Namespace FlaxEngine
Classes
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. |
Base class for all actor objects on the scene. |
This attribute is used to show actors that can be created in the scene and prefab context menus. Separate the subcontext menus with a /. |
Defines actors to draw sources. |
This attribute is used to show actors that can be created in the actor tab of the toolbox. |
Alpha blending modes. |
Contains settings for Ambient Occlusion effect rendering. |
AmbientOcclusionSettingsOverride The AmbientOcclusionSettings structure members override flags. |
Performs an animation and renders a skinned model. |
AnimatedModel.AnimationUpdateMode Describes the animation graph updates frequency for the animated model. |
Asset that contains an animation spline represented by a set of keyframes, each representing an endpoint of a linear curve. |
Contains basic information about the animation asset contents. |
The Animation Graph is used to evaluate a final pose for the animated model for the current frame. |
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. |
Animation Graph function asset that contains reusable part of the anim graph. |
Root Motion modes that can be applied by the animation. Used as flags for selective behavior. |
The animations playback service. |
Data wrapper for the debug flow information. |
Animations.DebugFlowInfo.<NodePath0>e__FixedBuffer
|
The animation notification event (with duration) triggered during animation playback that contains begin and end (event notification is received as a tick). |
The animation notification event triggered during animation playback. |
Animation graph parameter. |
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
|
Anti-aliasing modes. |
Contains settings for Anti Aliasing effect rendering. |
The structure members override flags. |
The platform architecture types. |
Asset objects base class. |
Contains short information about an asset. |
Specifies a options for an asset reference picker in the editor. Allows to customize view or provide custom value assign policy. |
Specifies a options for an asset reference picker in the editor. Allows to customize view or provide custom value assign policy. |
The audio service used for music and sound effects playback. |
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. |
Meta-data describing a chunk of audio. |
Represents a single audio device. |
Audio data storage format used by the runtime. |
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. |
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. |
Valid states in which AudioSource can be in. |
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. |
Contains information about power supply (battery). |
Power supply status. |
Behavior instance script that runs Behavior Tree execution. |
Behavior logic component knowledge data container. Contains blackboard values, sensors data and goals storage for Behavior Tree execution. |
Behavior knowledge value selector that can reference blackboard item, behavior goal or sensor values. |
Behavior knowledge value selector that can reference blackboard item, behavior goal or sensor values. |
BehaviorKnowledgeSelectorAttribute Customizes editor of BehaviorKnowledgeSelector<T> or BehaviorKnowledgeSelectorAny. |
Behavior Tree asset with AI logic graph. |
Base class for compound Behavior Tree nodes that composite child nodes. |
Adds cooldown in between node executions. Blocks node execution for a given duration after last run. |
Base class for Behavior Tree node decorators. Decorators can implement conditional filtering or override node logic and execution flow. |
Delay node that waits a specific amount of time while executed. |
BehaviorTreeForceFailedDecorator Forces node to fail - even if it succeeded. |
Forces behavior execution end with a specific result (eg. force fail). |
BehaviorTreeForceSuccessDecorator Forces node to success - even if it failed. |
Checks if certain goal has been added to Behavior knowledge. |
Checks if certain actor (from knowledge) has a given tag assigned. |
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. |
Loops node execution multiple times as long as it doesn't fail. Returns the last iteration result. |
Moves an actor to the specific target location. Uses pathfinding on navmesh. |
Base class for Behavior Tree nodes. |
Root node of the behavior tree. Contains logic properties and definitions for the runtime. |
Selector node updates all its children (from left to right) until one of them succeeds. If all children fail, the selector fails. |
Sequence node updates all its children (from left to right) as long as they return success. If any child fails, the sequence is failed. |
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. |
Behavior update context state. |
Behavior update result. |
Comparison function modes for behavior knowledge values. |
An animation spline represented by a set of keyframes, each representing an endpoint of a Bezier curve. |
A single keyframe that can be injected into Bezier curve. |
Base class for all binary assets. |
Render target blending mode descriptor. |
Blending mode. |
Render target write mask |
Blending operation. |
Contains settings for Bloom effect rendering. |
The structure members override flags. |
Depth of field bokeh shape types. |
Actor that links to the animated model skeleton node transformation. |
Represents an axis-aligned bounding box in three dimensional space. |
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. |
Represents a bounding sphere in three dimensional space. |
Performs CSG box brush operation that adds or removes geometry. |
A box-shaped primitive collider. |
A base class for actors that define 3D bounding box volume. |
CSG brush mode |
Represents a part of the CSG brush actor. Contains information about single surface. |
Game build configuration modes. |
Game building options. Used as flags. |
Game build target platform. |
Describes the camera projection and view. Provides information about how to render scene (viewport location and direction, etc.). |
Contains settings for Camera Artifacts effect rendering. |
CameraArtifactsSettingsOverride The structure members override flags. |
The canvas rendering modes. |
A capsule-shaped primitive collider. |
Describes the category name for a type. |
The channel mask modes. |
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. |
Native platform clipboard service. |
Window closing reasons. |
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 response to collisions settings. |
Cloth's fabric settings (material's stiffness and compression response) for a single axis. |
Cloth's fabric settings (material's stiffness and compression response). |
Cloth response to forces settings. |
Cloth simulation settings. |
This attributes provides additional information on a member collection. |
CollectionAttribute.DisplayType The display type for collections. |
A base class for all colliders. |
Contains a collision information passed to the OnCollisionEnter/OnCollisionExit events. |
Represents a physics mesh that can be used with a MeshCollider. Physics mesh can be a generic triangle mesh or a convex mesh. |
The collision data asset cooking options. |
A CollisionData storage data type. |
Contains static methods to help in determining intersections, containment, etc. |
Representation of the RGBA color. |
Representation of RGBA colors in 32 bit format. |
Contains settings for Color Grading effect rendering. |
The structure members override flags. |
Represents a color in the form of Hue, Saturation, Value, Alpha. |
Comparison function modes |
Contains a contact point data for the collision location. |
Describes how one bounding volume contains another. |
Loads and manages assets. |
This attribute is used to show content items that can be created in the content browser context menu. Separate the subcontext menus with a /. |
Content and assets statistics container. |
Set of flags used to generate model convex mesh. Allows to customize process. |
Contains information about CPU (Central Processing Unit). |
Settings for new process. |
Settings for new window. |
Cube texture asset contains 6 images that is usually stored on a GPU as a cube map (one slice per each axis direction). |
Primitives culling mode. |
Hardware mouse cursor behavior. |
Types of default cursors. |
An animation spline represented by a set of keyframes, each representing an endpoint of an curve. |
Overrides default editor provided for the target object/class/field/property. Allows to extend visuals and editing experience of the objects. |
Overrides the default editor provided for the target object/class/field/property. Allows to extend visuals and editing experience of the object. |
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. |
Specifies axes that the D6 joint can constrain motion on. |
Specifies parameters for a drive that will attempt to move the joint bodies to the specified drive position and velocity. |
Type of drives that can be used for moving or rotating bodies attached to the joint. |
Specifies type of constraint placed on a specific axis. |
Class containing methods to ease debugging while developing a game. |
The debug shapes rendering service. Not available in final game. For use only in the editor. |
Actor that draws the can be used to draw a custom decals on top of the other objects. |
Specifies default editor provided for the target object/class/field/property. Should be used along with CustomEditorAttribute. |
Contains settings for Depth Of Field effect rendering. |
The structure members override flags. |
Specifies identifiers to indicate the return value of a dialog box. |
Directional light emits light from direction in space. |
Physics joint that maintains an upper or lower (or both) bound on the distance between two bodies. |
Controls distance joint options. |
Represents a two dimensional mathematical vector. |
Represents a three dimensional mathematical vector. |
Represents a four dimensional mathematical vector with 32-bit precision (per-component). |
Data drag and drop effects. |
The draw calls list types. |
The objects drawing pass types. Used as a flags for objects drawing masking. |
Allows to change item display name or a group in the editor. |
Allows to declare order of the item in the editor. |
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. |
The empty actor that is useful to create hierarchy and/or hold scripts. See Script. |
The main engine class. |
Allows to change enum type field or property display mode in the editor. |
EnumDisplayAttribute.FormatMode Enumeration items names formatting modes. |
Environment Probe can capture space around the objects to provide reflections. |
EnvironmentProbe.ProbeUpdateMode The environment probe update mode. |
Makes a script execute in edit mode. |
Marks the item to be visible in editor by expanding all the container groups in the upper hierarchy. |
Used to create fogging effects such as clouds but with a density that is related to the height of the fog. |
Eye adaptation effect rendering modes. |
Contains settings for Eye Adaptation effect rendering. |
The structure members override flags. |
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). |
Platform implementation of filesystem service. |
Physics joint that maintains a fixed distance and orientation between its two attached bodies. |
Represents a two dimensional mathematical vector. |
Represents a three dimensional mathematical vector. |
Represents a four dimensional mathematical vector with 32-bit precision (per-component). |
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] |
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] |
Represents a foliage actor that contains a set of instanced meshes. |
Foliage instanced mesh instance. Packed data with very little of logic. Managed by the foliage chunks and foliage actor itself. |
The foliage instances scaling modes. |
Foliage mesh instances type descriptor. Defines the shared properties of the spawned mesh instances. |
Represents font object that can be using during text rendering (it uses Font Asset but with pre-cached data for chosen font properties). |
Font asset contains glyph collection and cached data used to render text. |
The cached font character entry (read for rendering and further processing). |
The font flags used when rendering characters. |
The font hinting used when rendering characters. |
The font line info generated during text processing. |
The font asset options. |
Font reference that defines the font asset and font size to use. |
Texture resource that contains an atlas of cached font glyphs. |
Force mode type determines the exact operation that is carried out when applying the force on a rigidbody. |
The features exposed for a particular format. |
Which resources are supported for a given format and given device. |
Represents a single hardware gamepad device. Used by the Input to report raw gamepad input events. |
Axis for gamepad. |
Buttons for gamepad. |
General identifiers for potential force feedback channels. These will be mapped according to the platform specific implementation. |
The global gameplay variables container asset that can be accessed across whole project. |
Base class for all plugins used at runtime in game. |
Specifies the display mode of a game window. |
Global Illumination effect rendering modes. |
Contains settings for Global Illumination effect rendering. |
GlobalIlluminationSettingsOverride The GlobalIlluminationSettings structure members override flags. |
Global engine variables container. |
All-in-one GPU buffer class. This class is able to create index buffers, vertex buffers, structured buffer and argument buffers. |
A common description for all GPU buffers. |
The GPU buffer usage flags. |
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). |
Interface for GPU device context that can record and send graphics commands to the GPU in a sequence. |
Graphics device object for rendering on GPU. |
Describes a video output display mode. |
The GPU dispatch indirect command arguments data. |
The GPU draw indexed indirect command arguments data. |
The GPU draw indirect command arguments data. |
Graphics Device limits and constraints descriptor. |
Describes full graphics pipeline state within single object. |
Pipeline state description |
The base class for all GPU resources. |
Describes how a mapped GPU resource will be accessed. |
GPU resources types. |
Identifies expected GPU resource use during rendering. The usage directly reflects whether a resource is accessible by the CPU and/or the GPU. |
GPU texture sampler object. |
GPU sampler address modes. |
GPU sampler border color types. |
GPU sampler comparision function types. |
A common description for all samplers. |
GPU sampler filter modes. |
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. |
The GPU texture resource object. This class is able to create 2D/3D textures, volume textures and render targets. |
A common description for all GPU textures. |
GPU texture usage flags. |
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. |
Graphics device manager that creates, manages and releases graphics device and related objects. |
Represents a parameter in the Graph. |
A half precision (16 bit) floating point value. |
Defines a two component vector, using half precision floating point coordinates. |
Defines a three component vector, using half precision floating point coordinates. |
Defines a four component vector, using half precision floating point coordinates. |
Inserts a header control with a custom text into the editor layout. |
Object hide state description flags. Control object appearance. |
Makes a variable not show up in the editor. |
Physics joint that removes all but a single rotation degree of freedom from its two attached bodies (for example a door hinge). |
Properties of a drive that drives the joint's angular velocity towards a particular value. |
Flags that control hinge joint options. |
Contains IES profile texture used by the lights to simulate real life bulb light emission. |
The user input handling service. |
The input action event trigger modes. |
The input action event phases. |
Virtual input axis binding. Helps with listening for a selected axis input. |
The input axes types. |
Base class for all input device objects. |
Virtual input action binding. Helps with listening for a selected input event. |
The input gamepad index. |
Represents a two dimensional mathematical vector. |
Represents a three dimensional mathematical vector. |
Represents a four dimensional mathematical vector with 32-bit precision (per-component). |
Lightweight multi-threaded jobs execution scheduler. Uses a pool of threads and supports work-stealing concept. |
Function delegate. |
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). |
Generic type of Json-format asset. It provides the managed representation of this resource data so it can be accessed via C# API. |
Base class for all Json-format assets. |
Json asset reference utility. References resource with a typed data type. |
Represents a single hardware keyboard device. Used by the Input to report raw keyboard input events. |
Enumeration for key codes. |
The engine utility for large worlds support. Contains constants and tools for using 64-bit precision coordinates in various game systems (eg. scene rendering). |
The objects layers selection mask (from layers and tags settings). Uses 1 bit per layer (up to 32 layers). |
Contains settings for Lens Flares effect rendering. |
The structure members override flags. |
The scene manager that contains the loaded scenes collection and spawns/deleted actors. |
Base class for all light types. |
Describes lightmap generation options |
Lightmap atlas sizes (in pixels). |
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. |
Represents a joint limit between two angles. |
Used to make a float or int variable in a script be restricted to a specific range. |
Represents a joint limit that constraints movement to within an elliptical cone. |
Represents a joint limit between zero a single distance value. |
Represents a joint limit between two distance values. Lower value must be less than the upper value. |
An animation spline represented by a set of keyframes, each representing an endpoint of a linear curve. |
A single keyframe that can be injected into linear curve. |
The language and culture localization manager. |
The string container that supports using localized text. |
Contains localized strings table for a given culture. |
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. |
Log context data structure. Contains different kinds of context data for different situations. |
The log message types. |
The main game rendering task used by the engine. |
Material asset that contains shader for rendering models on the GPU. |
Base class for Material and MaterialInstance. |
Material blending modes. |
Decal material blending modes. |
Material domain type. Material domain defines the target usage of the material shader. |
Material features flags. |
Material function graph asset that contains reusable part of the material graph. |
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. |
Instance of the Material with custom set of material parameter values. |
Material variable object. Allows to modify material parameter value at runtime. |
The material parameter types. |
Post Fx material rendering locations. |
Material input scene textures. Special inputs from the graphics pipeline. |
Material shading modes. Defines how material inputs and properties are combined to result the final surface color. |
The material slot descriptor that specifies how to render geometry using it. |
MaterialTransparentLightingMode Transparent material lighting modes. |
Material features usage flags. Detected by the material generator to help graphics pipeline optimize rendering of material shaders. |
Represents a 4x4 mathematical matrix. |
Represents a 2x2 Matrix (contains only scale and rotation in 2D). |
Represents a 3x3 mathematical matrix. |
Contains information about current memory usage and capacity. |
Represents part of the model that is made of vertices and can be rendered using custom material and transformation. |
The raw Vertex Buffer structure format. |
The Vertex Buffer 0 structure format. |
The Vertex Buffer 1 structure format. |
The Vertex Buffer 2 structure format. |
Base class for model resources meshes. |
A collider represented by an arbitrary mesh. |
Message dialogs utility (native platform). |
Specifies constants defining which buttons to display on a Message Box. |
Specifies constants defining which information to display. |
Model asset that contains model object made of meshes which can rendered on the GPU. |
Base class for asset types that can contain a model resource. |
The Sign Distant Field (SDF) data for the model. |
Base class for actor types that use ModelInstanceEntries for mesh rendering. |
ModelInstanceActor.MeshReference Utility container to reference a single mesh within ModelInstanceActor. |
The model instance entry that describes how to draw it. |
Represents single Level Of Detail for the model. Contains a collection of the meshes. |
Indicates that a static class initializes the code module. All static, void and parameterless methods within the class will be invoked upon module loading. |
Contains settings for Motion Blur effect rendering. |
The structure members override flags. |
Represents a single hardware mouse device. Used by the Input to report raw mouse input events. |
Mouse buttons types. |
Multisample count level. |
Instructs UI editor to use multiline textbox for editing System.String property or field. |
The navigation system agents selection mask (from navigation system settings). Uses 1 bit per agent type (up to 32 agents). |
The navigation system agent properties container for navmesh building and querying. |
The navigation area properties container for navmesh building and navigation runtime. |
Navigation steering behaviors system for a group of agents. Handles avoidance between agents by using an adaptive RVO sampling calculation. |
The navigation service used for path finding and agents navigation system. |
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. |
The navigation mesh actor that holds a navigation data for a scene. |
A special type of volume that defines the area of the scene in which navigation meshes are generated. |
The result information for navigation mesh queries. |
The navigation mesh properties container for navmesh building. |
The navigation mesh runtime object that builds the navmesh from all loaded scenes. |
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). |
Low-level networking implementation interface with Berkeley sockets. |
Network connection types for device. |
Network end-point. |
NetworkEndPoint.<Data0>e__FixedBuffer
|
IP version type. |
Network connection protocol type. |
Indicates that a field or a property should be replicated over network. |
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. |
Network socket. |
NetworkSocket.<Data0>e__FixedBuffer
|
Network sockets group. |
Network socket options. |
Network socket state. |
Indicates that a member of a class cannot be animated by the scene animations system. This class cannot be inherited. |
Indicates that a field or a property of a serializable class should not be serialized. This class cannot be inherited. |
Makes a property to not use undo/redo when modifying it in Editor. |
Base class for all objects Flax can reference. Every object has unique identifier. |
Oriented Bounding Box (OBB) is a rectangular block, much like an AABB (Bounding Box) but with an arbitrary orientation in 3D space. |
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. |
Particle system parameter. |
Binary asset that contains a particle emitter definition graph for running particles simulation on CPU and GPU. |
Particle function graph asset that contains reusable part of the particle emitter graph. |
The model particle rendering facing modes. |
The particles simulation service. |
The particles sorting modes. |
The sprite rendering facing modes. |
The particles simulation execution mode. |
The particles simulation space modes. |
Particle system contains a composition of particle emitters and playback information. |
The partitioning mode for shadow cascades. |
Physical materials are used to define the response of a physical object when interacting dynamically with the world. |
Physics simulation system. |
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 |
A base class for all physical collider actors. |
Enumeration that determines the way in which two material properties will be combined to yield a friction or restitution coefficient for a collision. |
Physical simulation scene. |
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 |
Physics simulation statistics container for profiler. |
Enumeration with all pixel formats used by the graphics pipeline. |
Extensions to PixelFormat. |
Represents a plane in three dimensional space. |
Describes the result of an intersection with a plane in three dimensions. |
Runtime platform service. |
The platform the game is running. |
Base class for game engine editor plugins. |
The engine plugin description container. |
This attribute allows for specifying initialization and deinitialization order for plugins. |
Game and Editor plugins management service. |
Point light emits light from point in all directions. |
Contains settings for custom PostFx materials rendering. |
A special type of volume that blends custom set of post process settings into the rendering. |
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. |
The Post Process effect rendering location within the rendering pipeline. |
Contains settings for rendering advanced visual effects and post effects. |
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. |
The prefab manager handles the prefabs creation, synchronization and serialization. |
Primitives types. |
The environment probes cubemap texture resolutions. |
Contains information about current memory usage by the process. |
Provides C# scripts profiling methods. |
Provides CPU performance measuring methods. |
Represents single CPU profiling event data. |
ProfilerCPU.Event.<Name0>e__FixedBuffer
|
Provides GPU performance measuring methods. |
Represents single CPU profiling event data. |
Profiler tools for development. Allows to gather profiling data and events from the engine. |
Engine profiling data header. Contains main info and stats. |
The GPU memory stats. |
ProfilingTools.NetworkEventStat The network stat. |
ProfilingTools.NetworkEventStat.<Name0>e__FixedBuffer
|
The CPU thread stats. |
Rendering quality levels. |
Represents a four dimensional mathematical quaternion. Euler angles are stored in: pitch, yaw, roll order (x, y, z). |
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). |
Basic pseudo numbers generator utility. |
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. |
Raw bytes container asset. |
Represents a three dimensional line based on a point in space and a direction. |
Raycast hit result data. |
Makes a variable show up in the editor as read-only (editing is disabled). |
Describes rectangle in 2D space defines by location of its upper-left corner and the size. |
The screen space reflections modes. |
Rendering 2D shapes and text using Graphics Device. |
The rendering features and options flags. |
The scene rendering buffers container. |
The high-level renderer context. Used to collect the draw calls for the scene rendering. Can be used to perform a custom rendering. |
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). |
High-level rendering service. |
Graphics rendering backend system types. |
The Post Process effect rendering location within the rendering pipeline. |
Rendering cache container object for the draw calls collecting, sorting and executing. |
Object that stores various render statistics. |
Utility for pooling render target resources with reusing and sharing resources during rendering. |
Allows to perform custom rendering using graphics pipeline. |
Set of utilities for rendering. |
Rendering view description that defines how to render the objects (camera placement, rendering properties, etc.). |
This attribute is used to check for if a script requires an Actor type. |
This attribute is used to check for if a script requires other script types. |
The effect pass resolution. |
Physics simulation driven object. |
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. |
The scene root object that contains a hierarchy of actors. |
Scene animation timeline for animating objects and playing cut-scenes. |
The scene animation playback actor. |
SceneAnimationPlayer.UpdateModes Describes the scene animation updates frequency. |
The scene asset. |
Base class for objects that are parts of the scene (actors and scripts). |
Represents the reference to the scene asset. Stores the unique ID of the scene to reference. Can be used to load the selected scene. |
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. |
Helper class to access display information. |
The device screen orientation types (eg. portrait, landscape, etc.). |
The utility class for capturing game screenshots. |
ScreenSpaceReflectionsSettings Contains settings for Screen Space Reflections effect rendering. |
ScreenSpaceReflectionsSettingsOverride The structure members override flags. |
Platform-dependent screen utilities. |
Base class for all scripts. |
C# scripting service. |
Base class for scripting objects that contain in-built serialization via ISerializable interface. |
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. |
Base class for all global settings containers for the engine. Helps to apply, store and expose properties to engine/game. |
The shader asset. Contains a program that runs on the GPU and is able to perform rendering calculation using textures, vertices and other resources. |
Shader profile types define the version and type of the shading language used by the graphics backend. |
Shadows casting modes by visual elements. |
Makes a variable show up in the editor. |
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. |
The skinned model skeleton bones boolean masking data. |
Describes a single skeleton node data. Used by the runtime. |
Represents part of the skinned model that is made of vertices and can be rendered using custom material, transformation and skeleton bones hierarchy. |
The raw Vertex Buffer structure format. |
The Vertex Buffer 0 structure format. |
Skinned model asset that contains model object made of meshes that can be rendered on the GPU using skeleton bones skinning. |
Skeleton retargeting setup (internal use only - accessed by Editor) |
Represents single Level Of Detail for the skinned model. Contains a collection of the meshes. |
Sky actor renders atmosphere around the scene with fog and sky. |
Skybox actor renders sky using custom cube texture or material. |
Sky light captures the distant parts of the scene and applies it as a light. Allows to add ambient light. |
Sky light source mode. |
Physics joint that removes all but a single translational degree of freedom. Bodies are allowed to move along a single axis. |
Flags that control slider joint options. |
The scripting object soft reference. Objects gets referenced on use (ID reference is resolving it). |
The soft reference to the scripting type contained in the scripting assembly. |
Inserts an empty space between controls in the editor. |
A sphere-shaped primitive collider. |
A spherical harmonics representation of a cubemap. |
A representation of a sphere of values via Spherical Harmonics (SH). |
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. |
Flags that control spherical joint options. |
Spline shape actor that defines spatial curve with utility functions for general purpose usage. |
A collider represented by an arbitrary mesh that goes over the spline. |
Renders model over the spline segments. |
Physical simulation actor for ropes, chains and cables represented by a spline. |
Spot light emits light from the point in a given direction. |
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. |
Contains information about single atlas slot with sprite texture. |
Sprite atlas asset that contains collection of sprites combined into a single texture. |
Handle to sprite atlas slot with a single sprite texture. |
Sprite rendering object. |
Static flags for the actor object. |
Renders model on the screen. |
Stencil operation modes. |
The content streaming service. |
Streaming service statistics container. |
String utilities class. |
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. |
Gameplay tags utilities. |
Graph-based asynchronous tasks scheduler for high-performance computing and processing. |
Function delegate. |
System that can generate work into Task Graph for asynchronous execution. |
Represents a single terrain object. |
Various defines regarding terrain configuration. |
Represents a single terrain chunk. |
Represents single terrain patch made of 16 terrain chunks. |
Describes the different tessellation methods supported by the graphics system. |
Specifies the alignment of the text along horizontal or vertical direction in the layout box. |
Structure which describes text layout properties. |
The text range. |
Text rendering object. |
Texture asset contains an image that is usually stored on a GPU and is used during rendering graphics. |
Base class for Texture, SpriteAtlas, IESProfile and other assets that can contain texture data. |
The texture data initialization container. |
The mip data container. |
Defines the dimension of a texture object. |
Describes texture compression format type |
Settings container for a group of textures. Defines the data streaming options and resource quality. |
Specifies text wrapping to be used in a particular multiline paragraph. |
Game ticking and timing system. |
Tone mapping effect rendering modes. |
Contains settings for Tone Mapping effect rendering. |
The structure members override flags. |
Specifies a tooltip for a property/field in the editor. |
Describes transformation in a 3D space. |
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). |
Root of the UI structure. Renders GUI and handles input events forwarding. |
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. |
Contains a single GUI control (on C# side). |
Marks the types and members defined in unmanaged code (native C++). |
Native platform user object. |
Class with helper functions. |
A category of number values used for formatting and input fields. |
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). |
Represents a two dimensional mathematical vector. |
Represents a three dimensional mathematical vector. |
Represents a four dimensional mathematical vector. |
Video playback utility. Video content can be presented in UI (via VideoBrush), used in materials (via texture parameter bind) or used manually in shaders. |
Valid states in which VideoPlayer can be in. |
Frame rendering flags used to switch between graphics features. |
Describes frame rendering modes. |
Defines the viewport dimensions using float coordinates for (X,Y,Width,Height). |
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. |
Visject graph parameter. |
The Visual Script asset. Contains a graph with functions and parameters for visual scripting. |
Visual Script flag types. |
Visual Script metadata container. |
Used to add a watermark to a string textbox in the editor field |
Representation of the car vehicle that uses wheels. Built on top of the RigidBody with collider representing its chassis shape and wheels. |
Vehicle axle anti roll bar. |
WheeledVehicle.DifferentialSettings Vehicle differential settings. |
WheeledVehicle.DifferentialTypes Vehicle differential types. |
WheeledVehicle.DriveControlSettings Vehicle drive control settings. |
Vehicle driving types. Used only on tanks to specify the drive mode. |
Vehicle driving mode types. |
Vehicle engine settings. |
WheeledVehicle.GearboxSettings Vehicle gearbox settings. |
Storage the relationship between speed and steer. |
Vehicle wheel settings. |
Vehicle wheel dynamic simulation state container. |
Native platform window object. |
Perform input character action. |
Window closing delegate. |
Perform window hit test delegate. |
Perform keyboard action. |
Perform mouse buttons action. |
Perform mouse move action. |
Perform mouse wheel action. |
Perform touch action. |
Window hit test codes. Note: they are 1:1 mapping for Win32 values. |
Specifies the initial position of a window. |
Interfaces
CurveBase<T>.IKeyframeAccess<U> The keyframes data access interface. |
Draw method within this interface is used for Render2D.CallDrawing single DrawCall
|
Logger interface. |
Logs handler. |
Interface for objects that can be serialized/deserialized to/from JSON format. |