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    Namespace FlaxEngine

    Classes

    ActionConfig

    Maps keyboard, controller, or mouse inputs to a "friendly name" that will later be bound to continuous game behavior, such as movement. The inputs mapped in AxisMappings are continuously polled, even if they are just reporting that their input value.

    Actor

    Base class for all actor objects on the scene.

    ActorContextMenuAttribute

    This attribute is used to show actors that can be created in the scene and prefab context menus. Separate the subcontext menus with a /.

    ActorsSources

    Defines actors to draw sources.

    ActorToolboxAttribute

    This attribute is used to show actors that can be created in the actor tab of the toolbox.

    AlphaBlendMode

    Alpha blending modes.

    AmbientOcclusionSettings

    Contains settings for Ambient Occlusion effect rendering.

    AmbientOcclusionSettingsOverride

    The AmbientOcclusionSettings structure members override flags.

    AnimatedModel

    Performs an animation and renders a skinned model.

    AnimatedModel.AnimationUpdateMode

    Describes the animation graph updates frequency for the animated model.

    Animation

    Asset that contains an animation spline represented by a set of keyframes, each representing an endpoint of a linear curve.

    Animation.InfoData

    Contains basic information about the animation asset contents.

    AnimationGraph

    The Animation Graph is used to evaluate a final pose for the animated model for the current frame.

    AnimationGraph.CustomNode

    Base class for all custom nodes. Allows to override it and define own Anim Graph nodes in game scripts or via plugins.

    AnimationGraph.CustomNode.Context

    The node evaluation context structure.

    AnimationGraph.CustomNode.Impulse

    The animation graph 'impulse' connections data container (the actual transfer is done via pointer as it gives better performance). Container for skeleton nodes transformation hierarchy and any other required data. Unified layout for both local and world transformation spaces.

    AnimationGraph.CustomNode.InitData

    The initial node data container structure.

    AnimationGraph.CustomNodeArchetypeFactoryAttribute

    The custom attribute that allows to specify the class that contains node archetype getter methods.

    AnimationGraphFunction

    Animation Graph function asset that contains reusable part of the anim graph.

    AnimationRootMotionFlags

    Root Motion modes that can be applied by the animation. Used as flags for selective behavior.

    Animations

    The animations playback service.

    Animations.DebugFlowInfo

    Data wrapper for the debug flow information.

    Animations.DebugFlowInfo.<NodePath0>e__FixedBuffer

    AnimContinuousEvent

    The animation notification event (with duration) triggered during animation playback that contains begin and end (event notification is received as a tick).

    AnimEvent

    The animation notification event triggered during animation playback.

    AnimGraphParameter

    Animation graph parameter.

    AnimGraphTraceEvent

    The animation graph state container for a single node playback trace (eg. animation sample info or state transition). Can be used by Anim Graph debugging or custom scripting.

    AnimGraphTraceEvent.<NodePath0>e__FixedBuffer

    AntialiasingMode

    Anti-aliasing modes.

    AntiAliasingSettings

    Contains settings for Anti Aliasing effect rendering.

    AntiAliasingSettingsOverride

    The structure members override flags.

    ArchitectureType

    The platform architecture types.

    Asset

    Asset objects base class.

    AssetInfo

    Contains short information about an asset.

    AssetReferenceAttribute

    Specifies a options for an asset reference picker in the editor. Allows to customize view or provide custom value assign policy.

    AssetReferenceAttribute<T>

    Specifies a options for an asset reference picker in the editor. Allows to customize view or provide custom value assign policy.

    Audio

    The audio service used for music and sound effects playback.

    AudioClip

    Audio clip stores audio data in a compressed or uncompressed format using a binary asset. Clips can be provided to audio sources or other audio methods to be played.

    AudioDataInfo

    Meta-data describing a chunk of audio.

    AudioDevice

    Represents a single audio device.

    AudioFormat

    Audio data storage format used by the runtime.

    AudioListener

    Represents a listener that hears audio sources. For spatial audio the volume and pitch of played audio is determined by the distance, orientation and velocity differences between the source and the listener.

    AudioSource

    Represents a source for emitting audio. Audio can be played spatially (gun shot), or normally (music). Each audio source must have an AudioClip to play - back, and it can also have a position in the case of spatial (3D) audio.

    AudioSource.States

    Valid states in which AudioSource can be in.

    AxisConfig

    Maps keyboard, controller, or mouse inputs to a "friendly name" that will later be bound to continuous game behavior, such as movement. The inputs mapped in AxisMappings are continuously polled, even if they are just reporting that their input value.

    BatteryInfo

    Contains information about power supply (battery).

    BatteryInfo.States

    Power supply status.

    Behavior

    Behavior instance script that runs Behavior Tree execution.

    BehaviorKnowledge

    Behavior logic component knowledge data container. Contains blackboard values, sensors data and goals storage for Behavior Tree execution.

    BehaviorKnowledgeSelector<T>

    Behavior knowledge value selector that can reference blackboard item, behavior goal or sensor values.

    BehaviorKnowledgeSelectorAny

    Behavior knowledge value selector that can reference blackboard item, behavior goal or sensor values.

    BehaviorKnowledgeSelectorAttribute

    Customizes editor of BehaviorKnowledgeSelector<T> or BehaviorKnowledgeSelectorAny.

    BehaviorTree

    Behavior Tree asset with AI logic graph.

    BehaviorTreeCompoundNode

    Base class for compound Behavior Tree nodes that composite child nodes.

    BehaviorTreeCooldownDecorator

    Adds cooldown in between node executions. Blocks node execution for a given duration after last run.

    BehaviorTreeDecorator

    Base class for Behavior Tree node decorators. Decorators can implement conditional filtering or override node logic and execution flow.

    BehaviorTreeDelayNode

    Delay node that waits a specific amount of time while executed.

    BehaviorTreeForceFailedDecorator

    Forces node to fail - even if it succeeded.

    BehaviorTreeForceFinishNode

    Forces behavior execution end with a specific result (eg. force fail).

    BehaviorTreeForceSuccessDecorator

    Forces node to success - even if it failed.

    BehaviorTreeHasGoalDecorator

    Checks if certain goal has been added to Behavior knowledge.

    BehaviorTreeHasTagDecorator

    Checks if certain actor (from knowledge) has a given tag assigned.

    BehaviorTreeInvertDecorator

    Inverts node's result - fails if node succeeded or succeeds if node failed.

    BehaviorTreeKnowledgeBooleanDecorator

    Checks certain knowledge value to conditionally enter the node if the value is set (eg. not-null object reference or boolean value).

    BehaviorTreeKnowledgeConditionalDecorator

    Checks certain knowledge value to conditionally enter the node.

    BehaviorTreeKnowledgeValuesConditionalDecorator

    Checks certain knowledge value to conditionally enter the node.

    BehaviorTreeLoopDecorator

    Loops node execution multiple times as long as it doesn't fail. Returns the last iteration result.

    BehaviorTreeMoveToNode

    Moves an actor to the specific target location. Uses pathfinding on navmesh.

    BehaviorTreeNode

    Base class for Behavior Tree nodes.

    BehaviorTreeRootNode

    Root node of the behavior tree. Contains logic properties and definitions for the runtime.

    BehaviorTreeSelectorNode

    Selector node updates all its children (from left to right) until one of them succeeds. If all children fail, the selector fails.

    BehaviorTreeSequenceNode

    Sequence node updates all its children (from left to right) as long as they return success. If any child fails, the sequence is failed.

    BehaviorTreeSubTreeNode

    Sub-tree node runs a nested Behavior Tree within this tree.

    BehaviorTreeTimeLimitDecorator

    Limits maximum duration of the node execution time (in seconds). Node will fail if it runs out of time.

    BehaviorUpdateContext

    Behavior update context state.

    BehaviorUpdateResult

    Behavior update result.

    BehaviorValueComparison

    Comparison function modes for behavior knowledge values.

    BezierCurve<T>

    An animation spline represented by a set of keyframes, each representing an endpoint of a Bezier curve.

    BezierCurve<T>.Keyframe

    A single keyframe that can be injected into Bezier curve.

    BinaryAsset

    Base class for all binary assets.

    BlendingMode

    Render target blending mode descriptor.

    BlendingMode.Blend

    Blending mode.

    BlendingMode.ColorWrite

    Render target write mask

    BlendingMode.Operation

    Blending operation.

    BloomSettings

    Contains settings for Bloom effect rendering.

    BloomSettingsOverride

    The structure members override flags.

    BokehShapeType

    Depth of field bokeh shape types.

    BoneSocket

    Actor that links to the animated model skeleton node transformation.

    BoundingBox

    Represents an axis-aligned bounding box in three dimensional space.

    BoundingFrustum

    Defines a frustum which can be used in frustum culling, zoom to Extents (zoom to fit) operations, (matrix, frustum, camera) interchange, and many kind of intersection testing.

    BoundingSphere

    Represents a bounding sphere in three dimensional space.

    BoxBrush

    Performs CSG box brush operation that adds or removes geometry.

    BoxCollider

    A box-shaped primitive collider.

    BoxVolume

    A base class for actors that define 3D bounding box volume.

    BrushMode

    CSG brush mode

    BrushSurface

    Represents a part of the CSG brush actor. Contains information about single surface.

    BuildConfiguration

    Game build configuration modes.

    BuildOptions

    Game building options. Used as flags.

    BuildPlatform

    Game build target platform.

    ButtonAttribute

    Displays the method in the properties panel where user can click and invoke this method.

    Camera

    Describes the camera projection and view. Provides information about how to render scene (viewport location and direction, etc.).

    CameraArtifactsSettings

    Contains settings for Camera Artifacts effect rendering.

    CameraArtifactsSettingsOverride

    The structure members override flags.

    CanvasRenderMode

    The canvas rendering modes.

    CapsuleCollider

    A capsule-shaped primitive collider.

    CategoryAttribute

    Describes the category name for a type.

    ChannelMask

    The channel mask modes.

    CharacterController

    Physical objects that allows to easily do player movement constrained by collisions without having to deal with a rigidbody.

    CharacterController.CollisionFlags

    Specifies which sides a character is colliding with.

    CharacterController.NonWalkableModes

    Specifies how a character controller interacts with non-walkable parts.

    Clipboard

    Native platform clipboard service.

    ClosingReason

    Window closing reasons.

    Cloth

    Physical simulation actor for cloth objects made of vertices that are simulated as cloth particles with physical properties, forces, and constraints to affect cloth behavior.

    Cloth.CollisionSettings

    Cloth response to collisions settings.

    Cloth.FabricAxisSettings

    Cloth's fabric settings (material's stiffness and compression response) for a single axis.

    Cloth.FabricSettings

    Cloth's fabric settings (material's stiffness and compression response).

    Cloth.ForceSettings

    Cloth response to forces settings.

    Cloth.SimulationSettings

    Cloth simulation settings.

    CollectionAttribute

    This attributes provides additional information on a member collection.

    CollectionAttribute.DisplayType

    The display type for collections.

    Collider

    A base class for all colliders.

    Collision

    Contains a collision information passed to the OnCollisionEnter/OnCollisionExit events.

    CollisionData

    Represents a physics mesh that can be used with a MeshCollider. Physics mesh can be a generic triangle mesh or a convex mesh.

    CollisionDataOptions

    The collision data asset cooking options.

    CollisionDataType

    A CollisionData storage data type.

    CollisionsHelper

    Contains static methods to help in determining intersections, containment, etc.

    Color

    Representation of the RGBA color.

    Color32

    Representation of RGBA colors in 32 bit format.

    ColorGradingSettings

    Contains settings for Color Grading effect rendering.

    ColorGradingSettingsOverride

    The structure members override flags.

    ColorHSV

    Represents a color in the form of Hue, Saturation, Value, Alpha.

    ComparisonFunc

    Comparison function modes

    ContactPoint

    Contains a contact point data for the collision location.

    ContainmentType

    Describes how one bounding volume contains another.

    Content

    Loads and manages assets.

    ContentContextMenuAttribute

    This attribute is used to show content items that can be created in the content browser context menu. Separate the subcontext menus with a /.

    ContentDeprecated

    Editor-only utility for marking content as deprecated during load. Used to auto-upgrade (by resaving) data during development in editor or during game cooking.

    ContentStats

    Content and assets statistics container.

    ControlReference<T>

    UI Control reference utility. References UI Control actor with a typed control type.

    ConvexMeshGenerationFlags

    Set of flags used to generate model convex mesh. Allows to customize process.

    CPUInfo

    Contains information about CPU (Central Processing Unit).

    CreateProcessSettings

    Settings for new process.

    CreateWindowSettings

    Settings for new window.

    CubeTexture

    Cube texture asset contains 6 images that is usually stored on a GPU as a cube map (one slice per each axis direction).

    CullMode

    Primitives culling mode.

    CursorLockMode

    Hardware mouse cursor behavior.

    CursorType

    Types of default cursors.

    CurveBase<T>

    An animation spline represented by a set of keyframes, each representing an endpoint of an curve.

    CustomEditorAliasAttribute

    Overrides default editor provided for the target object/class/field/property. Allows to extend visuals and editing experience of the objects.

    CustomEditorAttribute

    Overrides the default editor provided for the target object/class/field/property. Allows to extend visuals and editing experience of the object.

    D6Joint

    Physics joint that is the most customizable type of joint. This joint type can be used to create all other built-in joint types, and to design your own custom ones, but is less intuitive to use. Allows a specification of a linear constraint (for example for a slider), twist constraint (rotating around X) and swing constraint (rotating around Y and Z). It also allows you to constrain limits to only specific axes or completely lock specific axes.

    D6JointAxis

    Specifies axes that the D6 joint can constrain motion on.

    D6JointDrive

    Specifies parameters for a drive that will attempt to move the joint bodies to the specified drive position and velocity.

    D6JointDriveType

    Type of drives that can be used for moving or rotating bodies attached to the joint.

    D6JointMotion

    Specifies type of constraint placed on a specific axis.

    Debug

    Class containing methods to ease debugging while developing a game.

    DebugCommand

    Marks static method as debug command that can be executed from the command line or via console.

    DebugCommands

    Debug commands and console variables system.

    DebugCommands.CommandFlags

    Types of debug command flags.

    DebugDraw

    The debug shapes rendering service. Not available in final game. For use only in the editor.

    Decal

    Actor that draws the can be used to draw a custom decals on top of the other objects.

    DefaultEditorAttribute

    Specifies default editor provided for the target object/class/field/property. Should be used along with CustomEditorAttribute.

    DepthOfFieldSettings

    Contains settings for Depth Of Field effect rendering.

    DepthOfFieldSettingsOverride

    The structure members override flags.

    DialogResult

    Specifies identifiers to indicate the return value of a dialog box.

    DirectionalLight

    Directional light emits light from direction in space.

    DistanceJoint

    Physics joint that maintains an upper or lower (or both) bound on the distance between two bodies.

    DistanceJointFlag

    Controls distance joint options.

    Double2

    Represents a two dimensional mathematical vector.

    Double3

    Represents a three dimensional mathematical vector.

    Double4

    Represents a four dimensional mathematical vector with 32-bit precision (per-component).

    DragDropEffect

    Data drag and drop effects.

    DrawCallsListType

    The draw calls list types.

    DrawPass

    The objects drawing pass types. Used as a flags for objects drawing masking.

    EditorDisplayAttribute

    Allows to change item display name or a group in the editor.

    EditorOrderAttribute

    Allows to declare order of the item in the editor.

    EditorScene

    Scene for editor previews with support of object drawing and updating in separation of global scenes collection. It mocks the gameplay to preview scene objects.

    EmptyActor

    The empty actor that is useful to create hierarchy and/or hold scripts. See Script.

    Engine

    The main engine class.

    EnumDisplayAttribute

    Allows to change enum type field or property display mode in the editor.

    EnumDisplayAttribute.FormatMode

    Enumeration items names formatting modes.

    EnvironmentProbe

    Environment Probe can capture space around the objects to provide reflections.

    EnvironmentProbe.ProbeUpdateMode

    The environment probe update mode.

    ExecuteInEditModeAttribute

    Makes a script execute in edit mode.

    ExpandGroupsAttribute

    Marks the item to be visible in editor by expanding all the container groups in the upper hierarchy.

    ExponentialHeightFog

    Used to create fogging effects such as clouds but with a density that is related to the height of the fog.

    EyeAdaptationMode

    Eye adaptation effect rendering modes.

    EyeAdaptationSettings

    Contains settings for Eye Adaptation effect rendering.

    EyeAdaptationSettingsOverride

    The structure members override flags.

    FatalErrorType

    Possible fatal error types that cause engine exit.

    FeatureLevel

    Graphics feature levels indicates what level of support can be relied upon. They are named after the graphics API to indicate the minimum level of the features set to support. Feature levels are ordered from the lowest to the most high-end so feature level enum can be used to switch between feature levels (e.g. don't use geometry shader if not supported).

    FileSystem

    Platform implementation of filesystem service.

    FixedJoint

    Physics joint that maintains a fixed distance and orientation between its two attached bodies.

    Float2

    Represents a two dimensional mathematical vector.

    Float3

    Represents a three dimensional mathematical vector.

    Float4

    Represents a four dimensional mathematical vector with 32-bit precision (per-component).

    FloatR10G10B10A2

    Packed vector, layout: R:10 bytes, G:10 bytes, B:10 bytes, A:2 bytes, all values are stored as floats in range [0;1]

    FloatR11G11B10

    Packed vector, layout: R:11 bytes, G:11 bytes, B:10 bytes. The 3D vector is packed into 32 bits as follows: a 5-bit biased exponent and 6-bit mantissa for x component, a 5-bit biased exponent and 6-bit mantissa for y component, a 5-bit biased exponent and a 5-bit mantissa for z. The z component is stored in the most significant bits and the x component in the least significant bits. No sign bits so all partial-precision numbers are positive. (Z10Y11X11): [32] ZZZZZzzz zzzYYYYY yyyyyyXX XXXxxxxx [0]

    Foliage

    Represents a foliage actor that contains a set of instanced meshes.

    FoliageInstance

    Foliage instanced mesh instance. Packed data with very little of logic. Managed by the foliage chunks and foliage actor itself.

    FoliageScalingModes

    The foliage instances scaling modes.

    FoliageType

    Foliage mesh instances type descriptor. Defines the shared properties of the spawned mesh instances.

    Font

    Represents font object that can be using during text rendering (it uses Font Asset but with pre-cached data for chosen font properties).

    FontAsset

    Font asset contains glyph collection and cached data used to render text.

    FontCharacterEntry

    The cached font character entry (read for rendering and further processing).

    FontFlags

    The font flags used when rendering characters.

    FontHinting

    The font hinting used when rendering characters.

    FontLineCache

    The font line info generated during text processing.

    FontOptions

    The font asset options.

    FontReference

    Font reference that defines the font asset and font size to use.

    FontTextureAtlas

    Texture resource that contains an atlas of cached font glyphs.

    ForceMode

    Force mode type determines the exact operation that is carried out when applying the force on a rigidbody.

    FormatFeatures

    The features exposed for a particular format.

    FormatSupport

    Which resources are supported for a given format and given device.

    Gamepad

    Represents a single hardware gamepad device. Used by the Input to report raw gamepad input events.

    GamepadAxis

    Axis for gamepad.

    GamepadButton

    Buttons for gamepad.

    GamepadVibrationState

    General identifiers for potential force feedback channels. These will be mapped according to the platform specific implementation.

    GameplayGlobals

    The global gameplay variables container asset that can be accessed across whole project.

    GamePlugin

    Base class for all plugins used at runtime in game.

    GameWindowMode

    Specifies the display mode of a game window.

    GlobalIlluminationMode

    Global Illumination effect rendering modes.

    GlobalIlluminationSettings

    Contains settings for Global Illumination effect rendering.

    GlobalIlluminationSettingsOverride

    The GlobalIlluminationSettings structure members override flags.

    Globals

    Global engine variables container.

    GPUBuffer

    All-in-one GPU buffer class. This class is able to create index buffers, vertex buffers, structured buffer and argument buffers.

    GPUBufferDescription

    A common description for all GPU buffers.

    GPUBufferFlags

    The GPU buffer usage flags.

    GPUBufferView

    Defines a view for the GPUBuffer. Used to bind buffer to the shaders (for input as shader resource or for input/output as unordered access).

    GPUContext

    Interface for GPU device context that can record and send graphics commands to the GPU in a sequence.

    GPUDevice

    Graphics device object for rendering on GPU.

    GPUDevice.VideoOutputMode

    Describes a video output display mode.

    GPUDispatchIndirectArgs

    The GPU dispatch indirect command arguments data.

    GPUDrawIndexedIndirectArgs

    The GPU draw indexed indirect command arguments data.

    GPUDrawIndirectArgs

    The GPU draw indirect command arguments data.

    GPULimits

    Graphics Device limits and constraints descriptor.

    GPUPipelineState

    Describes full graphics pipeline state within single object.

    GPUPipelineState.Description

    Pipeline state description

    GPUResource

    The base class for all GPU resources.

    GPUResourceMapMode

    Describes how a mapped GPU resource will be accessed.

    GPUResourceType

    GPU resources types.

    GPUResourceUsage

    Identifies expected GPU resource use during rendering. The usage directly reflects whether a resource is accessible by the CPU and/or the GPU.

    GPUSampler

    GPU texture sampler object.

    GPUSamplerAddressMode

    GPU sampler address modes.

    GPUSamplerBorderColor

    GPU sampler border color types.

    GPUSamplerCompareFunction

    GPU sampler comparision function types.

    GPUSamplerDescription

    A common description for all samplers.

    GPUSamplerFilter

    GPU sampler filter modes.

    GPUShader

    The GPU resource with shader programs that can run on the GPU and are able to perform rendering calculation using textures, vertices and other resources.

    GPUTexture

    The GPU texture resource object. This class is able to create 2D/3D textures, volume textures and render targets.

    GPUTextureDescription

    A common description for all GPU textures.

    GPUTextureFlags

    GPU texture usage flags.

    GPUTextureView

    Defines a view for the GPUTexture surface, full resource or any of the sub-parts. Can be used to define a single subresource of the texture, volume texture or texture array. Used to render to the texture and/or use textures in the shaders.

    GPUVertexLayout

    Defines input layout of vertex buffer data passed to the Vertex Shader.

    Graphics

    Graphics device manager that creates, manages and releases graphics device and related objects.

    GraphParameter

    Represents a parameter in the Graph.

    Half

    A half precision (16 bit) floating point value.

    Half2

    Defines a two component vector, using half precision floating point coordinates.

    Half3

    Defines a three component vector, using half precision floating point coordinates.

    Half4

    Defines a four component vector, using half precision floating point coordinates.

    HeaderAttribute

    Inserts a header control with a custom text into the editor layout.

    HideFlags

    Object hide state description flags. Control object appearance.

    HideInEditorAttribute

    Makes a variable not show up in the editor.

    HingeJoint

    Physics joint that removes all but a single rotation degree of freedom from its two attached bodies (for example a door hinge).

    HingeJointDrive

    Properties of a drive that drives the joint's angular velocity towards a particular value.

    HingeJointFlag

    Flags that control hinge joint options.

    IESProfile

    Contains IES profile texture used by the lights to simulate real life bulb light emission.

    Input

    The user input handling service.

    InputActionMode

    The input action event trigger modes.

    InputActionState

    The input action event phases.

    InputAxis

    Virtual input axis binding. Helps with listening for a selected axis input.

    InputAxisType

    The input axes types.

    InputDevice

    Base class for all input device objects.

    InputEvent

    Virtual input action binding. Helps with listening for a selected input event.

    InputGamepadIndex

    The input gamepad index.

    Int2

    Represents a two dimensional mathematical vector.

    Int3

    Represents a three dimensional mathematical vector.

    Int4

    Represents a four dimensional mathematical vector with 32-bit precision (per-component).

    JobSystem

    Lightweight multi-threaded jobs execution scheduler. Uses a pool of threads and supports work-stealing concept.

    JobSystem.Delegate0

    Function delegate.

    Joint

    A base class for all Joint types. Joints constrain how two rigidbodies move relative to one another (for example a door hinge). One of the bodies in the joint must always be movable (non-kinematic and non-static).

    JsonAsset

    Generic type of Json-format asset. It provides the managed representation of this resource data so it can be accessed via C# API.

    JsonAssetBase

    Base class for all Json-format assets.

    JsonAssetReference<T>

    Json asset reference utility. References resource with a typed data type.

    Keyboard

    Represents a single hardware keyboard device. Used by the Input to report raw keyboard input events.

    KeyboardKeys

    Enumeration for key codes.

    LargeWorlds

    The engine utility for large worlds support. Contains constants and tools for using 64-bit precision coordinates in various game systems (eg. scene rendering).

    LayersMask

    The objects layers selection mask (from layers and tags settings). Uses 1 bit per layer (up to 32 layers).

    LensFlaresSettings

    Contains settings for Lens Flares effect rendering.

    LensFlaresSettingsOverride

    The structure members override flags.

    Level

    The scene manager that contains the loaded scenes collection and spawns/deleted actors.

    Light

    Base class for all light types.

    LightmapSettings

    Describes lightmap generation options

    LightmapSettings.AtlasSizes

    Lightmap atlas sizes (in pixels).

    LightWithShadow

    Base class for all light types that can cast dynamic or static shadow. Contains more shared properties for point/spot/directional lights.

    LightWithShadow.ShadowMapResolution

    List of fixed resolutions for light shadow map.

    LimitAngularRange

    Represents a joint limit between two angles.

    LimitAttribute

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

    LimitConeRange

    Represents a joint limit that constraints movement to within an elliptical cone.

    LimitLinear

    Represents a joint limit between zero a single distance value.

    LimitLinearRange

    Represents a joint limit between two distance values. Lower value must be less than the upper value.

    LinearCurve<T>

    An animation spline represented by a set of keyframes, each representing an endpoint of a linear curve.

    LinearCurve<T>.Keyframe

    A single keyframe that can be injected into linear curve.

    Localization

    The language and culture localization manager.

    LocalizedString

    The string container that supports using localized text.

    LocalizedStringTable

    Contains localized strings table for a given culture.

    LogContext

    Log context interaction class. Methods are thread local, and as such, the context is as well. This system is used to pass down important information to be logged through large callstacks which don't have any reason to be passing down the information otherwise.

    LogContextData

    Log context data structure. Contains different kinds of context data for different situations.

    LogType

    The log message types.

    MainRenderTask

    The main game rendering task used by the engine.

    Material

    Material asset that contains shader for rendering models on the GPU.

    MaterialBase

    Base class for Material and MaterialInstance.

    MaterialBlendMode

    Material blending modes.

    MaterialDecalBlendingMode

    Decal material blending modes.

    MaterialDomain

    Material domain type. Material domain defines the target usage of the material shader.

    MaterialFeaturesFlags

    Material features flags.

    MaterialFunction

    Material function graph asset that contains reusable part of the material graph.

    MaterialInfo

    Structure with basic information about the material surface. It describes how material is reacting on light and which graphical features of it requires to render.

    MaterialInstance

    Instance of the Material with custom set of material parameter values.

    MaterialParameter

    Material variable object. Allows to modify material parameter value at runtime.

    MaterialParameterType

    The material parameter types.

    MaterialPostFxLocation

    Post Fx material rendering locations.

    MaterialSceneTextures

    Material input scene textures. Special inputs from the graphics pipeline.

    MaterialShadingModel

    Material shading modes. Defines how material inputs and properties are combined to result the final surface color.

    MaterialSlot

    The material slot descriptor that specifies how to render geometry using it.

    MaterialTransparentLightingMode

    Transparent material lighting modes.

    MaterialUsageFlags

    Material features usage flags. Detected by the material generator to help graphics pipeline optimize rendering of material shaders.

    Matrix

    Represents a 4x4 mathematical matrix.

    Matrix2x2

    Represents a 2x2 Matrix (contains only scale and rotation in 2D).

    Matrix3x3

    Represents a 3x3 mathematical matrix.

    MemoryStats

    Contains information about current memory usage and capacity.

    Mesh

    Represents part of the model that is made of vertices and can be rendered using custom material and transformation.

    Mesh.Vertex

    The raw Vertex Buffer structure format. [Deprecated in v1.10]

    Mesh.Vertex0

    The Vertex Buffer 0 structure format. [Deprecated in v1.10]

    Mesh.Vertex1

    The Vertex Buffer 1 structure format. [Deprecated in v1.10]

    Mesh.Vertex2

    The Vertex Buffer 2 structure format. [Deprecated in v1.10]

    MeshAccessor

    General purpose utility for accessing mesh data (both read and write).

    MeshAccessor.Stream

    Mesh data stream.

    MeshBase

    Base class for mesh objects.

    MeshCollider

    A collider represented by an arbitrary mesh.

    MessageBox

    Message dialogs utility (native platform).

    MessageBoxButtons

    Specifies constants defining which buttons to display on a Message Box.

    MessageBoxIcon

    Specifies constants defining which information to display.

    Model

    Model asset that contains model object made of meshes which can rendered on the GPU.

    ModelBase

    Base class for asset types that can contain a model resource.

    ModelBase.SDFData

    The Sign Distant Field (SDF) data for the model.

    ModelInstanceActor

    Base class for actor types that use ModelInstanceEntries for mesh rendering.

    ModelInstanceActor.MeshReference

    Utility container to reference a single mesh within ModelInstanceActor.

    ModelInstanceEntry

    The model instance entry that describes how to draw it.

    ModelLOD

    Represents single Level Of Detail for the model. Contains a collection of the meshes.

    ModelLODBase

    Base class for mesh LOD objects. Contains a collection of the meshes.

    ModuleInitializerAttribute

    Indicates that a static class initializes the code module. All static, void and parameterless methods within the class will be invoked upon module loading.

    MotionBlurSettings

    Contains settings for Motion Blur effect rendering.

    MotionBlurSettingsOverride

    The structure members override flags.

    Mouse

    Represents a single hardware mouse device. Used by the Input to report raw mouse input events.

    MouseButton

    Mouse buttons types.

    MSAALevel

    Multisample count level.

    MultilineTextAttribute

    Instructs UI editor to use multiline textbox for editing System.String property or field.

    NavAgentMask

    The navigation system agents selection mask (from navigation system settings). Uses 1 bit per agent type (up to 32 agents).

    NavAgentProperties

    The navigation system agent properties container for navmesh building and querying.

    NavAreaProperties

    The navigation area properties container for navmesh building and navigation runtime.

    NavCrowd

    Navigation steering behaviors system for a group of agents. Handles avoidance between agents by using an adaptive RVO sampling calculation.

    Navigation

    The navigation service used for path finding and agents navigation system.

    NavLink

    The off-mesh link objects used to define a custom point-to-point edge within the navigation graph. An off-mesh connection is a user defined traversable connection made up to two vertices, at least one of which resides within a navigation mesh polygon allowing movement outside the navigation mesh.

    NavMesh

    The navigation mesh actor that holds a navigation data for a scene.

    NavMeshBoundsVolume

    A special type of volume that defines the area of the scene in which navigation meshes are generated.

    NavMeshHit

    The result information for navigation mesh queries.

    NavMeshProperties

    The navigation mesh properties container for navmesh building.

    NavMeshRuntime

    The navigation mesh runtime object that builds the navmesh from all loaded scenes.

    NavModifierVolume

    A special type of volume that defines the area of the scene in which navigation is restricted (eg. higher traversal cost or dynamic obstacle block).

    Network

    Low-level networking implementation interface with Berkeley sockets.

    NetworkConnectionType

    Network connection types for device.

    NetworkEndPoint

    Network end-point.

    NetworkEndPoint.<Data0>e__FixedBuffer

    NetworkIPVersion

    IP version type.

    NetworkProtocol

    Network connection protocol type.

    NetworkReplicatedAttribute

    Indicates that a field or a property should be replicated over network.

    NetworkRpcAttribute

    Indicates that a method is Remote Procedure Call which can be invoked on client and executed on server or invoked on server and executed on clients.

    NetworkSocket

    Network socket.

    NetworkSocket.<Data0>e__FixedBuffer

    NetworkSocketGroup

    Network sockets group.

    NetworkSocketOption

    Network socket options.

    NetworkSocketState

    Network socket state.

    NoAnimateAttribute

    Indicates that a member of a class cannot be animated by the scene animations system. This class cannot be inherited.

    NoSerializeAttribute

    Indicates that a field or a property of a serializable class should not be serialized. This class cannot be inherited.

    NoUndoAttribute

    Makes a property to not use undo/redo when modifying it in Editor.

    Object

    Base class for all objects Flax can reference. Every object has unique identifier.

    OrientedBoundingBox

    Oriented Bounding Box (OBB) is a rectangular block, much like an AABB (Bounding Box) but with an arbitrary orientation in 3D space.

    ParticleEffect

    The particle system instance that plays the particles simulation in the game.

    ParticleEffect.ParameterOverride

    The particle parameter override data.

    ParticleEffect.SimulationUpdateMode

    The particles simulation update modes.

    ParticleEffectParameter

    Particle system parameter.

    ParticleEmitter

    Binary asset that contains a particle emitter definition graph for running particles simulation on CPU and GPU.

    ParticleEmitterFunction

    Particle function graph asset that contains reusable part of the particle emitter graph.

    ParticleModelFacingMode

    The model particle rendering facing modes.

    Particles

    The particles simulation service.

    ParticleSortMode

    The particles sorting modes.

    ParticleSpriteFacingMode

    The sprite rendering facing modes.

    ParticlesSimulationMode

    The particles simulation execution mode.

    ParticlesSimulationSpace

    The particles simulation space modes.

    ParticleSystem

    Particle system contains a composition of particle emitters and playback information.

    PartitionMode

    The partitioning mode for shadow cascades.

    PhysicalMaterial

    Physical materials are used to define the response of a physical object when interacting dynamically with the world.

    Physics

    Physics simulation system.

    PhysicsBroadPhaseType

    Broad phase algorithm used in the simulation. https://nvidia-omniverse.github.io/PhysX/physx/5.1.0/_build/physx/latest/struct_px_broad_phase_type.html

    PhysicsColliderActor

    A base class for all physical collider actors.

    PhysicsCombineMode

    Enumeration that determines the way in which two material properties will be combined to yield a friction or restitution coefficient for a collision.

    PhysicsScene

    Physical simulation scene.

    PhysicsSolverType

    The type of solver used in the simulation. https://nvidia-omniverse.github.io/PhysX/physx/5.1.0/_build/physx/latest/struct_px_solver_type.html

    PhysicsStatistics

    Physics simulation statistics container for profiler.

    PixelFormat

    Enumeration with all pixel formats used by the graphics pipeline.

    PixelFormatExtensions

    Extensions to PixelFormat.

    PixelFormatSampler

    Utility for writing and reading from different pixels formats within a single code path.

    Plane

    Represents a plane in three dimensional space.

    PlaneIntersectionType

    Describes the result of an intersection with a plane in three dimensions.

    Platform

    Runtime platform service.

    PlatformType

    The platform the game is running.

    Plugin

    Base class for game engine editor plugins.

    PluginDescription

    The engine plugin description container.

    PluginLoadOrderAttribute

    This attribute allows for specifying initialization and deinitialization order for plugins.

    PluginManager

    Game and Editor plugins management service.

    PointLight

    Point light emits light from point in all directions.

    PostFxMaterialsSettings

    Contains settings for custom PostFx materials rendering.

    PostFxVolume

    A special type of volume that blends custom set of post process settings into the rendering.

    PostProcessEffect

    Custom PostFx which can modify final image by processing it with material based filters. The base class for all post process effects used by the graphics pipeline. Allows to extend frame rendering logic and apply custom effects such as outline, night vision, contrast etc.

    PostProcessEffectLocation

    The Post Process effect rendering location within the rendering pipeline.

    PostProcessSettings

    Contains settings for rendering advanced visual effects and post effects.

    Prefab

    Json asset that stores the collection of scene objects including actors and scripts. In general, it can serve as any grouping of scene objects (for example a level) or be used as a form of a template instantiated and reused throughout the scene.

    PrefabManager

    The prefab manager handles the prefabs creation, synchronization and serialization.

    PrimitiveTopologyType

    Primitives types.

    ProbeCubemapResolution

    The environment probes cubemap texture resolutions.

    ProcessMemoryStats

    Contains information about current memory usage by the process.

    Profiler

    Provides C# scripts profiling methods.

    ProfilerCPU

    Provides CPU performance measuring methods.

    ProfilerCPU.Event

    Represents single CPU profiling event data.

    ProfilerCPU.Event.<Name0>e__FixedBuffer

    ProfilerGPU

    Provides GPU performance measuring methods.

    ProfilerGPU.Event

    Represents single CPU profiling event data.

    ProfilingTools

    Profiler tools for development. Allows to gather profiling data and events from the engine.

    ProfilingTools.MainStats

    Engine profiling data header. Contains main info and stats.

    ProfilingTools.MemoryStatsGPU

    The GPU memory stats.

    ProfilingTools.NetworkEventStat

    The network stat.

    ProfilingTools.NetworkEventStat.<Name0>e__FixedBuffer

    ProfilingTools.ThreadStats

    The CPU thread stats.

    Quality

    Rendering quality levels.

    Quaternion

    Represents a four dimensional mathematical quaternion. Euler angles are stored in: pitch, yaw, roll order (x, y, z).

    Ragdoll

    Actor that synchronizes Animated Model skeleton pose with physical bones bodies simulated with physics. Child rigidbodies are used for per-bone simulation - rigidbodies names must match skeleton bone name and should be ordered based on importance in the skeleton tree (parents first).

    RandomUtil

    Basic pseudo numbers generator utility.

    RangeAttribute

    Used to make a float or int variable in a script be restricted to a specific range. When used, the float or int will be shown as a slider in the editor instead of default number field.

    RawDataAsset

    Raw bytes container asset.

    Ray

    Represents a three dimensional line based on a point in space and a direction.

    RayCastHit

    Raycast hit result data.

    ReadOnlyAttribute

    Makes a variable show up in the editor as read-only (editing is disabled).

    Rectangle

    Describes rectangle in 2D space defines by location of its upper-left corner and the size.

    ReflectionsTraceMode

    The screen space reflections modes.

    Render2D

    Rendering 2D shapes and text using Graphics Device.

    Render2D.RenderingFeatures

    The rendering features and options flags.

    RenderBuffers

    The scene rendering buffers container.

    RenderContext

    The high-level renderer context. Used to collect the draw calls for the scene rendering. Can be used to perform a custom rendering.

    RenderContextBatch

    The high-level renderer context batch that encapsulates multiple rendering requests within a single task (eg. optimize main view scene rendering and shadow projections at once).

    Renderer

    High-level rendering service.

    RendererType

    Graphics rendering backend system types.

    RenderingUpscaleLocation

    The Post Process effect rendering location within the rendering pipeline.

    RenderList

    Rendering cache container object for the draw calls collecting, sorting and executing.

    RenderStatsData

    Object that stores various render statistics.

    RenderTargetPool

    Utility for pooling render target resources with reusing and sharing resources during rendering.

    RenderTask

    Allows to perform custom rendering using graphics pipeline.

    RenderTools

    Set of utilities for rendering.

    RenderView

    Rendering view description that defines how to render the objects (camera placement, rendering properties, etc.).

    RequireActorAttribute

    This attribute is used to check for if a script requires an Actor type.

    RequireScriptAttribute

    This attribute is used to check for if a script requires other script types.

    ResolutionMode

    The effect pass resolution.

    RigidBody

    Physics simulation driven object.

    RigidbodyConstraints

    Dynamic rigidbodies movement and rotation locking flags. Provide a mechanism to lock motion along/around a specific axis or set of axes to constrain object motion.

    Scene

    The scene root object that contains a hierarchy of actors.

    SceneAnimation

    Scene animation timeline for animating objects and playing cut-scenes.

    SceneAnimationPlayer

    The scene animation playback actor.

    SceneAnimationPlayer.UpdateModes

    Describes the scene animation updates frequency.

    SceneAsset

    The scene asset.

    SceneObject

    Base class for objects that are parts of the scene (actors and scripts).

    SceneReference

    Represents the reference to the scene asset. Stores the unique ID of the scene to reference. Can be used to load the selected scene.

    SceneRenderTask

    Render task which draws scene actors into the output buffer.

    SceneRenderTask.CollectDrawCallsDelegate

    The delegate for event CollectDrawCalls.

    SceneRenderTask.PostRenderDelegate

    The delegate for event PostRender.

    SceneRenderTask.PreRenderDelegate

    The delegate for event PreRender.

    Screen

    Helper class to access display information.

    ScreenOrientationType

    The device screen orientation types (eg. portrait, landscape, etc.).

    Screenshot

    The utility class for capturing game screenshots.

    ScreenSpaceReflectionsSettings

    Contains settings for Screen Space Reflections effect rendering.

    ScreenSpaceReflectionsSettingsOverride

    The structure members override flags.

    ScreenUtilities

    Platform-dependent screen utilities.

    Script

    Base class for all scripts.

    Scripting

    C# scripting service.

    SerializableScriptingObject

    Base class for scripting objects that contain in-built serialization via ISerializable interface.

    SerializeAttribute

    Indicates that a field or a property of a serializable class should be serialized. The ShowInEditorAttribute attribute is required to show hidden fields in the editor.

    SettingsBase

    Base class for all global settings containers for the engine. Helps to apply, store and expose properties to engine/game.

    Shader

    The shader asset. Contains a program that runs on the GPU and is able to perform rendering calculation using textures, vertices and other resources.

    ShaderProfile

    Shader profile types define the version and type of the shading language used by the graphics backend.

    ShadowsCastingMode

    Shadows casting modes by visual elements.

    ShowInEditorAttribute

    Makes a variable show up in the editor.

    SkeletonBone

    Describes a single skeleton bone data. Used by the runtime. Skeleton bones are subset of the skeleton nodes collection that are actually used by the skinned model meshes.

    SkeletonMask

    The skinned model skeleton bones boolean masking data.

    SkeletonNode

    Describes a single skeleton node data. Used by the runtime.

    SkinnedMesh

    Represents part of the skinned model that is made of vertices and can be rendered using custom material, transformation and skeleton bones hierarchy.

    SkinnedMesh.Vertex

    The raw Vertex Buffer structure format. [Deprecated in v1.10]

    SkinnedMesh.Vertex0

    The Vertex Buffer 0 structure format. [Deprecated in v1.10]

    SkinnedModel

    Skinned model asset that contains model object made of meshes that can be rendered on the GPU using skeleton bones skinning.

    SkinnedModel.SkeletonRetarget

    Skeleton retargeting setup (internal use only - accessed by Editor)

    SkinnedModelLOD

    Represents single Level Of Detail for the skinned model. Contains a collection of the meshes.

    Sky

    Sky actor renders atmosphere around the scene with fog and sky.

    Skybox

    Skybox actor renders sky using custom cube texture or material.

    SkyLight

    Sky light captures the distant parts of the scene and applies it as a light. Allows to add ambient light.

    SkyLight.Modes

    Sky light source mode.

    SliderJoint

    Physics joint that removes all but a single translational degree of freedom. Bodies are allowed to move along a single axis.

    SliderJointFlag

    Flags that control slider joint options.

    SoftObjectReference

    The scripting object soft reference. Objects gets referenced on use (ID reference is resolving it).

    SoftTypeReference

    The soft reference to the scripting type contained in the scripting assembly.

    SpaceAttribute

    Inserts an empty space between controls in the editor.

    SphereCollider

    A sphere-shaped primitive collider.

    SphericalHarmonics

    A spherical harmonics representation of a cubemap.

    SphericalHarmonics<TDataType>

    A representation of a sphere of values via Spherical Harmonics (SH).

    SphericalJoint

    Physics joint that removes all translational degrees of freedom but allows all rotational degrees of freedom. Essentially this ensures that the anchor points of the two bodies are always coincident. Bodies are allowed to rotate around the anchor points, and their rotation can be limited by an elliptical cone.

    SphericalJointFlag

    Flags that control spherical joint options.

    Spline

    Spline shape actor that defines spatial curve with utility functions for general purpose usage.

    SplineCollider

    A collider represented by an arbitrary mesh that goes over the spline.

    SplineModel

    Renders model over the spline segments.

    SplineRopeBody

    Physical simulation actor for ropes, chains and cables represented by a spline.

    SpotLight

    Spot light emits light from the point in a given direction.

    SpringParameters

    Controls spring parameters for a physics joint limits. If a limit is soft (body bounces back due to restitution when the limit is reached) the spring will pull the body back towards the limit using the specified parameters.

    Sprite

    Contains information about single atlas slot with sprite texture.

    SpriteAtlas

    Sprite atlas asset that contains collection of sprites combined into a single texture.

    SpriteHandle

    Handle to sprite atlas slot with a single sprite texture.

    SpriteRender

    Sprite rendering object.

    StaticFlags

    Static flags for the actor object.

    StaticModel

    Renders model on the screen.

    StencilOperation

    Stencil operation modes.

    Streaming

    The content streaming service.

    StreamingStats

    Streaming service statistics container.

    StringUtils

    String utilities class.

    Tag

    Gameplay tag that represents a hierarchical name of the form 'X.Y.Z' (namespaces separated with a dot). Tags are defined in project LayersAndTagsSettings asset but can be also created from code.

    Tags

    Gameplay tags utilities.

    TaskGraph

    Graph-based asynchronous tasks scheduler for high-performance computing and processing.

    TaskGraph.Delegate0

    Function delegate.

    TaskGraphSystem

    System that can generate work into Task Graph for asynchronous execution.

    Terrain

    Represents a single terrain object.

    Terrain.Config

    Various defines regarding terrain configuration.

    TerrainChunk

    Represents a single terrain chunk.

    TerrainPatch

    Represents single terrain patch made of 16 terrain chunks.

    TessellationMethod

    Describes the different tessellation methods supported by the graphics system.

    TextAlignment

    Specifies the alignment of the text along horizontal or vertical direction in the layout box.

    TextLayoutOptions

    Structure which describes text layout properties.

    TextRange

    The text range.

    TextRender

    Text rendering object.

    Texture

    Texture asset contains an image that is usually stored on a GPU and is used during rendering graphics.

    TextureBase

    Base class for Texture, SpriteAtlas, IESProfile and other assets that can contain texture data.

    TextureBase.InitData

    The texture data initialization container.

    TextureBase.InitData.MipData

    The mip data container.

    TextureData

    Texture data container (used to keep data downloaded from the GPU).

    TextureDimensions

    Defines the dimension of a texture object.

    TextureFormatType

    Describes texture compression format type

    TextureGroup

    Settings container for a group of textures. Defines the data streaming options and resource quality.

    TextWrapping

    Specifies text wrapping to be used in a particular multiline paragraph.

    Time

    Game ticking and timing system.

    ToneMappingMode

    Tone mapping effect rendering modes.

    ToneMappingSettings

    Contains settings for Tone Mapping effect rendering.

    ToneMappingSettingsOverride

    The structure members override flags.

    TooltipAttribute

    Specifies a tooltip for a property/field in the editor.

    Transform

    Describes transformation in a 3D space.

    TypeReferenceAttribute

    Specifies a options for an type reference picker in the editor. Allows to customize view or provide custom value assign policy (eg. restrict types to inherit from a given type).

    UICanvas

    Root of the UI structure. Renders GUI and handles input events forwarding.

    UICanvas.CalculateRayDelegate

    Delegate schema for callback used to evaluate the world-space ray from the screen-space position (eg. project mouse position).

    UICanvas.TestCanvasIntersectionDelegate

    Delegate schema for the callback used to perform custom canvas intersection test. Can be used to implement a canvas that has a holes or non-rectangular shape.

    UIControl

    Contains a single GUI control (on C# side).

    UnmanagedAttribute

    Marks the types and members defined in unmanaged code (native C++).

    User

    Native platform user object.

    Utils

    Class with helper functions.

    Utils.ValueCategory

    A category of number values used for formatting and input fields.

    ValueCategoryAttribute

    Specifies the value category of a numeric value as either as-is (a scalar), a distance (formatted as cm/m/km) or an angle (formatted with a degree sign).

    Vector2

    Represents a two dimensional mathematical vector.

    Vector3

    Represents a three dimensional mathematical vector.

    Vector4

    Represents a four dimensional mathematical vector.

    VertexElement

    Vertex buffer data element. Defines access to data passed to Vertex Shader.

    VertexElement.Types

    Types of vertex elements.

    VideoPlayer

    Video playback utility. Video content can be presented in UI (via VideoBrush), used in materials (via texture parameter bind) or used manually in shaders.

    VideoPlayer.States

    Valid states in which VideoPlayer can be in.

    ViewFlags

    Frame rendering flags used to switch between graphics features.

    ViewMode

    Describes frame rendering modes.

    Viewport

    Defines the viewport dimensions using float coordinates for (X,Y,Width,Height).

    VisibleIfAttribute

    Shows property/field in the editor only if the specified member has a given value. Can be used to hide properties based on other properties (also private properties). The given member has to be bool type. Multiple VisibleIf attributes can be added for additional conditions to be met.

    VisjectGraphParameter

    Visject graph parameter.

    VisualScript

    The Visual Script asset. Contains a graph with functions and parameters for visual scripting.

    VisualScript.Flags

    Visual Script flag types.

    VisualScript.Metadata

    Visual Script metadata container.

    WatermarkAttribute

    Used to add a watermark to a string textbox in the editor field

    WheeledVehicle

    Representation of the car vehicle that uses wheels. Built on top of the RigidBody with collider representing its chassis shape and wheels.

    WheeledVehicle.AntiRollBar

    Vehicle axle anti roll bar.

    WheeledVehicle.DifferentialSettings

    Vehicle differential settings.

    WheeledVehicle.DifferentialTypes

    Vehicle differential types.

    WheeledVehicle.DriveControlSettings

    Vehicle drive control settings.

    WheeledVehicle.DriveModes

    Vehicle driving types. Used only on tanks to specify the drive mode.

    WheeledVehicle.DriveTypes

    Vehicle driving mode types.

    WheeledVehicle.EngineSettings

    Vehicle engine settings.

    WheeledVehicle.GearboxSettings

    Vehicle gearbox settings.

    WheeledVehicle.SteerControl

    Storage the relationship between speed and steer.

    WheeledVehicle.Wheel

    Vehicle wheel settings.

    WheeledVehicle.WheelState

    Vehicle wheel dynamic simulation state container.

    Window

    Native platform window object.

    Window.CharDelegate

    Perform input character action.

    Window.ClosingDelegate

    Window closing delegate.

    Window.HitTestDelegate

    Perform window hit test delegate.

    Window.KeyboardDelegate

    Perform keyboard action.

    Window.MouseButtonDelegate

    Perform mouse buttons action.

    Window.MouseMoveDelegate

    Perform mouse move action.

    Window.MouseWheelDelegate

    Perform mouse wheel action.

    Window.TouchDelegate

    Perform touch action.

    WindowHitCodes

    Window hit test codes. Note: they are 1:1 mapping for Win32 values.

    WindowStartPosition

    Specifies the initial position of a window.

    Interfaces

    CurveBase<T>.IKeyframeAccess<U>

    The keyframes data access interface.

    IControlReference

    Interface for control references access.

    IDrawable

    Draw method within this interface is used for Render2D.CallDrawing single DrawCall Each frame new Queue is sent to GPU from this CPU bound method

    ILogger

    Logger interface.

    ILogHandler

    Logs handler.

    ISerializable

    Interface for objects that can be serialized/deserialized to/from JSON format.

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