDrawer and DecoratorDrawer. Custom 3D GUI controls and drawing in the Scene view. Color to use for handles that represent the center of something. Colors of the handles. Setup viewport and stuff for a current camera. The inverse of the matrix for all handle operations. Are handles lit? Matrix for all handle operations. Color to use to highlight an unselected handle currently under the mouse pointer. Soft color to use for for general things. Color to use for the currently active handle. Color to use for handles that manipulates the X coordinate of something. Color to use for handles that manipulates the Y coordinate of something. Color to use for handles that manipulates the Z coordinate of something. zTest of the handles. Draw an arrow like those used by the move tool. The control ID for the handle. The position of the handle in the space of Handles.matrix. The rotation of the handle in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. Begin a 2D GUI block inside the 3D handle GUI. Make a 3D Button. The position to draw the button in the space of Handles.matrix. The rotation of the button in the space of Handles.matrix. The visual size of the handle. Use HandleUtility.GetHandleSize if you want a constant screen-space size. The size of the button for the purpose of detecting a click. Use HandleUtility.GetHandleSize if you want a constant screen-space size. The draw style of the button. True when the user clicks the button. The function to use for drawing the handle e.g. Handles.RectangleCap. The control ID for the handle. The position of the handle in the space of Handles.matrix. The rotation of the handle in the space of Handles.matrix. The size of the handle in world-space units. Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. Draw a circle handle. Pass this into handle functions. The control ID for the handle. The position of the handle in the space of Handles.matrix. The rotation of the handle in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. Clears the camera. Where in the Scene to clear. The camera to clear. Draw a cone handle. Pass this into handle functions. The control ID for the handle. The position of the handle in the space of Handles.matrix. The rotation of the handle in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. Draw a cube handle. Pass this into handle functions. The control ID for the handle. The position of the handle in the space of Handles.matrix. The rotation of the handle in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. Draw a cylinder handle. Pass this into handle functions. The control ID for the handle. The position of the handle in the space of Handles.matrix. The rotation of the handle in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. Make a 3D disc that can be dragged with the mouse. Control id of the handle. The rotation of the disc. The center of the disc. The axis to rotate around. The size of the disc in world space. If true, only the front-facing half of the circle is draw / draggable. This is useful when you have many overlapping rotation axes (like in the default rotate tool) to avoid clutter. The grid size to snap to. The new rotation value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. Make a 3D disc that can be dragged with the mouse. Control id of the handle. The rotation of the disc. The center of the disc. The axis to rotate around. The size of the disc in world space. If true, only the front-facing half of the circle is draw / draggable. This is useful when you have many overlapping rotation axes (like in the default rotate tool) to avoid clutter. The grid size to snap to. The new rotation value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. Draw a dot handle. Pass this into handle functions. The control ID for the handle. The position of the handle in the space of Handles.matrix. The rotation of the handle in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. Draw anti-aliased convex polygon specified with point array. List of points describing the convex polygon. Draw anti-aliased line specified with point array and width. The AA texture used for rendering. The width of the line. List of points to build the line from. Draw anti-aliased line specified with point array and width. The AA texture used for rendering. The width of the line. List of points to build the line from. Draw anti-aliased line specified with point array and width. The AA texture used for rendering. The width of the line. List of points to build the line from. Draw anti-aliased line specified with point array and width. The AA texture used for rendering. The width of the line. List of points to build the line from. Draw anti-aliased line specified with point array and width. The AA texture used for rendering. The width of the line. List of points to build the line from. Draw textured bezier line through start and end points with the given tangents. The start point of the bezier line. The end point of the bezier line. The start tangent of the bezier line. The end tangent of the bezier line. The color to use for the bezier line. The texture to use for drawing the bezier line. The width of the bezier line. Draws a camera inside a rectangle. The area to draw the camera within in GUI coordinates. The camera to draw. How the camera is drawn (textured, wireframe, etc). Parameters of grid drawing (can be omitted). Draws a camera inside a rectangle. The area to draw the camera within in GUI coordinates. The camera to draw. How the camera is drawn (textured, wireframe, etc.). Draws a camera inside a rectangle. The area to draw the camera within in GUI coordinates. The camera to draw. How the camera is drawn (textured, wireframe, etc.). Draw a dotted line from p1 to p2. The start point. The end point. The size in pixels for the lengths of the line segments and the gaps between them. Draw a list of dotted line segments. A list of pairs of points that represent the start and end of line segments. The size in pixels for the lengths of the line segments and the gaps between them. Draw a list of indexed dotted line segments. A list of points. A list of pairs of indices to the start and end points of the line segments. The size in pixels for the lengths of the line segments and the gaps between them. Draw the Gizmos for the given camera. Disposable helper struct for automatically setting and reverting Handles.color and/or Handles.matrix. The value of Handles.color at the time this DrawingScope was created. The value of Handles.matrix at the time this DrawingScope was created. Create a new DrawingScope and set Handles.color and/or Handles.matrix to the specified values. The matrix to use for displaying Handles inside the scope block. The color to use for displaying Handles inside the scope block. Create a new DrawingScope and set Handles.color and/or Handles.matrix to the specified values. The matrix to use for displaying Handles inside the scope block. The color to use for displaying Handles inside the scope block. Create a new DrawingScope and set Handles.color and/or Handles.matrix to the specified values. The matrix to use for displaying Handles inside the scope block. The color to use for displaying Handles inside the scope block. Automatically reverts Handles.color and Handles.matrix to their values prior to entering the scope, when the scope is exited. You do not need to call this method manually. Draw a line from p1 to p2. Draw a list of line segments. A list of pairs of points that represent the start and end of line segments. Draw a list of indexed line segments. A list of points. A list of pairs of indices to the start and end points of the line segments. Draw a line going through the list of points. Draw a camera facing selection frame. Draw a circular sector (pie piece) in 3D space. The center of the circle. The normal of the circle. The direction of the point on the circumference, relative to the center, where the sector begins. The angle of the sector, in degrees. The radius of the circle Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Draw a solid flat disc in 3D space. The center of the dics. The normal of the disc. The radius of the dics Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Draw a solid outlined rectangle in 3D space. The 4 vertices of the rectangle in world coordinates. The color of the rectangle's face. The outline color of the rectangle. Draw a circular arc in 3D space. The center of the circle. The normal of the circle. The direction of the point on the circle circumference, relative to the center, where the arc begins. The angle of the arc, in degrees. The radius of the circle Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Draw a wireframe box with center and size. Draw the outline of a flat disc in 3D space. The center of the disc. The normal of the disc. The radius of the disc. End a 2D GUI block and get back to the 3D handle GUI. Make an unconstrained movement handle. The position of the handle in the space of Handles.matrix. The rotation of the handle in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. The snap increment on all axes. See Handles.SnapValue. The function to call for doing the actual drawing. The control ID for the handle. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. Make an unconstrained movement handle. The position of the handle in the space of Handles.matrix. The rotation of the handle in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. The snap increment on all axes. See Handles.SnapValue. The function to call for doing the actual drawing. The control ID for the handle. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. TODO. Make an unconstrained rotation handle. Control id of the handle. Orientation of the handle. Center of the handle in 3D space. The size of the handle. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. The new rotation value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. Make an unconstrained rotation handle. Control id of the handle. Orientation of the handle. Center of the handle in 3D space. The size of the handle. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. The new rotation value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. Get the width and height of the main game view. Make a text label positioned in 3D space. Position in 3D space as seen from the current handle camera. Text to display on the label. Texture to display on the label. Text, image and tooltip for this label. The style to use. If left out, the label style from the current GUISkin is used. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Make a text label positioned in 3D space. Position in 3D space as seen from the current handle camera. Text to display on the label. Texture to display on the label. Text, image and tooltip for this label. The style to use. If left out, the label style from the current GUISkin is used. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Make a text label positioned in 3D space. Position in 3D space as seen from the current handle camera. Text to display on the label. Texture to display on the label. Text, image and tooltip for this label. The style to use. If left out, the label style from the current GUISkin is used. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Make a text label positioned in 3D space. Position in 3D space as seen from the current handle camera. Text to display on the label. Texture to display on the label. Text, image and tooltip for this label. The style to use. If left out, the label style from the current GUISkin is used. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Make a text label positioned in 3D space. Position in 3D space as seen from the current handle camera. Text to display on the label. Texture to display on the label. Text, image and tooltip for this label. The style to use. If left out, the label style from the current GUISkin is used. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Retuns an array of points to representing the bezier curve. Make a position handle. Center of the handle in 3D space. Orientation of the handle in 3D space. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. Make a Scene view radius handle. Orientation of the handle. Center of the handle in 3D space. Radius to modify. Whether to omit the circular outline of the radius and only draw the point handles. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Make a Scene view radius handle. Orientation of the handle. Center of the handle in 3D space. Radius to modify. Whether to omit the circular outline of the radius and only draw the point handles. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. Draw a rectangle handle. Pass this into handle functions. The control ID for the handle. The position of the handle in the space of Handles.matrix. The rotation of the handle in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. Make a Scene view rotation handle. Orientation of the handle. Center of the handle in 3D space. The new rotation value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. Make a Scene view scale handle. Scale to modify. The position of the handle. The rotation of the handle. Allows you to scale the size of the handle on-scren. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. Make a directional scale slider. The value the user can modify. The position of the handle in the space of Handles.matrix. The direction of the handle in the space of Handles.matrix. The rotation of the handle in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. The snap increment. See Handles.SnapValue. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. Make a 3D handle that scales a single float. The value the user can modify. The position of the handle in the space of Handles.matrix. The rotation of the handle in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. The snap increment. See Handles.SnapValue. The function to call for doing the actual drawing. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. Set the current camera so all Handles and Gizmos are draw with its settings. Set the current camera so all Handles and Gizmos are draw with its settings. A delegate type for getting a handle's size based on its current position. The current position of the handle in the space of Handles.matrix. Make a 3D slider that moves along one axis. The position of the current point in the space of Handles.matrix. The direction axis of the slider in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. The snap increment. See Handles.SnapValue. The function to call for doing the actual drawing. By default it is Handles.ArrowHandleCap, but any function that has the same signature can be used. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function. Make a 3D slider that moves along one axis. The position of the current point in the space of Handles.matrix. The direction axis of the slider in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. The snap increment. See Handles.SnapValue. The function to call for doing the actual drawing. By default it is Handles.ArrowHandleCap, but any function that has the same signature can be used. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function. Make a 3D slider that moves along a plane defined by two axes. (optional) override the default ControlID for this Slider2D instance. The position of the current point in the space of Handles.matrix. (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle. The direction of the handle in the space of Handles.matrix, only used for rendering of the handle. The first axis of the slider's plane of movement in the space of Handles.matrix. The second axis of the slider's plane of movement in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. (float or Vector2) The snap increment along both axes, either uniform or per-axis. See Handles.SnapValue. (default: false) render a rectangle around the handle when dragging. The function to call for doing the actual drawing. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function. Make a 3D slider that moves along a plane defined by two axes. (optional) override the default ControlID for this Slider2D instance. The position of the current point in the space of Handles.matrix. (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle. The direction of the handle in the space of Handles.matrix, only used for rendering of the handle. The first axis of the slider's plane of movement in the space of Handles.matrix. The second axis of the slider's plane of movement in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. (float or Vector2) The snap increment along both axes, either uniform or per-axis. See Handles.SnapValue. (default: false) render a rectangle around the handle when dragging. The function to call for doing the actual drawing. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function. Make a 3D slider that moves along a plane defined by two axes. (optional) override the default ControlID for this Slider2D instance. The position of the current point in the space of Handles.matrix. (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle. The direction of the handle in the space of Handles.matrix, only used for rendering of the handle. The first axis of the slider's plane of movement in the space of Handles.matrix. The second axis of the slider's plane of movement in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. (float or Vector2) The snap increment along both axes, either uniform or per-axis. See Handles.SnapValue. (default: false) render a rectangle around the handle when dragging. The function to call for doing the actual drawing. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function. Make a 3D slider that moves along a plane defined by two axes. (optional) override the default ControlID for this Slider2D instance. The position of the current point in the space of Handles.matrix. (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle. The direction of the handle in the space of Handles.matrix, only used for rendering of the handle. The first axis of the slider's plane of movement in the space of Handles.matrix. The second axis of the slider's plane of movement in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. (float or Vector2) The snap increment along both axes, either uniform or per-axis. See Handles.SnapValue. (default: false) render a rectangle around the handle when dragging. The function to call for doing the actual drawing. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function. Rounds the value val to the closest multiple of snap (snap can only be positive). The rounded value, if snap is positive, and val otherwise. Draw a sphere handle. Pass this into handle functions. The control ID for the handle. The position of the handle in the space of Handles.matrix. The rotation of the handle in the space of Handles.matrix. Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. Helper functions for Scene View style 3D GUI. Get standard acceleration for dragging values (Read Only). Get nice mouse delta to use for dragging a float value (Read Only). Get nice mouse delta to use for zooming (Read Only). Record a distance measurement from a handle. Add the ID for a default control. This will be picked if nothing else is. Map a mouse drag onto a movement along a line in 3D space. The source point of the drag. The destination point of the drag. The 3D position the dragged object had at src ray. 3D direction of constrained movement. The distance travelled along constraintDir. Get the point on an arc (in 3D space) which is closest to the current mouse position. Get the point on an disc (in 3D space) which is closest to the current mouse position. Get the point on a polyline (in 3D space) which is closest to the current mouse position. Calculate distance between a point and a Bezier curve. Calculate distance between a point and a line. Distance from a point p in 2d to a line defined by two points a and b. Distance from a point p in 2d to a line segment defined by two points a and b. Pixel distance from mouse pointer to a 3D section of a disc. Pixel distance from mouse pointer to camera facing circle. Pixel distance from mouse pointer to a 3D disc. Pixel distance from mouse pointer to line. Pixel distance from mouse pointer to a polyline. Pixel distance from mouse pointer to a rectangle on screen. Get world space size of a manipulator handle at given position. The position of the handle in 3d space. A constant screen-size for the handle, based on the distance between from the supplied handle's position to the camera. Converts a 2D GUI position to screen pixel coordinates. Convert 2D GUI position to a world space ray. Pick game object closest to specified position. Select Prefab. Returns index into material array of the Renderer component that is closest to specified position. Pick game object closest to specified position. Select Prefab. Returns index into material array of the Renderer component that is closest to specified position. Pick GameObjects that lie within a specified screen rectangle. An screen rectangle specified with pixel coordinates. Returns the parameter for the projection of the point on the given line. Retrieve all camera settings. Project point onto a line. Store all camera settings. Casts ray against the Scene and report if an object lies in its path. A boxed RaycastHit, null if nothing hit it. Repaint the current view. Calculate a rectangle to display a 2D GUI element near a projected point in 3D space. The world-space position to use. The content to make room for. The style to use. The style's alignment. Convert a world space point to a 2D GUI position. Point in world space. Convert a world space point to a 2D GUI position. Point in world space. A Vector3 where the x and y values relate to the 2D GUI position. The z value is the distance in world units from the camera. Helper class to access Unity documentation. Open url in the default web browser. Get the URL for this object's documentation. The object to retrieve documentation for. The documentation URL for the object. Note that this could use the http: or file: schemas. Is there a help page for this object? Show help page for this object. Show a help page. Use this class to highlight elements in the editor for use in in-editor tutorials and similar. Is there currently an active highlight? The rect in screenspace of the current active highlight. The text of the current active highlight. Is the current active highlight visible yet? Highlights an element in the editor. The title of the window the element is inside. The text to identify the element with. Optional mode to specify how to search for the element. true if the requested element was found; otherwise false. Highlights an element in the editor. The title of the window the element is inside. The text to identify the element with. Optional mode to specify how to search for the element. true if the requested element was found; otherwise false. Call this method to create an identifiable rect that the Highlighter can find. The position to make highlightable. The identifier text of the rect. Stops the active highlight. Used to specify how to find a given element in the editor to highlight. Highlights the first element found using any of the search modes. Highlights an element containing text using the text as identifier. Highlights an element with a given identifier text. Highlights nothing. Highlights an entire editor control using its label text as identifier. Icon kind. This icon can be used for any purpose in an application. This icon is used for the main application icons. This icon is used for push notifications. This icon is used for settings. This icon is used for Spotlight searches. (iOS only). This icon is used by the iOS App Store. Defines a method to add custom menu items to an Editor Window. Adds your custom menu items to an Editor Window. Use IHVImageFormatImporter to modify Texture2D import settings for Textures in IHV (Independent Hardware Vendor) formats such as .DDS and .PVR from Editor scripts. Filtering mode of the texture. Is texture data readable from scripts. Enable mipmap streaming for this texture. Relative priority for this texture when reducing memory size in order to hit the memory budget. Texture coordinate wrapping mode. Texture U coordinate wrapping mode. Texture V coordinate wrapping mode. Texture W coordinate wrapping mode for Texture3D. C++ compiler configuration used when compiling IL2CPP generated code. Debug configuration turns off all optimizations, which makes the code quicker to build but slower to run. Master configuration enables all possible optimizations, squeezing every bit of performance possible. For instance, on platforms that use the MSVC++ compiler, this option enables link-time code generation. Compiling code using this configuration can take significantly longer than it does using the Release configuration. Unity recommends building the shipping version of your game using the Master configuration if the increase in build time is acceptable. Release configuration enables optimizations, so the compiled code runs faster and the binary size is smaller but it takes longer to compile. Interface for when you extend the Lighting Explorer. Used in full overrides of the default behavior. Returns the tabs that you have selected to display in the Lighting Explorer. Tabs for the Lighting Explorer. This is called when the Lighting Explorer OnDisable is called, or when you switch to another extension. This is called when the Lighting Explorer OnEnable is called, or when you switch to another extension. A class for a compound handle to edit an angle and a radius in the Scene view. Returns or specifies the angle of the arc for the handle. Returns or specifies the color of the angle control handle. The Handles.CapFunction to use when displaying the angle control handle. The Handles.SizeFunction to specify how large the angle control handle should be. Returns or specifies the color of the arc shape. Returns or specifies the radius of the arc for the handle. Returns or specifies the color of the radius control handle. The Handles.CapFunction to use when displaying the radius control handle. The Handles.SizeFunction to specify how large the angle control handle should be. Returns or specifies the color of the curved line along the outside of the arc. Creates a new instance of the ArcHandle class. A Handles.CapFunction that draws a line terminated with Handles.CylinderHandleCap. The control ID for the handle. The position of the handle in the space of Handles.matrix. The rotation of the handle in the space of Handles.matrix. The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. A Handles.SizeFunction that returns a fixed screen-space size. The current position of the handle in the space of Handles.matrix. The size to use for a handle at the specified position. A Handles.SizeFunction that returns a fixed screen-space size. The current position of the handle in the space of Handles.matrix. The size to use for a handle at the specified position. A function to display this instance in the current handle camera using its current configuration. Sets angleHandleColor, wireframeColor, and fillColor to the same value, where fillColor will have the specified alpha value. radiusHandleColor will be set to Color.clear and the radius handle will be disabled. The color to use for the angle control handle and the fill shape. The alpha value to use for fillColor. Sets angleHandleColor, radiusHandleColor, wireframeColor, and fillColor to the same value, where fillColor will have the specified alpha value. The color to use for the angle and radius control handles and the fill shape. The alpha value to use for fillColor. A compound handle to edit a box-shaped bounding volume in the Scene view. Returns or specifies the size of the bounding box. Create a new instance of the BoxBoundsHandle class. An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your BoxBoundsHandle instances. Create a new instance of the BoxBoundsHandle class. An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your BoxBoundsHandle instances. Draw a wireframe box for this instance. A compound handle to edit a capsule-shaped bounding volume in the Scene view. Returns or specifies the height of the capsule bounding volume. Returns or specifies the axis in the handle's space to which height maps. The radius maps to the remaining axes. Returns or specifies the radius of the capsule bounding volume. Create a new instance of the CapsuleBoundsHandle class. An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your CapsuleBoundsHandle instances. Create a new instance of the CapsuleBoundsHandle class. An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your CapsuleBoundsHandle instances. Draw a wireframe capsule for this instance. An enumeration for specifying which axis on a CapsuleBoundsHandle object maps to the CapsuleBoundsHandle.height parameter. X-axis. Y-axis. Z-axis. A callback for when a control handle was dragged in the Scene. The handle that was dragged. The raw Bounds for this instance's volume at the time the control handle was clicked. The raw Bounds for this instance's volume based on the updated handle position. The bounds that should be applied to this instance, with any necessary modifications applied. A class for a compound handle to edit multiaxial angular motion limits in the Scene view. The Handles.CapFunction to use when displaying the angle control handle. The Handles.SizeFunction to specify how large the angle control handle should be. Returns or specifies the opacity to use when rendering fill shapes for the range of motion for each axis. Defaults to 0.1. Returns or specifies the radius of the arc for the handle. Defaults to 1.0. Returns or specifies the opacity to use for the curved lines along the outside of the arcs of motion. Defaults to 1.0. Returns or specifies the color to use for the handle limiting motion around the x-axis. Defaults to Handles.xAxisColor. Returns or specifies the maximum angular motion about the x-axis. Returns or specifies the minimum angular motion about the x-axis. Returns or specifies how angular motion is limited about the x-axis. Defaults to ConfigurableJointMotion.Limited. Returns or specifies the range of valid values for angular motion about the x-axis. Defaults to [-180.0, 180.0]. Returns or specifies the color to use for the handle limiting motion around the y-axis. Defaults to Handles.yAxisColor. Returns or specifies the maximum angular motion about the y-axis. Returns or specifies the minimum angular motion about the y-axis. Returns or specifies how angular motion is limited about the y-axis. Defaults to ConfigurableJointMotion.Limited. Returns or specifies the range of valid values for angular motion about the y-axis. Defaults to [-180.0, 180.0]. Returns or specifies the color to use for the handle limiting motion around the z-axis. Defaults to Handles.zAxisColor. Returns or specifies the maximum angular motion about the z-axis. Returns or specifies the minimum angular motion about the z-axis. Returns or specifies how angular motion is limited about the z-axis. Defaults to ConfigurableJointMotion.Limited. Returns or specifies the range of valid values for angular motion about the z-axis. Defaults to [-180.0, 180.0]. Creates a new instance of the JointAngularLimitHandle class. A function to display this instance in the current handle camera using its current configuration. The MultiColumnHeader is a general purpose class that e.g can be used with the TreeView to create multi-column tree views and list views. Use this property to control whether sorting is enabled for all the columns. Customizable height of the multi column header. The index of the column that is set to be the primary sorting column. This is the column that shows the sorting arrow above the header text. Subscribe to this event to get notified when sorting has changed. This is the state of the MultiColumnHeader. Subscribe to this event to get notified when the number of visible columns has changed. Override this method to extend the default context menu items shown when context clicking the header area. Context menu shown. Override to customize the behavior when clicking a column header. Column clicked. Column index clicked. Override to customize the GUI of a single column header. Column header data. Rect for column header. Column index. Constructor. Column header state and Column state. Default GUI methods and properties for the MultiColumnHeader class. Margin that can be used by clients of the MultiColumnHeader to control spacing between content in multiple columns. Default height of the header. This height is the minium height the header can have and can only be used if sorting is disabled. Default styles used by the MultiColumnHeader class. Style used for rendering the background of the header. Style used for left aligned header text. Style used for centered header text. Style used for right aligned header text. Calculates a cell rect for a column and row using the visibleColumnIndex and rowRect parameters. Returns the column data for a given column index. Column index. Column data. Returns the header column Rect for a given visible column index. Index of a visible column. Convert from column index to visible column index. Column index. Visible column index. Delegate used for events from the MultiColumnHeader. The MultiColumnHeader that dispatched this event. Check if a column is currently visible in the MultiColumnHeader. Column index. Check the sorting order state for a column. Column index. True if sorted ascending. Render and handle input for the MultiColumnHeader at the given rect. Horizontal scroll offset. Rect where the MultiColumnHeader is drawn in. Called when sorting changes and dispatches the sortingChanged event. Called when the number of visible column changes and dispatches the visibleColumnsChanged event. Requests the window which contains the MultiColumnHeader to repaint. Resizes the column widths of the columns that have auto-resize enabled to make all the columns fit to the width of the MultiColumnHeader render rect. Change sort direction for a given column. Column index. Direction of the sorting. Sets the primary sorting column and its sorting order. Column to sort. Sorting order for the column specified. Sets multiple sorting columns and the associated sorting orders. Column indices of the sorted columns. Sorting order for the column indices specified. Provides the button logic for a column header and the rendering of the sorting arrow (if visible). Column data. Column header rect. Column index. Method for toggling the visibility of a column. Toggle visibility for this column. State used by the MultiColumnHeader. The array of column states used by the MultiColumnHeader class. This property controls the maximum number of columns returned by the sortedColumns property. This property holds the index to the primary sorted column. The array of column indices for multiple column sorting. This is the array of currently visible column indices. Returns the sum of all the widths of the visible columns in the visibleColumns array. Checks if the source state can transfer its serialized data to the destination state. State that have serialized data to be transfered to the destination state. Destination state. Returns true if the source state have the same number of columns as the destination state. Column state. Option to allow/disallow hiding the column from the context menu. Option to allow the column to resize automatically when resizing the entire MultiColumnHeader. Is sorting enabled for this column. If false, left-clicking this column header has no effect. If this is set then it is used for the context menu for toggling visibility, if not set then the ::headerContent is used. This is the GUIContent that will be rendered in the column header. Alignment of the header content. Maximum width of the column. Minimum width of the column. Value that controls if this column is sorted ascending or descending. Alignment of the sorting arrow. The width of the column. Constructor. Column data. Overwrites the seralized fields from the source state to the destination state. State that have serialized data to be transfered to the destination state. Destination state. Base class for a compound handle to edit a bounding volume in the Scene view. Flags specifying which axes should display control handles. Returns or specifies the center of the bounding volume for the handle. Returns or specifies the color of the control handles. An optional Handles.CapFunction to use when displaying the control handles. Defaults to Handles.DotHandleCap if no value is specified. The Handles.SizeFunction to specify how large the midpoint control handles should be. Returns or specifies the color of the wireframe shape. A flag enumeration for specifying which axes on a PrimitiveBoundsHandle object should be enabled. All axes. No axes. X-axis (bit 0). Y-axis (bit 1). Z-axis (bit 2). Create a new instance of the PrimitiveBoundsHandle class. An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your PrimitiveBoundsHandle instances. Create a new instance of the PrimitiveBoundsHandle class. An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your PrimitiveBoundsHandle instances. A Handles.SizeFunction that returns a fixed screen-space size. The current position of the handle in the space of Handles.matrix. The size to use for a handle at the specified position. A function to display this instance in the current handle camera using its current configuration. Draw a wireframe shape for this instance. Subclasses must implement this method. Gets the current size of the bounding volume for this instance. The current size of the bounding volume for this instance. An enumeration of directions the handle moves in. This value corresponds to the handle moving in a negative direction away from PrimitiveBoundsHandle.center along the x-axis. This value corresponds to the handle moving in a negative direction away from PrimitiveBoundsHandle.center along the y-axis. This value corresponds to the handle moving in a negative direction away from PrimitiveBoundsHandle.center along the z-axis. This value corresponds to the handle moving in a positive direction away from PrimitiveBoundsHandle.center along the x-axis. This value corresponds to the handle moving in a positive direction away from PrimitiveBoundsHandle.center along the y-axis. This value corresponds to the handle moving in a positive direction away from PrimitiveBoundsHandle.center along the z-axis. Gets a value indicating whether the specified axis is enabled for the current instance. An Axes. An integer corresponding to an axis on a Vector3. For example, 0 is x, 1 is y, and 2 is z. true if the specified axis is enabled; otherwise, false. Gets a value indicating whether the specified axis is enabled for the current instance. An Axes. An integer corresponding to an axis on a Vector3. For example, 0 is x, 1 is y, and 2 is z. true if the specified axis is enabled; otherwise, false. A callback for when a control handle was dragged in the Scene. The handle that was dragged. The raw Bounds for this instance's volume at the time the control handle was clicked. The raw Bounds for this instance's volume based on the updated handle position. The bounds that should be applied to this instance, with any necessary modifications applied. Sets handleColor and wireframeColor to the same value. The color to use for the control handles and the wireframe shape. Sets the current size of the bounding volume for this instance. A Vector3 specifying how large the bounding volume is along all of its axes. The SearchField control creates a text field for a user to input text that can be used for searching. Changes the keyboard focus to the search field when the user presses ‘Ctrl/Cmd + F’ when set to true. It is true by default. This event is dispatched when the focused search field detects that the down or up key is pressed and can be used to change keyboard focus to another control, such as the TreeView. This is the controlID used for the text field to obtain keyboard focus. This function returns true if the search field has keyboard focus. This function displays the search field with the default UI style and uses the GUILayout class to automatically calculate the position and size of the Rect it is rendered to. Pass an optional list to specify extra layout properties. Text string to display in the search field. An optional list of layout options that specify extra layout properties. <br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The text entered in the search field. The original input string is returned instead if the search field text was not changed. This function displays the search field with the default UI style in the given Rect. Rectangle to use for the search field. Text string to display in the search field. The text entered in the search field. The original input string is returned instead if the search field text was not changed. This function displays a search text field with the given Rect and UI style parameters. Rectangle to use for the search field. Text string to display in the search field. The text field style. The cancel button style used when there is text in the search field. The cancel button style used when there is no text in the search field. The text entered in the SearchField. The original input string is returned instead if the search field text was not changed. This function displays the search field with the toolbar UI style and uses the GUILayout class to automatically calculate the position and size of the Rect it is rendered to. Pass an optional list to specify extra layout properties. Text string to display in the search field. An optional list of layout options that specify extra layout properties. <br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The text entered in the search field. The original input string is returned instead if the search field text was not changed. This function displays the search field with a toolbar style in the given Rect. Rectangle to use for the search field. Text string to display in the search field. The text entered in the search field. The original input string is returned instead if the search field text was not changed. This is a generic callback delegate for SearchField events and does not take any parameters. This function changes keyboard focus to the search field so a user can start typing. A compound handle to edit a sphere-shaped bounding volume in the Scene view. Returns or specifies the radius of the sphere bounding volume. Create a new instance of the SphereBoundsHandle class. An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your SphereBoundsHandle instances. Create a new instance of the SphereBoundsHandle class. An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your SphereBoundsHandle instances. Draw a wireframe sphere for this instance. A callback for when a control handle was dragged in the Scene. The handle that was dragged. The raw Bounds for this instance's volume at the time the control handle was clicked. The raw Bounds for this instance's volume based on the updated handle position. The bounds that should be applied to this instance, with any necessary modifications applied. The TreeView is an IMGUI control that lets you create tree views, list views and multi-column tables for Editor tools. Indent used for all rows before the tree foldout arrows and content. When using a MultiColumnHeader this value adjusts the cell rects provided for all columns except the tree foldout column. When using a MultiColumnHeader this value should be set to the column index in which the foldout arrows should appear. Custom vertical offset of the foldout arrow. Value that returns how far the foldouts are indented for each increasing depth value. Value to control the spacing before the default icon and label. Can be used e.g for placing a toggle button to the left of the content. Register a callback to this property to override the Foldout button in the TreeView. Width of the built-in foldout arrow. Register a callback to this field to override how the TreeView handles selection changes in response to keys and mouse clicks. The current search state of the TreeView. True if the user is currently dragging one or more items in the TreeView, and false otherwise. The TreeView is initialized by calling Reload(). Therefore returns false until Reload() is called the first time. Get the MultiColumnHeader of the TreeView. Can be null if the TreeView was created without a MultiColumnHeader. The hidden root item of the TreeView (it is never rendered). The fixed height used for each row in the TreeView if GetCustomRowHeight have not been overridden. Current search string of the TreeView. Enable this to show alternating row background colors. Enable this to show a border around the TreeView. Returns true if the horizontal scroll bar is showing, otherwise false. Returns true if the vertical scroll bar is showing, otherwise false. The state of the TreeView (expanded state, selection, scroll etc.) Returns the sum of the TreeView row heights, the MultiColumnHeader height (if used) and the border (if used). The controlID used by the TreeView to obtain keyboard control focus. The Rect the TreeView is being rendered to. When drawing the TreeView contents, will it be enclosed within a ScrollView? Adds the expanded rows of the full tree to the input list. Only use this method if a full tree was built in BuildRoot. Root of the TreeView. Rows that will be refilled using the expanded state of TreeView. This is called after all rows have their RowGUI called. This is called before any rows have their RowGUI called. Shows the rename overlay for a TreeViewItem. Item to rename. Delay in seconds until the rename overlay shows. Returns true if renaming was started. Returns false if renaming was already active. Shows the rename overlay for a TreeViewItem. Item to rename. Delay in seconds until the rename overlay shows. Returns true if renaming was started. Returns false if renaming was already active. Abstract method that is required to be implemented. By default this method should create the full tree of TreeViewItems and return the root. The root of the tree. This item can later be accessed by 'rootItem'. Override this method to take control of how the rows are generated. Root item that was created in the BuildRoot method. The rows list shown in the TreeView. Can later be accessed using GetRows(). Override this method to control which items are allowed to be parents. Can this item be a parent? Override this method to control whether an item can be expanded or collapsed by key or mouse. Can this item be expanded/collapsed. Override this method to control whether the item can be part of a multiselection. Can this item be part of a multiselection. Override this method to control whether the item can be renamed using a keyboard shortcut or when clicking an already selected item. Can this item be renamed? This function is called whenever a TreeViewItem is clicked and dragged. It returns false by default. Method arguments for the CanStartDrag virtual method. Item about to be dragged. The multi-selection about to be dragged. Modifies the input rect so it is centered and have a height equal to EditorGUIUtility.singleLineHeight. Rect to be modified and centered. Collapse all expanded items in the TreeView. This function is called automatically and handles the ExecuteCommand events for “SelectAll” and “FrameSelection”. Override this function to extend or avoid Command events. Override this method to handle context clicks outside any items (but still in the TreeView rect). Override this method to handle a context click on an item with ID TreeViewItem.id. TreeViewItem id. Creates a dummy TreeViewItem list. Useful when overriding BuildRows to prevent building a full tree of items. The TreeView is always constructed with a state object and optionally a multi-column header object if a header is needed. TreeView state (expanded items, selection etc.) Multi-column header for the TreeView. The TreeView is always constructed with a state object and optionally a multi-column header object if a header is needed. TreeView state (expanded items, selection etc.) Multi-column header for the TreeView. Default GUI methods and properties for the TreeView class. Draws a bold label that have correct text color when selected and/or focused. Rect to render the text in. Label to render. Selected state used for determining text color. Focused state used for determining text color. Draws a bold right aligned label that have correct text color when selected and/or focused. Rect to render the text in. Label to render. Selected state used for determining text color. Focused state used for determining text color. Draws a foldout label that have correct text color when selected and/or focused. Rect to render the text in. Label to render. Selected state used for determining text color. Focused state used for determining text color. Draws a label that have correct text color when selected and/or focused. Rect to render the text in. Label to render. Selected state used for determining text color. Focused state used for determining text color. Draws a right aligned label that have correct text color when selected and/or focused. Rect to render the text in. Label to render. Selected state used for determining text color. Focused state used for determining text color. Default styles used by the TreeView class. Background style used for alternating row background colors when enabling TreeView.showAlternatingRowBackgrounds. Background style used for alternating row background colors when enabling TreeView.showAlternatingRowBackgrounds. Bold label with alternative text color when selected and/or focused. Right aligned bold label with alternative text color when selected and/or focused. The label that is used for foldout label with alternative text color when selected and/or focused. Left aligned label with alternative text color when selected and/or focused. Right aligend label with alternative text color when selected and/or focused. Override this function to extend or change the search behavior. Item used for matching against the search string. The search string of the TreeView. True if item matches search string, otherwise false. Callback signature used to override the TreeView foldout. See foldoutOverride. Rect to draw the foldout. Current foldout state. Toggle button style. Returns true if the foldout is still expanded. Otherwise, returns false. Override this method to handle double click events on an item. ID of TreeViewItem that was double clicked. Method arguments for the HandleDragAndDrop virtual method. When dragging items the current drag can have the following 3 positions relative to the items: Upon an item, Between two items or Outside items. This index refers to the index in the children list of the parentItem where the current drag is positioned. The parent item is set if the drag is either upon this item or between two of its children. This value is false as long as the mouse button is down, when the mouse button is released it is true. Enum describing the possible positions a drag can have relative to the items: upon a item, between two items or outside items. This value is used when dragging between two items. This value is used when dragging outside all items. This value is used when the drag is upon a item. Ends renaming if the rename overlay is shown. If called while the rename overlay is not being shown, this method does nothing. Expand all collapsed items in the TreeView. Override to get notified when items are expanded or collapsed. This is a general notification that the expanded state has changed. Finds a TreeViewItem by an ID. Find the TreeViewItem with this ID. Sets the search to start from an item. Use 'rootItem' to search the entire tree. This search method returns the TreeViewItem found and returns null if not found. Useful for converting from TreeViewItem IDs to TreeViewItems using the current rows. TreeViewItem IDs. TreeViewItems. This will reveal the item with ID id (by expanding the ancestors of that item) and will make sure it is visible in the ScrollView. TreeViewItem ID. This method is e.g. used for revealing items that are currently under a collapsed item. TreeViewItem ID. List of all the ancestors of a given item with ID id. Utility for multi column setups. This method will clip the input rowRect against the column rect defined by columnIndexForTreeFoldouts to get the cell rect where the the foldout arrows appear. Rect for a row. Cell rect in a multi column setup. Returns the horizontal content offset for an item. This is where the content should begin (after the foldout arrow). Item used to determine the indent. Indent. Override to control individual row heights. Row index. Item for given row. Height of row. Returns all descendants for the item with ID id that have children. TreeViewItem ID. Descendants that have children. Returns a list of TreeViewItem IDs that are currently expanded in the TreeView. TreeViewItem IDs. Returns the first and the last indices of the rows that are visible in the scroll view of the TreeView. First row visible. Last row visible. Returns the horizontal foldout offset for an item. This is where the foldout arrow is rendered. Item used to determine the indent. Indent for the foldout arrow. A callback which determines how TreeView handles selection changes in response to keys and mouse clicks. The item clicked, or selected via keyboard. Should existing selection be kept? This is used to support dragging or right-clicking one item in a multi-selection. Should the action key be treated like the shift key? If so, the action key also indicates a range selection. Override this method if custom GUI handling are used in RowGUI. This method for controls where the rename overlay appears. Row rect for the item currently being renamed. Row index for the item currently being renamed. TreeViewItem that are currently being renamed. The rect where the rename overlay should appear. Get the rect for a row. Row index. Row rect. This is the list of TreeViewItems that have been built in BuildRows. Rows. Returns the list of TreeViewItem IDs that are currently selected. Override this function to control the drag and drop behavior of the TreeView. Drag and drop arguments. Returns true if the TreeView and its EditorWindow have keyboard focus. Returns true if the TreeView has a selection. Utility method for checking if the childList is identical to the one returned by the CreateChildListForCollapsedParent method. Children list of a TreeViewItem. Returns true if the TreeViewItem with ID id is currently expanded. TreeViewItem ID. Returns true if the TreeViewItem with ID id is currently selected. TreeViewItem ID. Override this method to handle events when the TreeView has keyboard focus. This is the main GUI method of the TreeView, where the TreeViewItems are processed and drawn. Rect where the TreeView is rendered. Refreshes the cache of custom row rects based on the heights returned by GetCustomRowHeight. Call this to force the TreeView to reload its data. This in turn causes BuildRoot and BuildRows to be called. Called when rename ends either by the user completing the renaming process, when the rename overlay loses focus or is closed using EndRename. Method arguments for the virtual method RenameEnded. Is true if the rename is accepted. Item with ID that are being renamed. Name entered in the rename overlay. The original name when starting the rename. Request a repaint of the window that the TreeView is rendered in. Override this method to add custom GUI content for the rows in the TreeView. Row data. Method arguments for the virtual method RowGUI. This value is true only when the TreeView has keyboard focus and the TreeView's window has focus. This value is true when the ::item is currently being renamed. Item for the current row being handled in TreeView.RowGUI. Label used for text rendering of the item displayName. Note this is an empty string when isRenaming == true. Row index into the list of current rows. Row rect for the current row being handled. This value is true when the current row's item is part of the current selection. If using a MultiColumnHeader for the TreeView this method can be used to get the cell rects of a row using the visible columns of the MultiColumnHeader. Index into the list of visible columns of the multi column header. Cell rect defined by the intersection between the row rect and the rect of the visible column. If using a MultiColumnHeader for the TreeView this method can be used to convert an index from the visible columns list to a index into the actual columns in the MultiColumnHeaderState. This index is the index into the current visible columns. Column index into the columns array in MultiColumnHeaderState. If using a MultiColumnHeader for the TreeView use this method to get the number of visible columns currently being shown in the MultiColumnHeader. Override the method to get notified of search string changes. Selects all rows in the TreeView. Override the method to get notified of selection changes. TreeViewItem IDs. Use this method in RowGUI to peform the logic of a mouse click. TreeViewItem clicked. If true then keeps the multiselection when clicking on a item already part of the selection. If false then clears the selection before selecting the item clicked. For left button clicks this is usually false. For context clicks it is usually true so a context opereration can operate on the multiselection. Set a single TreeViewItem to be expanded or collapsed. TreeViewItem ID. True expands item. False collapses item. True if item changed expanded state, false if item already had the expanded state. Set the current expanded TreeViewItems of the TreeView. This will overwrite the previous expanded state. List of item IDs that should be expanded. Expand or collapse all items under item with id. TreeViewItem ID. Expanded state: true expands, false collapses. Calling this function changes the keyboard focus to the TreeView. Calling this function changes the keyboard focus to the TreeView and ensures an item is selected. Use this function to enable key navigation of the TreeView. Set the selected items of the TreeView. TreeViewItem IDs. Options for extra logic performed after the selection. See TreeViewSelectionOptions. Set the selected items of the TreeView. TreeViewItem IDs. Options for extra logic performed after the selection. See TreeViewSelectionOptions. Utility method using the depth of the input TreeViewItem to set the correct depths for all its descendant TreeViewItems. TreeViewItem from which the descendentans should have their depth updated. This function is called when CanStartDrag returns true. Method arguments to the virtual method SetupDragAndDrop. TreeViewItem IDs being dragged. Utility method for initializing all the parent and children properties of the rows using the order and the depths values that have been set. The hidden root item. TreeViewItems where only the depth property have been set. Override this method to handle single click events on an item. ID of TreeViewItem that was single clicked. Returns a list sorted in the order in which they are shown in the TreeView. TreeViewItem IDs. The TreeViewItem is used to build the tree representation of a tree data structure. The list of child items of this TreeViewItem. The depth refers to how many ancestors this item has, and corresponds to the number of horizontal ‘indents’ this item has. Name shown for this item when rendered. Returns true if children has any items. If set, this icon will be rendered to the left of the displayName. The icon is rendered at 16x16 points by default. Unique ID for an item. The parent of this TreeViewItem. If it is null then it is considered the root of the TreeViewItem tree. Helper method that adds the child TreeViewItem to the children list and sets the parent property on the child. TreeViewItem to be added to the children list. TreeViewItem constructor. Unique ID to identify this TreeViewItem with among all TreeViewItems of the TreeView. See Also id. Depth of this TreeViewItem. See Also depth. Rendered name of this TreeViewItem. See Also displayName. TreeViewItem constructor. Unique ID to identify this TreeViewItem with among all TreeViewItems of the TreeView. See Also id. Depth of this TreeViewItem. See Also depth. Rendered name of this TreeViewItem. See Also displayName. TreeViewItem constructor. Unique ID to identify this TreeViewItem with among all TreeViewItems of the TreeView. See Also id. Depth of this TreeViewItem. See Also depth. Rendered name of this TreeViewItem. See Also displayName. Enum used by the TreeView.SetSelection method. If this flag is passed to TreeView.SetSelection then the TreeView will call the its TreeView.SelectionChanged method. If this flag is passed to TreeView.SetSelection no extra logic is be performed after setting selection. If this flag is passed to TreeView.SetSelection then the TreeView will make sure the last item in the input selection list is visible on screen. The TreeViewState contains serializable state information for the TreeView. This is the list of currently expanded TreeViewItem IDs. The ID for the TreeViewItem that currently is being used for multi selection and key navigation. The current scroll values of the TreeView's scroll view. Search string state that can be used in the TreeView to filter the tree data when creating the TreeViewItems. Selected TreeViewItem IDs. Use of the SetSelection and IsSelected API will access this state. Asset importing options. Default import options. Force a full reimport but don't download the assets from the cache server. Import all assets synchronously. Forces asset import as uncompressed for edition facilities. User initiated asset import. When a folder is imported, import all its contents as well. Allow an editor class to be initialized when Unity loads without action from the user. Allow an editor class method to be initialized when Unity loads without action from the user. The mode of interaction, user or automated, that an API method is called with. Use this setting to prevent a method from showing any dialog boxes to the user, and to prevent it recording to the undo history. Use this setting to allow a method to show dialog boxes to the user, and to allow it to record to the undo history. Application behavior when entering background. Custom background behavior, see iOSBackgroundMode for specific background modes. Application should exit when entering background. Application should suspend execution when entering background. Background modes supported by the application corresponding to project settings in Xcode. Audio, AirPlay and Picture in Picture. Uses Bluetooth LE accessories. Acts as a Bluetooth LE accessory. External accessory communication. Background fetch. Location updates. Newsstand downloads. No background modes supported. Remote notifications. Voice over IP. Build configurations for the generated Xcode project. Build configuration set to Debug for the generated Xcode project. Build configuration set to Release for the generated Xcode project with optimization enabled. A device requirement description used for configuration of App Slicing. The values of the device requirement description. Constructs new device requirement description. iOS launch screen settings. Launch screen image on the iPad. Landscape oriented launch screen image on the iPhone. Portrait oriented launch screen image on the iPhone. iOS launch screen settings. Use a specified custom Interface Builder (.xib) file in Player Settings. Use the default launch screen (dark blue background). Use a custom launch screen image specified in the iOS Player Settings or with PlayerSettings.iOS.SetLaunchScreenImage and use its original dimensions. Use a custom launch screen image specified in the iOS Player Settings or with PlayerSettings.iOS.SetLaunchScreenImage which will be scaled across the entire screen. Generate the Xcode project without any custom launch screens. Supported iOS SDK versions. Device SDK. Simulator SDK. Activity Indicator on loading. Don't Show. Gray. White. White Large. iOS status bar style. Default. A light status bar, intended for use on dark backgrounds. Target iOS device. iPad Only. Universal : iPhone/iPod + iPad. iPhone/iPod Only. Supported iOS deployment versions. iOS 4.0. iOS 4.1. iOS 4.2. iOS 4.3. iOS 5.0. iOS 5.1. iOS 6.0. iOS 7.0. iOS 7.1. iOS 8.0. iOS 8.1. Unknown iOS version, managed by user. Provides an interface to display a custom TerrainLayer UI in the Terrain Layers inspector. Draws the custom GUI for the terrain layer. The TerrainLayer object. The Terrain object on which the TerrainLayer object, specified by the terrainLayer parameter, is selected. Return false to have Unity draw the default TerrainLayer inspector. Otherwise draw the custom GUI and return true. The class used to render the Light Editor when a Light is selected in the Unity Editor. The settings helper that can be used for rendering a custom LightEditor. See ScriptableObject.OnDestroy. See ScriptableObject.OnEnable. See Editor.OnInspectorGUI. See Editor.OnSceneGUI. Contains all drawable elements of the LightEditor. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. The light cookie texture used by the light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Is the current light an area light or not. Area lights include Rectangle and Disc lights. Is the current light baked or mixed. Is the light completely baked. Is the current light mixed. Is the light realtime? The light being inspected. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. Exposed SerializedProperty for the inspected Light. See SerializedObject.ApplyModifiedProperties. Draws the default [[LightEditor] area widget. Draws the default [[LightEditor] baked shadow angle widget. Draws the default [[LightEditor] baked shadow radius widget. Draws the default [[LightEditor] bounce intensity widget. Draws the default [[LightEditor] color widget. Draws the default [[LightEditor] cookie widget. Draws the default [[LightEditor] cookie size widget. Draws the default [[LightEditor] culling mask widget. Draws the default [[LightEditor] flare widget. Draws the default [[LightEditor] halo widget. Draws the default [[LightEditor] intensity widget. Draws the default [[LightEditor] lightmapping widget. Draws the default [[LightEditor] light type widget. Draws the default [[LightEditor] range widget. Draws the default [[LightEditor] render mode widget. Draws the default [[LightEditor] runtime shadows widget. Draws the default [[LightEditor] shadows type widget. Draws the default [[LightEditor] spot angle widget. Cleanup internal settings state. Populate the settings from the referenced SerializedObject. See SerializedObject.Update. The lighting data asset used by the active Scene. An attribute to mark an extension class for the Lighting Explorer. Supports only one per render pipeline. Constructor. Create custom tabs for the Lighting Explorer. Constructor. The title of the tab. The objects that the tab must contain. How the columns should look and behave. This is used when defining how a column should look and behave in the Lighting Explorer. A delegate for comparison of properties for sorting. A delegate for copying of properties. Constructor. Depending on what LightingExplorer.DataType we use, built-in compare and draw methods will be used. If you want to fully overload this, use LightingExplorer.DataType.Custom. Title for the column header. Name of the property on the object you wish to use. If you use LightingExplorer.DataType.Name, choose ‘null’. Width of the column. The minimum width is this value divided by 2. The default value is 100. If you want to draw a property differently than the default, provide this delegate. If you use LightingExprlorer.DataType.Custom, you must override this. If you want to sort properties differently than the default way, provide this delegate. If you use LightingExplorer.DataType.Custom, you must override this. If you want to copy properties differently than the default way, provide this delegate. If you depend on another Serialized property than the one in your column, use this field to specify which indices to include. The first column is index 0. Draws a checkbox, and handles comparison for sorting. Draws a color box, and handles comparison for sorting. No drawing or comparison for sorting. Please use the delegates in the constructor to override these. Draws an enum field, and handles comparison for sorting. Draws a float field, and handles comparison for sorting. Draws an int field, and handles comparison for sorting. Draws a name field, and handles comparison for sorting. Also implements a search field for filtering the rows. A delegate for how to draw the property. The current rect for where it will be drawn in the TableView. The property that is specified using ‘propertyName’ in the constructor. An array of properties specified by using ‘dependencyIndicies’ in the constructor. Bake quality setting for LightmapEditorSettings. High quality bake for final renderings. Low quality bake for preview renderings. Various settings for the bake. Ambient occlusion (AO) for direct lighting. Ambient occlusion (AO) for indirect lighting. Beyond this distance a ray is considered to be unoccluded. Specifies the resolution of the Baked lightmap in texels per world unit. Specifying higher resolutions can significantly increase the time it takes to bake the lightmap. The default value is one texel per world unit. The minimum value is 0.0001. Specifies the maximum number of bounces the lightmapper computes for indirect light. The default value is one. The range is 0 to 4. Specifies the number of samples the Progressive lightmapper uses for direct lighting calculations. The default value is 32. The minimum value is 1. Enable baked ambient occlusion (AO). Specifies the threshold the Progressive lightmapper uses to filter ambient occlusion stored in the lightmap when using A-Trous filter. The default value is 1. The value range is 0 to 2. Specifies the threshold the Progressive lightmapper uses to filter direct light stored in the lightmap when using A-Trous filter. The default value is 0.5. The value range is 0 to 2. Specifies the threshold the Progressive lightmapper uses to filter indirect light stored in the lightmap when using A-Trous filter. The default value is 2. The value range is 0 to 2. Specifies the radius the Progressive lightmapper uses to filter for ambient occlusion in the lightmap when using Gaussian filter. The default value is 2. The value range is 0 to 5. Specifies the radius the Progressive lightmapper uses to filter for direct light stored in the lightmap when using Gaussian filter. The default value is one. The value range is 0 to 5. Specifies the radius the Progressive lightmapper used to filter for indirect light stored in the lightmap when using Gaussian filter. The default value is 5. The value range is 0 to 5. Specifies the method used by the Progressive lightmapper to reduce noise in baked lightmaps. Configure a filter kernel for the ambient occlusion target. Configure a filter kernel for the direct light target. Configure a filter kernel for the indirect light target. Determines the filtering kernel for the Progressive Lightmapper. Specifies the number of samples the Progressive lightmapper uses for indirect lighting calculations. The default value is 500. The minimum value is 10. Determines which backend to use for baking lightmaps. NonDirectional or CombinedDirectional lightmaps rendering mode. This property is now obsolete. Use maxAtlasSize instead. The maximum size of an individual lightmap texture. This property is now obsolete. Use maxAtlasSize instead. Indicates the Mixed mode that is used to bake the LightmapBakeType.Mixed lights, irrelevant for realtime and baked lights. Texel separation between shapes. Specifies whether the Progressive lightmapper should prioritize baking texels within the Scene view. The default value is true. Lightmap resolution in texels per world unit. Defines the resolution of Realtime GI if enabled. If Baked GI is enabled, this defines the resolution used for indirect lighting. Higher resolution may take a long time to bake. Determines how Unity will compress baked reflection cubemap. Determines which sampling strategy to use for baking lightmaps with the Progressive Lightmapper. Whether to use texture compression on the generated lightmaps. The available filtering modes for the Progressive Lightmapper. Enables the advanced filtering mode for the Progressive Lightmapper. The filtering is configured automatically. Turn filtering off. The available filter kernels for the Progressive Lightmapper. Use an A-Trous filter for a GI texture. Use a Gaussian filter for a GI texture. Do not filter GI texture. Backends available for baking lighting. Backend for baking lighting with the Enlighten radiosity middleware. Backend for baking lighting using the CPU. Uses a progressive path tracing algorithm. Backend for baking lighting using the GPU. Uses a progressive path tracing algorithm. Available sampling strategies for baking lightmaps with the Progressive Lightmapper. Auto will automatically select the sampling settings. Fixed sampling uses a fixed number of samples per texel. This can be used when the other strategies fail to use enough samples in some areas. It will typically be slow. A collection of parameters that impact lightmap and realtime GI computations. The maximum number of times to supersample a texel to reduce aliasing. The percentage of rays shot from a ray origin that must hit front faces to be considered usable. BakedLightmapTag is an integer that affects the assignment to baked lightmaps. Objects with different values for bakedLightmapTag are guaranteed to not be assigned to the same lightmap even if the other baking parameters are the same. The radius (in texels) of the post-processing filter that blurs baked direct lighting. Controls the resolution at which Enlighten stores and can transfer input light. The number of rays used for lights with an area. Allows for accurate soft shadowing. The amount of data used for realtime GI texels. Specifies how detailed view of the Scene a texel has. Small values mean more averaged out lighting. The number of rays to cast for computing irradiance form factors. If enabled, the object appears transparent during GlobalIllumination lighting calculations. Maximum size of gaps that can be ignored for GI (multiplier on pixel size). The texel resolution per meter used for realtime lightmaps. This value is multiplied by LightmapEditorSettings.resolution. Whether pairs of edges should be stitched together. System tag is an integer identifier. It lets you force an object into a different Enlighten system even though all the other parameters are the same. The maximum number of times to supersample a texel to reduce aliasing in AO. The number of rays to cast for computing ambient occlusion. Allows to control the lightmapping job. Is baked GI enabled? Boost the albedo. Returns the current lightmapping build progress or 0 if Lightmapping.isRunning is false. Delegate which is called when bake job is completed. The lightmap baking workflow mode used. Iterative mode is default, but you can switch to on demand mode which bakes only when the user presses the bake button. Scale for indirect lighting. Returns true when the bake job is running, false otherwise (Read Only). The lighting data asset used by the active Scene. Is realtime GI enabled? Delegate which is called when bake job is started. Starts a synchronous bake job. Starts an asynchronous bake job. Starts a synchronous bake job, but only bakes light probes. Starts an asynchronous bake job, but only bakes light probes. Bakes an array of Scenes. The path of the Scenes that should be baked. Starts a synchronous bake job for the probe. Target probe. The location where cubemap will be saved. Returns true if baking was succesful. Starts a synchronous bake job for the selected objects. Starts an asynchronous bake job for the selected objects. Cancels the currently running asynchronous bake job. Deletes all lightmap assets and makes all lights behave as if they weren't baked yet. Clears the cache used by lightmaps, reflection probes and default reflection. Remove the lighting data asset used by the current Scene. Force the Progressive Path Tracer to stop baking and use the computed results as they are. Get how many chunks the terrain is divided into for GI baking. The terrain. Number of chunks in terrain width. Number of chunks in terrain length. Workflow mode for lightmap baking. Default is Iterative. Always run lightmapping, changes to the Scene are detected automatically. Deprecated 4.x lightmapping support. Run lightmapping only when the user presses the bake button. Delegate used by Lightmapping.completed callback. Delegate used by Lightmapping.started callback. Calculates a Delaunay Tetrahedralization of the 'positions' point set - the same way the lightmapper. LOD Utility Helpers. Recalculate the bounding region for the given LODGroup. Mac fullscreen mode. Fullscreen window. Fullscreen window with Dock and Menu bar. Defines how aggressively Unity strips unused managed (C#) code. Do not strip any code. UnityLinker will strip as much as possible. This will further reduce code size beyond what Medium can achieve. However, this additional reduction may come with tradeoffs. Possible side effects may include, managed code debugging of some methods may no longer work. You may need to maintain a custom link.xml file, and some reflection code paths may not behave the same. Remove unreachable managed code to reduce build size and Mono/IL2CPP build times. Run UnityLinker in a less conservative mode than Low. This will further reduce code size beyond what Low can achieve. However, this additional reduction may come with tradeoffs. Possible side effects may include, having to maintain a custom link.xml file, and some reflection code paths may not behave the same. The Unity Material Editor. Is the current material expanded. Useful for indenting shader properties that need the same indent as mini texture field. Apply initial MaterialPropertyDrawer values. Apply initial MaterialPropertyDrawer values. Called when the Editor is woken up. Creates a Property wrapper, useful for making regular GUI controls work with MaterialProperty. Rectangle on the screen to use for the control, including label if applicable. The MaterialProperty to use for the control. Creates a Property wrapper, useful for making regular GUI controls work with MaterialProperty. Rectangle on the screen to use for the control, including label if applicable. The MaterialProperty to use for the control. Draw a property field for a color shader property. Label for the property. Draw a property field for a color shader property. Label for the property. Default handling of preview area for materials. Default toolbar for material preview area. Handles UI for one shader property ignoring any custom drawers. Handles UI for one shader property ignoring any custom drawers. Display UI for editing a material's Double Sided Global Illumination setting. Returns true if the UI is indeed displayed i.e. the material supports the Double Sided Global Illumination setting. +See Also: Material.doubleSidedGI. True if the UI is displayed, false otherwise. This function will draw the UI for controlling whether emission is enabled or not on a material. Returns true if enabled, or false if disabled or mixed due to multi-editing. Display UI for editing material's render queue setting. Display UI for editing material's render queue setting within the specified rect. Ends a Property wrapper started with BeginAnimatedCheck. Returns a properly set global illlumination flag based on the passed in flag and the given color. Emission color. Current global illumination flag. The fixed up flag. Properly sets up the globalIllumination flag on the given Material depending on the current flag's state and the material's emission property. The material to be fixed up. Draw a property field for a float shader property. Label for the property. Draw a property field for a float shader property. Label for the property. Calculate height needed for the property, ignoring custom drawers. Utility method for GUI layouting ShaderGUI. Used e.g for the rect after a left aligned Color field. Field Rect. A sub rect of the input Rect. Utility method for GUI layouting ShaderGUI. Field Rect. A sub rect of the input Rect. Utility method for GUI layouting ShaderGUI. Field Rect. A sub rect of the input Rect. Get shader property information of the passed materials. Get information about a single shader property. Selected materials. Property name. Property index. Get information about a single shader property. Selected materials. Property name. Property index. Calculate height needed for the property. Calculate height needed for the property. Utility method for GUI layouting ShaderGUI. This is the rect after the label which can be used for multiple properties. The input rect can be fetched by calling: EditorGUILayout.GetControlRect. Line Rect. A sub rect of the input Rect. Utility method for GUI layouting ShaderGUI. Field Rect. A sub rect of the input Rect. Get the value of a given texture offset for a given texture property. Name of the texture property that you wish to examine the offset of. Does the x offset have multiple values? Does the y offset have multiple values? Returns the free rect below the label and before the large thumb object field. Is used for e.g. tiling and offset properties. The total rect of the texture property. Get the value of a given texture scale for a given texture property. Name of the texture property that you wish to examine the scale of. Does the x scale have multiple values? Does the y scale have multiple values? Can this component be Previewed in its current state? True if this component can be Previewed in its current state. Make a help box with a message and button. Returns true, if button was pressed. The message text. The button text. Returns true, if button was pressed. Determines whether the Enable Instancing checkbox is checked. Returns true if Enable Instancing checkbox is checked. Draws the UI for setting the global illumination flag of a material. Level of indentation for the property. True if emission is enabled for the material, false otherwise. This function will draw the UI for the lightmap emission property. (None, Realtime, baked) See Also: MaterialLightmapFlags. This function will draw the UI for the lightmap emission property. (None, Realtime, baked) See Also: MaterialLightmapFlags. This function will draw the UI for the lightmap emission property. (None, Realtime, baked) See Also: MaterialLightmapFlags. Called when the editor is disabled, if overridden please call the base OnDisable() to ensure that the material inspector is set up properly. Called when the editor is enabled, if overridden please call the base OnEnable() to ensure that the material inspector is set up properly. Implement specific MaterialEditor GUI code here. If you want to simply extend the existing editor call the base OnInspectorGUI () before doing any custom GUI code. Custom preview for Image component. Rectangle in which to draw the preview. Background image. A callback that is invoked when a Material's Shader is changed in the Inspector. Whenever a material property is changed call this function. This will rebuild the inspector and validate the properties. Default rendering of shader properties. Array of material properties. Render the standard material properties. This method will either render properties using a IShaderGUI instance if found otherwise it uses PropertiesDefaultGUI. Returns true if any value was changed. Draw a range slider for a range shader property. Label for the property. The property to edit. Position and size of the range slider control. Draw a range slider for a range shader property. Label for the property. The property to edit. Position and size of the range slider control. Call this when you change a material property. It will add an undo for the action. Undo Label. Display UI for editing material's render queue setting. Display UI for editing material's render queue setting. Does this edit require to be repainted constantly in its current state? Set EditorGUIUtility.fieldWidth and labelWidth to the default values that PropertiesGUI uses. Set the shader of the material. Shader to set. Should undo be registered. Set the shader of the material. Shader to set. Should undo be registered. Set the offset of a given texture property. Name of the texture property that you wish to modify the offset of. Scale to set. Set the x or y component of the offset (0 for x, 1 for y). Set the scale of a given texture property. Name of the texture property that you wish to modify the scale of. Scale to set. Set the x or y component of the scale (0 for x, 1 for y). Handes UI for one shader property. Handes UI for one shader property. Checks if particular property has incorrect type of texture specified by the material, displays appropriate warning and suggests the user to automatically fix the problem. The texture property to check and display warning for, if necessary. Draw a property field for a texture shader property. Label for the field. Draw scale / offset. Draw a property field for a texture shader property. Label for the field. Draw scale / offset. Draw a property field for a texture shader property. Label for the field. Draw scale / offset. Draw a property field for a texture shader property. Label for the field. Draw scale / offset. Draw a property field for a texture shader property. Label for the field. Draw scale / offset. Draw a property field for a texture shader property that only takes up a single line height. Rect that this control should be rendered in. Label for the field. Returns total height used by this control. Method for showing a texture property control with additional inlined properites. The label used for the texture property. The texture property. First optional property inlined after the texture property. Second optional property inlined after the extraProperty1. Returns the Rect used. Method for showing a texture property control with additional inlined properites. The label used for the texture property. The texture property. First optional property inlined after the texture property. Second optional property inlined after the extraProperty1. Returns the Rect used. Method for showing a texture property control with additional inlined properites. The label used for the texture property. The texture property. First optional property inlined after the texture property. Second optional property inlined after the extraProperty1. Returns the Rect used. Method for showing a compact layout of properties. The label used for the texture property. The texture property. First extra property inlined after the texture property. Label for the second extra property (on a new line and indented). Second property on a new line below the texture. Returns the Rect used. Method for showing a texture property control with a HDR color field and its color brightness float field. The label used for the texture property. The texture property. The color property (will be treated as a HDR color). If false then the alpha channel information will be hidden in the GUI. Return the Rect used. Method for showing a texture property control with a HDR color field and its color brightness float field. The label used for the texture property. The texture property. The color property (will be treated as a HDR color). If false then the alpha channel information will be hidden in the GUI. Return the Rect used. Draws tiling and offset properties for a texture. Rect to draw this control in. Property to draw. If this control should be rendered under large texture property control use 'true'. If this control should be shown seperately use 'false'. Draws tiling and offset properties for a texture. Rect to draw this control in. Property to draw. If this control should be rendered under large texture property control use 'true'. If this control should be shown seperately use 'false'. TODO. TODO. Draw a property field for a vector shader property. Label for the field. Draw a property field for a vector shader property. Label for the field. Extension methods for the Material asset type in the editor. Iterates over all the Material properties with the MaterialProperty.PropFlags.Normal flag and checks that the textures referenced by these properties are imported as TextureImporterType.NormalMap. The target material. Describes information and value of a single shader property. Color value of the property. Display name of the property (Read Only). Flags that control how property is displayed (Read Only). Float vaue of the property. Does this property have multiple different values? (Read Only) Name of the property (Read Only). Min/max limits of a ranged float property (Read Only). Material objects being edited by this property (Read Only). Texture dimension (2D, Cubemap etc.) of the property (Read Only). Texture value of the property. Type of the property (Read Only). Vector value of the property. Flags that control how a MaterialProperty is displayed. Signifies that values of this property are in gamma space and should not be gamma corrected. Signifies that values of this property contain High Dynamic Range (HDR) data. Do not show the property in the Inspector. No flags are set. Do not allow this texture property to be edited in the Inspector. Signifies that values of this property contain Normal (normalized vector) data. Do not show UV scale/offset fields next to a texture. Texture value for this property will be queried from renderer's MaterialPropertyBlock, instead of from the material. This corresponds to the "[PerRendererData]" attribute in front of a property in the shader code. Material property type. Color property. Float property. Ranged float (with min/max values) property. Texture property. Vector property. Base class to derive custom material property drawers from. Apply extra initial values to the material. The MaterialProperty to apply values for. Override this method to specify how tall the GUI for this property is in pixels. The MaterialProperty to make the custom GUI for. The label of this property. Current material editor. Override this method to make your own GUI for the property. Rectangle on the screen to use for the property GUI. The MaterialProperty to make the custom GUI for. The label of this property. Current material editor. Descriptor for audio track format. Number of channels. Dialogue language, if applicable. Can be empty. Audio sampling rate. Encodes images and audio samples into an audio or movie file. Appends a frame to the file's video track. Texture containing the pixels to be written into the track for the current frame. True if the operation succeeded. False otherwise. Appends sample frames to the specified audio track. Index of the track to which sample frames will be added. Sample frames to add. Samples are expected to be interleaved. True if the operation succeeded. False otherwise. Appends sample frames to the specified audio track. Index of the track to which sample frames will be added. Sample frames to add. Samples are expected to be interleaved. True if the operation succeeded. False otherwise. Create a new encoder with various track arrangements. Path fo the media file to be written. Attributes for the file's video track, if any. Attributes for the file's audio tracks, if any. Create a new encoder with various track arrangements. Path fo the media file to be written. Attributes for the file's video track, if any. Attributes for the file's audio tracks, if any. Create a new encoder with various track arrangements. Path fo the media file to be written. Attributes for the file's video track, if any. Attributes for the file's audio tracks, if any. Create a new encoder with various track arrangements. Path fo the media file to be written. Attributes for the file's video track, if any. Attributes for the file's audio tracks, if any. Create a new encoder with various track arrangements. Path fo the media file to be written. Attributes for the file's video track, if any. Attributes for the file's audio tracks, if any. Finishes writing all tracks and closes the file being written. Rational number useful for expressing fractions precisely. Fraction denominator. Fraction numerator. Constructs a rational number whose denominator is 1. Numerator. Will also become the rational value as the denominator is set to 1. Descriptor for audio track format. VideoBitrateMode for the encoded video. Frames per second. Image height in pixels. True if the track is to include the alpha channel found in the texture passed to AddFrame. False otherwise. Image width in pixels. A pair of from and to indices describing what thing keeps what other thing alive. Index into a virtual list of all GC handles, followed by all native objects. Index into a virtual list of all GC handles, followed by all native objects. Description of a field of a managed type. Is this field static? Name of this field. Offset of this field. The typeindex into PackedMemorySnapshot.typeDescriptions of the type this field belongs to. A dump of a piece of memory from the player that's being profiled. The actual bytes of the memory dump. The start address of this piece of memory. MemorySnapshot is a profiling tool to help diagnose memory usage. Event that will be fired when a new memory snapshot comes in through the profiler connection. Its argument will be a PackedMemorySnapshot. Requests a new snapshot from the currently connected target of the profiler. Memory snapshots are supported on IL2CPP and Mono .NET 3.5/4.0 scripting backends, although .NET 3.5 has been deprecated as of 2018.3. NOTE: Each snapshot consists of approximately one managed object per recorded managed object. Snapshots taken from the editor will contain the objects in all previous snapshots that have not yet been garbage-collected. Therefore, repeated snapshots of the editor may grow exponentially. If you no longer need an old snapshot it is therefore advisable to null all references to it and call GC.Collect() before taking another one. A description of a GC handle used by the virtual machine. The address of the managed object that the GC handle is referencing. PackedMemorySnapshot is a compact representation of a memory snapshot. Connections is an array of from,to pairs that describe which things are keeping which other things alive. All GC handles in use in the memorysnapshot. Array of actual managed heap memory sections. All native C++ objects that were loaded at time of the snapshot. Descriptions of all the C++ unity types the profiled player knows about. Descriptions of all the managed types that were known to the virtual machine when the snapshot was taken. Information about the virtual machine running executing the managade code inside the player. A description of a C++ unity type. Name of this C++ unity type. The index used to obtain the native C++ base class description from the PackedMemorySnapshot.nativeTypes array. Description of a C++ unity object in memory. The hideFlags this native object has. InstanceId of this object. Has this object has been marked as DontDestroyOnLoad? Is this native object an internal Unity manager object? Is this object persistent? (Assets are persistent, objects stored in Scenes are persistent, dynamically created objects are not) Name of this object. The memory address of the native C++ object. This matches the "m_CachedPtr" field of UnityEngine.Object. The index used to obtain the native C++ type description from the PackedMemorySnapshot.nativeTypes array. Size in bytes of this object. Equivalent of Profiling.PackedNativeUnityEngineObject.ObjectFlags in the old memory profiler API. Equivalent of Profiling.PackedNativeUnityEngineObject.ObjectFlags.IsDontDestroyOnLoad in the old memory profiler API. Equivalent of Profiling.PackedNativeUnityEngineObject.ObjectFlags.IsManager in the old memory profiler API. Equivalent of Profiling.PackedNativeUnityEngineObject.ObjectFlags.IsPersistent in the old memory profiler API. Description of a managed type. If this is an arrayType, this will return the rank of the array. (1 for a 1-dimensional array, 2 for a 2-dimensional array, etc) Name of the assembly this type was loaded from. The base type for this type, pointed to by an index into PackedMemorySnapshot.typeDescriptions. An array containing descriptions of all fields of this type. Is this type an array? Is this type a value type? (if it's not a value type, it's a reference type) Name of this type. Size in bytes of an instance of this type. If this type is an arraytype, this describes the amount of bytes a single element in the array will take up. The actual contents of the bytes that store this types static fields, at the point of time when the snapshot was taken. The typeIndex of this type. This index is an index into the PackedMemorySnapshot.typeDescriptions array. The address in memory that contains the description of this type inside the virtual machine. This can be used to match managed objects in the heap to their corresponding TypeDescription, as the first pointer of a managed object points to its type description. Equivalent of Profiling.TypeFlags in the old memory profiler API. Equivalent of Profiling.TypeFlags.kArray in the old memory profiler API. Equivalent of Profiling.TypeFlags.kArrayRankMask in the old memory profiler API. Equivalent of Profiling.TypeFlags.kValueType in the old memory profiler API. Information about the virtual machine running executing the managed code inside the player. Allocation granularity in bytes used by the virtual machine allocator. Offset in bytes inside the object header of an array object where the bounds of the array is stored. Size in bytes of the header of an array object. Offset in bytes inside the object header of an array object where the size of the array is stored. A version number that will change when the object layout inside the managed heap will change. Size in bytes of the header of each managed object. Size in bytes of a pointer. Menu class to manipulate the menu item. Default constructor. Get the check status of the given menu. Set the check status of the given menu. Used to extract the context for a MenuItem. Context is the object that is the target of a menu command. An integer for passing custom information to a menu item. Creates a new MenuCommand object. Creates a new MenuCommand object. The MenuItem attribute allows you to add menu items to the main menu and inspector context menus. Creates a menu item and invokes the static function following it, when the menu item is selected. The itemName is the menu item represented like a pathname. For example the menu item could be "GameObject/Do Something". If isValidateFunction is true, this is a validation function and will be called before invoking the menu function with the same itemName. The order by which the menu items are displayed. Creates a menu item and invokes the static function following it, when the menu item is selected. The itemName is the menu item represented like a pathname. For example the menu item could be "GameObject/Do Something". If isValidateFunction is true, this is a validation function and will be called before invoking the menu function with the same itemName. The order by which the menu items are displayed. Creates a menu item and invokes the static function following it, when the menu item is selected. The itemName is the menu item represented like a pathname. For example the menu item could be "GameObject/Do Something". If isValidateFunction is true, this is a validation function and will be called before invoking the menu function with the same itemName. The order by which the menu items are displayed. Various utilities for mesh manipulation. Returns the mesh compression setting for a Mesh. The mesh to get information on. Optimizes the mesh for GPU access. Change the mesh compression setting for a mesh. The mesh to set the compression mode for. The compression mode to set. Will insert per-triangle uv2 in mesh and handle vertex splitting etc. User message types. Error message. Info message. Neutral message. Warning message. Compressed texture format for target build platform. ASTC texture compression. S3 texture compression. Supported on devices with NVidia Tegra, Vivante and Intel GPUs. ETC1 texture compression (or ETC2 for textures with alpha). ETC1 is supported by all devices. ETC2 is available on devices which support OpenGL ES 3.0; on OpenGL ES 2 devices the texture is decompressed on CPU. ETC2 texture compression. Available on devices which support OpenGL ES 3.0; on OpenGL ES 2 devices the texture is decompressed on CPU. Don't override texture compression. PowerVR texture compression. Available on devices with PowerVR GPU. Model importer lets you modify import settings from editor scripts. Add to imported meshes. Animation compression setting. Allowed error of animation position compression. Allowed error of animation rotation compression. Allowed error of animation scale compression. Animator generation mode. The default wrap mode for the generated animation clips. Bake Inverse Kinematics (IK) when importing. Animation clips to split animation into. See Also: ModelImporterClipAnimation. Generate a list of all default animation clip based on TakeInfo. Animation optimization setting. Additional properties to treat as user properties. Animation generation options. Material generation options. Generate secondary UV set for lightmapping. Global scale factor for importing. The human description that is used to generate an Avatar during the import process. Controls how much oversampling is used when importing humanoid animations for retargeting. Import animated custom properties from file. Import animation from file. Blend shape normal import options. Controls import of BlendShapes. Controls import of cameras. Basic properties like field of view, near plane distance and far plane distance can be animated. Import animation constraints. Generates the list of all imported take. Controls import of lights. Note that because light are defined differently in DCC tools, some light types or properties may not be exported. Basic properties like color and intensity can be animated. Import materials from file. Vertex normal import options. Vertex tangent import options. Use visibility properties to enable or disable MeshRenderer components. Format of the imported mesh index buffer data. Is Bake Inverse Kinematics (IK) supported by this importer. Is FileScale used when importing. Are mesh vertices and indices accessible from script? Is import of tangents supported by this importer. Is useFileUnits supported for this asset. If this is true, any quad faces that exist in the mesh data before it is imported are kept as quads instead of being split into two triangles, for the purposes of tessellation. Set this to false to disable this behavior. Material import location options. Material naming setting. Existing material search setting. Mesh compression setting. The path of the transform used to generation the motion of the animation. Normal generation options for ModelImporter. Normals import mode. Smoothing angle (in degrees) for calculating normals. Source of smoothing information for calculation of normals. Animation optimization setting. Vertex optimization setting. If true, always create an explicit Prefab root. Otherwise, if the model has a single root, it is reused as the Prefab root. Generates the list of all imported Animations. If set to false, the importer will not resample curves when possible. Read more about. Notes: - Some unsupported FBX features (such as PreRotation or PostRotation on transforms) will override this setting. In these situations, animation curves will still be resampled even if the setting is disabled. For best results, avoid using PreRotation, PostRotation and GetRotationPivot. - This option was introduced in Version 5.3. Prior to this version, Unity's import behaviour was as if this option was always enabled. Therefore enabling the option gives the same behaviour as pre-5.3 animation import. Threshold for angle distortion (in degrees) when generating secondary UV. Threshold for area distortion when generating secondary UV. Hard angle (in degrees) for generating secondary UV. Margin to be left between charts when packing secondary UV. Imports the HumanDescription from the given Avatar. Should tangents be split across UV seams. Swap primary and secondary UV channels when importing. Tangents import mode. Generates the list of all imported Transforms. Use FileScale when importing. Detect file units and import as 1FileUnit=1UnityUnit, otherwise it will import as 1cm=1UnityUnit. When disabled, imported material albedo colors are converted to gamma space. This property should be disabled when using linear color space in Player rendering settings. The default value is true. Combine vertices that share the same position in space. Creates a mask that matches the model hierarchy, and applies it to the provided ModelImporterClipAnimation. Clip to which the mask will be applied. Extracts the embedded textures from a model file (such as FBX or SketchUp). The directory where the textures will be extracted. Returns true if the textures are extracted successfully, otherwise false. Search the project for matching materials and use them instead of the internal materials. The name matching option. The search type option. Returns true if the materials have been successfly remapped, otherwise false. Animation compression options for ModelImporter. Perform keyframe reduction. Perform keyframe reduction and compression. No animation compression. Perform keyframe reduction and choose the best animation curve representation at runtime to reduce memory footprint (default). Animation mode for ModelImporter. Generate a generic animator. Generate a human animator. Generate a legacy animation type. Generate no animation data. Animation clips to split animation into. The additive reference pose frame. Additionnal curves that will be that will be added during the import process. Offset to the cycle of a looping animation, if a different time in it is desired to be the start. AnimationEvents that will be added during the import process. First frame of the clip. Enable to defines an additive reference pose. Keeps the feet aligned with the root transform position. Offset to the vertical root position. Keeps the vertical position as it is authored in the source file. Keeps the vertical position as it is authored in the source file. Keeps the vertical position as it is authored in the source file. Last frame of the clip. Enable to make vertical root motion be baked into the movement of the bones. Disable to make vertical root motion be stored as root motion. Enable to make horizontal root motion be baked into the movement of the bones. Disable to make horizontal root motion be stored as root motion. Enable to make root rotation be baked into the movement of the bones. Disable to make root rotation be stored as root motion. Is the clip a looping animation? Enable to make the motion loop seamlessly. Enable to make the clip loop. Returns true when the source AvatarMask has changed. This only happens when ModelImporterClipAnimation.maskType is set to ClipAnimationMaskType.CopyFromOther To force a reload of the mask, simply set ModelImporterClipAnimation.maskSource to the desired AvatarMask. The AvatarMask used to mask transforms during the import process. Define mask type. Mirror left and right in this clip. Clip name. Offset in degrees to the root rotation. Take name. The wrap mode of the animation. Copy the mask settings from an AvatarMask to the clip configuration. AvatarMask from which the mask settings will be imported. Copy the current masking settings from the clip to an AvatarMask. AvatarMask to which the masking values will be saved. Animation generation options for ModelImporter. These options relate to the legacy Animation system, they should only be used when ModelImporter.animationType==ModelImporterAnimationType.Legacy. Default animation import mode (All animations are stored in the root object). Generate animations in the objects that animate. Generate animations in the root objects of the animation package. Generate animations in the transform root objects. Do not generate animations. Material generation options for ModelImporter. Do not generate materials. Generate a material for each material in the source asset. Generate a material for each texture used. Humanoid Oversampling available multipliers. Default Humanoid Oversampling multiplier = 1 which is equivalent to no oversampling. Humanoid Oversampling samples at 2 times the sampling rate found in the imported file. Humanoid Oversampling samples at 4 times the sampling rate found in the imported file. Humanoid Oversampling samples at 8 times the sampling rate found in the imported file. Format of the imported mesh index buffer data. Use 16 or 32 bit index buffer depending on mesh size. Use 16 bit index buffer. Use 32 bit index buffer. Material import options for ModelImporter. Extract the materials and textures from the model. Unity imports materials as sub-assets. Material naming options for ModelImporter. Use a material name of the form <materialName>.mat. Use material names in the form <modelFileName>-<materialName>.mat. Use material names in the form <textureName>.mat. <textureName>.mat or <modelFileName>-<materialName>.mat material name. Material search options for ModelImporter. Search in all project. Search in local Materials folder. Recursive-up search in Materials folders. Mesh compression options for ModelImporter. High amount of mesh compression. Low amount of mesh compression. Medium amount of mesh compression. No mesh compression (default). Normal generation options for ModelImporter. The normals are weighted by the vertex angle on each face. The normals are weighted by both the face area and the vertex angle on each face. The normals are weighted by the face area. The normals are not weighted. The normals are unweighted. This option uses the legacy algorithm for handling hard edges. Normal generation options for ModelImporter. Calculate vertex normals. Import vertex normals from model file (default). Do not import vertex normals. Source of smoothing information for calculation of normals in ModelImporter. Use the angle between adjacent faces to determine if an edge is smooth or hard. Use smoothing groups to determine which edges are smooth and which are hard. Do not create hard edges. Use smoothing groups if they are present in the Model file, otherwise use angle (default). Vertex tangent generation options for ModelImporter. Calculate tangents with legacy algorithm. Calculate tangents with legacy algorithm, with splits across UV charts. Calculate tangents using MikkTSpace (default). Import vertex tangents from model file. Do not import vertex tangents. Tangent space generation options for ModelImporter. Calculate tangents. Import normals/tangents from file. Strip normals/tangents. Representation of Script assets. Returns the MonoScript object containing specified MonoBehaviour. The MonoBehaviour whose MonoScript should be returned. Returns the MonoScript object containing specified ScriptableObject. The ScriptableObject whose MonoScript should be returned. Returns the System.Type object of the class implemented by this script. Custom mouse cursor shapes used with EditorGUIUtility.AddCursorRect. Normal pointer arrow. Arrow with the minus symbol next to it. Arrow with the plus symbol next to it. The current user defined cursor. Cursor with an eye and stylized arrow keys for FPS navigation. Arrow with a Link badge (for assigning pointers). Arrow with the move symbol next to it for the sceneview. Cursor with an eye for orbit. Cursor with a dragging hand for pan. Horizontal resize arrows. Resize up-Left for window edges. Resize up-right for window edges. Vertical resize arrows. Arrow with the rotate symbol next to it for the sceneview. Arrow with the scale symbol next to it for the sceneview. Arrow with small arrows for indicating sliding at number fields. Left-Right resize arrows for window splitters. Up-Down resize arrows for window splitters. Text cursor. Cursor with a magnifying glass for zoom. AssetImporter for importing MovieTextures. Duration of the Movie to be imported in seconds. Is the movie texture storing non-color data? Quality setting to use when importing the movie. This is a float value from 0 to 1. Information of the connected player. The name of the connected player. The ID of the player connected. Handles the connection from the Editor to the Player. A list of the connected players. This disconnects all of the active connections. Initializes the EditorConnection. Registers a callback on a certain message ID. The message ID that invokes the callback when received by the Editor. Action that is executed when a message with ID messageId is received by the Editor. The callback includes the data that is sent from the Player, and the Player's ID. The Player ID is used to distinguish between multiple Players connected to the same Editor. Registers a callback, executed when a new Player connects to the Editor. Action called when a new Player connects, with the Player ID of the Player. Registers a callback on a Player when that Player disconnects. The Action that is called when the Player with the given Player ID disconnects. Sends data to multiple or single Player(s). Type ID of the message to send to the Player(s). If set, the message will only send to the Player with this ID. Sends data to multiple or single Player(s). Type ID of the message to send to the Player(s). If set, the message will only send to the Player with this ID. Deregisters a registered callback. Message ID associated with the callback that you wish to deregister. The Action callback you wish to deregister. Use the DefaultObject to create a new UnityEngine.Object in the editor. This is invoked every time a new Component or MonoBehaviour is added to a GameObject using the ObjectFactory. The callback to be added to the invocation list. Creates a new component and adds it to the specified GameObject. The GameObject to add the new component to. The type of component to create and add to the GameObject. Returns the component that was created and added to the GameObject. Creates a new component and adds it to the specified GameObject. The GameObject to add the new component to. The type of component to create and add to the GameObject. Returns the component that was created and added to the GameObject. Creates a new GameObject. Name of the GameObject. The optional types to add to the GameObject when created. Create a new instance of the given type. The type of instance to create. Create a new instance of the given type. The type of instance to create. Creates a GameObject primitive. The type of primitive to create. Helper class for constructing displayable names for objects. Class name of an object. Drag and drop title for an object. Inspector title for an object. Make a unique name using the provided name as a base. If the target name is in the provided list of existing names, a unique name is generated by appending the next available numerical increment. A list of pre-existing names. Desired name to be used as is, or as a base. A name not found in the list of pre-existing names. Make a displayable name for a variable. Sets the name of an Object. Base Class to derive from when creating Custom Previews. The object currently being previewed. This is the first entry point for Preview Drawing. The available area to draw the preview. Implement this method to show object information on top of the object preview. Override this method if you want to change the label of the Preview area. Can this component be Previewed in its current state? True if this component can be Previewed in its current state. Called when the Preview gets created with the objects being previewed. The objects being previewed. Called to iterate through the targets, this will be used when previewing more than one target. True if there is another target available. Implement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector. Rectangle in which to draw the preview. Background image. Implement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector. Rectangle in which to draw the preview. Background image. Override this method if you want to show custom controls in the preview header. Called to Reset the target before iterating through them. Identifies the author of a package. The email address of the author (optional). The name of the author. The url address of the author (optional). Utility class that allows packages to register build callbacks with the Unity Package Manager. Register a callback object for a package. Object of a class that implements the IShouldIncludeInBuildCallback interface. Unity Package Manager client class. Adds a package dependency to the project. The name or ID of the package to add. If only the name is specified, the latest version of the package is installed. An AddRequest instance, which you can use to monitor the asynchronous operation, and when complete, get the result. Lists the packages the project depends on. Specifies whether or not the Package Manager requests the latest information about the project's packages from the remote Unity package registry. When offlineMode is true, the PackageManager.PackageInfo objects in the PackageCollection returned by the Package Manager contain information obtained from the local package cache, which could be out of date. A ListRequest instance, which you can use to monitor the asynchronous operation, and when complete, get the result. Removes a previously added package from the project. The name or the ID of the package to remove from the project. If only the name is specified, the package is removed regardless of the installed version. A RemoveRequest instance, which you can use to monitor the status of the asynchronous operation. Resets the list of packages installed for this project to the editor's default configuration. This operation will clear all packages added to the project and keep only the packages set for the current editor default configuration. A ResetToEditorDefaultsRequest instance, which you can use to monitor the status of the asynchronous operation. Searches the Unity package registry for the given package. The name or ID of the package. A SearchRequest instance, which you can use to monitor the asynchronous operation, and when complete, get the result. Searches the Unity package registry for all packages compatible with the current Unity version. A SearchRequest instance, which you can use to monitor the asynchronous operation, and when complete, get the result. Structure describing dependencies to other packages in PackageInfo. The name of the dependency. The version of the dependency. Structure describing the error of a package operation. Numerical error code. Error message or description. Package operation Error. Conflicting package versions were found. Operation was not allowed. Operation had invalid parameters. A package required to fulfill the operation was not found. Operation resulted in an unknown error. Interface used by the Package Manager to request build information about packages. The package name. Defines the signature for the function invoked by the Package Manager to determine whether a package file should be included or excluded from a project build. The absolute path of the file to be included or excluded. Return true if the file given by path should be included in the build; otherwise, return false. A collection of PackageInfo objects. The error associated with the package collection. Structure describing a Unity Package. The asset path of the package in the AssetDatabase. An AuthorInfo instance of the author of the package. Category of the package. An array of DependencyInfos listing all the packages this package directly depends on. Detailed description of the package. Friendly display name of the package. The errors associated with the package. An array of keywords associated with the package. Unique name of the package. Identifier of the package. An array of DependencyInfos listing all the packages this package directly or indirectly depends to and the versions they resolved to. The local path of the project on disk. Source of the package contents. The status of the package. Version of the package. A VersionsInfo instance containing information about the available versions of the package. Source of packages. The package is built-in and part of Unity. The package is embedded in the Unity project. The package is referenced directly by a Git URL. The package is referenced by a local path. The package is from a registry. The package source is unknown. Unity Package Manager package status. The package and its dependencies are available on the local file system. An error occurred while transfering the package or one of its dependencies to the local file system. The package is being transferred into the local file system. The package or one of its dependencies cannot be found on the local file system. The status of the package is unknown. Represents an asynchronous request to add a package to the project. Represents an asynchronous request to list the packages in the project. Represents an asynchronous request to remove a package from the project. The package being removed by this request. Tracks the state of an asynchronous Unity Package Manager (Upm) server operation. The error returned by the request, if any. Whether the request is complete. The request status. Tracks the state of an asynchronous Unity Package Manager (Upm) server operation that returns a non-empty response. The response to the request. Represents an asynchronous request to reset the project packages to the current Editor default configuration. Represents an asynchronous request to find a package. The package id or name used in this search operation. Unity Package Manager operation status. Package manager operation failed. Package manager operation is in progress. Package manager operation completed successfully. Identifies the available versions of a package and which are the compatible, latest, and recommended versions. All available versions of the package. Versions of the package compatible with the current version of Unity. Latest version of the package. Latest version of the package compatible with the current version of Unity. The recommended version of the package. If the recommended version is not available, then this property is an empty string. Enumeration specifying the current pause state of the Editor. See Also: PlayModeStateChange, EditorApplication.pauseStateChanged, EditorApplication.isPaused. Occurs as soon as the Editor is paused, which may occur during either edit mode or play mode. Occurs as soon as the Editor is unpaused, which may occur during either edit mode or play mode. Displays the Physics Debug Visualization options. The Physics Debug Visualization is only displayed if this window is visible. See Also: PhysicsVisualizationSettings. This class contains the settings controlling the Physics Debug Visualization. Alpha amount used for transparency blending. Used to disinguish neighboring Colliders. Shows extra options used to develop and debug the physics visualization. Dirty marker used for refreshing the GUI. Enables the mouse-over highlighting and mouse selection modes. See PhysicsVisualizationSettings.FilterWorkflow. Forcing the drawing of Colliders on top of any other geometry, regardless of depth. Color for kinematic Rigidbodies. Color for Rigidbodies, primarily active ones. Should the PhysicsDebugWindow display the collision geometry. Color for Rigidbodies that are controlled by the physics simulator, but are not currently being simulated. Color for Colliders that do not have a Rigidbody component. Maximum number of mesh tiles available to draw all Terrain Colliders. Color for Colliders that are Triggers. Controls whether the SceneView or the GameView camera is used. Not shown in the UI. Colliders within this distance will be displayed. Clears the highlighted Collider. Deinitializes the physics debug visualization system and tracking of changes Colliders. Decides whether the Workflow in the Physics Debug window should be inclusive (<a href="PhysicsVisualizationSettings.FilterWorkflow.ShowSelectedItems.html">ShowSelectedItems<a>) or exclusive (<a href="PhysicsVisualizationSettings.FilterWorkflow.HideSelectedItems.html">HideSelectedItems<a>). With HideSelectedItems you can hide selected filter items in order to easily discard uninteresting Collider properties thereby making overview and navigation easier. With ShowSelectedItems and the Select None button is it easy to monitor very specific Colliders. Should BoxColliders be shown. Should CapsuleColliders be shown. Should the given layer for the given filterWorkflow be considered by the display filter. Should the mask representing the layers for the given filterWorkflow be considered by the display filter. Should the kinematic Rigidbodies for the given filterWorkflow be considered by the display filter. Should MeshColliders be shown. Should any Rigidbodies for the given filterWorkflow be considered by the display filter. Should the sleeping Rigidbodies for the given filterWorkflow be considered by the display filter. Should SphereColliders be shown. Should the Colliders without a Rigidbody component be considered by the display filter for the given filterWorkflow. Should TerrainColliders be shown. Should the triggers for the given filterWorkflow be considered by the display filter. Returns true if there currently is any kind of physics object highlighted. Initializes the physics debug visualization system. The system must be initialized for any physics objects to be visualized. It is normally initialized by the PhysicsDebugWindow. Is a MeshCollider convex. Corresponds to MeshCollider.convex is true. Corresponds to MeshCollider.convex is false. Resets the visualization options to their default state. Should BoxColliders be shown. Should CapsuleColliders be shown. Should the given layer for the given filterWorkflow be considered by the display filter. Should the mask representing the layers for the given filterWorkflow be considered by the display filter. Enables or disables all filtering items for the current filterWorkflow. Should the kinematic Rigidbodies for the given filterWorkflow be considered by the display filter. Should MeshColliders be shown. Should any Rigidbodies for the given filterWorkflow be considered by the display filter. Should the sleeping Rigidbodies for the given filterWorkflow be considered by the display filter. Should SphereColliders be shown. Should the Colliders without a Rigidbody component be considered by the display filter for the given filterWorkflow. Should TerrainColliders be shown. Should the triggers for the given filterWorkflow be considered by the display filter. Updates the mouse-over highlight at the given mouse position in screen space. Where is the tool handle placed. The tool handle is at the graphical center of the selection. The tool handle is on the pivot point of the active object. How is the tool handle oriented. The tool handle is aligned along the global axes. The tool handle is oriented from the active object. Icon slot container. The height of the icon in pixels. The PlatformIconKind is specific to the target platform. The number of texture layers the icon slot currently contains. The maximum number of texture layers required by the icon slot. The minimum number of texture layers required by the icon slot. The width of the icon in pixels. Retrieve the texture which is currently assigned to the specified layer. Cannot be larger than PlatformIcon.maxLayerCount. Retrieve an array of all textures which are currently assigned to the icon slot. Assign a texture to the specified layer. Cannot be larger than PlatformIcon.maxLayerCount. Assign all available icon layers. Must be an array of size PlatformIcon.maxLayerCount. Icon kind wrapper. Editor utility functions for the Playable graph and its nodes. Event triggered whenever a PlayableGraph is being destroyed. Event triggered whenever a new PlayableGraph is created. Returns all existing PlayableGraphs. Player Settings is where you define various parameters for the final game that you will build in Unity. Some of these values are used in the Resolution Dialog that launches when you open a standalone game. Accelerometer update frequency. Sets the crash behavior on .NET unhandled exception. Is the advanced version being used? Is auto-rotation to landscape left supported? Is auto-rotation to landscape right supported? Is auto-rotation to portrait supported? Is auto-rotation to portrait upside-down supported? If enabled, allows the user to switch between full screen and windowed mode using OS specific keyboard short cuts. Allow 'unsafe' C# code code to be compiled for predefined assemblies. Additional AOT compilation options. Shared by AOT platforms. Deprecated. Use PlayerSettings.GetApiCompatibilityLevel and PlayerSettings.SetApiCompatibilityLevel instead. The application identifier for the currently selected build target. Pre bake collision meshes on player build. Application bundle version shared between iOS & Android platforms. Defines if fullscreen games should darken secondary displays. A unique cloud project identifier. It is unique for every project (Read Only). Set the rendering color space for the current project. The name of your company. Default cursor's click position in pixels from the top left corner of the cursor image. Define how to handle fullscreen mode in Windows standalones (Direct3D 11 mode). Define how to handle fullscreen mode in Windows standalones (Direct3D 9 mode). The default cursor for your application. Default screen orientation for mobiles. If enabled, the game will default to fullscreen mode. Default vertical dimension of stand-alone player window. Default horizontal dimension of stand-alone player window. Default vertical dimension of web player window. Default horizontal dimension of web player window. Defines the behaviour of the Resolution Dialog on product launch. Enable 360 Stereo Capture support on the current build target. Enables CrashReport API. Enable frame timing statistics. Enables internal profiler. Enables Metal API validation in the Editor. First level to have access to all Resources.Load assets in Streamed Web Players. Restrict standalone players to a single concurrent running instance. Platform agnostic setting to define fullscreen behavior. Not all platforms support all modes. Enable GPU skinning on capable platforms. Selects the graphics job mode to use on platforms that support both Native and Legacy graphics jobs. Enable graphics jobs (multi threaded rendering). The bundle identifier of the iPhone application. Password for the key used for signing an Android application. Password used for interacting with the Android Keystore. Defines whether the BlendShape weight range in SkinnedMeshRenderers is clamped. Describes the reason for access to the user's location data. Are ObjC uncaught exceptions logged? Define how to handle fullscreen mode in macOS standalones. Enable Retina support for macOS. Stops or allows audio from other applications to play in the background while your Unity application is running. When enabled, preserves the alpha value in the framebuffer to support rendering over native UI on Android. The name of your product. Protect graphics memory. Which rendering path is enabled? Use resizable window in standalone player builds. The image to display in the Resolution Dialog window. If enabled, your game will continue to run after lost focus. The scripting runtime version setting. Change this to set the version the Editor uses and restart the Editor to apply the change. Should the builtin Unity splash screen be shown? Should Unity support single-pass stereo rendering? The style to use for the builtin Unity splash screen. Returns if status bar should be hidden. Supported on iOS only; on Android, the status bar is always hidden. Active stereo rendering path Should player render in stereoscopic 3d on supported hardware? Remove unused Engine code from your build (IL2CPP-only). Deprecated. Use PlayerSettings.GetManagedStrippingLevel and PlayerSettings.SetManagedStrippingLevel instead. Should unused Mesh components be excluded from game build? 32-bit Display Buffer is used. Let the OS autorotate the screen as the device orientation changes. Should Direct3D 11 be used when available? Switch display to HDR mode (if available). Enable receipt validation for the Mac App Store. Write a log file with debugging information. Virtual Reality specific splash screen. Enable Virtual Reality support on the current build target. On Windows, show the application in the background if Fullscreen Windowed mode is used. Enables Graphics.SetSRGBWrite() on Vulkan renderer. Use software command buffers for building rendering commands on Vulkan. Xbox 360 Avatars. Android specific player settings. Publish the build as a game rather than a regular application. This option affects devices running Android 5.0 Lollipop and later Provide a build that is Android TV compatible. Choose how content is drawn to the screen. Create a separate APK for each CPU architecture. Android bundle version code. Disable Depth and Stencil Buffers. Force internet permission flag. Force SD card permission. Android key alias name. Android key alias password. Android keystore name. Android keystore password. License verification flag. Maximum aspect ratio which is supported by the application. The minimum API level required for your application to run. Preferred application install location. Extends rendering layout into display cutout area, utilizing all of the available screen space. Application should show ActivityIndicator when loading. Android splash screen scale mode. Start in fullscreen mode. A set of CPU architectures for the Android build target. Android target device. The target API level of your application. 24-bit Depth Buffer is used. Use APK Expansion Files. Enable support for Google ARCore on supported devices. Facebook specific Player settings. Facebook application identifier to use for this project. Version of Facebook SDK to use for this project. Sets a cookie which your server-side code can use to validate a user's Facebook session. Use frictionless app requests, as described in their own documentation. If 'true', attempts to initialize the Facebook object with valid session data. IL2CPP build arguments. Gets .NET API compatibility level for specified BuildTargetGroup. Get the application identifier for the specified platform. Gets the BuildTargetPlatformGroup architecture. Returns a list of the available Virtual Reality SDKs that are supported on a given BuildTargetGroup. The BuildTargetGroup to return the list for. List of available Virtual Reality SDKs. Returns the default ScriptingImplementation used for the given platform group. The platform group to retrieve the scripting backend for. A ScriptingImplementation object that describes the default scripting backend used on that platform. Get graphics APIs to be used on a build platform. Platform to get APIs for. Array of graphics APIs. Returns the list of assigned icons for the specified platform. Returns the list of assigned icons for the specified platform. Returns a list of icon sizes for the specified platform. Returns a list of icon sizes for the specified platform. Gets compiler configuration used when compiling generated C++ code for a particular BuildTargetGroup. Build target group. Compiler configuration. Does IL2CPP platform use incremental build? Returns the ManagedStrippingLevel used for the given platform group. The target platform group whose code stripping level you want to retrieve. The managed code stripping level set for the specified build target platform group. Check if multithreaded rendering option for mobile platform is enabled. Mobile platform (Only iOS, tvOS and Android). Return true if multithreaded rendering option for targetGroup platform is enabled. Returns the list of available icon slots for the specified platform and PlatformIconKind|kind. The full list of platforms that support this API and the supported icon kinds can be found in PlatformIconKind|icon kinds. Each platform supports a different set of PlatformIconKind|icon kinds. These can be found in the specific platform namespace (for example iOSPlatformIconKind. Gets the current value of the Vuforia AR checkbox in the Player Settings for the specified buildTargetGroup. The BuildTargetGroup you wish to get the value for. True if Vuforia AR is enabled, false otherwise. Returns the assets that will be loaded at start up in the player and be kept alive until the player terminates. The assets to be preloaded. Returns a PlayerSettings named bool property (with an optional build target it should apply to). Name of the property. BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets). The current value of the property. Returns a PlayerSettings named int property (with an optional build target it should apply to). Name of the property. BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets). The current value of the property. Searches for property and assigns it's value to given variable. Name of the property. Variable, to which to store the value of the property, if set. An optional build target group, to which the property applies. True if property was set and it's value assigned to given variable. Searches for property and assigns it's value to given variable. Name of the property. Variable, to which to store the value of the property, if set. An optional build target group, to which the property applies. True if property was set and it's value assigned to given variable. Searches for property and assigns it's value to given variable. Name of the property. Variable, to which to store the value of the property, if set. An optional build target group, to which the property applies. True if property was set and it's value assigned to given variable. Returns a PlayerSettings named string property (with an optional build target it should apply to). Name of the property. BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets). The current value of the property. Gets the scripting framework for a BuildTargetPlatformGroup. Get user-specified symbols for script compilation for the given build target group. Get stack trace logging options. Retrieve all icon kinds supported by the specified platform. Is a build platform using automatic graphics API choice? Platform to get the flag for. Should best available graphics API be used. Get the List of Virtual Reality SDKs for a given BuildTargetGroup. The BuildTargetGroup to return the SDK list for. Ordered list of Virtual Reality SDKs. Returns whether or not Virtual Reality Support is enabled for a given BuildTargetGroup. The BuildTargetGroup to return the value for. True if Virtual Reality Support is enabled. Returns true if Holographic Remoting is enabled. Returns whether or not the specified aspect ratio is enabled. iOS specific player settings. Should insecure HTTP downloads be allowed? Application behavior when entering background. Set this property with your Apple Developer Team ID. You can find this on the Apple Developer website under <a href="https:developer.apple.comaccount#membership"> Account > Membership </a> . This sets the Team ID for the generated Xcode project, allowing developers to use the Build and Run functionality. An Apple Developer Team ID must be set here for automatic signing of your app. Set this property to true for Xcode to attempt to automatically sign your app based on your appleDeveloperTeamID. iOS application display name. Supported background execution modes (when appInBackgroundBehavior is set to iOSAppInBackgroundBehavior.Custom). The build number of the bundle Describes the reason for access to the user's camera. Defer system gestures until the second swipe on specific edges. Defer system gestures until the second swipe on specific edges. Disable Depth and Stencil Buffers. Application should exit when suspended to background. Should hard shadows be enforced when running on (mobile) Metal. Specifies whether the home button should be hidden in the iOS build of this application. A provisioning profile Universally Unique Identifier (UUID) that Xcode will use to build your iOS app in Manual Signing mode. A ProvisioningProfileType that will be set when building an iOS Xcode project. Describes the reason for access to the user's location data. Describes the reason for access to the user's microphone. Determines iPod playing behavior. Icon is prerendered. RequiresFullScreen maps to Apple's plist build setting UIRequiresFullScreen, which is used to opt out of being eligible to participate in Slide Over and Split View for iOS 9.0 multitasking. Application requires persistent WiFi. Script calling optimization. Active iOS SDK version used for build. Application should show ActivityIndicator when loading. Status bar style. Targeted device. Deployment minimal version of iOS. Deployment minimal version of iOS. A provisioning profile Universally Unique Identifier (UUID) that Xcode will use to build your tvOS app in Manual Signing mode. A ProvisioningProfileType that will be set when building a tvOS Xcode project. Indicates whether application will use On Demand Resources (ODR) API. Sets the mode which will be used to generate the app's launch screen Interface Builder (.xib) file for iPad. Sets the mode which will be used to generate the app's launch screen Interface Builder (.xib) file for iPhone. Sets the image to display on screen when the game launches for the specified iOS device. Is multi-threaded rendering enabled? PS4 application category. Application. PS4 enter button assignment. Circle button. Cross button. Remote Play key assignment. No Remote play key assignment. Remote Play key layout configuration A. Remote Play key layout configuration B. Remote Play key layout configuration C. Remote Play key layout configuration D. Remote Play key layout configuration E. Remote Play key layout configuration F. Remote Play key layout configuration G. Remote Play key layout configuration H. IL2CPP build arguments. Sets .NET API compatibility level for specified BuildTargetGroup. Set the application identifier for the specified platform. Sets the BuildTargetPlatformGroup architecture. Enables the specified aspect ratio. Sets the graphics APIs used on a build platform. Platform to set APIs for. Array of graphics APIs. Assign a list of icons for the specified platform. Assign a list of icons for the specified platform. Sets compiler configuration used when compiling generated C++ code for a particular BuildTargetGroup. Build target group. Compiler configuration. Sets incremental build flag. Sets the managed code stripping level for specified BuildTargetGroup. The platform build target group whose stripping level you want to set. The desired managed code stripping level. Enable or disable multithreaded rendering option for mobile platform. Mobile platform (Only iOS, tvOS and Android). Assign a list of icons for the specified platform and icon kind. Each platform supports a different set of PlatformIconKind|icon kinds. These can be found in the specific platform namespace (for example iOSPlatformIconKind). The full list of platforms that support this API the supported kinds can be found in PlatformIconKind|icon kinds. All available PlatformIcon slots must be retrieved with GetPlatformIcons. Sets the value of the Vuforia AR checkbox in the Player Settings for the specified buildTargetGroup. The BuildTargetGroup you wish to set the value for. True to enable Vuforia AR, false otherwise. Assigns the assets that will be loaded at start up in the player and be kept alive until the player terminates. Sets a PlayerSettings named bool property. Name of the property. Value of the property (bool). BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets). Sets a PlayerSettings named int property. Name of the property. Value of the property (int). BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets). Sets a PlayerSettings named string property. Name of the property. Value of the property (string). BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets). Sets the scripting framework for a BuildTargetPlatformGroup. Set user-specified symbols for script compilation for the given build target group. The name of the group of devices. Symbols for this group separated by semicolons. Set stack trace logging options. Note: calling this function will implicitly call Application.SetStackTraceLogType. Should a build platform use automatic graphics API choice. Platform to set the flag for. Should best available graphics API be used? Set the List of Virtual Reality SDKs for a given BuildTargetGroup. The BuildTargetGroup to set the SDK list for. List of Virtual Reality SDKs. Sets whether or not Virtual Reality Support is enabled for a given BuildTargetGroup. The BuildTargetGroup to set the value for. The value to set, true to enable, false to disable. Enables Holographic Remoting. Interface to splash screen player settings. The target zoom (from 0 to 1) for the background when it reaches the end of the SplashScreen animation's total duration. Only used when animationMode is PlayerSettings.SplashScreen.AnimationMode.Custom|AnimationMode.Custom. The target zoom (from 0 to 1) for the logo when it reaches the end of the logo animation's total duration. Only used when animationMode is PlayerSettings.SplashScreen.AnimationMode.Custom|AnimationMode.Custom. The type of animation applied during the splash screen. The background Sprite that is shown in landscape mode. Also shown in portrait mode if backgroundPortrait is null. The background color shown if no background Sprite is assigned. Default is a dark blue RGB(34.44,54). The background Sprite that is shown in portrait mode. Determines how the Unity logo should be drawn, if it is enabled. If no Unity logo exists in [logos] then the draw mode defaults to PlayerSettings.SplashScreen.DrawMode.UnityLogoBelow|DrawMode.UnityLogoBelow. The collection of logos that is shown during the splash screen. Logos are drawn in ascending order, starting from index 0, followed by 1, etc etc. In order to increase contrast between the background and the logos, an overlay color modifier is applied. The overlay opacity is the strength of this effect. Note: Reducing the value below 0.5 requires a Plus/Pro license. Set this to true to display the Splash Screen be shown when the application is launched. Set it to false to disable the Splash Screen. Note: Disabling the Splash Screen requires a Plus/Pro license. Set this to true to show the Unity logo during the Splash Screen. Set it to false to disable the Unity logo. Note: Disabling the Unity logo requires a Plus/Pro license. The style to use for the Unity logo during the Splash Screen. The type of animation applied during the Splash Screen. Animates the Splash Screen using custom values from PlayerSettings.SplashScreen.animationBackgroundZoom and PlayerSettings.SplashScreen.animationLogoZoom. Animates the Splash Screen with a simulated dolly effect. No animation is applied to the Splash Screen logo or background. Determines how the Unity logo should be drawn, if it is enabled. The Unity logo is shown sequentially providing it exists in the PlayerSettings.SplashScreen.logos collection. The Unity logo is drawn in the lower portion of the screen for the duration of the Splash Screen, while the PlayerSettings.SplashScreen.logos are shown in the centre. The style to use for the Unity logo during the Splash Screen. A dark Unity logo with a light background. A white Unity logo with a dark background. A single logo that is shown during the Splash Screen. Controls the Sprite that is displayed and its duration. The total time in seconds for which the logo is shown. The minimum duration is 2 seconds. The Sprite that is shown during this logo. If this is null, then no logo will be displayed for the duration. The Unity logo Sprite. Creates a new Splash Screen logo with the provided duration and logo Sprite. The total time in seconds that the logo will be shown. Note minimum time is 2 seconds. The logo Sprite to display. The new logo. Creates a new Splash Screen logo with the provided duration and the unity logo. The total time in seconds that the logo will be shown. Note minimum time is 2 seconds. The new logo. tvOS specific player settings. The build number of the bundle Application requires extended game controller. Active tvOS SDK version used for build. Deployment minimal version of tvOS. Deployment minimal version of tvOS. Google Cardboard-specific Player Settings. Set the requested depth format for the Depth and Stencil Buffers. Options are 16bit Depth, 24bit Depth and 24bit Depth + 8bit Stencil. Google VR-specific Player Settings. Foreground image for the Daydream Launcher Home Screen. Background image for the Daydream Launcher Home Screen. Set the requested depth format for the Depth and Stencil Buffers. Options are 16bit Depth, 24bit Depth and 24bit Depth + 8bit Stencil. Enable Google VR Asynchronous Video Re-Projection when running in Daydream. NOTE: Only takes effect if set before initializing VR. Enable Protected Memory support when running with Google VR Asynchronous Video Re-Projection (AVR). Protected memory support is currently an all or nothing feature. When enabled only DRM protected content can be played using AVR. Clear content will fail to play. NOTE: Only takes effect if set before initializing VR. Set the highest level of head tracking required to run your application. Set this property to limit your application to only run on devices that support this maximum level of head tracking. On devices that support higher levels of head tracking, your application is limited to using the maximum level. Set the lowest level of head tracking required to run your application. Set this property to limit your application to only run on devices that support this minimum level of head tracking. Class used to access properties of the Oculus VR device. Enable Oculus Dash support for the application. Enable Low Overhead driver optimizations for Oculus. Enable protected graphics context for Oculus. Enable Shared Depth Buffer support with Oculus. Enable application signing with the Android Package (APK) Signature Scheme v2. WebGL specific player settings. CompressionFormat defines the compression type that the WebGL resources are encoded to. Enables automatic caching of unityweb files. Enables generation of debug symbols file in the build output directory. Exception support for WebGL builds. Allows you to specify the WebGLLinkerTarget|web build format that is used when you build your project. Memory size for WebGL builds in Megabyte. Enables using MD5 hash of the uncompressed file contents as a filename for each file in the build. Path to the WebGL template asset. Windows Store Apps specific player settings. Specify how to compile C# files when building to Windows Store Apps. Enable/Disable independent input source feature. Enable/Disable low latency presentation API. Where Unity gets input from. Sets AlphaMode on the swap chain to DXGI_ALPHA_MODE_PREMULTIPLIED. Windows Store Apps declarations. Set information for file type associations. For more information - https:msdn.microsoft.comlibrarywindowsappshh779671https:msdn.microsoft.comlibrarywindowsappshh779671. Registers this application to be a default handler for specified URI scheme name. For example: if you specify myunitygame, your application can be run from other applications via the URI scheme myunitygame:. You can also test this using the Windows "Run" dialog box (invoked with Windows + R key). For more information https:msdn.microsoft.comlibrarywindowsappshh779670https:msdn.microsoft.comlibrarywindowsappshh779670. Get path for image, that will be populated to the Visual Studio solution and the package manifest. Set path for image, that will be populated to the Visual Studio solution and the package manifest. Compilation overrides for C# files. C# files are compiled using Mono compiler. C# files are compiled using Microsoft compiler and .NET Core, you can use Windows Runtime API, but classes implemented in C# files aren't accessible from JS or Boo languages. C# files not located in Plugins, Standard Assets, Pro Standard Assets folders are compiled using Microsoft compiler and .NET Core, all other C# files are compiled using Mono compiler. The advantage is that classes implemented in C# are accessible from JS and Boo languages. Describes File Type Association declaration. Localizable string that will be displayed to the user as associated file handler. Supported file types for this association. Various image scales, supported by Windows Store Apps. Image types, supported by Windows Store Apps. Where Unity takes input from (subscripbes to events). Subscribe to CoreWindow events. Create Independent Input Source and receive input from it. Subscribe to SwapChainPanel events. Describes supported file type for File Type Association declaration. The 'Content Type' value for the file type's MIME content type. For example: 'image/jpeg'. Can also be left blank. File type extension. For ex., .myUnityGame Enumeration specifying a change in the Editor's play mode state. See Also: PauseState, EditorApplication.playModeStateChanged, EditorApplication.isPlaying. Occurs during the next update of the Editor application if it is in edit mode and was previously in play mode. Occurs during the next update of the Editor application if it is in play mode and was previously in edit mode. Occurs when exiting edit mode, before the Editor is in play mode. Occurs when exiting play mode, before the Editor is in edit mode. Represents plugin importer. Is plugin native or managed? Note: C++ libraries with CLR support are treated as native plugins, because Unity cannot load such libraries. You can still access them via P/Invoke. Clear all plugin settings and set the compatability with Any Platform to true. Constructor. Allows you to specify a list of #define directives which controls whether your plug-in should be included. Returns all plugin importers for all platforms. Checks whether a plugin is flagged as being compatible with Any Platform. True if the plugin is flagged as being compatible with Any Platform, otherwise returns false. Is plugin compatible with editor. Is plugin compatible with specified platform. Target platform. Is plugin compatible with specified platform. Target platform. Returns editor specific data for specified key. Key value for data. Is Editor excluded when Any Platform is set to true. Is platform excluded when Any Platform set to true. Target platform. Is platform excluded when Any Platform set to true. Target platform. Returns all plugin importers for specfied platform. Target platform. Name of the target platform. Returns all plugin importers for specfied platform. Target platform. Name of the target platform. Identifies whether or not this plugin will be overridden if a plugin of the same name is placed in your project folder. Get platform specific data. Target platform. Key value for data. Get platform specific data. Target platform. Key value for data. Delegate to be used with SetIncludeInBuildDelegate. Sets compatibility with Any Platform. Determines whether the plugin is compatible with Any Platform. Sets compatibility with any editor. Is plugin compatible with editor. Sets compatibility with the specified platform. Target platform. Is plugin compatible with specified platform. Target platform. Sets compatibility with the specified platform. Target platform. Is plugin compatible with specified platform. Target platform. Sets editor specific data. Key value for data. Data. Exclude Editor from compatible platforms when Any Platform is set to true. Exclude platform from compatible platforms when Any Platform is set to true. Target platform. Exclude platform from compatible platforms when Any Platform is set to true. Target platform. Setting the delegate function to be called by ShouldIncludeInBuild. Sets platform specific data. Target platform. Key value for data. Data. Sets platform specific data. Target platform. Key value for data. Data. Identifies whether or not this plugin should be included in the current build target. See ScriptableObject.OnEnable. Show a popup with the given PopupWindowContent. The rect of the button that opens the popup. The content to show in the popup window. Class used to implement content for a popup window. The EditorWindow that contains the popup content. The size of the popup window. The size of the Popup window. Callback when the popup window is closed. Callback for drawing GUI controls for the popup window. The rectangle to draw the GUI inside. Callback when the popup window is opened. Enum indicating the type of Prefab Asset, such as Regular, Model and Variant. The object being queried is part of a Prefab instance, but because the asset it missing the actual type of Prefab can’t be determined. The object being queried is part of a Model Prefab. The object being queried is not part of a Prefab at all. The object being queried is part of a regular Prefab. The object being queried is part of a Prefab Variant. Enum with status about whether a Prefab instance is properly connected to its asset. The Prefab instance is connected to its Prefab Asset. The Prefab instance is not connected to its Prefab Asset. The Prefab instance is missing its Prefab Asset. The object is not part of a Prefab instance. The type of a Prefab object as returned by PrefabUtility.GetPrefabType. The object is an instance of an imported 3D model, but the connection is broken. The object is an instance of a user created Prefab, but the connection is broken. The object was an instance of a Prefab, but the original Prefab could not be found. The object is an imported 3D model asset. The object is an instance of an imported 3D model. The object is not a Prefab nor an instance of a Prefab. The object is a user created Prefab asset. The object is an instance of a user created Prefab. Enum used to determine how a Prefab should be unpacked. Use this to strip away all Prefab information from a Prefab instance. Use this mode to only unpack the outermost layer of a Prefab. Utility class for any Prefab related operations. Called after Prefab instances in the Scene have been updated. Applies the added component to the Prefab Asset at the given asset path. The interaction mode for this action. The path of the Prefab Asset to apply to. The added component on the Prefab instance to apply. Applies the added GameObject to the Prefab Asset at the given asset path. The added GameObject on the Prefab instance to apply. The path of the Prefab Asset to apply to. The interaction mode for this action. Applies all overridden properties on a Prefab instance component or GameObject to the Prefab Asset at the given asset path. The object on the Prefab instance to apply. The path of the Prefab Asset to apply to. The interaction mode for this action. Applies all overrides on a Prefab instance to its Prefab Asset. The root of the given Prefab instance. The interaction mode for this action. Applies a single overridden property on a Prefab instance to the Prefab Asset at the given asset path. The SerializedProperty representing the property to apply. The path of the Prefab Asset to apply to. The interaction mode for this action. Removes the component from the Prefab Asset which has the component on it. The GameObject on the Prefab instance which the component has been removed from. The component on the Prefab Asset corresponding to the removed component on the instance. The interaction mode for this action. Connects the source Prefab to the game object. The disconnected GameObject that you want to reconnect. The source Prefab to connect to the GameObject. Creates an empty Prefab at given path. The asset path to use for the new empty Prefab. A reference to the new Prefab Asset. Creates a Prefab from a game object hierarchy. The path where the Prefab is saved. The GameObject that you want to create a Prefab from. A reference to the created Prefab. Creates a Prefab from a game object hierarchy. The path where the Prefab is saved. The GameObject that you want to create a Prefab from. A reference to the created Prefab. Deprecated. As of 2018.3 this method does nothing. Returns the root GameObject of the Prefab that the supplied GameObject is part of. The object to check. The Prefab root. Returns the topmost GameObject that has the same Prefab parent as target. The GameObject to use in the search. The GameObject at the root of the Prefab. Returns the root GameObject of the Prefab instance if that root Prefab instance is a parent of the Prefab. GameObject to process. Return the root game object of the Prefab Asset. Returns a list of PrefabUtility.AddedComponent objects which contain information about added component overrides on the Prefab instance. The Prefab instance to get information about. List of objects with information about added components. Returns a list of PrefabUtility.AddedGameObject objects which contain information about added GameObjects on the Prefab instance. The Prefab instance to get information about. List of objects with information about added GameObjects. Returns the object of origin for the given object. The object to find the corresponding original object from. The corresponding object from the original source or null. Returns the corresponding asset object of source, or null if it can't be found. The object to find the corresponding object from. The corresponding object or null. Returns the corresponding object of the given object from a given Prefab Asset path. The object to find the corresponding object from. The asset path of the Prefab Asset to get the corresponding object from. The corresponding object or null. Returns the icon for the given GameObject. The GameObject to get an icon for. The icon for the GameObject. Return the GameObject that is the root of the nearest Prefab instance the object is part of. The object to check. Must be a component or GameObject. The nearest Prefab instance root. Returns a list of objects with information about object overrides on the Prefab instance. The Prefab instance to get information about. If true, components will also be included even if they only contain overrides that are PrefabUtility.IsDefaultOverride|default overrides. False by default. List of objects with information about object overrides. Returns the GameObject that is the root of the outermost Prefab instance the object is part of. The object to check. Must be a component or GameObject. The outermost Prefab instance root. Returns the asset path of the nearest Prefab instance root the specified object is part of. An object in the Prefab instance to get the asset path of. The asset path. Enum value indicating the type of Prefab Asset, such as Regular Prefab, Model Prefab and Prefab Variant. An object that is part of a Prefab Asset or Prefab instance. The type of Prefab. This function will give you the PrefabInstance object for the outermost Prefab instance the provided object is part of. An object from the Prefab instance. The Prefab instance handle. Enum value with status about whether a Prefab instance is properly connected to its asset. An object that is part of a Prefab instance. The status of the Prefab instance. Retrieves the enclosing Prefab for any object contained within. An object contained within a Prefab object. The Prefab the object is contained in. Returns the parent asset object of source, or null if it can't be found. Given an object, returns its Prefab type (None, if it's not a Prefab). Extract all modifications that are applied to the Prefab instance compared to the parent Prefab. Returns a list of objects with information about removed component overrides on the Prefab instance. The Prefab instance to get information about. List of objects with information about removed components. Returns true if the given Prefab instance has any overrides. The root GameObject of the Prefab instance to check. Set to true to consider default overrides as overrides too. Returns true if there are any overrides. Instantiate an asset that is referenced by a Prefab and use it on the Prefab instance. Instantiates the given Prefab in a given Scene. Prefab Asset to instantiate. Scene to instantiate the Prefab in. The parent Transform to be assigned. The GameObject at the root of the Prefab. Instantiates the given Prefab in a given Scene. Prefab Asset to instantiate. Scene to instantiate the Prefab in. The parent Transform to be assigned. The GameObject at the root of the Prefab. Instantiates the given Prefab in a given Scene. Prefab Asset to instantiate. Scene to instantiate the Prefab in. The parent Transform to be assigned. The GameObject at the root of the Prefab. Is this component added to a Prefab instance as an override? The component to check. True if the component is an added component. Is this GameObject added as a child to a Prefab instance as an override? The GameObject to check. True if the GameObject is an added GameObject. Is the GameObject the root of any Prefab instance? The GameObject to check. True if the GameObject is the root GameObject of any Prefab instance. Returns true if the given modification is considered a PrefabUtility.IsDefaultOverride|default override. The modification for the property in question. True if the property is a default override. Returns true if the given object is part of an instance where the PrefabInstance object is missing but the given object has a valid corresponding object. The object to check. Must be a GameObject or component. True if the instance is disconnected. Is the GameObject the root of a Prefab instance, excluding nested Prefabs? The GameObject to check. True if the GameObject is an outermost Prefab instance root. Returns true if the given object is part of any kind of Prefab. The object to check. Must be a component or GameObject. True if the object s part of a Prefab. Is this object part of a Prefab that cannot be edited? The object to check. Must be a component or GameObject. True if the object is part of a Prefab that cannot be edited. Returns true if the given object is part of a Model Prefab Asset or Model Prefab instance. The object to check. Must be a component or GameObject. True if the given object is part of a Model Prefab. Returns true if the given object is part of a Prefab instance and not part of an asset. The object to check. Must be a component or GameObject. True if the object is part of a Prefab instance that's not inside a Prefab Asset. Returns true if the given object is part of a Prefab Asset. The object to check. Must be a component or GameObject. True is the object is part of a Prefab Asset. Returns true if the given object is part of a Prefab instance. The object to check. Must be a component or GameObject. True if the object is part of a Prefab instance. Is this object part of a Prefab that cannot be applied to? The object to check. Must be a component or GameObject. True if the object is part of a Prefab that cannot be applied to. Returns true if the given object is part of a regular Prefab instance or Prefab Asset. The object to check. Must be a component or GameObject. True if the given object is part of a regular Prefab instance or Prefab Asset. Returns true if the given object is part of a Prefab Variant Asset or Prefab Variant instance. The object to check. Must be a component or GameObject. True if the given object is part of a Prefab Variant. Returns true if the given object is part of a Prefab instance but the source asset is missing. The object to check. Must be a component or GameObject. True if the given object is part of a Prefab instance but the source asset is missing. Loads a Prefab Asset at a given path into an isolated Scene and returns the root GameObject of the Prefab. The path of the Prefab Asset to load the contents of. The root of the loaded contents. Loads a Prefab Asset at a given path into a given preview Scene and returns the root GameObject of the Prefab. The Scene to load the contents into. The path of the Prefab Asset to load the contents of. Force re-merging all Prefab instances of this Prefab. Delegate for method that is called after Prefab instances in the Scene have been updated. Connects the game object to the Prefab that it was last connected to. Causes modifications made to the Prefab instance to be recorded. Object to process. Replaces the targetPrefab with a copy of the game object hierarchy go. Replaces the targetPrefab with a copy of the game object hierarchy go. Resets the properties of the component or game object to the parent Prefab state. Removes this added component on a Prefab instance. The added component on the Prefab instance to revert. The interaction mode for this action. Removes this added GameObject from a Prefab instance. The interaction mode for this action. The added GameObject on the Prefab instance to revert. Reverts all overridden properties on a Prefab instance component or GameObject. The interaction mode for this action. The object on the Prefab instance to revert. Reverts all overrides on a Prefab instance. The root of the Prefab instance. The interaction mode for this action. Reverts all overrides on a Prefab instance. The root of the Prefab instance. The interaction mode for this action. Revert a single property override on a Prefab instance. The interaction mode for this action. The SerializedProperty representing the property to revert. Adds this removed component back on the Prefab instance. The removed component on the Prefab instance to revert. The interaction mode for this action. The GameObject on the Prefab instance which the component has been removed from. Use this function to create a Prefab Asset at the given path from the given GameObject, including any childen in the Scene without modifying the input objects. The GameObject to save as a Prefab Asset. The path to save the Prefab at. The result of the save action, either successful or unsuccessful. Use this together with the console log to get more insight into the save process. The root GameObject of the saved Prefab Asset, if available. Use this function to create a Prefab Asset at the given path from the given GameObject, including any childen in the Scene without modifying the input objects. The GameObject to save as a Prefab Asset. The path to save the Prefab at. The result of the save action, either successful or unsuccessful. Use this together with the console log to get more insight into the save process. The root GameObject of the saved Prefab Asset, if available. Use this function to create a Prefab Asset at the given path from the given GameObject including any childen in the Scene and at the same make the given GameObject into an instance of the new Prefab. The GameObject to save as a Prefab and make into a Prefab instance. The path to save the Prefab at. The interaction mode to use for this action. The result of the save action, either successful or unsuccessful. Use this together with the console log to get more insight into the save process. The root GameObject of the saved Prefab Asset, if available. Use this function to create a Prefab Asset at the given path from the given GameObject including any childen in the Scene and at the same make the given GameObject into an instance of the new Prefab. The GameObject to save as a Prefab and make into a Prefab instance. The path to save the Prefab at. The interaction mode to use for this action. The result of the save action, either successful or unsuccessful. Use this together with the console log to get more insight into the save process. The root GameObject of the saved Prefab Asset, if available. Use this function to save the version of an existing Prefab Asset that exists in memory back to disk. Any GameObject that is part of the Prefab Asset to save. The result of the save action, either successful or unsuccessful. Use this together with the console log to get more insight into the save process. The root GameObject of the saved Prefab Asset. Use this function to save the version of an existing Prefab Asset that exists in memory back to disk. Any GameObject that is part of the Prefab Asset to save. The result of the save action, either successful or unsuccessful. Use this together with the console log to get more insight into the save process. The root GameObject of the saved Prefab Asset. Assigns all modifications that are applied to the Prefab instance compared to the parent Prefab. Releases the content from a Prefab previously loaded with LoadPrefabContents from memory. The root of the loaded Prefab contents. Unpacks a given Prefab instance so that it is replaced with the contents of the Prefab Asset while retaining all override values. The root of the Prefab instance to unpack. Whether to unpack the outermost root or unpack completely. The interaction mode to use for this action. This function will unpack the given Prefab instance using the behaviour specified by unpackMode. Root GameObject of the Prefab instance. The unpack mode to use. Array of GameObjects representing roots of unpacked Prefab instances. (Obsolete: use the SettingsProvider class instead) The PreferenceItem attribute allows you to add preferences sections to the Preferences window. Creates a section in the Settings Window called name and invokes the static function following it for the section's GUI. Basic implementation of the PresetSelectorReceiver. Applies the Preset to each target. If Preset is null, this method reverts the value of each target. Applies the current selection and then destroys itself. A Preset contains default values for an Object. Applies this Preset to the target object. The target object that will be updated with the Preset serialized values. Optional list of property names that are applied to the target. Returns true if the target object was successfully updated by the Preset, false otherwise. Applies this Preset to the target object. The target object that will be updated with the Preset serialized values. Optional list of property names that are applied to the target. Returns true if the target object was successfully updated by the Preset, false otherwise. Returns true if this Preset can be applied to the target Object. Constructs a new Preset from a given Object. Used by the Preset to know its target type and serialized values. Determines if the target object has the same serialized values as the Preset. The target object to be compared against the Preset. Returns true when the target object has the same serialized values as the Preset. Otherwise, returns false. Returns the current default Preset assigned to the same Object type. Returns null if there is no matching default. Returns the current default Preset assigned to the same Preset type. Returns null if there is no matching default. Returns a human readable string of this Preset's target fulltype, including namespace. Fullname of the Preset's target type. Returns a human readable string of this Preset's target type. Fullname of the Preset's target type. Returns true if this Object cannot have a default Preset. Returns true if this Object is not available in the Preset system. Returns true if this Preset cannot be set as the default. Returns true if the Preset type of this Preset is valid. Returns a copy of the PropertyModification array owned by this Preset. Remove the Preset type from having default values in the project. Sets the Preset as the default for its target type in the project. The Preset asset to set as the default. Returns true if the Preset is successfully set as the default, or false otherwise. Updates this Preset's properties from the given Object's values. The given Object's type must match this Preset's type. Used by the Preset to get its new serialized values. Returns true if the Preset was updated, false otherwise. This class implements a modal window that selects a Preset asset from the Project. Draw a Preset button that opens the default PresetSelector using the targets array. The Rect where the PresetSelector icon is drawn. List of objects to which the selected Preset is applied. Opens a modal window for selecting a Preset. List of objects to which the selected Preset is applied. DefaultPresetSelectorReceiver applies the Preset selection. The selected Preset when the window is opened. Set to 'null' for no selection. Set to true to show the 'Save current to...' button. Set to false to hide this button. Object that identifies the type of Preset asset being selected. The modal window filters the selector view based on this object. The PresetSelectorReceiver instance that the PresetSelector uses to send events. Opens a modal window for selecting a Preset. List of objects to which the selected Preset is applied. DefaultPresetSelectorReceiver applies the Preset selection. The selected Preset when the window is opened. Set to 'null' for no selection. Set to true to show the 'Save current to...' button. Set to false to hide this button. Object that identifies the type of Preset asset being selected. The modal window filters the selector view based on this object. The PresetSelectorReceiver instance that the PresetSelector uses to send events. Implement this class to control the selection change when selecting a Preset in the PresetSelector. When a new Preset is selected in the modal window, this method is called by PresetSelector. This parameter is set to null when 'None' is the new selection in the PresetSelector. This method is called by the PresetSelector when the modal window is closed. An abstract helper class that provides methods to retrieve arrays of data elements of a generic type. Retrieves a subset of entries in an array. Index to start indexing the entries. Number of elements to retrieve. An array to store the returned data in. Gets the number of entries in the source array. Number of entries. A class that houses data entries related to Connection data, returned by PackedMemorySnapshot.connections. An array of indexes into the object array of GC handles referenced by the to property. An array of GC handle objects. Gets the number of connection entries. The number of entries. A class that houses Field Description entry data, returned by PackedMemorySnapshot.fieldDescriptions. An array of field names. True if this field is static; otherwise false. An array of offset values from the start of the class for the fields referenced by the fieldDescriptionName property. The typeIndex into PackedMemorySnapshot.typeDescriptions of the type this field belongs to. Gets the number of field description entries. The number of entries. A class that houses GCHandle data. Returned by PackedMemorySnapshot.gcHandles. An array of addresses for the managed objects that the GC handles are referencing. Gets the number of GCHandle entries. The number of entries. A class that houses MemorySection data, returned by PackedMemorySnapshot.managedHeapSections and PackedMemorySnapshot.managedStacks. An array of byte arrays that contain memory dumps. An array of addresses of the start location in memory of the memory dumps referenced by the startAddress property. Gets the number of managed memory section entries. The number of entries. A class that houses native allocation entry data, returned by PackedMemorySnapshot.nativeAllocations. An array that contains addresses of native memory allocations. The allocation site id of the allocation, used by NativeAllocationSiteEntries.id. An array of indexes that indicate which memory region, beginning region, inside region, or end region, that the memory allocation represents. An array that specifies, in bytes, how much of the memory in the returned native allocation is not part of your request. The overhead memory is used for allocation headers and other metadata describing the allocation. An array specifying, in bytes, the amount of padding used to align the returned native allocation. An array of root reference IDs for the allocation. Corresponds to entries in NativeRootReferenceEntries.id array. An array containing the total size, in bytes, of the native allocation. Gets the number allocation entries. The number of entries. A class that houses native allocation site entries, returned by PackedMemorySnapshot.nativeAllocationSites. An array of callstack symbols corresponding to this allocation site, referring to NativeCallstackSymbolEntries.symbol. An array containing allocation site IDs. An array containing memory labels attached to allocation sites. Referenced by index into PackedMemorySnapshot.nativeMemoryLabels. Gets the number of native allocation site entries. The number of entries. A class housing native callstack symbol data, returned by PackedMemorySnapshot.nativeCallstackSymbols. An array of readable stack traces of the callback symbols. An array of addresses to the callback symbols, referenced by the NativeAllocationSiteEntries.callstackSymbols property. Gets the number of callstack symbol entries. The number of entries. A class that houses native memory label data, returned by PackedMemorySnapshot.nativeMemoryLabels. An array containing the names of the memory labels. Gets the number of memory label entries. The number of entries. A class housing native memory region data, returned by PackedMemorySnapshot.nativeMemoryRegions. An array containing addresses of the memory regions. Non-leaf entries containing child memory regions are set to 0. An array that contains the accumulated size, in bytes, including all of its children, of the memory region. An array that contains indexes into the PackedMemorySnapshot.nativeAllocations array that identify the first allocation that the memory region contains. An array containing the names of the memory regions. An array that contains the number of allocations, including children, that the memory regions contain. The parent of this memory region, referenced by index into this entry array. The root memory region contains parent index of -1. Gets the number of memory region entries. The number of entries. A class that houses native object data, returned by PackedMemorySnapshot.nativeObjects. An array the contains the flags attached to the native memory objects referenced in the NativeObjectEntries.nativeObjectAddress array. The hide flags attached to this native object. The instance id of this native object. An array of memory addresses that point to native C++ objects. This matches the "m_CachePtr" field of a UnityEngine.Object. An array of indexes into the PackedMemorySnapshot.nativeTypes array used to retrieve the the native C++ type description. An array containing the names of the native objects. An array containing the root reference ids of the native objects. Corresponds to entries in NativeRootReferenceEntries.id array. The size in bytes of this object. Gets the number of native object entries. The number of entries. A class that houses native root reference data, returned by PackedMemorySnapshot.rootReferences. An array that contains the accumulated sizes of all allocations registered for the root references. An array that contains the area names of the root references. An array that contains the IDs of the root references. An array containing the object names of the root references. Gets the number of root reference entries. The number of entries. A class that houses native type entries, returned by PackedMemorySnapshot.nativeTypes. An array of indexes into the PackedMemorySnapshot.nativeTypes array used to retrieve native C++ base class description. An array of names of the C++ unity type. Gets the number of native type entries. The number of entries. Flags that can be set on a Native Object. Specifies that the object is marked as DontDestroyOnLoad. Specifies that the object is marked as a manager. Specifies that the object is set as persistent. An extension class that contains member functions to ObjectFlags. True if the object is marked as DontDestroyOnLoad; otherwise false. The ObjectFlags to compute from (accessible via this). Returns true if the object associated with this ObjectFlags is marked as DontDestroyOnLoad. True if the object is a manager, otherwise false. The ObjectFlags to compute from (accessible via this). Returns true if the object associated with this ObjectFlags is a manager. True if the object is marked as Persistent, otherwise false. The ObjectFlags to operate on (accessible via this). Returns true if the object associated with this ObjectFlags is marked as Persistent. PackedMemorySnapshot is a compact representation of a memory snapshot that a player has sent through the profiler connection. Flags corresponding to the fields present in a returned memory snapshot. Connections is an array of from,to pairs that describe which things are keeping which other things alive. Array of Field Descriptions, referenced by Type Description entries by array index. Path to the memory snapshot file. All GC handles in use in the memorysnapshot. Array of actual managed heap memory sections. Array of managed stacks in a memory snapshot. Meta data that was collected during memory snapshot capture. Array of native allocation data, captured in C++. Array of native allocation site data, captured in C++. Array of callstack symbols, used by native allocation site data. Array of memory labels, used by native allocation site data. Array of native memory regions, which houses native allocations. All native C++ objects that were loaded at time of the snapshot. Array of native root references, which represent ownership of native allocation data. Descriptions of all the C++ unity types the profiled player knows about. The time and date at which the snapshot was recorded. An array of indexes into PackedMemorySnapshot.typeDescriptions indetifying the type this field belongs to. The current snapshot format version. Information about the virtual machine running executing the managed code inside the player. Converts the specified old format MemoryProfiler.PackedMemorySnapshot object to a new PackedMemorySnapshot format object and writes it to the location and file name specified the the write path. The old format snapshot object. Destination path and file name for the file containing the converted snapshot. True if the conversion was successful; otherwise false. Disposes of an existing PackedMemorySnapshot object and closes the file reader. Load memory snapshot from given file path. An absolute file path to load a snapshot file from. Memory snapshot. Copy the memory snapshot file to the given file path. Source memory snapshot. Where to create copy of memory snapshot. A class that houses type description entries, returned from PackedMemorySnapshot.typeDescriptions. Name of the assembly this type was loaded from. The base type for this type, pointed to by an index into PackedMemorySnapshot.typeDescriptions. An array containing indices pointing to descriptions of all fields of this type, accessible from PackedMemorySnapshot.fieldDescriptions. Flags set for this type description, that define whether this type is an array or a value type, and the array rank of the type. Size in bytes of an instance of this type. If this type is an array type, this describes the amount of bytes a single element in the array will take up. The actual contents of the bytes that store this types static fields, at the point of time when the snapshot was taken. The name of this type. The type index of this type. This index is an index into the PackedMemorySnapshot.typeDescriptions array. The address in memory that contains the description of this type inside the virtual machine. This can be used to match managed objects in the heap to their corresponding TypeDescription, as the first pointer of a managed object points to its type description. The number of type description entries. The number of entries. An enum encoding information for a type description about whether it is a value type or an array type, and the rank of the array if the type is an array. Returned by TypeDescriptionEntries.flags. Set if this type is an array. If TypeFlags.kArray is set, the enum masked by this value will return the rank of the array (1 for a 1-dimensional array, 2 for a 2-dimensional array, etc). Set if this value is a value type. If not set, the type is a reference type. An extension class that contains member functions to TypeFlags. If the type is an array type, retrieves the array rank of the type flags. The TypeFlags to compute the array rank of (assessible via this). The array rank encoded in the Type Flags. Returns whether the flag describes an array type. The TypeFlags to compute from (accessible via this). Returns true if the Type associated with this TypeFlags is an array. Returns whether the type describes a value type. The TypeFlags to compute from (accessible via this). Returns true if the type associated with this TypeFlags is a value type (as opposed to a reference type). Information about a virtual machine that provided a memory snapshot. Allocation granularity in bytes used by the virtual machine allocator. Offset in bytes inside the object header of an array object where the bounds of the array is stored. Size in bytes of the header of an array object. Offset in bytes inside the object header of an array object where the size of the array is stored. Size in bytes of the header of each managed object. Size in bytes of a pointer. Base class to derive custom property drawers from. Use this to create custom drawers for your own Serializable classes or for script variables with custom PropertyAttributes. The PropertyAttribute for the property. Not applicable for custom class drawers. (Read Only) The reflection FieldInfo for the member this property represents. (Read Only) Override this method to determine whether the inspector GUI for your property can be cached. The SerializedProperty to make the custom GUI for. Whether the drawer's UI can be cached. Override this method to specify how tall the GUI for this field is in pixels. The SerializedProperty to make the custom GUI for. The label of this property. The height in pixels. Override this method to make your own GUI for the property. Rectangle on the screen to use for the property GUI. The SerializedProperty to make the custom GUI for. The label of this property. Defines a single modified property. The value being applied when it is a object reference (which can not be represented as a string). Property path of the property being modified (Matches as SerializedProperty.propertyPath). Object that will be modified. The value being applied. The type of the iOS provisioning profile if manual signing is used. The provisioning profile type will be determined automatically when building the Xcode project. Development provisioning profiles are used to install development apps on test devices. Distribution provisioning profiles can be used when uploading the app to the App Store or for Ad Hoc and in house distribution. Type of build to generate. Package build for installation on either a dev or test kit. Build hosted on a PC, for file serving to a dev or test kit. Editor API for the Unity Services editor feature. Normally Purchasing is enabled from the Services window, but if writing your own editor extension, this API can be used. This Boolean field will cause the Purchasing feature in Unity to be enabled if true, or disabled if false. Options for removing assets Delete the asset without moving it to the trash. The asset should be moved to trash. Contains the custom albedo swatch data. Color of the albedo swatch that is shown in the physically based rendering validator user interface. The maximum luminance value used to validate the albedo for the physically based rendering albedo validator. The minimum luminance value used to validate the albedo for the physically based rendering albedo validator. Name of the albedo swatch to show in the physically based renderer validator user interface. Editor-specific script interface for. Returns an array of Rendering.AlbedoSwatchInfo. Will return PlatformShaderSettings for given platform and shader hardware tier. Returns TierSettings for the target build platform and shader hardware tier. TODO. Allows you to set the PlatformShaderSettings for the specified platform and shader hardware tier. Allows you to set the PlatformShaderSettings for the specified platform and shader hardware tier. TODO. Used to set up shader settings, per-platform and per-shader-hardware-tier. Allows you to specify whether cascaded shadow maps should be used. Allows you to specify whether Reflection Probes Blending should be enabled. Allows you to specify whether Reflection Probes Box Projection should be used. Allows you to select Standard Shader Quality. Collection of data used for shader variants generation, including targeted platform data and the keyword set representing a specific shader variant. Identifier to classify low, medium and high performance hardware. A collection of Rendering.ShaderKeyword that represents a specific platform shader variant. Shader compiler used to generate player data shader variants. A collection of Rendering.ShaderKeyword that represents a specific shader variant. Required shader features by a specific shader. Shader compiler used to generate player data shader variants. Compiler used with Direct3D 11 and Direct3D 12 graphics API on Windows platforms. Compiler used with OpenGL ES 2.0 and WebGL 1.0 graphics APIs on Android, iOS, Windows and WebGL platforms. Compiler used with OpenGL ES 3.x and WebGL 2.0 graphics APIs on Android, iOS, Windows and WebGL platforms. Compiler used with Metal graphics API on macOS, iOS and tvOS platforms. Provide a reasonable value for non initialized variables. Compiler used with OpenGL core graphics API on macOS, Linux and Windows platforms. Compiler used on PlayStation 4. Compiler used on Nintendo Switch. Compiler used with Vulkan graphics API on Android, Linux and Windows platforms. Compiler used with Direct3D 11 graphics API on XBox One. Compiler used with Direct3D 12 graphics API on XBox One. Shader quality preset. High quality shader preset. Low quality shader preset. Medium quality shader preset. Required shader features for some particular shader. Features are bit flags. Indicates that basic shader capability, Shader Model 2.0 level is required. Indicates that compute shader support is required. Indicates the shader requires cubemap array support. Indicates that derivative (ddx/ddy) instructions support is required in the fragment shader. Indicates that pixel position (SV_Position) input support is required in the fragment shader. Indicates the shader must support framebuffer fetch, which is the ability to have in+out fragment shader color params. Indicates that geometry shader support is required. Indicates the shader must support SV_InstanceID shader input. Indicates the shader must have 10 interpolators. Indicates the shader must have 15 integers and interpolators in total. Unity bundles them together because it is extremely unlikely a GPU/API will ever exist that only has part of that. Indicates the shader must have 32 interpolators Indicates the shader must have multiple render targets (at least 4), as in support a fragment shader that can output up to 4 values. Indicates the shader must have multiple render targets (at least 8), as in support a fragment shader that can output up to 4 values. Indicates the shader requires access to MSAA texture samples. No shader requirements. Indicates the shader requires have random-write textures (UAVs) support. Indicates the shader requires the support of texture sampling in a fragment shader with an explicit mipmap level. Indicates the shader requires the support of sparse textures with sampling instructions that return residency information. Indicates the shader requires the support of tessellation using a compute shader for control points processing. Metal graphics API requires this feature for tessellation. Indicates the shader requires the support of tessellation using the hull and domain shader stages. Indicates the shader requires 2D array textures. Collection of properties about the specific shader code being compiled. Shader. Shader pass type for Unity's lighting pipeline. Shader stage in the rendering the pipeline. Identifies the stage in the rendering pipeline. Identifier for the domain shader stage. Identifier for the fragment shader stage. Identifier for the geometry shader stage. Identifier for the hull shader stage. Identifier for the vertex shader stage. Used to set up per-platorm per-shader-hardware-tier graphics settings. Allows you to specify whether cascaded shadow maps should be used. Allows you to specify whether Detail Normal Map should be sampled if assigned. Allows you to specify whether Light Probe Proxy Volume should be used. Setting this field to true enables HDR rendering for this tier. Setting it to false disables HDR rendering for this tier. See Also: The CameraHDRMode to use for this tier. Allows you to specify whether Unity should try to use 32-bit shadow maps, where possible. The RealtimeGICPUUsage to use for this tier. Allows you to specify whether Reflection Probes Blending should be enabled. Allows you to specify whether Reflection Probes Box Projection should be used. The rendering path that should be used. Allows you to specify whether Semitransparent Shadows should be enabled. Allows you to select Standard Shader Quality. Flags for the PrefabUtility.ReplacePrefab function. Connects the passed objects to the Prefab after uploading the Prefab. Replaces Prefabs by matching pre-existing connections to the Prefab. Replaces the Prefab using name based lookup in the transform hierarchy. Resolution dialog setting. Never show the resolution dialog. Show the resolution dialog on first launch. Hide the resolution dialog on first launch. SceneAsset is used to reference Scene objects in the Editor. Class with information about a component that has been added to a Prefab instance. The added component on the Prefab instance. See PrefabOverride.Apply. See PrefabOverride.GetAssetObject. See PrefabOverride.Revert. Class with information about a GameObject that has been added as a child under a Prefab instance. The added GameObject on the Prefab instance. The sibling index of the added GameObject. See PrefabOverride.Apply. See PrefabOverride.GetAssetObject. See PrefabOverride.Revert. Scene management in the Editor. Subscribe to this event to get notified when the active Scene has changed in Edit mode in the Editor. Previous active Scene and the new active Scene. The number of loaded Scenes. This event is called after a new Scene has been created. Loads this SceneAsset when you start Play Mode. Controls whether cross-Scene references are allowed in the Editor. The current amount of active preview Scenes. This event is called after a Scene has been closed in the editor. This event is called before closing an open Scene after you have requested that the Scene is closed. This event is called after a Scene has been opened in the editor. This event is called before opening an existing Scene. This event is called after a Scene has been saved. This event is called before a Scene is saved disk after you have requested the Scene to be saved. Closes a preview Scene created by NewPreviewScene. The preview Scene to close. True if the Scene was successfully closed. Close the Scene. If removeScene flag is true, the closed Scene will also be removed from EditorSceneManager. The Scene to be closed/removed. Bool flag to indicate if the Scene should be removed after closing. Returns true if the Scene is closed/removed. Detects cross-Scene references in a Scene. Scene to check for cross-Scene references. Was any cross-Scene references found. Shows a save dialog if an Untitled Scene exists in the current Scene manager setup. Text shown in the save dialog. True if the Scene is saved or if there is no Untitled Scene. Returns the current setup of the SceneManager. An array of SceneSetup classes - one item for each Scene. Is the Scene a preview Scene? The Scene to check. True if the Scene is a preview Scene. Is this object part of a preview Scene? The object to check. True if this object is part of a preview Scene. This method allows you to load a Scene during playmode in the editor, without requiring the Scene to be included in the Scene list. Path to Scene to load. Parameters to apply to loading. See SceneManagement.LoadSceneParameters. Use the AsyncOperation to determine if the operation has completed. This method allows you to load a Scene during playmode in the editor, without requiring the Scene to be included in the Scene list. Path to Scene to load. Parameters used to load the Scene SceneManagement.LoadSceneParameters. Scene that is loading. Mark all the loaded Scenes as modified. Mark the specified Scene as modified. The Scene to be marked as modified. Whether the Scene was successfully marked as dirty. Allows you to reorder the Scenes currently open in the Hierarchy window. Moves the source Scene so it comes after the destination Scene. The Scene to move. The Scene which should come directly before the source Scene in the hierarchy. Allows you to reorder the Scenes currently open in the Hierarchy window. Moves the source Scene so it comes before the destination Scene. The Scene to move. The Scene which should come directly after the source Scene in the hierarchy. Creates a new preview Scene. Any object added to a preview Scene will only be rendered in that Scene. The new preview Scene. Create a new Scene. Whether the new Scene should use the default set of GameObjects. Whether to keep existing Scenes open. A reference to the new Scene. Callbacks of this type which have been added to the newSceneCreated event are called after a new Scene has been created. The Scene that was created. The setup mode used when creating the Scene. The mode used for creating the Scene. Open a Scene in the Editor. The path of the Scene. This should be relative to the Project folder; for example, "AssetsMyScenesMyScene.unity". Allows you to select how to open the specified Scene, and whether to keep existing Scenes in the Hierarchy. See SceneManagement.OpenSceneMode for more information about the options. A reference to the opened Scene. Restore the setup of the SceneManager. In this array, at least one Scene should be loaded, and there must be one active Scene. Asks you if you want to save the modified Scene or Scenes. This returns true if you chose to save the Scene or Scenes, and returns false if you pressed Cancel. Asks whether the modfied input Scenes should be saved. Scenes that should be saved if they are modified. Your choice of whether to save or not save the Scenes. Save all open Scenes. Returns true if all open Scenes are successfully saved. Save a Scene. The Scene to be saved. The file path to save the Scene to. If the path is empty, the current open Scene is overwritten. If it has not yet been saved at all, a save dialog is shown. If set to true, the Scene is saved without changing the current Scene, and without clearing the unsaved changes marker. True if the save succeeded, otherwise false. Save a list of Scenes. List of Scenes that should be saved. True if the save succeeded. Otherwise false. Callbacks of this type which have been added to the sceneClosed event are called immediately after the Scene has been closed. The Scene that was closed. Callbacks of this type which have been added to the sceneClosing event are called just before a Scene is closed. The Scene that is going to be closed. Whether or not the Scene is also going to be removed from the Scene Manager after closing. If true the Scene is removed after closing. Callbacks of this type which have been added to the sceneOpened event are called after a Scene has been opened. The Scene that was opened. The mode used to open the Scene. Callbacks of this type which have been added to the sceneOpening event are called just before opening a Scene. Path of the Scene to be opened. This is relative to the Project path. Mode that is used when opening the Scene. Callbacks of this type which have been added to the sceneSaved event are called after a Scene has been saved. The Scene that was saved. Callbacks of this type which have been added to the sceneSaving event are called just before the Scene is saved. The Scene to be saved. The path to which the Scene is saved. Used when creating a new Scene in the Editor. The newly created Scene is added to the current open Scenes. All current open Scenes are closed and the newly created Scene are opened. Used when creating a new Scene in the Editor. Adds default game objects to the new Scene (a light and camera). No game objects are added to the new Scene. Class with information about an object on a Prefab instance with overridden properties. The object on the Prefab instance. See PrefabOverride.Apply. See PrefabOverride.GetAssetObject. See PrefabOverride.Revert. Used when opening a Scene in the Editor to specify how a Scene should be opened. Adds a Scene to the current open Scenes and loads it. Adds a Scene to the current open Scenes without loading it. It will show up as 'unloaded' in the Hierarchy Window. Closes all current open Scenes and loads a Scene. Class with information about a given override on a Prefab instance. Applies the override to the Prefab Asset at the given path. The path of the Prefab Asset to apply to. Applies the override to the Prefab Asset at the given path. The path of the Prefab Asset to apply to. Finds the object in the Prefab Asset at the given path which will be applied to. The asset path of the Prefab Asset to apply to. The object inside the Prefab Asset affected by the override. Returns the asset object of the override in the outermost Prefab that the Prefab instance comes from. The object inside the Prefab Asset affected by the override. Reverts the override on the Prefab instance. Class with information about a component that has been removed from a Prefab instance. The components on the Prefab Asset which has been removed on the Prefab instance. The GameObject on the Prefab instance that the component has been removed from. See PrefabOverride.Apply. See PrefabOverride.GetAssetObject. See PrefabOverride.Revert. The setup information for a Scene in the SceneManager. This cannot be used in Play Mode. If the Scene is active. If the Scene is loaded. Path of the Scene. Should be relative to the project folder. Like: "AssetsMyScenesMyScene.unity". Struct that represents a stage handle. Does the stage contain the given GameObject? The GameObject to check. True if the stage contains the given GameObject. Returns the first active loaded object of the given type. This returns the object that matches the specified type. It returns null if no object matches the type. Returns a list of all active loaded objects of the given type. An array of objects found matching the type specified. Is this stage handle valid? True if the stage handle is valid. Utility methods related to stages. Get the current stage being edited. The current stage. Get the main stage which contains all the currently open regular Scenes. The main stage. Get the stage in which the given GameObject exists. The GameObject to find the stage of. The stage of the GameObject. Get the stage in which the given Scene exists. The Scene to find the stage of. The stage of the Scene. Navigate the Editor to the previous stage. Navigate the Editor to the main stage. Is the given GameObject rendered by the given Camera? The GameObject to check. The camera to check. True if the GameObject is rendered by the camera. Place the given GameObject in the current stage being edited. The GameObject to be placed in the current stage. SceneView class. The current draw mode for the Scene view camera. Is the Scene view in 2D mode? Event that is fired when the selected camera mode changes. Event that is fired when validating camera modes for the Scene view camera. Gets the current SceneViewState which can be used to modify the Scene view debug options. Add a custom camera mode to the Scene view camera mode list. The name for the new mode. The section in which the new mode will be added. This can be an existing or new section. A CameraMode with the provided name and section. Describes a built in Scene view mode. The draw mode associated with the CameraMode. The name of the CameraMode. The section the CameraMode belongs to. Remove all user-defined camera modes. Frames the given bounds in the Scene view. The bounds to frame in the Scene view. True if the given bounds can be encompassed in the Scene view, otherwise false. Frame the object selection in the Scene view. Whether the view should be locked to the selection. True if the selection can be encompassed in the Scene view, otherwise false. Frame the object selection in the Scene view. Whether the view should be locked to the selection. True if the selection can be encompassed in the Scene view, otherwise false. Returns a CameraMode corresponding to a builtin DrawCameraMode. The mode to look up. Returns true if mode is enabled in the current rendering setup, including custom validators. A CameraMode to check. Returns true if mode is enabled in the current rendering setup, including custom validators. A CameraMode to check. Override this method to control whether the Scene view should change when you switch from one stage to another stage. True if the Scene view automatically reacts to stage changes. Derive from this class to create an editor wizard. Allows you to set the text shown on the create button of the wizard. Allows you to set the error text of the wizard. Allows you to set the help text of the wizard. Allows you to enable and disable the wizard create button, so that the user can not click it. Allows you to set the text shown on the optional other button of the wizard. Leave this parameter out to leave the button out. Creates a wizard. The title shown at the top of the wizard window. The wizard. Creates a wizard. The title shown at the top of the wizard window. The text shown on the create button. The text shown on the optional other button. Leave this parameter out to leave the button out. The wizard. Creates a wizard. The title shown at the top of the wizard window. The text shown on the create button. The text shown on the optional other button. Leave this parameter out to leave the button out. The wizard. Creates a wizard. The title shown at the top of the wizard window. The class implementing the wizard. It has to derive from ScriptableWizard. The text shown on the create button. The text shown on the optional other button. Leave this parameter out to leave the button out. The wizard. Will be called for drawing contents when the ScriptableWizard needs to update its GUI. Returns true if any property has been modified. Script call optimization level. Script method call overhead decreased at the expense of limited compatibility. Default setting. Represents different C# compilers that can be used to compile C# scripts. Mono C# Compiler. Roslyn C# Compiler. Scripting implementation (backend). Unity's .NET runtime. The standard Mono 2.6 runtime. Microsoft's .NET runtime. Available scripting runtimes to be used by the Editor and Players. Use the most recent version of the scripting runtime available. Use the stable version of the scripting runtime. Access to the selection in the editor. Returns the current context object, as was set via SetActiveObjectWithContext. Returns the active game object. (The one shown in the inspector). Returns the instanceID of the actual object selection. Includes Prefabs, non-modifiable objects. Returns the actual object selection. Includes Prefabs, non-modifiable objects. Returns the active transform. (The one shown in the inspector). Returns the guids of the selected assets. Returns the actual game object selection. Includes Prefabs, non-modifiable objects. The actual unfiltered selection from the Scene returned as instance ids instead of objects. The actual unfiltered selection from the Scene. Delegate callback triggered when currently active/selected item has changed. Returns the top level selection, excluding Prefabs. Returns whether an object is contained in the current selection. Returns whether an object is contained in the current selection. Returns the current selection filtered by type and mode. Only objects of this type will be retrieved. Further options to refine the selection. Allows for fine grained control of the selection type using the SelectionMode bitmask. Options for refining the selection. Selects an object with a context. Object being selected (will be equal activeObject). Context object. SelectionMode can be used to tweak the selection returned by Selection.GetTransforms. Only return objects that are assets in the Asset directory. Return the selection and all child transforms of the selection. If the selection contains folders, also include all assets and subfolders within that folder in the file hierarchy. Excludes any objects which shall not be modified. Excludes any Prefabs from the selection. Only return the topmost selected transform. A selected child of another selected transform will be filtered out. Return the whole selection. Behavior of semantic merge. Disable use of semantic merging. SerializedObject and SerializedProperty are classes for editing serialized fields on Object|Unity objects in a completely generic way. These classes automatically handle dirtying individual serialized fields so they will be processed by the Undo system and styled correctly for Prefab overrides when drawn in the Inspector. The context used to store and resolve ExposedReference types. This is set by the SerializedObject constructor. Is true when the SerializedObject has a modified property that has not been applied. Does the serialized object represents multiple objects due to multi-object editing? (Read Only) Defines the maximum size beyond which arrays cannot be edited when multiple objects are selected. The inspected object (Read Only). The inspected objects (Read Only). Apply property modifications. Applies property modifications without registering an undo operation. Copies a value from a SerializedProperty to the corresponding serialized property on the serialized object. Copies a changed value from a SerializedProperty to the corresponding serialized property on the serialized object. Create SerializedObject for inspected object. Create SerializedObject for inspected object. Create SerializedObject for inspected object by specifying a context to be used to store and resolve ExposedReference types. Create SerializedObject for inspected object by specifying a context to be used to store and resolve ExposedReference types. Find serialized property by name. Get the first serialized property. Update hasMultipleDifferentValues cache on the next Update() call. Update serialized object's representation. This has been made obsolete. See SerializedObject.UpdateIfRequiredOrScript instead. Update serialized object's representation, only if the object has been modified since the last call to Update or if it is a script. SerializedProperty and SerializedObject are classes for editing properties on objects in a completely generic way that automatically handles undo and styling UI for Prefabs. Value of a animation curve property. Type name of the element in an array property. (Read Only) The number of elements in the array. If the SerializedObject contains multiple objects it will return the smallest number of elements. So it is always possible to iterate through the SerializedObject and only get properties found in all objects. Value of a boolean property. Value of bounds with integer values property. Value of bounds property. Value of a color property. Nesting depth of the property. (Read Only) Nice display name of the property. (Read Only) Value of a float property as a double. Is this property editable? (Read Only) Display-friendly names of enumeration of an enum property. Names of enumeration of an enum property. Enum index of an enum property. A reference to another Object in the Scene. This reference is resolved in the context of the SerializedObject containing the SerializedProperty. The number of elements in the fixed buffer. (Read Only) Value of a float property. Does it have child properties? (Read Only) Does this property represent multiple different values due to multi-object editing? (Read Only) Does it have visible child properties? (Read Only) Value of an integer property. Is this property an array? (Read Only) Allows you to check whether his property is a PrefabUtility.IsDefaultOverride|default override. Certain properties on Prefab instances are default overrides. See PrefabUtility.IsDefaultOverride for more information. Is this property expanded in the inspector? Is this property a fixed buffer? (Read Only) Is property part of a Prefab instance? (Read Only) Value of a integer property as a long. Name of the property. (Read Only) Value of an object reference property. Allows you to check whether a property's value is overriden (i.e. different to the Prefab it belongs to). Full path of the property. (Read Only) Type of this property (Read Only). Value of a quaternion property. Value of a rectangle with integer values property. Value of a rectangle property. SerializedObject this property belongs to (Read Only). Value of a string property. Tooltip of the property. (Read Only) Type name of the property. (Read Only) Value of a 2D integer vector property. Value of a 2D vector property. Value of a 3D integer vector property. Value of a 3D vector property. Value of a 4D vector property. Remove all elements from the array. Returns a copy of the SerializedProperty iterator in its current state. This is useful if you want to keep a reference to the current property but continue with the iteration. Count visible children of this property, including this property itself. Count remaining visible properties. Compares the data for two SerializedProperties. This method ignores paths and SerializedObjects. Delete the element at the specified index in the array. Deletes the serialized property. Duplicates the serialized property. See if contained serialized properties are equal. Retrieves the SerializedProperty at a relative path to the current property. Returns the element at the specified index in the array. Retrieves the SerializedProperty that defines the end range of this property. Retrieves the SerializedProperty that defines the end range of this property. Retrieves an iterator that allows you to iterator over the current nexting of a serialized property. Returns the element at the specified index in the fixed buffer. Insert an empty element at the specified index in the array. Move an array element from srcIndex to dstIndex. Move to next property. Move to next visible property. Move to first property of the object. Type of a SerializedProperty. AnimationCurve property. Array size property. Boolean property. Bounds property. Bounds with Integer values property. Character property. Color property. Enumeration property. A reference to another Object in the Scene. This is done via an ExposedReference type and resolves to a reference to an Object that exists in the context of the SerializedObject containing the SerializedProperty. Fixed buffer size property. Float property. Gradient property. Integer property. LayerMask property. Reference to another object. Quaternion property. Rectangle property. Rectangle with Integer values property. String property. 2D vector property. 2D integer vector property. 3D vector property. 3D integer vector property. 4D vector property. SessionState is a Key-Value Store intended for storing and retrieving Editor session state that should survive assembly reloading. Erase a Boolean entry in the key-value store. Erase a Float entry in the key-value store. Erase an Integer entry in the key-value store. Erase an Integer array entry in the key-value store. Erase a String entry in the key-value store. Erase a Vector3 entry in the key-value store. Retrieve a Boolean value. Retrieve a Float value. Retrieve an Integer value. Retrieve an Integer array. Retrieve a String value. Retrieve a Vector3. Store a Boolean value. Store a Float value. Store an Integer value. Store an Integer array. Store a String value. Store a Vector3. SettingsProvider is the configuration class that specifies how a Project setting or a preference should appear in the Settings or Preferences window. Overrides SettingsProvider.OnActivate. Overrides SettingsProvider.OnDeactivate. Overrides SettingsProvider.OnFooterBarGUI. Overrides SettingsProvider.OnGUI. Overrides SettingsProvider.HasSearchInterest. Gets or sets the list of keywords to compare against what the user is searching for. When the user enters values in the search box on the Settings window, SettingsProvider.HasSearchInterest tries to match those keywords to this list. Gets or sets the display name of the SettingsProvider as it appears in the Settings window. If not set, the Settings window uses last token of SettingsProvider.settingsPath instead. Gets the Scope of the SettingsProvider. The Scope determines whether the SettingsProvider appears in the Preferences window (SettingsScope.User) or the Settings window (SettingsScope.Project). Gets Path used to place the SettingsProvider in the tree view of the Settings window. The path should be unique among all other settings paths and should use "/" as its separator. Overrides SettingsProvider.OnTitleBarGUI. Creates a new SettingsProvider. Path of the settings in the Settings window. Uses "/" as separator. The last token becomes the settings label if none is provided. Scope of the Settings. The Scope determines where the setting appears: in the Settings or the Preferences windows. List of keywords to compare against what the user is searching for. When the user enters values in the search box on the Settings window, SettingsProvider.HasSearchInterest tries to match those keywords to this list. Extract search keywords from all public static memebers in a specific Type. Returns the list of keywords extracted from the static GUIContent. Extract search keywords from the serialized properties of an Asset at a specific path. Path of the Asset on disk. Returns the list of keywords. Extract search keywords from from the serialized properties of a SerializedObject. Object to extract properties from. Returns the list of keywords. Checks whether the SettingsProvider should appear when the user types something in the Settings window search box. SettingsProvider tries to match the search terms (even partially) to any of the SettingsProvider.keywords. The search is case insensitive. Search terms that the user entered in the search box on the Settings window. True if the SettingsProvider matched the search term and if it should appear. Use this function to implement a handler for when the user clicks on the Settings in the Settings window. You can fetch a settings Asset or set up UIElements UI from this function. Search context in the search box on the Settings window. Root of the UIElements tree. If you add to this root, the SettingsProvider uses UIElements instead of calling SettingsProvider.OnGUI to build the UI. If you do not add to this VisualElement, then you must use the IMGUI to build the UI. Use this function to implement a handler for when the user clicks on another setting or when the Settings window closes. Use this function to override drawing the footer for the SettingsProvider using IMGUI. Use this function to draw the UI based on IMGUI. This assumes you haven't added any children to the rootElement passed to the OnActivate function. Search context for the Settings window. Used to show or hide relevant properties. Use this function to override drawing the title for the SettingsProvider using IMGUI. This allows you to add custom UI (such as a toolbar button) next to the title. AssetSettingsProvider uses this mecanism to display the "add to preset" and the "help" buttons. Request the SettingsWindow for a repaint. Attribute used to register a new SettingsProvider. Use this attribute to decorate a function that returns an instance of a SettingsProvider. If the function returns null, no SettingsProvider appears in the Settings window. Creates a new SettingsProviderAttribute used to register new SettingsProvider. Attribute used to register multiple SettingsProvider items. Use this attribute to decorate a function that returns an array of SettingsProvider instances. If the function returns null, no SettingsProvider appears in the Settings window. Creates a SettingsProviderGroupAttribute used to register multiple SettingsProviders. Sets the scope of a SettingsProvider. The Scope determines where it appears in the UI. For example, whether it appears with the Project settings in the Settings window, or in the Preferences window, or in both windows. The SettingsProvider appears only in the Project Settings window. The SettingsProvider appears only in the Preferences window. This class provides global APIs to interact with the Settings window. Use this function to notify the SettingsService that a SettingsProvider changed. Open the Project Settings window with the specified settings item already selected. Settings paths of the item to select (for example, 'ProjectPlayer' or 'ProjectQuality'). Returns an instance to the Settings window. Open the Preferences window with the specified settings item already selected. Settings path of the item to select (for example, 'PreferencesKeys' or 'Preferences2D'). Returns an instance to the Settings window. This class describes a shader. Returns the active subshader or null if none is currently active. Returns the index of the active subshader or -1 if none is currently active. Get a subshader. The index of the subshader. The associated subshader or null if none exists. This class describes a pass of a subshader. The name of this pass (may be empty). The source code for this pass. The shader attached to this data set. This class describes a subshader. Get a pass of a subshader. The index of the pass. The specified pass or null, if none exists. The number of passes for this subshader. The number of subshaders used by this shader. Abstract class to derive from for defining custom GUI for shader properties and for extending the material preview. This method is called when a new shader has been selected for a Material. The material the newShader should be assigned to. Previous shader. New shader to assign to the material. Find shader properties. Name of the material property. The array of available properties. If true then this method will throw an exception if a property with propertyName was not found. The material property found, otherwise null. Find shader properties. Name of the material property. The array of available properties. If true then this method will throw an exception if a property with propertyName was not found. The material property found, otherwise null. This method is called when the ShaderGUI is being closed. To define a custom shader GUI use the methods of materialEditor to render controls for the properties array. The MaterialEditor that are calling this OnGUI (the 'owner'). Material properties of the current selected shader. Override for extending the rendering of the Preview area or completly replace the preview (by not calling base.OnMaterialPreviewGUI). The MaterialEditor that are calling this method (the 'owner'). Preview rect. Style for the background. Override for extending the functionality of the toolbar of the preview area or completly replace the toolbar by not calling base.OnMaterialPreviewSettingsGUI. The MaterialEditor that are calling this method (the 'owner'). Shader importer lets you modify shader import settings from Editor scripts. Gets the default texture assigned to the shader importer for the shader property with given name. Gets the non-modifiable texture assigned to the shader importer for the shader property with given name. Gets the reference to the shader imported by this importer. Sets the default textures for each texture material property. Sets the non-modifiable textures for each texture material property. This attribute is no longer supported. Contains the following information about a shader: -If the shader has compilation errors. -If the shader is supported on the currently selected platform. -The name of the shader. True if the shader has compilation errors. The name of the shader. True if the shader is supported on the currently selected platform. Utility functions to assist with working with shaders from the editor. Does the current hardware support render textues. Clear compile time errors for the given shader. Returns an array of ShaderInfo of all available shaders. That includes built-in shaders. ShaderInfo array of all available shaders. Get the number of properties in Shader s. The shader to check against. Get the description of the shader propery at index propertyIdx of Shader s. The shader to check against. The property index to use. Get the name of the shader propery at index propertyIdx of Shader s. The shader to check against. The property index to use. Get the ShaderProperyType of the shader propery at index propertyIdx of Shader s. The shader to check against. The property index to use. Get Limits for a range property at index propertyIdx of Shader s. Which value to get: 0 = default, 1 = min, 2 = max. The shader to check against. The property index to use. Get the shader data for a specific shader. The shader to get data from. The shader data for the provided shader. Gets texture dimension of a shader property. The shader to get the property from. The property index to use. Texture dimension. Is the shader propery at index propertyIdx of Shader s hidden? The shader to check against. The property index to use. Is the shader propery at index propertyIdx of Shader s a NonModifiableTextureProperty? The shader to check against. The property index to use. Register a user created shader. Type of a given texture property. Color Property. Float Property. Range Property. Texture Property. Vector Property. Structure to hold camera data extracted from a SketchUp file. Aspect ratio of the camera. Field of view of the camera. Indicate if the camera is using a perspective or orthogonal projection. The position the camera is looking at. The orthogonal projection size of the camera. This value only make sense if SketchUpImportCamera.isPerspective is false. The position of the camera. Up vector of the camera. Derives from AssetImporter to handle importing of SketchUp files. Retrieves the latitude Geo Coordinate imported from the SketchUp file. Retrieves the longitude Geo Coordinate imported from the SketchUp file. Retrieves the north correction value imported from the SketchUp file. The default camera or the camera of the active Scene which the SketchUp file was saved with. The default camera. The method returns an array of SketchUpImportScene which represents SketchUp scenes. Array of scenes extracted from a SketchUp file. Structure to hold scene data extracted from a SketchUp file. The camera data of the SketchUp scene. The name of the SketchUp scene. AssetImportor for importing SpeedTree model assets. Gets and sets a default alpha test reference values. Indicates if the cross-fade LOD transition, applied to the last mesh LOD and the billboard, should be animated. Returns the best-possible wind quality on this asset (configured in SpeedTree modeler). Proportion of the last 3D mesh LOD region width which is used for cross-fading to billboard tree. Gets and sets an array of booleans to enable shadow casting for each LOD. Gets and sets an array of booleans to enable normal mapping for each LOD. Gets and sets an array of booleans to enable Hue variation effect for each LOD. Enables smooth LOD transitions. Gets and sets an array of booleans to enable Subsurface effect for each LOD (affects only SpeedTree v8 assets). Proportion of the billboard LOD region width which is used for fading out the billboard. Tells if there is a billboard LOD. Tells if the SPM file has been previously imported. Gets and sets a default Hue variation color and amount (in alpha). Returns true if the asset is a SpeedTree v8 asset. Gets and sets a default main color. Returns the folder path where generated materials will be placed in. Material import location options. Gets and sets an array of booleans to enable shadow receiving for each LOD. How much to scale the tree model compared to what is in the .spm file. Gets and sets a default Shininess value. Gets and sets a default specular color. Gets and sets an array of booleans to enable Light Probe lighting for each LOD. Gets and sets an array of integers of the wind qualities on each LOD. Values will be clampped by bestWindQuality internally. Gets an array of name strings for wind quality value. Construct a new SpeedTreeImporter object. Generates all necessary materials under materialFolderPath. If Version Control is enabled please first check out the folder. Gets and sets an array of floats of each LOD's screen height value. Material import location options. Extract the materials and textures from the model. Unity imports materials as sub-assets. Search the project for matching materials and use them instead of the internal materials. The path to search for matching materials. Returns true if any materials have been remapped, otherwise false. The style of builtin splash screen to use. Dark background with light logo and text. White background with dark logo and text. Texture importer modes for Sprite import. Sprites are multiple image sections extracted from the texture. Graphic is not a Sprite. Sprite has it own mesh outline defined. Sprite is a single image section extracted automatically from the texture. Editor data used in producing a Sprite. Edge-relative alignment of the sprite graphic. Edge border size for a sprite (in pixels). Name of the Sprite. The pivot point of the Sprite, relative to its bounding rectangle. Bounding rectangle of the sprite's graphic within the atlas image. Sprite Packer mode for the current project. Always maintain an up-to-date sprite atlas cache for Sprite with packing tag (legacy). Always pack all the SpriteAtlas. Updates the sprite atlas cache when the Player or bundles builds containing Sprite with the legacy packing tag. Pack all the SpriteAtlas when building player/bundles. Doesn't pack sprites. Abstract class that is used by systems to encapsulate Sprite data representation. Currently this is used by Sprite Editor Window. SpriteAlignment that represents the pivot value for the Sprite data. Returns a Vector4 that represents the border of the Sprite data. The name of the Sprite data. Vector2 value representing the pivot for the Sprite data. Rect value that represents the position and size of the Sprite data. GUID to uniquely identify the SpriteRect data. This will be populated to Sprite.spriteID to identify the SpriteRect used to generate the Sprite. Helper method to get SpriteRect.spriteID from a SerializedProperty. The SerializedProperty to acquire from. GUID for the SpriteRect. Describes the final atlas texture. Marks this atlas so that it contains textures that have been flagged for Alpha splitting when needed (for example ETC1 compression for textures with transparency). Anisotropic filtering level of the atlas texture. Desired color space of the atlas. Quality of atlas texture compression in the range [0..100]. Allows Sprite Packer to rotate/flip the Sprite to ensure optimal Packing. Filtering mode of the atlas texture. The format of the atlas texture. Should sprite atlas textures generate mip maps? Maximum height of the atlas texture. Maximum width of the atlas texture. The amount of extra padding between packed sprites. Sprite packing policy interface. Provide a custom implementation to control which Sprites go into which atlases. Specifies whether sequential processing of atlas tags is enabled. If enabled, sprite packing tags are processed one by one to reduce memory usage. Return the version of your policy. Sprite Packer needs to know if atlas grouping logic changed. Implement custom atlas grouping here. Sprite Packer helpers. Array of Sprite atlas names found in the current atlas cache. Name of the default Sprite Packer policy. Sprite Packer execution mode. Will always trigger IPackerPolicy.OnGroupAtlases. Normal execution. Will not trigger IPackerPolicy.OnGroupAtlases unless IPackerPolicy, IPackerPolicy version or TextureImporter settings have changed. Returns all alpha atlas textures generated for the specified atlas. Name of the atlas. Returns atlasing data for the specified Sprite. Sprite to query. Gets set to the name of the atlas containing the specified Sprite. Gets set to the Texture containing the specified Sprite. Returns all atlas textures generated for the specified atlas. Atlas name. Available Sprite Packer policies for this project. Rebuilds the Sprite atlas cache. The active Sprite Packer policy for this project. Current Sprite Packer job definition. Registers a new atlas. Assigns a Sprite to an already registered atlas. Helper utilities for accessing Sprite data. Returns the generated Sprite mesh indices. If Sprite is packed, it is possible to access data as if it was on the atlas texture. Returns the generated Sprite mesh positions. If Sprite is packed, it is possible to access data as if it was on the atlas texture. Returns the generated Sprite texture. If Sprite is packed, it is possible to query for both source and atlas textures. If Sprite is packed, it is possible to access data as if it was on the atlas texture. Returns the generated Sprite mesh uvs. If Sprite is packed, it is possible to access data as if it was on the atlas texture. Static Editor Flags. Consider for static batching. Considered static for lightmapping. Considered static for navigation. Considered static for occlusion. Considered static for occlusion. Auto-generate OffMeshLink. Consider static for reflection probe. StaticOcclusionCulling lets you perform static occlusion culling operations. Does the Scene contain any occlusion portals that were added manually rather than automatically? Used to check if asynchronous generation of static occlusion culling data is still running. Returns the size in bytes that the PVS data is currently taking up in this Scene on disk. Used to cancel asynchronous generation of static occlusion culling data. Clears the PVS of the opened Scene. Used to generate static occlusion culling data. Used to compute static occlusion culling data asynchronously. Used to visualize static occlusion culling at development time in Scene view. If set to true, culling of geometry is enabled. If set to true, visualization of target volumes is enabled. If set to true, visualization of portals is enabled. If set to true, the visualization lines of the PVS volumes will show all cells rather than cells after culling. If set to true, visualization of view volumes is enabled. If set to true, visualization of portals is enabled. Options for querying the version control system status of a file. Force a refresh of the version control system status of the file. This is slow but accurate. See Also: AssetDatabase.IsOpenForEdit, AssetDatabase.IsMetaFileOpenForEdit. This option sets the status query to first use the latest valid version control system status of the file and query for a valid status asynchronously if otherwise. This option sets the status query to first use the latest valid version control system status of the file and query for a valid status synchronously if otherwise. Enum used to specify what stereo rendering path to use. Single pass VR rendering ( via instanced rendering ). Multiple pass VR rendering. Single pass VR rendering ( via double-wide render texture ). Managed code stripping level. Deprecated. See ManagedStrippingLevel. Deprecated. See ManagedStrippingLevel. Deprecated. See ManagedStrippingLevel. Deprecated. See ManagedStrippingLevel. A Takeinfo object contains all the information needed to describe a take. Start time in second. Stop time in second. This is the default clip name for the clip generated for this take. Take name as define from imported file. Sample rate of the take. Start time in second. Stop time in second. A set of helper functions for using terrain layers. Checks whether the texture is correctly imported as a normal map texture. The texture to check. True if texture is correctly imported, otherwise false. Helper function to show the layer selection window for selecting terrain layers in inspector. Terrain tile. Currently selected terrain layer index. Newly selected terrain layer index. Displays the tiling settings UI. The terrain layer that contains the tiling settings to display. The tile size property to display. The tile offset property to display. Displays the tiling settings UI. The terrain layer that contains the tiling settings to display. The tile size property to display. The tile offset property to display. Checks whether the texture is a valid TerrainLayer diffuse texture. If it detects that the texture is not valid, it displays a warning message that identifies the issue. The texture to validate. Checks whether the texture is a valid TerrainLayer mask map texture. If it detects that the texture is not valid, it displays a warning message that identifies the issue. The texture to validate. Checks whether the texture is a valid TerrainLayer normal map texture. If it detects that the texture is not valid, it displays a warning message that identifies the issue. The texture to validate. The return value from the CheckNormalMapTextureType method indicating whether the texture is imported as a normal map. Compression Quality. Best compression. Fast compression. Normal compression (default). Texture importer lets you modify Texture2D import settings from editor scripts. Allows alpha splitting on relevant platforms for this texture. If the provided alpha channel is transparency, enable this to prefilter the color to avoid filtering artifacts. Select how the alpha of the imported texture is generated. Returns or assigns the alpha test reference value. ETC2 texture decompression fallback override on Android devices that don't support ETC2. Anisotropic filtering level of the texture. Keep texture borders the same when generating mipmaps? Quality of Texture Compression in the range [0..100]. Convert heightmap to normal map? Use crunched compression when available. Fade out mip levels to gray color? Filtering mode of the texture. Cubemap generation mode. Should mip maps be generated with gamma correction? Generate alpha channel from intensity? Amount of bumpyness in the heightmap. Set this to true if you want texture data to be readable from scripts. Set it to false to prevent scripts from reading texture data. Is this texture a lightmap? Is texture storing non-color data? Maximum texture size. Mip map bias of the texture. Generate Mip Maps. Mip level where texture is faded out completely. Mip level where texture begins to fade out. Mipmap filtering mode. Enables or disables coverage-preserving alpha MIP mapping. Is this texture a normal map? Normal map filtering mode. Scaling mode for non power of two textures. Returns true if this TextureImporter is setup for Sprite packing. Border sizes of the generated sprites. Selects Single or Manual import mode for Sprite textures. Selects the Sprite packing tag. The point in the Sprite object's coordinate space where the graphic is located. The number of pixels in the sprite that correspond to one unit in world space. Scale factor for mapping pixels in the graphic to units in world space. Array representing the sections of the atlas corresponding to individual sprite graphics. Is texture storing color data? Enable mipmap streaming for this texture. Relative priority for this texture when reducing memory size in order to hit the memory budget. Compression of imported texture. Format of imported texture. Shape of imported texture. Which type of texture are we dealing with here. Texture coordinate wrapping mode. Texture U coordinate wrapping mode. Texture V coordinate wrapping mode. Texture W coordinate wrapping mode for Texture3D. Clear specific target platform settings. The platform whose settings are to be cleared (see below). Does textures source image have alpha channel. Does textures source image have RGB channels. Getter for the flag that allows Alpha splitting on the imported texture when needed (for example ETC1 compression for textures with transparency). True if the importer allows alpha split on the imported texture, False otherwise. Returns the TextureImporterFormat that would be automatically chosen for this platform. Format chosen by the system for the provided platform, TextureImporterFormat.Automatic if the platform does not exist. Get the default platform specific texture settings. A TextureImporterPlatformSettings structure containing the default platform parameters. Get platform specific texture settings. The platform for which settings are required (see options below). Maximum texture width/height in pixels. Format of the texture for the given platform. Value from 0..100, equivalent to the standard JPEG quality setting. Status of the ETC1 and alpha split flag. True if the platform override was found, false if no override was found. Get platform specific texture settings. The platform whose settings are required (see below). Maximum texture width/height in pixels. Format of the texture. Value from 0..100, equivalent to the standard JPEG quality setting. True if the platform override was found, false if no override was found. Get platform specific texture settings. The platform whose settings are required (see below). Maximum texture width/height in pixels. Format of the texture. True if the platform override was found, false if no override was found. Get platform specific texture settings. The platform whose settings are required (see below). A TextureImporterPlatformSettings structure containing the platform parameters. Reads the active texture output instructions of this TextureImporter. Read texture settings into TextureImporterSettings class. Setter for the flag that allows Alpha splitting on the imported texture when needed (for example ETC1 compression for textures with transparency). Set specific target platform settings. The platforms whose settings are to be changed (see below). Maximum texture width/height in pixels. Data format for the texture. Value from 0..100, with 0, 50 and 100 being respectively Fast, Normal, Best quality options in the texture importer UI. For Crunch texture formats, this roughly corresponds to JPEG quality levels. Allows splitting of imported texture into RGB+A so that ETC1 compression can be applied (Android only, and works only on textures that are a part of some atlas). Set specific target platform settings. The platforms whose settings are to be changed (see below). Maximum texture width/height in pixels. Data format for the texture. Value from 0..100, with 0, 50 and 100 being respectively Fast, Normal, Best quality options in the texture importer UI. For Crunch texture formats, this roughly corresponds to JPEG quality levels. Allows splitting of imported texture into RGB+A so that ETC1 compression can be applied (Android only, and works only on textures that are a part of some atlas). Set specific target platform settings. Structure containing the platform settings. Set texture importers settings from TextureImporterSettings class. Select how the alpha of the imported texture is generated. Generate Alpha from image gray scale. Use Alpha from the input texture if one is provided. No Alpha will be used. Select the kind of compression you want for your texture. Texture will be compressed using a standard format depending on the platform (DXT, ASTC, ...). Texture will be compressed using a high quality format depending on the platform and availability (BC7, ASTC4x4, ...). Texture will be compressed using a low quality but high performance, high compression format depending on the platform and availability (2bpp PVRTC, ASTC8x8, ...). Texture will not be compressed. Defines Cubemap convolution mode. Diffuse convolution (aka irradiance Cubemap). No convolution needed. This Cubemap texture represents mirror reflection or Skybox. Specular convolution (aka Prefiltered Environment Map). Imported texture format for TextureImporter. TextureFormat.Alpha8 texture format. TextureFormat.ARGB4444 texture format. TextureFormat.ARGB32 texture format. ASTC compressed RGB texture format, 10x10 block size. ASTC compressed RGB texture format, 12x12 block size. ASTC compressed RGB texture format, 4x4 block size. ASTC compressed RGB texture format, 5x5 block size. ASTC compressed RGB texture format, 6x6 block size. ASTC compressed RGB texture format, 8x8 block size. ASTC compressed RGBA texture format, 10x10 block size. ASTC compressed RGBA texture format, 12x12 block size. ASTC compressed RGBA texture format, 4x4 block size. ASTC compressed RGBA texture format, 5x5 block size. ASTC compressed RGBA texture format, 6x6 block size. ASTC compressed RGBA texture format, 8x8 block size. Choose texture format automatically based on the texture parameters. Choose a 16 bit format automatically. Choose a compressed format automatically. Choose a compressed HDR format automatically. Choose a crunched format automatically. Choose an HDR format automatically. Choose a Truecolor format automatically. TextureFormat.BC4 compressed texture format. TextureFormat.BC5 compressed texture format. TextureFormat.BC6H compressed HDR texture format. TextureFormat.BC7 compressed texture format. TextureFormat.DXT1 compressed texture format. DXT1 compressed texture format using Crunch compression for smaller storage sizes. TextureFormat.DXT5 compressed texture format. DXT5 compressed texture format using Crunch compression for smaller storage sizes. ETC2EAC compressed 4 bits pixel unsigned R texture format. ETC2EAC compressed 4 bits pixel signed R texture format. ETC2EAC compressed 8 bits pixel unsigned RG texture format. ETC2EAC compressed 4 bits pixel signed RG texture format. ETC (GLES2.0) 4 bits/pixel compressed RGB texture format. ETC (Nintendo 3DS) 4 bits/pixel compressed RGB texture format. ETC_RGB4 compressed texture format using Crunch compression for smaller storage sizes. ETC (Nintendo 3DS) 8 bits/pixel compressed RGBA texture format. ETC2 compressed 4 bits / pixel RGB texture format. ETC2 compressed 4 bits / pixel RGB + 1-bit alpha texture format. ETC2 compressed 8 bits / pixel RGBA texture format. ETC2_RGBA8 compressed color with alpha channel texture format using Crunch compression for smaller storage sizes. PowerVR/iOS TextureFormat.PVRTC_RGB2 compressed texture format. PowerVR/iOS TextureFormat.PVRTC_RGB4 compressed texture format. PowerVR/iOS TextureFormat.PVRTC_RGBA2 compressed texture format. PowerVR/iOS TextureFormat.PVRTC_RGBA4 compressed texture format. TextureFormat.R16 texture format. TextureFormat.R8 texture format. TextureFormat.RFloat floating point texture format. TextureFormat.RG16 texture format. TextureFormat.RGB565 texture format. TextureFormat.RGB24 texture format. TextureFormat.RGB9e5Float packed unsigned floating point texture format with shared exponent. TextureFormat.RGBA4444 texture format. TextureFormat.RGBA32 texture format. TextureFormat.RGBAFloat floating point RGBA texture format. TextureFormat.RGBAHalf half-precision floating point texture format. TextureFormat.RGFloat floating point texture format. TextureFormat.RGHalf half-precision floating point texture format. TextureFormat.RHalf half-precision floating point texture format. Cubemap generation mode for TextureImporter. Automatically determine type of cubemap generation from the source image. Generate cubemap from cylindrical texture. Generate cubemap from vertical or horizontal cross texture. Do not generate cubemap (default). Generate cubemap from spheremap texture. Mip map filter for TextureImporter. Box mipmap filter. Kaiser mipmap filter. Normal map filtering mode for TextureImporter. Sobel normal map filter. Standard normal map filter. Scaling mode for non power of two textures in TextureImporter. Keep non power of two textures as is. Scale to larger power of two. Scale to nearest power of two. Scale to smaller power of two. Stores platform specifics settings of a TextureImporter. Allows Alpha splitting on the imported texture when needed (for example ETC1 compression for textures with transparency). Override for ETC2 decompression fallback on Android devices that don't support ETC2. Quality of texture compression in the range [0..100]. Use crunch compression when available. Format of imported texture. Maximum texture size. Name of the build target. Set to true in order to override the Default platform parameters by those provided in the TextureImporterPlatformSettings structure. For Texture to be scaled down choose resize algorithm. ( Applyed only when Texture dimension is bigger than Max Size ). Compression of imported texture. Copy parameters into another TextureImporterPlatformSettings object. TextureImporterPlatformSettings object to copy settings to. RGBM encoding mode for HDR textures in TextureImporter. Do RGBM encoding when source data is HDR in TextureImporter. Source texture is already RGBM encoded in TextureImporter. Do not perform RGBM encoding in TextureImporter. Do RGBM encoding in TextureImporter. Stores settings of a TextureImporter. If the provided alpha channel is transparency, enable this to dilate the color to avoid filtering artifacts on the edges. Select how the alpha of the imported texture is generated. Returns or assigns the alpha test reference value. Anisotropic filtering level of the texture. Enable this to avoid colors seeping out to the edge of the lower Mip levels. Used for light cookies. Convert heightmap to normal map? Convolution mode. Defines how fast Phong exponent wears off in mip maps. Higher value will apply less blur to high resolution mip maps. Defines how many different Phong exponents to store in mip maps. Higher value will give better transition between glossy and rough reflections, but will need higher texture resolution. Fade out mip levels to gray color? Filtering mode of the texture. Cubemap generation mode. Generate alpha channel from intensity? Amount of bumpyness in the heightmap. Mip map bias of the texture. Generate mip maps for the texture? Mip level where texture is faded out to gray completely. Mip level where texture begins to fade out to gray. Mipmap filtering mode. Enables or disables coverage-preserving alpha MIP mapping. Normal map filtering mode. Scaling mode for non power of two textures. Is texture data readable from scripts. RGBM encoding mode for HDR textures in TextureImporter. Color or Alpha component TextureImporterType|Single Channel Textures uses. Edge-relative alignment of the sprite graphic. Border sizes of the generated sprites. The number of blank pixels to leave between the edge of the graphic and the mesh. Generates a default physics shape for a Sprite if a physics shape has not been set by the user. Sprite texture import mode. Pivot point of the Sprite relative to its graphic's rectangle. The number of pixels in the sprite that correspond to one unit in world space. Scale factor between pixels in the sprite graphic and world space units. The tessellation detail to be used for generating the mesh for the associated sprite if the SpriteMode is set to Single. For Multiple sprites, use the SpriteEditor to specify the value per sprite. Valid values are in the range [0-1], with higher values generating a tighter mesh. A default of -1 will allow Unity to determine the value automatically. Is texture storing color data? Enable mipmap streaming for this texture. Relative priority for this texture when reducing memory size in order to hit the memory budget. Shape of imported texture. Which type of texture are we dealing with here. Texture coordinate wrapping mode. Texture U coordinate wrapping mode. Texture V coordinate wrapping mode. Texture W coordinate wrapping mode for Texture3D. Configure parameters to import a texture for a purpose of type, as described TextureImporterType|here. Texture type. See TextureImporterType. If false, change only specific properties. Exactly which, depends on type. Copy parameters into another TextureImporterSettings object. TextureImporterSettings object to copy settings to. Test texture importer settings for equality. Select the kind of shape of your texture. Texture is 2D. Texture is a Cubemap. Selects which Color/Alpha channel TextureImporterType|Single Channel Textures uses. Use the Alpha channel. Use the red Color channel. Select this to set basic parameters depending on the purpose of your texture. This sets up your texture with the basic parameters used for the Cookies of your lights. Use this if your texture is going to be used as a cursor. This is the most common setting used for all the textures in general. Use this if your texture is going to be used on any HUD/GUI Controls. This is the most common setting used for all the textures in general. This sets up your texture with the parameters used by the lightmap. Select this to turn the color channels into a format suitable for real-time normal mapping. Use this for texture containing a single channel. Select this if you will be using your texture for Sprite graphics. For Texture to be scaled down choose resize algorithm. ( Applyed only when Texture dimension is bigger than Max Size ). Might provide better result than Mitchell for some noise textures preserving more sharp details. Default high quality resize algorithm. Which tool is active in the editor. The move tool is active. No tool is active. Set this to implement your own in-inspector toolbar (like the terrain editor does). The rect tool is active. The rotate tool is active. The scale tool is active. The transform tool is active. The view tool is active - Use Tools.viewTool to find out which view tool we're talking about. Class used to manipulate the tools used in Unity's Scene View. The tool that is currently selected for the Scene View. The position of the tool handle in world space. The rectangle used for the rect tool. The rotation of the rect tool handle in world space. The rotation of the tool handle in world space. Hides the Tools(Move, Rotate, Resize) on the Scene view. Are we in Center or Pivot mode. What's the rotation of the tool handle. Is the rect handle in blueprint mode? The option that is currently active for the View tool in the Scene view. Which layers are visible in the Scene view. Editor Transform Utility Class. Returns the rotation of a transform as it is shown in the Transform Inspector window. Transform to get the rotation from. Rotation as it is shown in the Transform Inspector window. Sets the rotation of a transform as it would be set by the Transform Inspector window. Transform to set the rotation on. Rotation as it would be set by the Transform Inspector window. AssetImporter for importing Fonts. Calculation mode for determining font's ascent. Border pixels added to character images for padding. This is useful if you want to render text using a shader which needs to render outside of the character area (like an outline shader). Spacing between character images in the generated texture in pixels. This is useful if you want to render text using a shader which samples pixels outside of the character area (like an outline shader). A custom set of characters to be included in the Font Texture. An array of font names, to be used when includeFontData is set to false. References to other fonts to be used looking for fallbacks. Font rendering mode to use for this font. Font size to use for importing the characters. Use this to adjust which characters should be imported. The internal font name of the TTF file. If this is enabled, the actual font will be embedded into the asset for Dynamic fonts. Set this property to true if you want to round the internal advance width of the font to the nearest integer. Create an editable copy of the font asset at path. Supported tvOS SDK versions. Device SDK. Simulator SDK. Supported tvOS deployment versions. Target tvOS 9.0. Target tvOS 9.1. Unknown tvOS version, managed by user. Method extensions for SpriteAtlas in Editor. Add an array of Assets to the packable objects list. Array of Object to be packed into the atlas. Return all the current packed packables in the atlas. Current SpriteAtlasPackingSettings to use when packing this SpriteAtlas. Returns the platform settings of the build target you specify. The name of the build target. Current SpriteAtlasTextureSettings of the packed texture generated by this SpriteAtlas. Remove objects from the atlas's packable objects list. Object in the array you wish to remove. Define if this sprite atlas's packed texture is included in the build with the Sprite after packing is done. Sets whether this Sprite Atlas is a variant or not. Set an atlas to be the master atlas. Set the SpriteAtlasPackingSettings to use when packing this SpriteAtlas Set the platform specific settings. Set the SpriteAtlasTextureSettings for the packed texture generated by this SpriteAtlas. Set the value used to downscale the master's texture. Recommended value is [0.1 ~ 0.99]. Settings to use during the packing process for this SpriteAtlas. Block offset to use while packing. Determines if rotating a sprite is possible during packing. Determines if sprites should be packed tightly during packing. Value to add boundary (padding) to sprites when packing into the atlas. Texture settings for the packed texture generated by SpriteAtlas. Packed texture's Anisotropic filtering level. Filter mode of the packed texture. Set whether mipmaps should be generated for the packed texture. Readable state of the packed texture. Checks if the packed texture uses sRGB read/write conversions (Read Only). Utility methods to pack atlases in the Project. Pack all the SpriteAtlas Assets in the Project for the particular BuildTarget. Pack all the provided SpriteAtlas for the particular BuildTarget. Default mobile device orientation. Auto Rotation Enabled. Landscape : counter-clockwise from Portrait. Landscape: clockwise from Portrait. Portrait. Portrait upside down. Lets you register undo operations on specific objects you are about to perform changes on. Callback that is triggered after an undo or redo was executed. Invoked before the Undo system performs a flush. Adds a component to the game object and registers an undo operation for this action. The game object you want to add the component to. The type of component you want to add. The newly added component. Generic version. The game object you want to add the component to. The newly added component. Removes all undo and redo operations from respectively the undo and redo stacks. Removes all Undo operation for the identifier object registered using Undo.RegisterCompleteObjectUndo from the undo stack. Collapses all undo operation up to group index together into one step. Destroys the object and records an undo operation so that it can be recreated. The object that will be destroyed. Ensure objects recorded using RecordObject or ::ref:RecordObjects are registered as an undoable action. In most cases there is no reason to invoke FlushUndoRecordObjects since it's automatically done right after mouse-up and certain other events that conventionally marks the end of an action. Unity automatically groups undo operations by the current group index. Get the name that will be shown in the UI for the current undo group. Name of the current group or an empty string if the current group is empty. Unity automatically groups undo operations by the current group index. Move a GameObject from its current Scene to a new Scene. It is required that the GameObject is at the root of its current Scene. GameObject to move. Scene to move the GameObject into. Name of the undo action. Perform an Redo operation. Perform an Undo operation. Records any changes done on the object after the RecordObject function. The reference to the object that you will be modifying. The title of the action to appear in the undo history (i.e. visible in the undo menu). Records multiple undoable objects in a single call. This is the same as calling Undo.RecordObject multiple times. Stores a copy of the object states on the undo stack. The object whose state changes need to be undone. The name of the undo operation. This is equivalent to calling the first overload mutiple times, save for the fact that only one undo operation will be generated for this one. An array of objects whose state changes need to be undone. The name of the undo operation. Register an undo operations for a newly created object. The object that was created. The name of the action to undo. Think "Undo ...." in the main menu. Copy the states of a hierarchy of objects onto the undo stack. The object used to determine a hierarchy of objects whose state changes need to be undone. The name of the undo operation. This overload is deprecated. Use Undo.RegisterFullObjectHierarchyUndo(Object, string) instead. Performs all undo operations up to the group index without storing a redo operation in the process. Performs the last undo operation but does not record a redo operation. Set the name of the current undo group. New name of the current undo group. Sets the parent of transform to the new parent and records an undo operation. The Transform component whose parent is to be changed. The parent Transform to be assigned. The name of this action, to be stored in the Undo history buffer. Delegate used for undoRedoPerformed. Delegate used for willFlushUndoRecord. See Also: Undo.postprocessModifications. The UnityEditor assembly implements the editor-specific APIs in Unity. It cannot be referenced by runtime code compiled into players. Unwrapping settings. Maximum allowed angle distortion (0..1). Maximum allowed area distortion (0..1). This angle (in degrees) or greater between triangles will cause seam to be created. How much uv-islands will be padded. Will set default values for params. This class holds everything you may need in regard to uv-unwrapping. Will generate per-triangle uv (3 UVs for each triangle) with default settings. The source mesh to generate UVs for. The list of UVs generated. Will generate per-triangle uv (3 UVs for each triangle) with provided settings. The source mesh to generate UVs for. Allows you to specify custom parameters to control the unwrapping. The list of UVs generated. Will auto generate uv2 with default settings for provided mesh, and fill them in. Will auto generate uv2 with provided settings for provided mesh, and fill them in. This class containes information about the version control state of an asset. Gets the full name of the asset including extension. Returns true if the asset is a folder. Returns true if the asset file exists and is in the current project. Returns true if the instance of the Asset class actually refers to a .meta file. Returns true if the asset is locked by the version control system. Get the name of the asset. Gets the path of the asset. Returns true is the asset is read only. Gets the version control state of the asset. Opens the assets in an associated editor. Returns true if the version control state of the assets is one of the input states. Array of states to test for. Returns true if the version control state of the asset exactly matches the input state. State to check for. Loads the asset to memory. Describes the various version control states an asset can have. The asset was locally added to version control. Remotely this asset was added to version control. The asset has been checked out on the local machine. The asset has been checked out on a remote machine. There is a conflict with the asset that needs to be resolved. The asset has been deleted locally. The asset has been deleted on a remote machine. The asset is not under version control. The asset is locked by the local machine. The asset is locked by a remote machine. This instance of the class actaully refers to a .meta file. The asset exists in version control but is missing on the local machine. The asset has been moved locally. The asset has been moved on a remote machine. The version control state is unknown. A newer version of the asset is available on the version control server. The asset is read only. The asset is up to date. The state of the asset is currently being queried from the version control server. A list of version control information about assets. Based on the current list and the states a new list is returned which only contains the assets with the requested states. Whether or not folders should be included. Which states to filter by. Create an optimised list of assets by removing children of folders in the same list. Count the list of assets by given a set of states. Whether or not to include folders. Which states to include in the count. Wrapper around a changeset description and ID. The ID of the default changeset. Description of a changeset. Version control specific ID of a changeset. Simply a list of changetsets. What to checkout when starting the Checkout task through the version control Provider. Checkout the asset only. Checkout both asset and .meta file. Checkout. Checkout .meta file only. Different actions a version control task can do upon completion. Refresh windows upon task completion. Update the content of a pending changeset with the result of the task upon completion. Update the pending changesets with the result of the task upon completion. Show or update the checkout failure window. Refreshes the incoming and pensing changes window upon task completion. Update incoming changes window with the result of the task upon completion. Refresh the submit window with the result of the task upon completion. Update the list of pending changes when a task completes. This class describes the. Descrition of the configuration field. This is true if the configuration field is a password field. This is true if the configuration field is required for the version control plugin to function correctly. Label that is displayed next to the configuration field in the editor. Name of the configuration field. Mode of the file. Binary file. No mode set. Text file. Which method to use when merging. Merge all changes. Merge non-conflicting changes. Don't merge any changes. Messages from the version control system. The message text. The severity of the message. Severity of a version control message. Error message. Informational message. Verbose message. Warning message. Write the message to the console. Represent the connection state of the version control provider. Connection to the version control server could not be established. Connection to the version control server has been established. The version control provider is currently trying to connect to the version control server. The plugin class describes a version control plugin and which configuratin options it has. Configuration fields of the plugin. This class provides acces to the version control API. Gets the currently executing task. Returns true if the version control provider is enabled and a valid Unity Pro License was found. Returns true if a version control plugin has been selected and configured correctly. Returns the reason for the version control provider being offline (if it is offline). Returns the OnlineState of the version control provider. This is true if a network connection is required by the currently selected version control plugin to perform any action. Adds an assets or list of assets to version control. List of assets to add to version control system. Set this true if adding should be done recursively into subfolders. Single asset to add to version control system. Adds an assets or list of assets to version control. List of assets to add to version control system. Set this true if adding should be done recursively into subfolders. Single asset to add to version control system. Given a list of assets this function returns true if Add is a valid task to perform. List of assets to test. Given a changeset only containing the changeset ID, this will start a task for quering the description of the changeset. Changeset to query description of. Move an asset or list of assets from their current changeset to a new changeset. List of asset to move to changeset. Changeset to move asset to. Asset to move to changeset. ChangesetID to move asset to. Move an asset or list of assets from their current changeset to a new changeset. List of asset to move to changeset. Changeset to move asset to. Asset to move to changeset. ChangesetID to move asset to. Move an asset or list of assets from their current changeset to a new changeset. List of asset to move to changeset. Changeset to move asset to. Asset to move to changeset. ChangesetID to move asset to. Move an asset or list of assets from their current changeset to a new changeset. List of asset to move to changeset. Changeset to move asset to. Asset to move to changeset. ChangesetID to move asset to. Get a list of pending changesets owned by the current user. Retrieves the list of assets belonging to a changeset. Changeset to query for assets. ChangesetID to query for assets. Retrieves the list of assets belonging to a changeset. Changeset to query for assets. ChangesetID to query for assets. Checkout an asset or list of asset from the version control system. List of assets to checkout. Tell the Provider to checkout the asset, the .meta file or both. Asset to checkout. Checkout an asset or list of asset from the version control system. List of assets to checkout. Tell the Provider to checkout the asset, the .meta file or both. Asset to checkout. Checkout an asset or list of asset from the version control system. List of assets to checkout. Tell the Provider to checkout the asset, the .meta file or both. Asset to checkout. Checkout an asset or list of asset from the version control system. List of assets to checkout. Tell the Provider to checkout the asset, the .meta file or both. Asset to checkout. Checkout an asset or list of asset from the version control system. List of assets to checkout. Tell the Provider to checkout the asset, the .meta file or both. Asset to checkout. Checkout an asset or list of asset from the version control system. List of assets to checkout. Tell the Provider to checkout the asset, the .meta file or both. Asset to checkout. Given an asset or a list of assets this function returns true if Checkout is a valid task to perform. List of assets. Single asset. Given an asset or a list of assets this function returns true if Checkout is a valid task to perform. List of assets. Single asset. This will invalidate the cached state information for all assets. This will statt a task for deleting an asset or assets both from disk and from version control system. Project path of asset. List of assets to delete. Asset to delete. This will statt a task for deleting an asset or assets both from disk and from version control system. Project path of asset. List of assets to delete. Asset to delete. This will statt a task for deleting an asset or assets both from disk and from version control system. Project path of asset. List of assets to delete. Asset to delete. Starts a task that will attempt to delete the given changeset. List of changetsets. Test if deleting a changeset is a valid task to perform. Changeset to test. Starts a task for showing a diff of the given assest versus their head revision. List of assets. Whether or not to include .meta. Return true is starting a Diff task is a valid operation. List of assets. Returns the configuration fields for the currently active version control plugin. Gets the currently user selected verson control plugin. Returns version control information about an asset. GUID of asset. Returns version control information about an asset. Path to asset. Return version control information about the currently selected assets. Start a task for getting the latest version of an asset from the version control server. List of assets to update. Asset to update. Start a task for getting the latest version of an asset from the version control server. List of assets to update. Asset to update. Returns true if getting the latest version of an asset is a valid operation. List of assets to test. Asset to test. Returns true if getting the latest version of an asset is a valid operation. List of assets to test. Asset to test. Start a task for quering the version control server for incoming changes. Given an incoming changeset this will start a task to query the version control server for which assets are part of the changeset. Incoming changeset. Incoming changesetid. Given an incoming changeset this will start a task to query the version control server for which assets are part of the changeset. Incoming changeset. Incoming changesetid. Returns true if an asset can be edited. Asset to test. Attempt to lock an asset for exclusive editing. List of assets to lock/unlock. True to lock assets, false to unlock assets. Asset to lock/unlock. Attempt to lock an asset for exclusive editing. List of assets to lock/unlock. True to lock assets, false to unlock assets. Asset to lock/unlock. Return true if the task can be executed. List of assets to test. Asset to test. Return true if the task can be executed. List of assets to test. Asset to test. This method will initiate a merge task handle merging of the conflicting assets. The list of conflicting assets to be merged. How to merge the assets. Uses the version control plugin to move an asset from one path to another. Path to source asset. Path to destination. Start a task that will resolve conflicting assets in version control. The list of asset to mark as resolved. How the assets should be resolved. Tests if any of the assets in the list is resolvable. The list of asset to be resolved. Reverts the specified assets by undoing any changes done since last time you synced. The list of assets to be reverted. How to revert the assets. The asset to be reverted. Reverts the specified assets by undoing any changes done since last time you synced. The list of assets to be reverted. How to revert the assets. The asset to be reverted. Return true if Revert is a valid task to perform. List of assets to test. Revert mode to test for. Asset to test. Return true if Revert is a valid task to perform. List of assets to test. Revert mode to test for. Asset to test. Start a task that will fetch the most recent status from revision control system. The assets fetch new state for. The asset path to fetch new state for. If any assets specified are folders this flag will get status for all descendants of the folder as well. Start a task that will fetch the most recent status from revision control system. The assets fetch new state for. The asset path to fetch new state for. If any assets specified are folders this flag will get status for all descendants of the folder as well. Start a task that will fetch the most recent status from revision control system. The assets fetch new state for. The asset path to fetch new state for. If any assets specified are folders this flag will get status for all descendants of the folder as well. Start a task that will fetch the most recent status from revision control system. The assets fetch new state for. The asset path to fetch new state for. If any assets specified are folders this flag will get status for all descendants of the folder as well. Start a task that will fetch the most recent status from revision control system. The assets fetch new state for. The asset path to fetch new state for. If any assets specified are folders this flag will get status for all descendants of the folder as well. Start a task that will fetch the most recent status from revision control system. The assets fetch new state for. The asset path to fetch new state for. If any assets specified are folders this flag will get status for all descendants of the folder as well. Start a task that will fetch the most recent status from revision control system. The assets fetch new state for. The asset path to fetch new state for. If any assets specified are folders this flag will get status for all descendants of the folder as well. Start a task that will fetch the most recent status from revision control system. The assets fetch new state for. The asset path to fetch new state for. If any assets specified are folders this flag will get status for all descendants of the folder as well. Start a task that submits the assets to version control. The changeset to submit. The list of assets to submit. The description of the changeset. If true then only save the changeset to be submitted later. Returns true if submitting the assets is a valid operation. The changeset to submit. The asset to submit. Returns true if locking the assets is a valid operation. The assets to lock. The asset to lock. Returns true if locking the assets is a valid operation. The assets to lock. The asset to lock. Start a task that sends the version control settings to the version control system. How assets should be resolved. Use merged version. Use "mine" (local version). Use "theirs" (other/remote version). Defines the behaviour of the version control revert methods. Revert files but keep locally changed ones. Use the version control regular revert approach. Revert only unchanged files. The status of an operation returned by the VCS. Files conflicted. An error was returned. Submission worked. Files were unable to be added. A UnityEditor.VersionControl.Task is created almost everytime UnityEditor.VersionControl.Provider is ask to perform an action. The result of some types of tasks. List of changesets returned by some tasks. A short description of the current task. May contain messages from the version control plugins. Progress of current task in precent. Some task return result codes, these are stored here. Total time spent in task since the task was started. Get whether or not the task was completed succesfully. Will contain the result of the Provider.ChangeSetDescription task. Upon completion of a task a completion task will be performed if it is set. Which completion action to perform. A blocking wait for the task to complete. Use these enum flags to specify which elements of a vertex to compress. Color compression enabled. Vertex compression disabled. Normal compression enabled. Position compression enabled. Tangent compression enabled. Texture coordinate 0 compression enabled. Texture coordinate 1 compression enabled. Texture coordinate 2 compression enabled. Texture coordinate 3 compression enabled. Bit rate after the clip is transcoded. High value, possibly exceeding typical internet connection capabilities. Low value, safe for slower internet connections or clips where visual quality is not critical. Typical bit rate supported by internet connections. VideoClipImporter lets you modify Video.VideoClip import settings from Editor scripts. Default values for the platform-specific import settings. Images are deinterlaced during transcode. This tells the importer how to interpret fields in the source, if any. Apply a horizontal flip during import. Apply a vertical flip during import. Number of frames in the clip. Frame rate of the clip. Import audio tracks from source file. Whether the preview is currently playing. Whether to keep the alpha from the source into the transcoded clip. Used in legacy import mode. Same as MovieImport.linearTexture. Size in bytes of the file once imported. Denominator of the pixel aspect ratio (num:den). Numerator of the pixel aspect ratio (num:den). Used in legacy import mode. Same as MovieImport.quality. Number of audio tracks in the source file. Size in bytes of the file before importing. True if the source file has a channel for per-pixel transparency. Returns true if transcoding was skipped during import, false otherwise. (Read Only) When VideoImporterTargetSettings.enableTranscoding is set to true, the resulting transcoding operation done at import time may be quite long, up to many hours depending on source resolution and content duration. An option to skip this process is offered in the asset import progress bar. When skipped, the transcoding instead provides a non-transcoded verision of the asset. However, the importer settings stay intact so this property can be inspected to detect the incoherence with the generated artifact. Re-importing without stopping the transcode process, or with transcode turned off, causes this property to become false. True to import a MovieTexture (deprecated), false for a VideoClip (preferred). Clear the platform-specific import settings for the specified platform, causing them to go back to the default settings. Platform name. Performs a value comparison with another VideoClipImporter. The importer to compare with. Returns true if the settings for both VideoClipImporters match. Returns false otherwise. Returns a texture with the transcoded clip's current frame. Returns frame 0 when not playing, and frame at current time when playing. Texture containing the current frame. Get the resulting height of the resize operation for the specified resize mode. Mode for which the height is queried. Height for the specified resize mode. Get the full name of the resize operation for the specified resize mode. Mode for which the width is queried. Name for the specified resize mode. Get the resulting width of the resize operation for the specified resize mode. Mode for which the width is queried. Width for the specified resize mode. Number of audio channels in the specified source track. Index of the audio track to query. Number of channels. Sample rate of the specified audio track. Index of the audio track to query. Sample rate in Hertz. Returns the platform-specific import settings for the specified platform. Platform name. The platform-specific import settings. Throws an exception if the platform is unknown. Starts preview playback. Sets the platform-specific import settings for the specified platform. Platform name. The new platform-specific import settings. Stops preview playback. Video codec to use when importing video clips. Choose the codec that supports hardware decoding on the target platform. Encode video with the H.264 codec. Encode video using the vp8 codec. Describes how the fields in the image, if any, should be interpreted. First field is in the even lines. First field is in the odd lines. Clip is not interlaced. Methods to compensate for aspect ratio discrepancies between the source resolution and the wanted encoding size. Perform no operation. Stretch the source to fill the target resolution without preserving the aspect ratio. Importer settings that can have platform-specific values. How the aspect ratio discrepancies, if any, will be handled if the chosen import resolution has a different ratio than the source. Bit rate type for the transcoded clip. Codec that the resulting VideoClip will use. Height of the transcoded clip when the resizeMode is set to custom. Width of the transcoded clip when the resizeMode is set to custom. Controls whether the movie file will be transcoded during import. When transcoding is not enabled, the file will be imported in its original format. How to resize the images when going into the imported clip. Controls an internal image resize, resulting in blurrier images but smaller image dimensions and file size. Constructs an object with all members initialized with the default value inherent to their type. How the video clip's images will be resized during transcoding. Resulting size will be driven by VideoClipImporter.customWidth and VideoClipImporter.customHeight. Half width and height. Same width and height as the source. Quarter width and height. Fit source in a 1024x1024 rectangle. Fit source in a 256x256 rectangle. Fit source in a 512x512 rectangle. 3/4 width and height. Controls the imported clip's internal resize to save space at the cost of blurrier images. No resize performed. Scales width and height by 1/2. Scales width and height by 3/4. Enum for Tools.viewTool. The FPS tool is selected. View tool is not selected. The orbit tool is selected. The pan tool is selected. The zoom tool is selected. An enum containing different compression types. WebGL resources are stored using Brotli compression. WebGL resources are uncompressed. WebGL resources are stored using Gzip compression. Options for Exception support in WebGL. Enable throw support. Enable exception support for all exceptions, without stack trace information. Enable exception support for all exceptions, including stack trace information. Disable exception support. The build format options available when building to WebGL. Only asm.js output will be generated. Both asm.js and WebAssembly output will be generated. The WebAssembly version of the generated content will be used if supported by the browser, otherwise, the asm.js version will be used. Only WebAssembly output will be generated. This will require a browser with WebAssembly support to run the generated content. Build configurations for Windows Store Visual Studio solutions. Debug configuation. No optimizations, profiler code enabled. Master configuation. Optimizations enabled, profiler code disabled. This configuration is used when submitting the application to Windows Store. Release configuration. Optimization enabled, profiler code enabled. Target device type for a Windows Store application to run on. The application targets all devices that run Windows Store applications. The application targets HoloLens. Application targets mobile devices. Application targets PCs. Target Xbox build type. Debug player (for building with source code). Development player. Master player (submission-proof). Resolution dialog setting. Devices that support 6 Degrees of Freedom head tracking. Devices that support 3 Degrees of Freedom head tracking.