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    Namespace FlaxEngine

    Classes

    Actor

    Base class for all actor objects on the scene.

    AnimatedModel

    Performs an animation and renders a skinned model.

    Animation

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

    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.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.

    AnimGraphParameter

    Animation graph parameter.

    Asset

    Asset objects base class.

    AssetReferenceAttribute

    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.

    AudioDevice

    Represents a single audio device.

    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.

    BezierCurve<T>

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

    BinaryAsset

    Base class for all binary assets.

    BoneSocket

    Actor that links to the animated model skeleton node transformation.

    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.

    Camera

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

    CanvasRenderer

    PostFx used to render the UICanvas. Used when render mode is CameraSpace or WorldSpace.

    CapsuleCollider

    A capsule-shaped primitive collider.

    CharacterController

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

    Clipboard

    Native platform clipboard service.

    CollectionAttribute

    This attributes provides additional information on a member collection.

    Collider

    A base class for all colliders.

    CollisionData

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

    CollisionsHelper

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

    Content

    Loads and manages assets.

    CubeTexture

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

    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.

    Debug

    Class containing methods to ease debugging while developing a game.

    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.

    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.

    EditorDisplayAttribute

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

    EditorOrderAttribute

    Allows to declare order of the item in the editor.

    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.

    EnvironmentProbe

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

    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.

    FileSystem

    Platform implementation of filesystem service.

    FixedJoint

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

    FlaxException

    Flax exception object.

    Foliage

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

    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.

    FontTextureAtlas

    Texture resource that contains an atlas of cached font glyphs.

    Gamepad

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

    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.

    Globals

    Global engine variables container.

    GPUAdapter

    Interface for GPU device adapter.

    GPUBuffer

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

    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.

    GPUPipelineState

    Describes full graphics pipeline state within single object.

    GPUResource

    The base class for all GPU resources.

    GPUResourceView

    Interface for GPU resources views. Shared base class for texture and buffer views.

    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.

    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.

    Graphics

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

    GraphParameter

    Represents a parameter in the Graph.

    HeaderAttribute

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

    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).

    IESProfile

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

    Input

    The user input handling service.

    InputAxis

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

    InputDevice

    Base class for all input device objects.

    InputEvent

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

    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).

    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.

    Keyboard

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

    Level

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

    Light

    Base class for all light types.

    LightWithShadow

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

    LimitAttribute

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

    LinearCurve<T>

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

    Logger

    Initializes a new instance of the Logger.

    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.

    MaterialFunction

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

    MaterialInstance

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

    MaterialParameter

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

    MaterialSlot

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

    Mathf

    A collection of common math functions.

    Mesh

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

    MeshCollider

    A collider represented by an arbitrary mesh.

    MessageBox

    Message dialogs utility (native platform).

    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.

    ModelInstanceActor

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

    ModelLOD

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

    Mouse

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

    MultilineTextAttribute

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

    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.

    NavMeshBoundsVolume

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

    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.

    Object

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

    ParticleEffect

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

    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.

    ParticleSystem

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

    PhysicalMaterial

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

    Physics

    Physics simulation system.

    PhysicsActor

    A base class for all physical actors.

    PhysicsColliderActor

    A base class for all physical collider actors.

    PixelFormatExtensions

    Extensions to PixelFormat.

    Platform

    Runtime platform service.

    Plugin

    Base class for game engine editor plugins.

    PluginManager

    Game and Editor plugins management service.

    PointLight

    Point light emits light from point in all directions.

    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.

    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.

    Profiler

    Provides C# scripts profiling methods.

    ProfilerCPU

    Provides CPU performance measuring methods.

    ProfilerGPU

    Provides GPU performance measuring methods.

    ProfilingTools

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

    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.

    ReadOnlyAttribute

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

    Render2D

    Rendering 2D shapes and text using Graphics Device.

    RenderBuffers

    The scene rendering buffers container.

    Renderer

    High-level rendering service.

    RenderList

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

    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.

    RigidBody

    Physics simulation driven object.

    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.

    SceneAsset

    The scene asset.

    SceneObject

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

    SceneRenderTask

    Render task which draws scene actors into the output buffer.

    Screen

    Helper class to access display information.

    Screenshot

    The utility class for capturing game screenshots.

    Script

    Base class for all scripts.

    Scripting

    C# scripting service.

    SerializeAttribute

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

    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.

    ShowInEditorAttribute

    Makes a variable show up in the editor.

    SkeletonMask

    The skinned model skeleton bones boolean masking data.

    SkinnedMesh

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

    SkinnedModel

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

    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.

    SliderJoint

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

    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.

    SpotLight

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

    SpriteAtlas

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

    StaticModel

    Renders model on the screen.

    StringUtils

    String utilities class.

    Terrain

    Represents a single terrain object.

    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.

    Time

    Game ticking and timing system.

    TooltipAttribute

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

    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.

    UIControl

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

    UnmanagedAttribute

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

    Utils

    Class with helper functions.

    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.

    VisjectGraphParameter

    Visject graph parameter.

    VisualScript

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

    Window

    Native platform window object.

    Structs

    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.

    AmbientOcclusionSettings

    Contains settings for Ambient Occlusion effect rendering.

    Animation.InfoData

    Contains basic information about the animation asset contents.

    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.

    AntiAliasingSettings

    Contains settings for Anti Aliasing effect rendering.

    AssetInfo

    Contains short information about an asset.

    AudioDataInfo

    Meta-data describing a chunk of audio.

    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.

    BezierCurve<T>.Keyframe

    A single keyframe that can be injected into Bezier curve.

    BlendingMode

    Render target blending mode descriptor.

    BloomSettings

    Contains settings for Bloom effect rendering.

    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.

    BrushSurface

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

    CameraArtifactsSettings

    Contains settings for Camera Artifacts effect rendering.

    Collision

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

    CollisionDataOptions

    The collision data asset cooking options.

    Color

    Representation of the RGBA color.

    Color32

    Representation of RGBA colors in 32 bit format.

    ColorGradingSettings

    Contains settings for Color Grading effect rendering.

    ColorHSV

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

    ContactPoint

    Contains a contact point data for the collision location.

    CPUInfo

    Contains information about CPU (Central Processing Unit).

    CreateWindowSettings

    Settings for new window.

    D6JointDrive

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

    DepthOfFieldSettings

    Contains settings for Depth Of Field effect rendering.

    EyeAdaptationSettings

    Contains settings for Eye Adaptation effect rendering.

    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]

    FoliageInstance

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

    FontCharacterEntry

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

    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.

    FormatFeatures

    The features exposed for a particular format.

    GamepadVibrationState

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

    GPUBufferDescription

    A common description for all GPU buffers.

    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.Description

    Pipeline state description

    GPUTextureDescription

    A common description for all GPU textures.

    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.

    HingeJointDrive

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

    Int2

    Represents a two dimensional mathematical vector (signed integers).

    Int3

    Represents a three dimensional mathematical vector (signed integers).

    Int4

    Represents a four dimensional mathematical vector (signed integers).

    LensFlaresSettings

    Contains settings for Lens Flares effect rendering.

    LightmapSettings

    Describes lightmap generation options

    LimitAngularRange

    Represents a joint limit between two angles.

    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>.Keyframe

    A single keyframe that can be injected into linear curve.

    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.

    Matrix

    Represents a 4x4 mathematical matrix.

    Matrix2x2

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

    Matrix3x3

    Represents a 3x3 Matrix ( contains only Scale and Rotation ).

    MemoryStats

    Contains information about current memory usage and capacity.

    Mesh.Vertex

    The raw Vertex Buffer structure format.

    Mesh.Vertex0

    The Vertex Buffer 0 structure format.

    Mesh.Vertex1

    The Vertex Buffer 1 structure format.

    Mesh.Vertex2

    The Vertex Buffer 2 structure format.

    ModelInstanceEntry

    The model instance entry that describes how to draw it.

    MotionBlurSettings

    Contains settings for Motion Blur effect rendering.

    NavMeshHit

    The result information for navigation mesh queries.

    OrientedBoundingBox

    OrientedBoundingBox (OBB) is a rectangular block, much like an AABB (BoundingBox) but with an arbitrary orientation.

    ParticleEffect.ParameterOverride

    The particle parameter override data.

    Plane

    Represents a plane in three dimensional space.

    PluginDescription

    The engine plugin description container.

    PostFxMaterialsSettings

    Contains settings for custom PostFx materials rendering.

    PostProcessSettings

    Contains settings for rendering advanced visual effects and post effects.

    ProcessMemoryStats

    Contains information about current memory usage by the process.

    ProfilerCPU.Event

    Represents single CPU profiling event data.

    ProfilerGPU.Event

    Represents single CPU profiling event data.

    ProfilingTools.MainStats

    Engine profiling data header. Contains main info and stats.

    ProfilingTools.MemoryStatsGPU

    The GPU memory stats.

    ProfilingTools.ThreadStats

    The CPU thread stats.

    Quaternion

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

    Ray

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

    RayCastHit

    Raycast hit result data.

    Rectangle

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

    RenderContext

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

    RenderStatsData

    Object that stores various render statistics.

    RenderView

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

    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.

    ScreenSpaceReflectionsSettings

    Contains settings for Screen Space Reflections effect rendering.

    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.

    SkeletonNode

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

    SkinnedMesh.Vertex

    The raw Vertex Buffer structure format.

    SkinnedMesh.Vertex0

    The Vertex Buffer 0 structure format.

    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.

    SpriteHandle

    Handle to sprite atlas slot with a single sprite texture.

    TextLayoutOptions

    Structure which describes text layout properties.

    TextRange

    The text range.

    TextureBase.InitData

    The texture data initialization container.

    TextureBase.InitData.MipData

    The mip data container.

    ToneMappingSettings

    Contains settings for Tone Mapping effect rendering.

    Transform

    Describes transformation in a 3D space.

    Vector2

    Represents a two dimensional mathematical vector.

    Vector3

    Represents a three dimensional mathematical vector.

    Vector4

    Represents a four dimensional mathematical vector.

    Viewport

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

    VisualScript.Metadata

    Visual Script metadata container.

    Interfaces

    CurveBase<T>.IKeyframeAccess<U>

    The keyframes data access interface.

    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.

    ISceneObject

    Interface for scene objects that unifies various properties used across actors and scripts.

    ITransformable

    Interface for objects that can be transformed.

    Enums

    ActorsSources

    Defines actors to draw sources.

    AlphaBlendMode

    Alpha blending modes.

    AmbientOcclusionSettingsOverride

    The AmbientOcclusionSettings structure members override flags.

    AnimatedModel.AnimationUpdateMode

    Describes the animation graph updates frequency for the animated model.

    AntialiasingMode

    Anti-aliasing modes.

    AntiAliasingSettingsOverride

    The structure members override flags.

    ArchitectureType

    The platform architecture types.

    AudioFormat

    Audio data storage format used by the runtime.

    AudioSource.States

    Valid states in which AudioSource can be in.

    BlendingMode.Blend

    Blending mode.

    BlendingMode.ColorWrite

    Render target write mask

    BlendingMode.Operation

    Blending operation.

    BloomSettingsOverride

    The structure members override flags.

    BokehShapeType

    Depth of field bokeh shape types.

    BrushMode

    CSG brush mode

    BuildConfiguration

    Game build configuration modes.

    BuildOptions

    Game building options. Used as flags.

    BuildPlatform

    Game build target platform.

    CameraArtifactsSettingsOverride

    The structure members override flags.

    CanvasRenderMode

    The canvas rendering modes.

    ChannelMask

    The channel mask modes.

    CharacterController.CollisionFlags

    Specifies which sides a character is colliding with.

    CharacterController.NonWalkableModes

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

    ClosingReason

    Window closing reasons.

    CollisionDataType

    A CollisionData storage data type.

    ColorGradingSettingsOverride

    The structure members override flags.

    ComparisonFunc

    Comparison function modes

    ContainmentType

    Describes how one bounding volume contains another.

    ConvexMeshGenerationFlags

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

    CullMode

    Primitives culling mode.

    CursorLockMode

    Hardware mouse cursor behaviour.

    CursorType

    Types of default cursors.

    D6JointAxis

    Specifies axes that the D6 joint can constrain motion on.

    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.

    DepthOfFieldSettingsOverride

    The structure members override flags.

    DialogResult

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

    DistanceJointFlag

    Controls distance joint options.

    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.

    EnumDisplayAttribute.FormatMode

    Enumeration items names formatting modes.

    EyeAdaptationMode

    Eye adaptation effect rendering modes.

    EyeAdaptationSettingsOverride

    The structure members override flags.

    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).

    FoliageScalingModes

    The foliage instances scaling modes.

    FontFlags

    The font flags used when rendering characters.

    FontHinting

    The font hinting used when rendering characters.

    ForceMode

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

    FormatSupport

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

    GamepadAxis

    Axis for gamepad.

    GamepadButton

    Buttons for gamepad.

    GameWindowMode

    Specifies the display mode of a game window.

    GPUBufferFlags

    The GPU buffer usage flags.

    GPUResourceMapMode

    Describes how a mapped GPU resource will be accessed.

    GPUResourceUsage

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

    GPUTextureFlags

    GPU texture usage flags.

    HideFlags

    Object hide state description flags. Control object appearance.

    HingeJointFlag

    Flags that control hinge joint options.

    InputActionMode

    The input action event trigger modes.

    InputAxisType

    The input axes types.

    InputGamepadIndex

    The input gamepad index.

    KeyboardKeys

    Enumeration for key codes.

    LensFlaresSettingsOverride

    The structure members override flags.

    LightmapSettings.AtlasSizes

    Lightmap atlas sizes (in pixels).

    LogType

    The log message types.

    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.

    MaterialParameterType

    Material parameters 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.

    MaterialUsageFlags

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

    MessageBoxButtons

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

    MessageBoxIcon

    Specifies constants defining which information to display.

    MotionBlurSettingsOverride

    The structure members override flags.

    MouseButton

    Mouse buttons types.

    MSAALevel

    Multisample count level.

    NetworkConnectionType

    Network connection types for device.

    ParticleEffect.SimulationUpdateMode

    The particles simulation update modes.

    ParticleModelFacingMode

    The model particle rendering facing modes.

    ParticleSortMode

    The particles sorting modes.

    ParticleSpriteFacingMode

    The sprite rendering facing modes.

    ParticlesSimulationMode

    The particles simulation execution mode.

    ParticlesSimulationSpace

    The particles simulation space modes.

    PhysicsCombineMode

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

    PixelFormat

    Enumeration with all pixel formats used by the graphics pipeline.

    PlaneIntersectionType

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

    PlatformType

    The platform the game is running.

    PostProcessEffectLocation

    The Post Process effect rendering location within the rendering pipeline.

    PrimitiveTopologyType

    Primitives types.

    Quality

    Rendering quality levels.

    Render2D.RenderingFeatures

    The rendering features and options flags.

    RendererType

    Graphics rendering backend system types.

    ResolutionMode

    The effect pass resolution.

    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.

    SceneAnimationPlayer.UpdateModes

    Describes the scene animation updates frequency.

    ScreenOrientationType

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

    ScreenSpaceReflectionsSettingsOverride

    The structure members override flags.

    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.

    SkyLight.Modes

    Sky light source mode.

    SliderJointFlag

    Flags that control slider joint options.

    SphericalJointFlag

    Flags that control spherical joint options.

    StaticFlags

    Static flags for the actor object.

    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.

    TextureDimensions

    Defines the dimension of a texture object.

    TextWrapping

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

    ToneMappingMode

    Tone mapping effect rendering modes.

    ToneMappingSettingsOverride

    The structure members override flags.

    ViewFlags

    Frame rendering flags used to switch between graphics features.

    ViewMode

    Describes frame rendering modes.

    VisualScript.Flags

    Visual Script flag types.

    WindowHitCodes

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

    WindowStartPosition

    Specifies the initial position of a window.

    Delegates

    LogDelegate

    Info message delegate.

    LogExceptionDelegate

    Info exception delegate.

    PluginDelegate

    Plugin related event delegate type.

    PluginManager.CanLoadPluginDelegate

    Determines whether can load the specified plugin.

    PluginManager.PluginDelegate

    Plugin related event delegate type.

    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 tha has a holes or non-rectangular shape.

    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.

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