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bool Enabled get
set
Is this Animation State enabled?
float Length get
Returns the length of current animation.
string Name get
Returns the name of current animation.
float NormalizedSpeed get
set
Returns the normalized speed of current animation.
float NormalizedTime get
set
Returns the normalized time of current animation.
float Speed get
set
The playback speed of the animation. 1.0 is normal playback speed.
float Time get
set
Returns the Time of current animation.
float Weight get
set
Returns the Weight of current animation.
Property Name |
---|
bool Enabled get
set
float Length get
string Name get
float NormalizedSpeed get
set
float NormalizedTime get
set
float Speed get
set
float Time get
set
float Weight get
set
bool IsName (string name)
Does name match the name of the active state in the statemachine?
bool IsTag (string tag)
Does tag match the tag of the active state in the statemachine.
int fullPathHash get
The full path hash for this state. The hash is generated using Animator.StringToHash.
int nameHash get
The hashed name of the State.
int shortNameHash get
The hash is generated using SAnimator.StringToHash. The hash does not include the name of the parent layer.
float normalizedTime get
Normalized time of the State. The integer part is the number of time a state has been looped. The fractional part is the % (0-1) of progress in the current loop.
float length get
Current duration of the state. In seconds Can vary when the State contains a Blend Tree.
float speed get
The playback speed of the animation. 1 is the normal playback speed. A negative playback speed will play the animation from the end.
float speedMultiplier get
_The speed multiplier for this state.
A negative speed multiplier will play the animation backwards. If no speed parameter as been set for this SAnimatorState, the default value will be 1._
int tagHash get
_The Tag of the State.
The hash is generated using SAnimator.StringToHash._
bool loop get
Is the state looping. All animations in the state must be looping.
float Length get
Current duration of the state. In seconds Can vary when the State contains a Blend Tree
void LoadOutfit (int outfitID)
Changes the current Avatar's outfit to outfitID. For a player Avatar, this only works on white-label grid. For NPC avatars, this works on all grids.
void ResetOutfit ()
Changes the current Avatar's outfit and resets it to outfitID 0. For a player Avatar, this only works on white-label grid. For NPC avatars, this works on all grids.
void ResetOutfitToTemplate (int outfitID)
Changes the current Avatar's outfit to outfitID only if the player running this code already owns that outfit. For a player Avatar, this only works on white-label grid. For NPC avatars, this works on all grids.
float GetSlider (int slider)
Return the value of Appearance Sliders.
float GetHeight ()
Return height of avatar.
SColor GetSkinTone ()
Return skin tone of avatar.
SColor GetEyeTone ()
Return eye tone of avatar.
long OutfitID get
Return the current outfit id.
SGameObject Skeleton get
Return the GameObject of avatar skeleton.
bool Loaded get
Returns true if the avatar is full loaded.
SGameObject GameObject get
Property Description
void AttachTo (SGameObject target)
Attaches the player to the target game object, keeping the avatar fixed in its current position/rotation relative to the target object (e.g. for use in Vehicles)
void Detach ()
Detaches the avatar from whatever it may be attached to (only works for the player avatar), including chairs, vehicles and so forth.
void OnAvatarAttached ()
An event which fires whenever this avatar is attached to a game object in the current scene.
void OnAvatarDetached ()
An event which fires whenever this avatar is detached from a game object in the current scene.
void LoadOutfit (int outfitID)
Only works on a white-label deployment due to abuse concerns. Restrictions: The outfit ID needs to be one of the grid template outfits, with all the restrictions that apply to those (i.e. must use either SW content, or content uploaded by a grid admin account).
void ResetOutfit ()
Reset current outfit. (white-label only)
void Register (string username, string password, string email, bool subscribeToSinespaceNewsletter=false, Closure onSuccess=null, Closure onError=null)
Allow a guest to register. (white-label only)
void ResetOutfitToTemplate (int outfitID)
Reset current outfit to a specific template. (white-label only)
SGameObject FindBone (string bone)
Retrieves the specified bone.
void Teleport (string landmarkName) void Teleport (SVector position) void Teleport (SVector position, SQuaternion rotation) void Teleport (int region) void Teleport (int region, SVector position, SQuaternion rotation)
Teleport the avatar.
void SetIKGoal (string goal, bool positionGoal, float positionStrength, SVector positionTarget, bool rotationGoal, float rotationStrength, SQuaternion rotationTarget)
Set the IK goal to avatar.
void ClearIKGoal (string goal)
Clear the IK Goal.
void PlayCustomAnimation (SResource animationClip)
Make the avatar plays custom animation.
void StopCustomAnimation ()
Make the avatar stops playing custom animation.
void OnAvatarReload (Closure o)
This event will be called when the avatar gets loaded.
void SynchroniseState ()
Synchronise avatar's state to network.
void StartFly ()
Puts the avatar into Fly Mode.
void EndFly ()
Takes the avatar out of Fly Mode.
void OnAvatarSkeletonReload (Closure o)
This event will be called when the avatar skeleton gets loaded.
double TeleportToNextEvent (long withinSeconds=600)
Function Description
string Username get
Returns the avatar's current username (note: this can be changed by players for a small fee)
string DisplayName get
Property Description
string Title get
Returns the avatar's current title
string OrgTitle get
Property Description
string OrgName get
Property Description
long ID get
Returns the avatar's user ID, please note if you store these, this is a 'long' value not a 'int'.
bool IsAttached get
Returns True if avatar is Attached
float MovementSpeed get
set
How fast the avatar's movement is
float JumpHeight get
set
How high the avatar's jump is
bool Guest get
Is this Avatar a Guest?
long OutfitID get
Returns the current outfit ID of the avatar
bool Loaded get
Returns true if avatar is Loaded
string Gender get
Property Description
SGameObject LockObject get
The object the Avatar is Attached to. Returns Null if Avatar is not attached.
SGameObject Skeleton get
Returns a reference to avatar's skeleton GameObject
bool BlockMovement get
set
If set to True, avatar's movement will be blocked
bool BlockRun get
set
Is the Avatar blocked from running?
bool BlockFly get
set
Is the Avatar blocked from flying?
bool BlockCrouch get
set
Is the Avatar blocked from crouching?
bool BlockJump get
set
Is the Avatar blocked from jumping?
bool IsGrounded get
Returns True if avatar is Grounded
SGameObject GameObject get
The reference to the Avatar's GameObject
string ToHex ()
Return the Hex value of the color.
Linearly interpolates between current color and b by t.
Returns true if colors are same.
string ToString ()
Returns the RGBA value of the current color.
Create a color by red, green, blue and alpha parameters.
Create a color by Hex value.
float R get
Property Description
float G get
Property Description
float B get
Property Description
float A get
Property Description
Solid black. RGBA is (0, 0, 0, 1).
Solid White. RGBA is (1, 1, 1, 1).
Solid Red. RGBA is (1, 0, 0, 1).
Solid Blue. RGBA is (0, 0, 1, 1).
Solid Green. RGBA is (0, 1, 0, 1).
Yellow. RGBA is (1, 0.92, 0.016, 1).
bool Equals (SDateTime other)
Returns true if the datetimes are same.
int ComparesTo (SDateTime other)
Compares two datetimes and returns an integer. 0 == identical. greater than 0 == This datetime is greater than other. less than 0 == This datetime is less than other.
string FormatLocal (string format)
Outputs a custom formatted string with the date and time according to local language rules.
string FormatGlobal (string format)
Outputs a custom formatted string with the date and time according to global rules (culture invariant).
string Regional (string region)
Outputs a string with the date and time formatted according to specific regional rules.
string FormatRegional (string region, string format)
Outputs a custom formatted string with the date and time according to specific regional rules.
SDateTime AddYears (int amount)
Return a new SDateTime that is the current date time + amount years.
SDateTime AddMonths (int amount)
Return a new SDateTime that is the current date time + amount months.
SDateTime AddDays (double amount)
Return a new SDateTime that is the current date time + amount days.
SDateTime AddHours (double amount)
Return a new SDateTime that is the current date time + amount hours.
SDateTime AddMinutes (double amount)
Return a new SDateTime that is the current date time + amount minutes.
SDateTime AddSeconds (double amount)
Return a new SDateTime that is the current date time + amount seconds.
SDateTime AddMilliseconds (double amount)
Return a new SDateTime that is the current date time + amount milliseconds.
static SDateTime Now()
Creates a new SDateTime object equal to the current local time.
static SDateTime Server ()
Creates a new SDateTime object equal to the current server time.
static SDateTime Parse (string input)
Creates a new SDateTime object by attempting to parse a string input. Returns null/nil if the string cannot be parsed.
static bool IsLeapYear (int year)
Return true if the specified year is a leap year.
static int DaysInMonth (int year, int month)
Return the number of days in the given month for the given year.
int Year get
Get the independent time unit property of the SDateTime object.
int Month get
Property Description
int Day get
Property Description
int Hour get
Property Description
int Minute get
Property Description
int Second get
Property Description
int Millisecond get
Property Description
string Local get
Outputs a string with the date and time formatted according to local language rules.
string Global get
Outputs a string with the date and time formatted according to global rules (culture invariant).
int UnixTime get
Return this time in Unix time, the number of seconds since Jan 1st, 1970.
bool IsDaylightSavingTime get
Indicates whether this instance of DateTime is within the daylight saving time range for the current time zone.
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void DrawRenderer ( renderer, material)
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void Blit ( mat)
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Lerp ( b, float t)
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bool Equals ( other)
Parameter | Type | Description |
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static New (float r, float g, float b, float a)
Parameter | Type | Description |
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static FromHex (string hex)
Parameter | Type | Description |
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Black get
White get
Red get
Blue get
Green get
Yellow get
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uint SenderID get
string Sender get
string Channel get
string Message get
bool IsName (string name)
bool IsTag (string tag)
int fullPathHash get
int nameHash get
int shortNameHash get
float normalizedTime get
float length get
float speed get
float speedMultiplier get
int tagHash get
bool loop get
float Length get
void LoadOutfit (int outfitID)
void ResetOutfit ()
void ResetOutfitToTemplate (int outfitID)
float GetSlider (SAppearanceSlider slider)
float GetHeight ()
SColor GetSkinTone ()
SColor GetEyeTone ()
long OutfitID get
SGameObject Skeleton get
bool Loaded get
SGameObject GameObject get
slider
int
1= Asian, 2= European, 3= African, 4= FaceShape, 5= FaceWidth, 6= FaceLength, 7= ForeheadShape, 8= ForeheadDepth, 9= CheekHeight, 10= CheekWidth, 11= JawShape, 12= JawWidth, 13= JawHeight, 14= EyebrowHeight, 15= EyebrowDepth, 16= EyeHeight, 17= EyeSpacing, 18= EyeSize, 19= EyeWidth, 20= EyeballSize, 21= EyeInside, 22= EyeOutside, 23= EyelashLength, 24= NoseWidth, 25= NoseDepth, 26= NoseHeight, 27= NoseShape, 28= NoseTipShape, 29= NostrilWidth, 30= MouthWidth, 31= MouthHeight, 32= MouthDepth, 33= UpperLipWidth, 34= UpperLipThickness, 35= LowerLipWidth, 36= LowerLipThickness, 37= Smile, 38= EarHeight, 39= EarWidth, 40= Earlobe, 41= EarShape, 42= Muscular, 43= Toned, 44= Grand, 45= Lean, 46= SkullHeight, 47= SkullWidth, 48= SkullDepth, 49= NeckThickness, 50= ShoulderThickness, 51= UpperArmThickness, 52= ForearmThickness, 53= WristSize, 54= ElbowThin, 55= HandThickness, 56= HandTone, 57= FingerWidth, 58= BustProximity, 59= BustSize, 60= ChestDepth, 61= PectoralSize, 62= PectoralHeight, 63= AbdomenMiddle, 64= AbdomenDepth, 65= WaistWidth, 66= HipSize, 67= GlutesSize, 68= GlutesHeight, 69= LoveHandles, 70= ThighSize, 71= KneeTone, 72= ShinSize, 73= AnkleTone, 74= FootThickness, 75= FootTone, 76= ToeWidth, 77= HeadSize, 78= NeckSize, 79= ShoulderSize, 80= UpperArmSize, 81= ForearmSize, 82= HandSize, 83= SpineSize, 84= ChestSize, 85= UpperLegSize, 86= LowerLegSize, 87= FeetSize, 88= ToesSize, 89= HeadPosition, 90= NeckLength, 91= ForearmLength, 92= HandPosition, 93= SpineLength, 94= ChestLength, 95= UpperLegLength, 96= LowerLegLength, 97= FeetLength, 98= ToesLength, 99= ShoulderHeight, 100= ShoulderWidth, 101= FeetFloorOffset
o
Closure (callback)
A function that will be called once the OnAvatarReload event is triggered.
o
Closure (callback)
A function that will be called once the OnAvatarSkeletonReload event is trigged.
format | string | See below for examples |
Static Functions |
region | string |
region | string |
format | string | See below |
override string ToString ()
Function Description
string Name get
set
Property Description
string ID get
set
Property Description
string HasChildren get
set
Property Description
string ParentID get
set
Property Description
bool StoreCustomData (string data)
Updates the inventory items custom data, and requests a synchronisation with the inventory server. It may not update on the server immediately, but all local calls will reflect the new data. Note: this request can be rate limited and should only be called from a user initiated action (such as clicking a button). Updates to custom data must not be initiated on a timer or regular automatic event. Access to this function can be blacklisted to specific creators if abused.
void Use ()
Player will 'Use' this item. (White-label only)
void Delete ()
Player will 'Delete' this item. (White-label only)
long MasterID get
The master ID for this item - also known as the Curator ID or Item ID, this is the ID for the master item from which this copy exists.
long PlayerItemID get
The instance ID for this item - this is guaranteed to be unique per inventory item
string Name get
Returns the name of the inventory item
string Description get
Returns the registered description of the inventory item in the users locale
string Brand get
Returns brand information about the item
string CustomData get
Returns any custom data associated with this item, typically used for 'game' items
int ID get
The ID of the group.
int OwnerID get
The ID of the group's owner.
string Name get
The name of the group.
string Description get
The description of the group.
string Access get
The level of access the group has, e.g. public or private.
string ImageUrl get
The URL of the group's image.
int MaxAvatars get
The max number of members the group can have.
string Role get
Player's role in this group.
string CreateDate get
Creation date of the group.
void SubscribeToEvents ()
Causes this script to start listening to events on the object.
This function is now automatically called by events that require it
void SetSiblingIndex (int newIndex)
Sets the sibling index.
Use this to change the sibling index of the GameObject. If a GameObject shares a parent with other GameObjects and are on the same level (i.e. they share the same direct parent), these GameObjects are known as siblings. The sibling index shows where each GameObject sits in this sibling hierarchy.
Use SetSiblingIndex to change the GameObject’s place in this hierarchy. When the sibling index of a GameObject is changed, its order in the Hierarchy window will also change.
void SetAsFirstSibling ()
This GameObject becomes the first Sibling
void SetAsLastSibling ()
This GameObject becomes the last Sibling
SGameObject Duplicate ()
Copies the object and returns a reference to the copy. Equivalent to calling Instantiate() in Unity
SGameObject Instantiate ()
Copy of Duplicate() for convenience
SHingeJoint AddHingeJoint ()
Adds a Hinge Joint component to this Game Object and returns its reference
SLight AddLight ()
Adds a Light component to the object.
SAnimator AddAnimator ()
Adds an Animator component to this Game Object and returns its reference
SAudioSource AddAudioSource ()
Adds an AudioSource component to the object.
SClickable AddClickable ()
Adds a Clickable component to the object.
SScriptingRuntime GetScript (string name)
Returns a Scripting Runtime component attached to this object by Component Name, or nil if none exist
List< SScriptingRuntime > GetScriptsInChildren (string name, bool includeInactive=false)
Returns Scripting Runtime components attached to this object by Component Name or its children
SScriptingRuntime GetScriptInChildren (string name, bool includeInactive=false)
Returns a Scripting Runtime component attached to this object or its children by Component Name, or nil if none exist
SScriptingRuntime GetScriptInParent (string name)
Returns a Scripting Runtime component attached to this object or its parents by Component Name, or nil if none exist
SScriptingEvents GetEvents (string name)
Function Description
List< SScriptingEvents > GetAllEventsInChildren (string name, bool includeInactive=false)
Function Description
SScriptingEvents GetEventsInChildren (string name, bool includeInactive=false)
Function Description
SScriptingEvents GetEventsInParent (string name)
Function Description
SScriptingResources GetResources (string name)
Function Description
List< SScriptingResources > GetAllResourcesInChildren (string name, bool includeInactive=false)
Function Description
SScriptingResources GetResourcesInChildren (string name, bool includeInactive=false)
Function Description
SScriptingResources GetResourcesInParent (string name)
Function Description
SScriptingData GetData (string name)
Returns a Scripting Data component attached to this object by Component Name, or nil if none exist
List< SScriptingData > GetAllDataInChildren (string name, bool includeInactive=false)
Returns Scripting Data components attached to this object by Component Name or its children
SScriptingData GetDataInChildren (string name, bool includeInactive=false)
Returns a Scripting Data component attached to this object or its children by Component Name, or nil if none exist
SScriptingData GetDataInParent (string name)
Returns a Scripting Data component attached to this object or its parents by Component Name, or nil if none exist
SRigidbody AddRigidbody ()
Adds a Rigidbody component to the object.
SNavMeshAgent AddNavMeshAgent ()
Adds a NavMeshAgent component to the object.
SSeat AddSeat ()
Adds a Seat component to the object.
void OnAwake (Closure e)
Binds a event to the Awake() event.
void OnStart (Closure e)
Binds a event to the Start() event.
void OnEnable (Closure e)
Binds a event to the OnEnable() event.
void OnDisable (Closure e)
Binds a event to the OnDisable() event.
void OnFixedUpdate (Closure e)
Binds a event to the OnFixedUpdate() event.
void OnLateUpdate (Closure e)
Binds a event to the OnLateUpdate() event.
void OnTriggerStart (Action< SGameObject > e) void OnTriggerStart (Closure e)
When a GameObject collides with another GameObject, Unity calls OnTriggerEnter.
OnTriggerEnter happens on the FixedUpdate function when two GameObjects collide. The Colliders involved are not always at the point of initial contact.
Note: Both GameObjects must contain a Collider component. One must have Collider.isTrigger enabled, and contain a Rigidbody. If both GameObjects have Collider.isTrigger enabled, no collision happens. The same applies when both GameObjects do not have a Rigidbody component.
void OnTriggerStay (Action< SGameObject > e) void OnTriggerStay (Closure e)
OnTriggerStay is called almost all the frames for every Collider other that is touching the trigger. The function is on the physics timer so it won't necessarily run every frame.
This message is sent to the trigger and the collider that touches the trigger. Note that trigger events are only sent if one of the colliders also has a rigidbody attached. Trigger events will be sent to disabled MonoBehaviours, to allow enabling Behaviours in response to collisions.
void OnTriggerExit (Action< SGameObject > e) void OnTriggerExit (Closure e)
OnTriggerExit is called when the Collider other has stopped touching the trigger.
This message is sent to the trigger and the Collider that touches the trigger. Notes: Trigger events are only sent if one of the Colliders also has a Rigidbody attached. Trigger events will be sent to disabled MonoBehaviours, to allow enabling Behaviours in response to collisions. OnTriggerExit occurs on the FixedUpdate after the Colliders have stopped touching. The Colliders involved are not guaranteed to be at the point of initial separation.
void OnCollisionEnter (Action< SPhysicsHit > e) void OnCollisionEnter (Closure e)
OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
In contrast to OnTriggerStart, OnCollisionEnter is passed the SPhysicsHit class and not a Collider (GameObject). The SPhysicsHit class contains information, for example, about contact points and impact velocity. Notes: Collision events are only sent if one of the colliders also has a non-kinematic rigidbody attached. Collision events will be sent to disabled MonoBehaviours, to allow enabling Behaviours in response to collisions.
void OnCollisionStay (Action< SPhysicsHit > e) void OnCollisionStay (Closure e)
OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.
In contrast to OnTriggerStay, OnCollisionStay is passed the SPhysicsHit class and not a Collider (GameObject). The SPhysicsHit class contains information about contact points, impact velocity etc. If you don't use collisionInfo in the function, leave out the collisionInfo parameter as this avoids unneccessary calculations. Notes: Collision events are only sent if one of the colliders also has a non-kinematic rigidbody attached. Collision events will be sent to disabled MonoBehaviours, to allow enabling Behaviours in response to collisions. Collision stay events are not sent for sleeping Rigidbodies.
void OnCollisionExit (Action< SPhysicsHit > e) void OnCollisionExit (Closure e)
OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
In contrast to OnTriggerExit, OnCollisionExit is passed the SPhysicsHit class and not a Collider. The SPhysicsHit class contains information about contact points, impact velocity etc. If you don't use collisionInfo in the function, leave out the collisionInfo parameter as this avoids unneccessary calculations. Notes: Collision events are only sent if one of the colliders also has a non-kinematic rigidbody attached. Collision events will be sent to disabled MonoBehaviours, to allow enabling Behaviours in response to collisions.
void OnParticleCollision (Action< SGameObject > e) void OnParticleCollision (Closure e)
OnParticleCollision is called when a particle hits a Collider.
This can be used to apply damage to a GameObject when hit by particles.
This message is sent to scripts attached to Particle Systems and to the Collider that was hit.
When OnParticleCollision is invoked from a script attached to a GameObject with a Collider, the GameObject parameter represents the ParticleSystem. The Collider receives at most one message per Particle System that collided with it in any given frame even when the Particle System struck the Collider with multiple particles in the current frame.
When OnParticleCollision is invoked from a script attached to a ParticleSystem, the GameObject parameter represents a GameObject with an attached Collider struck by the ParticleSystem. The ParticleSystem receives at most one message per Collider that is struck.
Messages are only sent if you enable Send Collision Messages in the Inspector of the Particle System Collision module.
The OnParticleCollision can be a co-routine. Simply use the yield statement in the function.
void OnParticleTrigger (Closure e)
Binds a new event handler for the OnParticleTrigger event.
OnParticleTrigger event is called when any particles in a Particle System meet the conditions in the trigger module.
This can be used to kill or modify particles that are inside or outside a collision volume.
void OnUpdate (Closure e)
Binds a event to the OnUpdate() event.
void OnMouseDown (Closure e)
Binds a event to the OnMouseDown() event.
void OnApplicationQuit (Closure e)
Binds a new event handler for the On Application Quit event
bool CompareTag (string tag)
Function Description
void SetParent (SGameObject other, bool worldPositionStays=true)
Make this GameObject the child of GameObject 'other'
SGameObject Find (string name)
Find and return a reference to GameObject with name 'name'
SGameObject FindInChildren (string name)
Find and return a reference to GameObject with name 'name' including children
void Destroy ()
Schedules this object for deletion at the end of the frame
SComponent GetComponent (string name)
Depreciated
long Owner get
Returns the GameObject's Owner
int LocalID get
Returns the GameObject's Local ID
int InventoryID get
Return's the GameObject's InventoryID
bool HasStableID get
Returns true if GameObject has Stable ID
string? GlobalID get
Returns the global ID of the GameObject
bool Exists get
Does this object still exist in the scene (returns false if the object has been deleted via Destroy();)
SHingeJoint HingeJoint get
Returns a HingeJoint component attached to this object, or nil if none exist
SLight Light get
Returns a reference to a Light component on the object. Will return null if it does not exist.
SReflectionProbe ReflectionProbe get
Returns a ReflectionProbe component attached to this object, or nil if none exist
SLight LightInChildget
Returns a Light component attached to this object or its children, or nil if none exist
SLight LightInParent get
Returns a Light component attached to this object or it's parent, or nil if none exist
SAnimator Animator get
Returns a reference to a Animator component on the object. Will return null if it does not exist.
SAnimation Animation get
Returns an Animation component attached to this object, or nil if none exist Animation is a legacy component and should not be confused with Animator
SCanvasGroup CanvasGroup get
Returns Canvas Group component attached to this object, or nil if none exist
SAudioSource Audio get
Returns a reference to a AudioSource component on the object. Will return null if it does not exist.
SRoomFloor Floor get
Returns a RoomFloor component attached to this object, or nil if none exist
SVoiceZone VoiceZone get
Returns a VoiceZone component attached to this object, or nil if none exist
SBrowserSurface Browser get
Returns a reference to a BrowserSurface component on the object. Will return null if it does not exist.
SPlayableDirector Director get
Returns a PlayableDirector component attached to this object, or nil if none exist
SRenderer Renderer get
Returns a reference to a Renderer component on the object. Will return null if it does not exist.
SModularVehicle Vehicle get
Returns a Modular Vehicle component attached to this object, or nil if none exist
SPostProcessVolume PostProcessVolume get
Returns a Post Process Volume component attached to this object, or nil if none exist
SAXModel Archimatix get
Returns a Archimatix Model ("AXModel" component) - or Nil if nothing exists
SClickable Clickable get
Returns a reference to a Clickable component on the object. Will return null if it does not exist.
SEmbeddedVideo EmbeddedVideo get
Returns an Embedded Video component attached to this object, or nil if none exist (may not work within editor)
SAvatar Avatar get
A reference to an Avatar component on the GameObject.
SAvatarAppearance AvatarAppearance get
Returns a AvatarAppearance component attached to this object, or nil if none exist
SScriptingRuntime Script get
Returns a Scripting Runtime component attached to this object, or nil if none exist
SStateMachine StateMachine get
Returns a State Machine component attached to this object, or nil if none exist
SNetworking Networking get
Returns a Simple Networking component attached to this object, or nil if none exists
SScriptingEvents Events get
Property Description
SScriptingResources Resources get
Property Description
SScriptingData Data get
Returns a Scripting Data component attached to this object, or nil if none exist
SRigidbody Rigidbody get
Returns a reference to a Rigidbody component on the object. Will return null if it does not exist.
SCollider Collider get
Returns a reference to a Collider component on the object. Will return null if it does not exist.
SBoxCollider BoxCollider get
Returns a Box Collider component attached to this object, or nil if none exist
SSphereCollider SphereCollider get
Returns a Sphere Collider component attached to this object, or nil if none exist
SCapsuleCollider CapsuleCollider get
Returns a Capsule Collider component attached to this object, or nil if none exist
SCharacterController CharacterController get
Returns a Character Controller component attached to this object, or nil if none exist
SAudioReactiveBase AudioReactive get
Returns the first Audio Reactive component attached to this object, or nil if none exist
SAttachmentHelper AttachmentHelper get
Returns the first Attachment Helper component attached to this object, or nil if none exist
SAudioReactiveAnimation AudioReactiveAnimation get
Returns the first Audio Reactive Animation component attached to this object, or nil if none exist
SAudioReactiveLight AudioReactiveLight get
Returns the first Audio Reactive Light component attached to this object, or nil if none exist
SAudioReactiveParticleSystem AudioReactiveParticleSystem get
Returns the first Audio Reactive Particle System component attached to this object, or nil if none exist
SAudioReactiveMaterial AudioReactiveMaterial get
Returns the first Audio Reactive Material component attached to this object, or nil if none exist
SAudioReactiveTransform AudioReactiveTransform get
Returns the first Audio Reactive Transform component attached to this object, or nil if none exist
STrailRenderer TrailRenderer get
Returns a Trail Renderer component attached to this object, or nil if none exist
SLineRenderer LineRenderer get
Returns a Line Renderer component attached to this object, or nil if none exist
SUILayout UILayout get
Returns a Renderer component attached to this object, or nil if none exist
SUIToggle UIToggle get
Returns a Unity uGUI Toggle component attached to this object, or nil if none exist
SUIDropdown UIDropdown get
Returns a Unity uGUI Dropdown component attached to this object, or nil if none exist
SUIButton UIButton get
Returns a Unity uGUI Dropdown component attached to this object, or nil if none exist
SUIText UIText get
Returns a reference to a UI.Text component on the object. Will return null if it does not exist.
SUISlider UISlider get
Returns a Unity uGUI Slider component attached to this object, or nil if none exist
SUIScrollbar UIScrollbar get
Returns a Unity uGUI Scrollbar component attached to this object, or nil if none exist
SUICanvas UICanvas get
Returns a Unity uGUI Canvas component attached to this object, or nil if none exist
SUIImage UIImage get
Returns a Unity uGUI Image component attached to this object, or nil if none exist
SUIRawImage UIRawImage get
Returns a Unity uGUI Text component attached to this object, or nil if none exist
SUIInputField UIInputField get
Returns a Unity uGUI Text component attached to this object, or nil if none exist
SUIToolTipHint UIToolTipHint get
Property Description
SCamera Camera get
Property Description
SVirtualCamera VirtualCamera get
Returns a VirtualCamera component attached to this object, or nil if none exists
SCloth Cloth get
Returns a Cloth component attached to this object, or nil if none exists
SMeshRenderer MeshRenderer get
Returns a MeshRenderer component attached to this object, or nil if none exists
SFurniture Furniture get
Returns a Furniture component attached to this object, or nil if none exists
SNavMeshAgent NavMeshAgent get
Adds a NavMeshAgent component to the object.
SNavMeshObstacle NavMeshObstacle get
Returns a NavMeshObstacle component attached to this object, or nil if none exists
SParticleSystem ParticleSystem get
Returns a ParticleSystem component attached to this object, or nil if none exists
SRectTransform RectTransform get
Returns a RectTransform component attached to this object, or nil if none exists
SSeat Seat get
Returns a reference to a Seat component on the object. Will return null if it does not exist.
SSkinnedMeshRenderer SkinnedMeshRenderer get
Returns a SkinnedMeshRenderer component attached to this object, or nil if none exists
SSceneBackgroundMusic Radio get
Returns a SceneBackgroundMusic component attached to this object, or nil if none exists
STerrain Terrain get
Returns a Terrain component attached to this object, or nil if none exists
SAnalyticsEvent AnalyticsEvent get
Property Description
SGraphicRaycaster GraphicRaycaster get
Property Description
SContentSizeFitter ContentSizeFitter get
Property Description
bool Active get
set
Is this object Active in the scene
bool ActiveSelf get
set
Returns true if GameObject is Active (even if it's parent is not active)
int Layer get
set
Gets/Sets the object onto a particular layer (0-31)
string Tag get
Gets this objects Tag
string Name get
set
Gets/sets the name of this object
string? Moniker get
set
Property Description
SGameObject Parent get
set
Gets/sets the parent GameObject of this object. Assign nil/null to set this as the root.
SGameObject Root get
Gets the root of this object group - may be this object.
SGameObject[] Children get
Returns the list of direct children of this object.
SVector WorldPosition get
set
Gets or sets the current position of this object relative to the scene
SVector LocalPosition get
set
Gets or sets the current position of this object relative to the objects parent, taking into account local position/scale/rotation
SQuaternion WorldRotation get
set
Gets or sets the current rotation of this object relative to the scene
SQuaternion LocalRotation get
set
Gets or sets the current rotation of this object relative to the parent object
SVector LocalScale get
set
Gets or sets the current scale of this object relative to the parent
SVector WorldScale get
Gets the current scale of this object relative to the scene
SVector Forward get
Returns the forward direction vector of this game object (blue arrow)
SVector Up get
Returns the up direction vector of this game object (green arrow)
SVector Right get
Returns the right direction vector of this game object (red arrow)
SEventCalendar EventCalendar get
Returns an EventCalendar component attached to this object, or nil if none exists
string Name get
Landmark's Name
Landmark's Position
Landmark's Rotation
bool SpawnPoint get
Is this Landmark a spawn point?
float SpawnRadius get
The size of the radius around the Landmark where players spawn within
int Type get
The type of Landmark 1= LandingZone, 2= Area, 3= Shop, 4= Quest,5= Activity, 6= Teleport, 7= Music, 8= Dance, 9= Clothes, 10= Vehicle, 11= Item
override string ToString ()
Returns this SJointSpring's properties as a string
static SJointSpring New (float spring, float damper, float targetPosition)
Creates a new SJointSpring with the given spring, damper, targetPosition.
float Springget
The spring forces used to reach the target position.
float Damperget
The damper force uses to dampen the spring.
float TargetPositionget
The target position the joint attempts to reach.
override string ToString ()
Returns this SJointMotor's properties as a string
static SJointMotor New (float targetVelocity, float force, bool freeSpin)
Creates a new SJointMotor with the given targetVelocity, force, freeSpin.
float TargetVelocityget
The motor will apply a force up to force to achieve targetVelocity.
float Forceget
The motor will apply a force.
bool FreeSpinget
If freeSpin is enabled the motor will only accelerate but never slow down.
override string ToString ()
Returns this SJointLimits's properties as a string
static SJointLimits New (float min, float max, float bounciness, float bounceMinVelocity, float contactDistance)
Creates a new SJoinLimits with the given min, max, bounciness, bounceMinVelocity and contactDistance.
float Min get
set
The lower angular limit (in degrees) of the joint.
float Max get
set
The upper angular limit (in degrees) of the joint.
float Bounciness get
set
Determines the size of the bounce when the joint hits it's limit. Also known as restitution.
float BounceMinVelocity get
set
The minimum impact velocity which will cause the joint to bounce.
float ContactDistance get
set
Distance inside the limit value at which the limit will be considered to be active by the solver.
string ()
SColor (SColor b, float t)
bool (SColor other)
override string ()
static SColor (float r, float g, float b, float a)
static SColor (string hex)
float get
float get
float get
float get
SColor get
SColor get
SColor get
SColor get
SColor get
SColor get
bool (SDateTime other)
int (SDateTime other)
string (string format)
string (string format)
string (string region)
string (string region, string format)
SDateTime (int amount)
SDateTime (int amount)
SDateTime (double amount)
SDateTime (double amount)
SDateTime (double amount)
SDateTime (double amount)
SDateTime (double amount)
static SDateTime ()
static SDateTime ()
static SDateTime (string input)
static bool (int year)
static int (int year, int month)
int get
int get
int get
int get
int get
int get
int get
string get
string get
int get
bool get
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Position get
Rotation get
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override string ToString ()
string Name get
set
string ID get
set
string HasChildren get
set
string ParentID get
set
bool StoreCustomData (string data)
void Use ()
void Delete ()
long MasterID get
long PlayerItemID get
string Name get
string Description get
string Brand get
string CustomData get
int ID get
int OwnerID get
string Name get
string Description get
string Access get
string ImageUrl get
int MaxAvatars get
string Role get
string CreateDate get
name
string
void GetTop100 (Closure onLoad)
Function Description
void GetGenreList (Closure onLoad, int parentId=0)
Function Description
void SearchByGenre (SGenre genre, Closure onLoad)
Function Description
void SearchByText (string search, Closure onLoad)
Function Description
void SetLayers (params string[] layerNames) void SetLayers (Table layerNames)
_Function that changes an existing layer mask _
void AddLayer (string layerName)
Add a new layer to an existing layer mask.
void RemoveLayer (string layerName)|
Remove a new layer from an existing layer mask.
static SLayerMask New (Table layerNames) static SLayerMask New (params string[] layerNames)
Static function that creates a new layer mask
bool Inverted get
set
Is the mask exclusionary or not.
string[] Layers get
set
The layer names represented in this layer mask
SMaterial Instantiate()
Return a new SMaterial from old.
void SetFloat (string key, float value)
Sets a shader property to value
float GetFloat (string key)
Gets the current value of a shader property.
void SetColor (string key, SColor color) void SetColor (string key, float r, float g, float b, float a)
Sets a shader colour
SColor GetColor (string propertyName)
Get a named color value. Many shaders use more than one color. Use GetColor to get the propertyName color.
void SetColor32 (string key, byte r, byte g, byte b, byte a)
Sets a shader colour to value (32-bit, 0..255 values)
void SetInt (string key, int value)
Sets a shader property to value. This can be a convenient way to work with Boolean values.
int GetInt (string key)
Gets the current value of a shader property. This can be a convenient way to work with Boolean values.
void SetTexture (string key, SResource value)
Sets a object's specified texture map (specified in parameter 1) to the texture provided as a resource in parameter #2. The example script must be in a object with a '_MainTex' map, and that object should be set as a resource on the scripting runtime. Additionally, that object should be called 'dispobj'.
note also that this function can be used to set any of the texture maps by varying the value of the first parameter accordingly.
SResource GetTexture (string propertyName)
Get a named texture. Many shaders use more than one texture. Use GetTexture to get the propertyName texture.
void SetTextureOffset (string key, float x, float y)
Sets a texture offset to a value.
void SetTextureScale (string key, float x, float y)
Sets a texture scale to a value.
void SetVector (string key, SVector value)
Sets a shader property to value
string Name get
set
Return a new SMaterial from old.
string Shader get
Return the shader name of current SMaterial.
int RenderQueue get
set
Render queue of this material.
By default materials use render queue of the shader it uses. You can override the render queue used using this variable. Note that if a shader on the material is changed, the render queue resets to that of the shader itself.
Render queue value should be in [0..5000] range to work properly; or -1 to use the render queue from the shader.
static float Random ()
Returns a random float between 0 and 1 (inclusive)
static float RandomRange (float min, float max)
Returns a random float between min and max (inclusive)
static int RandomInteger (int min, int max)
Returns a random float between min (inclusive) and max (exclusive)
static float Abs (float v) static int Abs (int v)
Returns the absolute value of 'val'
static float Acos (float v)
Returns the arc cosine value of 'val'
static bool Approximately (float a, float b)
True if the difference between a and b is less than epsilon
static float Asin (float v)
Returns the arc sine value of 'val'
static float Atan (float v)
Returns the arc tangent value of 'val'
static float Atan2 (float y, float x)
Returns the arc tangent of y/x
static int Ceil (float v)
Returns the ceil value of 'val' as an integer
static float Clamp (float v, float min, float max)
Clamps val between min and max, and returns the result
static float Clamp01 (float v)
Clamps val between 0 and 1, and returns the result
static int ClosestPowerOfTwo (int v)
Returns the closest power of two to val
static float Cos (float v)
Returns the cosine of val
static float DeltaAngle (float current, float target)
Returns the difference in degrees between two values (e.g. 350' and 17' returns 27')
static float Exp (float v)
Returns e raised to val power.
static int Floor (float v)
Returns floor of val, converted to an int
static float GammaToLinearSpace (float v)
Converts a colour value from Gamma to Linear Space (Pow 2.2)
static float InverseLerp (float a, float b, float value)
Returns the percentage between a and b that 'val' is on a line (opposite of Lerp)
static bool IsPowerOfTwo (int v)
Returns true if val is a power of two
static float Lerp (float a, float b, float v)
Interpolates between 'a' and 'b' based on 'val', assuming 'val' is between 0 and 1
static float LerpAngle (float a, float b, float v)
Interpolates between angles 'a' and 'b' based on 'val', assuming 'val' is between 0 and 1
static float LerpUnclamped (float a, float b, float v)
Interpolates between 'a' and 'b' based on 'val', assuming 'val' is between 0 and 1, but unbounded (allowing higher/lower values)
static float LinearToGammaSpace (float v)
Converts a colour value from Linear to Gamma Space (Pow 1/2.2)
static float Log (float v) static float Log (float v, float p)
Returns the natural logarithm for 'val'
static float Log10 (float v)
Returns the Log10 value for 'val'
static float Max (float a, float b)
Returns higher of 'a' or 'b'
static float Min (float a, float b)
Returns lower of 'a' or 'b'
static float MoveTowards (float value, float target, float delta)
Move value to target, but by no more than delta
static float MoveTowardsAngle (float value, float target, float delta)
Move angle value to target, but by no more than delta
static int NextPowerOfTwo (int v)
Return the next power of two larger or equal to val
static float PerlinNoise (float x, float y)
Return 2D Perlin noise for coordinates x and y
static float PingPong (float t, float length)
Return a value between 0 and length that oscillates upwards and back based on the position of 'val'
static float Pow (float value, float pow)
Return x raised to y power
static float Repeat (float value, float length)
Return a value between 0 and length that returns to 0 after exceeding length based on 'val'
static int Round (float value)
Returns the nearest integer value to val
static float Sign (float value)
Returns either 1 or -1 based on the sign of 'val'
static float Sin (float value)
Returns the sine of val
static float SmoothStep (float from, float to, float t)
Similar to Lerp but moves slowly closer to the edges ('Spherical Lerp')
static float Sqrt (float value)
Returns the square root of val
static float Tan (float value)
Returns the tangent value of 'val'
static readonly float Pi = 3.14159265358979f
Returns the constant value of Î .
override string ToString ()
Function Description
string Name get
set
Property Description
string Mt get
set
Property Description
string Id get
set
Property Description
string Br get
set
Property Description
string Genre get
set
Property Description
string Genre2 get
set
Property Description
string Logo get
set
Property Description
string Ct get
set
Property Description
string Lc get
set
Property Description
string get
SVector get
SQuaternion get
bool get
float get
SLandmarkType get
override string ()
static SJointSpring (float spring, float damper, float targetPosition)
float get
float get
float get
override string ()
static SJointMotor (float targetVelocity, float force, bool freeSpin)
float get
float get
bool get
override string ()
static SJointLimits (float min, float max, float bounciness, float bounceMinVelocity, float contactDistance)
float get
set
float get
set
float get
set
float get
set
float get
set
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void GetTop100 (Closure onLoad)
void GetGenreList (Closure onLoad, int parentId=0)
void SearchByGenre (SGenre genre, Closure onLoad)
void SearchByText (string search, Closure onLoad)
void AddLayer (string layerName)
void RemoveLayer (string layerName)
Static Functions
bool Inverted get
set
Is the mask exclusionary or not.
string[] Layers get
set
The layer names represented in this layer mask
SMaterial Instantiate()
void SetFloat (string key, float value)
float GetFloat (string key)
void SetColor32 (string key, byte r, byte g, byte b, byte a)
void SetInt (string key, int value)
int GetInt (string key)
void SetTexture (string key, SResource value)
SResource GetTexture (string key)
void SetTextureOffset (string key, float x, float y)
void SetTextureScale (string key, float x, float y)
void SetVector (string key, SVector value)
string Name get
set
string Shader get
int RenderQueue get
set
propertyName
string
Common color names used by Unity's builtin shaders: "_Color" is the main color of a material.
"_SpecColor" is the specular color of a material (used in specular/glossy/vertexlit shaders).
"_EmissionColor" is the emissive color of a material (used in vertexlit shaders). "_ReflectColor" is the reflection color of the material (used in reflective shaders).
propertyName
string
Common texture names used by Unity's builtin shaders:
"_MainTex" is the main diffuse texture.
"_BumpMap" is the normal map. "_Cube" is the reflection cubemap.
string ToString ()
Converts a quaternion to a human readable string
float Angle (SQuaternion b)
Returns the angle between two quaternions
SQuaternion Lerp (SQuaternion b, float t)
Linearly interpolates between this and other quaternion, by factor t and returns the result
SQuaternion Slerp (SQuaternion b, float t)
Spherically interpolates between this and other quaternion, by factor t and returns the result
SQuaternion RotateTowards (SQuaternion b, float delta)
Rotates this towards other, by no more than t degrees
float Dot (SQuaternion b)
Returns the dot product of this and another quaternion
bool Equals (SQuaternion other)
Function Description
static SQuaternion New (float x, float y, float z, float w)
Creates a new Quaternion
static SQuaternion Euler (float x, float y, float z)
Creates a quaternion using Euler angles.
static SQuaternion AngleAxis (SVector axis, float angle)
Creates a quaternion from an Angle/Axis pair
static SQuaternion LookRotation (SVector forward) static SQuaternion LookRotation (SVector forward, SVector up)
Creates a quaternion a forward vector; presuming up is (0,1,0)
static SVector operator* (SQuaternion a, SVector b) static SQuaternion operator* (SQuaternion a, SQuaternion b)
The result of using the * operator.
static SQuaternion FromToRotation (SVector a, SVector b)
Creates a rotation which rotates from a to b.
Usually you use this to rotate a transform so that one of its axes eg. the y-axis - follows a target direction b in world space.
float X get
set
X axis
float Y get
set
Y axis
float Z get
set
Z axis
float W get
set
W axis
SVector EulerAngles get
Returns the Euler rotation for this Quaternion
SQuaternion Inverse get
Returns the inverse of this quaternion
static SQuaternion Identity get
Equivalent of new SQuaternion(0,0,0,1)
string Name get
Returns the name of the resource as entered in the scripting runtime
string Type get
Returns the type of the resource as a string
string AsText get
Converts the resource's type from SResource type to string
Property Description
Converts the resource's type from SResource to SMaterial
float TextureWidth get
Returns the Texture Width of this resource
float TextureHeight get
Returns the Texture Height of this resource
Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.
bool Overlaps (SRect other) bool Overlaps (SRect other, bool allowInverse)
Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.
bool Equals (SRect other)
Returns true if the rectangles are the same.
string ToString (string format) string ToString ()
Returns string for this Rect.
static SRect New (float x, float y, float width, float height)
Constructs a new SRect
float X get
set
Property Description
float Y get
set
Property Description
float Width get
set
Property Description
float Height get
set
Property Description
The X and Y position of the rectangle.
The position of the center of the rectangle.
The position of the minimum corner of the rectangle.
The position of the maximum corner of the rectangle.
The width and height of the rectangle.
float XMin get
The minimum X coordinate of the rectangle.
float YMin get
The minimum Y coordinate of the rectangle.
float XMax get
The maximum Y coordinate of the rectangle.
float YMax get
The maximum Y coordinate of the rectangle.
float Left get
Property Description
float Right get
Property Description
float Top get
Property Description
float Bottom get
Property Description
static float ()
static float (float min, float max)
static int (int min, int max)
static float (float v) static int (int v)
static float (float v)
static bool (float a, float b)
static float (float v)
static float (float v)
static float (float y, float x)
static int (float v)
static float (float v, float min, float max)
static float (float v)
static int (int v)
static float (float v)
static float (float current, float target)
static float (float v)
static int (float v)
static float (float v)
static float (float a, float b, float value)
static bool (int v)
static float (float a, float b, float v)
static float (float a, float b, float v)
static float (float a, float b, float v)
static float (float v)
static float (float v) static float (float v, float p)
static float (float v)
static float (float a, float b)
static float (float a, float b)
static float (float value, float target, float delta)
static float (float value, float target, float delta)
static int (int v)
static float (float x, float y)
static float (float t, float length)
static float (float value, float pow)
static float (float value, float length)
static int (float value)
static float (float value)
static float (float value)
static float (float from, float to, float t)
static float (float value)
static float (float value)
static readonly float ****
override string ()
string get
set
string get
set
string get
set
string get
set
string get
set
string get
set
string get
set
string get
set
string get
set
string get
Table get
Function |
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Property |
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Parameter | Type | Description |
---|---|---|
Function |
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Property |
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Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
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Parameter | Type | Description |
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Parameter | Type | Description |
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Parameter | Type | Description |
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Parameter | Type | Description |
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Parameter | Type | Description |
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Parameter | Type | Description |
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Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
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Property |
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AsGameObject get
AsMaterial get
Property |
---|
Origin get
Direction get
Function |
---|
Property |
---|
bool Contains ( point) bool Contains ( point, bool allowInverse)
Parameter | Type | Description |
---|
Parameter | Type | Description |
---|
Parameter | Type | Description |
---|
Parameter | Type | Description |
---|
Parameter | Type | Description |
---|
Position get
Center get
Min get
Max get
Size get
void GetPreview (Closure onComplete)
int ID get
string Name get
string ToString ()
float Angle (SQuaternion b)
SQuaternion Lerp (SQuaternion b, float t)
SQuaternion Slerp (SQuaternion b, float t)
SQuaternion RotateTowards (SQuaternion b, float delta)
float Dot (SQuaternion b)
bool Equals (SQuaternion other)
Static Functions
static SQuaternion New (float x, float y, float z, float w)
static SQuaternion Euler (float x, float y, float z)
static SQuaternion AngleAxis (SVector axis, float angle)
static SQuaternion LookRotation (SVector forward) static SQuaternion LookRotation (SVector forward, SVector up)
static SQuaternion FromToRotation (SVector a, SVector b)
float X get
set
float Y get
set
float Z get
set
float W get
set
SVector EulerAngles get
SQuaternion Inverse get
Static Properties
static SQuaternion Identity get
other
SQuaternion
The other Quaternion that we are comparing with.
Static Functions |
string get
string get
string get
SGameObject get
SMaterial get
float get
float get
SVector get
SVector get
bool (SVector point) bool (SVector point, bool allowInverse)
bool (SRect other) bool (SRect other, bool allowInverse)
bool (SRect other)
string (string format) string ()
static SRect (float x, float y, float width, float height)
float get
set
float get
set
float get
set
float get
set
SVector get
SVector get
SVector get
SVector get
SVector get
float get
float get
float get
float get
float get
float get
float get
float get
string UserName get
Get player profile's Username
string Title get
Get player profile's Title
string RealName get
Get player profile's Real Name
string Gender get
Get player profile's Gender
string Since get
Get player profile's Since
string Country get
Get player profile's Country
string City get
Get player profile's City
int SocialGold get
Get player profile's Gold Badge count
int SocialSilver get
Get player profile's Silver Badge count
int SocialFlower get
Get player profile's Flower count
string Interests get
Get player profile's Interests
string About get
Get player profile's About
SSocialMedia[] SocialMediaProfiles get
Get player profile's Social Media Profiles
Property Name |
---|
Property |
---|
string UserName get
string Title get
string RealName get
string Gender get
string Since get
string Country get
string City get
int SocialGold get
int SocialSilver get
int SocialFlower get
string Interests get
string About get
SSocialMedia[] SocialMediaProfiles get
string get
string get
Property Name |
---|
string Error
string Response
int ID get
The Region ID of this region
int OwnerID get
The ID of the owner of this region
string Name get
The Name of this region
string MapPath get
Property Description
string PreviewPath get
Property Description
int RankingScore get
The Ranking Score of the region.
int MaxAvatars get
The max number of avatars this region can hold.
int FileSize get
The current MBs the region is using.
int Memory get
Property Description
SLandmark[] Landmarks get
An array of Landmarks in the region.
SSubRegion[] Regions get
Returns an array of SSubRegion in the region.
string Description get
Returns the description of the region.
int Access get
The access type of the region (such as "Public" or "Approved only") 1= Disabled, 2= FreeForall, 3= FriendsOnly, 4= ApprovedOnly, 5= GroupsOnly
Property |
---|
int ID get
int OwnerID get
string Name get
string MapPath get
string PreviewPath get
int RankingScore get
int MaxAvatars get
int FileSize get
int Memory get
SLandmark[] Landmarks get
SSubRegion[] Regions get
string Description get
SAccessType Access get
STuneIn TuneIn get
set
Property Description
List< SMusicStation > Station get
set
Property Description
SGameObject Object get
Property Description
SVector Position get
Where the physics hit occurred
SVector Normal get
The normal of the hit
SVector UV get
The UV coordinates of where the hit occurred on a mesh.
This property will currently always return [0,0] due to a current bug.
SVector UV2 get
The UV2 coordinates of where the hit occurred on a mesh.
This property will currently always return [0,0] due to a current bug.
float Distance get
How far down a ray or from the collider, the hit occurred
bool ContainsHit get
Whether it was a hit or not
The position of the particle.
The velocity of the particle.
The animated velocity of the particle.
The total velocity of the particle.
float remainingLifetime get
set
The remaining lifetime of the particle.
float startLifetime get
set
The starting lifetime of the particle.
The initial color of the particle. The current color of the particle is calculated procedurally based on this value and the active color modules.
uint randomSeed get
set
The random seed of the particle.
Mesh particles rotate around this axis.
float startSize get
set
The initial size of the particle. The current size of the particle is calculated procedurally based on this value and the active size modules.
The initial 3D size of the particle. The current size of the particle is calculated procedurally based on this value and the active size modules.
float rotation get
set
The rotation of the particle.
The 3D rotation of the particle.
this = Space.Host.ExecutingObject
OnParticleTrigger = function(GameObject) ParticlesArray = this.ParticleSystem.GetTriggerParticles(0) FirstParticle = ParticlesArray[1] rotation3D= FirstParticle.rotation3D
end
this.SubscribeToEvents() this.OnParticleTrigger(OnParticleTrigger)
float angularVelocity get
set
The angular velocity of the particle.
The 3D angular velocity of the particle.
Property |
---|
Property |
---|
Property |
---|
position get
set
velocity get
set
animatedVelocity get
totalVelocity get
startColor get
set
axisOfRotation get
set
startSize3D get
set
rotation3D get
set
angularVelocity3D get
set
STuneIn TuneIn get
set
List< SMusicStation > Station get
set
SGameObject Object get
SVector Position get
SVector Normal get
SVector UV get
SVector UV2 get
float Distance get
bool ContainsHit get
static string MD5 (string input)
Calculates the MD5Sum of input and returns the result as a hexadecimal string
static string SHA1 (string input)
Function Description
static string Replace (string old, string pattern, string replace)
Function Description
static string GenerateGUID ()
Function Description
static string Base64Encode (string input)
Converts input to Base64 and returns the result
static string Base64Decode (string input)
Converts input from Base64 and returns the result
static byte[] GetBytes (string input)
Converts input to bytes using UTF8 encoding
static string GetString (byte[] bytes)
Converts input to a UTF8 string
static string EncodeURL (string input)
Function Description
static string DecodeURL (string input)
Function Description
static string RegexMatchResult (string input, string pattern, string replacement)
Function Description
SVector get
set
SVector get
set
SVector get
SVector get
float get
set
float get
set
SColor get
set
uint get
set
SVector get
set
float get
set
SVector get
set
float get
set
SVector get
set
float get
set
SVector get
set
Property |
---|
Property |
---|
Function Name |
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Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Property |
---|
int Rank get
long Score get
string Username get
string Base get
set
string Basem3u get
set
string Basexspf get
set
static string MD5 (string input)
static string SHA1 (string input)
static string Replace (string old, string pattern, string replace)
static string GenerateGUID ()
static string Base64Encode (string input) static string Base64Encode (byte[] input)
static string Base64Decode (string input)
static byte[] GetBytes (string input)
static string GetString (byte[] bytes)
static string EncodeURL (string input)
static string DecodeURL (string input)
static string RegexMatchResult (string input, string pattern, string replacement)
int Level get
The level of current activity.
SScore[] AllTimeLeaderboard get
The AllTimeLeaderboard of current activity.
SScore[] DailyLeaderboard get
The daily Leaderboard of current activity.
SScore AllTimePlayerRecord get
The AllTimePlayerRecord of current activity.
SScore DailyPlayerRecord get
The daily player records of current activity.
int SubscriptionTier get
The subscription tier indicates which type of premium memberhsip the player has. (As found in "Region" window)
int NumberOfRegions get
The number of regions the player has. (As found in "Region" window)
int UsersPerRegion get
The max number of users allowed per region. ("Concurrency" as found in "Region" window).
int FileSize get
The maximum MB size the player's regions can be. ("Max Region SizE" in the "Region" window)
string SubscriptionName get
The name of the current player's premium subscription (as found in "Region" window)
Returns an array of SPublicRegion which is a group of data for each of the user's available regions.
void Clear ()
Reset all the parameters of this RaycastResult
string ToString ()
Converts all the properties of this UIRaycastResult into a string
float Distance get
Returns the distance of the Raycast result
float Index get
Returns the Index of the Raycast result
int Depth get
Returns the Depth of the Raycast result
int SortingLayer get
Returns the Sorting Layer of the Raycast result
int SortingOrder get
Returns the Sorting Order of the Raycast result
Returns the World Position vector of the Raycast result
Returns the World Normal vector of the Raycast result
Returns the Screen Position vector of the Raycast result
Returns a reference to the GameObject of the Raycast result
bool IsValid get
Returns whether the Raycast hit a valid UI Raycast target. This will be true if the Raycast hits an element on Sinespace's UI
int get
int get
string get
Property |
---|
Property Name |
---|
Property |
---|
[] AvailableRegions get
Function |
---|
Property |
---|
Parameter | Type | Description |
---|
Parameter | Type | Description |
---|
WorldPosition get
WorldNormal get
ScreenPosition get
GameObject get
SVector Add (SVector other) SVector Add (float other)
Adds this Vector
SVector Scale (SVector other) SVector Scale (float other)
Multiplies this Vector
SVector Divide (SVector other) SVector Divide (float other)
Divides this Vector
float Distance (SVector other)
Returns the distance between this vector and other in meters
float SquareDistance (SVector other)
Returns the square of the distance between this vector and other in meters, considerably faster than distance()
bool InRange (SVector other, float range)
Returns if other is within range meters of this vector, inclusive
SVector Cross (SVector other)
Returns the cross product of this vector and other
SVector Lerp (SVector other, float t)
Linear interpolates between this and other based on factor t (0-1)
SVector Slerp (SVector other, float t)
Spherically linear interpolates between this and other based on factor t (0-1)
SVector MoveTowards (SVector other, float maxDistance)
Moves this vector closer to other by a maximum of maxDistance units
float Dot (SVector other)
Returns the dot product between this and other (note - normalise your vectors first!
bool Equals (SVector other)
Function Description
string ToString ()
Function Description
static SVector New (float x, float y, float z)
Initialises vector from three floats
static SVector operator+ (SVector a, SVector b) static SVector operator+ (SVector a, float b)
Function Description
static SVector operator- (SVector a, SVector b) static SVector operator- (SVector a, float b)
Function Description
static SVector operator* (SVector a, SVector b) static SVector operator* (SVector a, float b)
Function Description
static SVector operator/ (SVector a, SVector b) static SVector operator/ (SVector a, float b)
Function Description
float X get
set
X axis (red axis)
float Y get
set
Y axis (green axis)
float Z get
set
Z axis (blue axis)
float Magnitude get
Returns the magnitude of this vector
SVector Normalised get
Returns the normalised version of this vector
static SVector Up get
Equivalent of new SVector(0,1,0)
static SVector Down get
Equivalent of new SVector(0,-1,0)
static SVector Left get
Equivalent of new SVector(-1,0,0)
static SVector Right get
Equivalent of new SVector(1,0,0)
static SVector Forward get
Equivalent of new SVector(0,0,1)
static SVector Back get
Equivalent of new SVector(0,0,-1)
static SVector Zero get
Equivalent of new SVector(0,0,0)
static SVector One get
Equivalent of new SVector(1,1,1)
static SVector MaxValue get
Contains the largest possible vector [3.402823E+38, 3.402823E+38, 3.402823E+38]
static SVector MinValue get
Contains the largest possible negative vector
int get
SScore[] get
SScore[] get
SScore get
SScore get
string get
string get
string get
int get
int get
int get
int get
string get
SPublicRegion[] get
void ()
string ()
float get
float get
int get
int get
int get
SVector get
SVector get
SVector get
SGameObject get
bool get
Function |
---|
Property |
---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
Parameter | Type | Description |
---|---|---|
float Distance (SVector other)
float SquareDistance (SVector other)
bool InRange (SVector other, float range)
SVector Cross (SVector other)
SVector Lerp (SVector other, float t)
SVector Slerp (SVector other, float t)
SVector MoveTowards (SVector other, float maxDistance)
float Dot (SVector other)
bool Equals (SVector other)
string ToString ()
Static Functions
static SVector New (float x, float y, float z)
float X get
set
float Y get
set
float Z get
set
float Magnitude get
SVector Normalised get
Static Properties
static SVector Up get
static SVector Down get
static SVector Left get
static SVector Right get
static SVector Forward get
static SVector Back get
static SVector Zero get
static SVector One get
static SVector MaxValue get
static SVector MinValue get